I’m happy with my character but regret that I haven’t been able to post as often as I’d like. I feel I’ve been slowing the game up for everyone else…
I’m loving the game, though I do wish we’d move on to a quest of sorts at some point. I also liked the use of our familiars.
I’m ready for them to go…do something.
I’m happy with the character and the way things are working, but I’m still not entirely sure what I should be putting in which thread.
Bibliovore,
don’t worry - the game is moving along. As a newcomer, you naturally have a lot to think about.
Malahoth,
there will be quests!
(You may like to consider how many possible plots are currently brewing:
- how will the Empire react to Johannes?
- why does John Smith recognise Dorric, but not vice versa?
- why does Crumlin want Dorric’s salesmanship?)
But I had to have an introduction, especially since the newbies needed to learn what they could do.
Teuton,
the idea is that I will post actions in the Game Thread (because I know everything - such as whether your attempt at using a Skill succeeds.)
You are welcome to post your characters speech in the Game Thread.
Everything else (intended actions, use of Skills etc) goes in the Game Companion Thread. (This allows me to analyse what everyone wants to do - and decide who does what in what order.)
As you’ll have seen in the Game Thread, the party’s first combat is early tomorrow (game time, not real time!)
This means that** spellcasters can choose and load a full set of spells.**
Also that there would be time to heal up (although nobody is injured.)
I will send Appleciders a map of the Combat Arena.
Now unlike table-top games, we are **not **going to move figurines and roll dice for every round of combat.
All I need is for the party to discuss their combat strategy. I will then run the entire combat and report back. (In case of death :eek: , a player will get a replacement character…)
Now you know you are facing two Soldiers, one of which has a little experience (= 2nd level!)
Neither have shown any spellcasting ability.
Simple instructions for each character are fine (see below.)
Sample instructions:
- Fred the Fighter will advance in front of the rest of the party and get into melee. He will try to stop enemies getting past him
- Charlie the Cleric will heal the Fighters, then go into melee himself
- Alf the Archer will run ahead and fire missiles until the enemy arrive. Then he will run back
- Marvin the Magic User will use the following spells in order, mainly on (etc.)
Quentin will do what he can to keep the Decanus’ attention (all four of him) and get him down as soon as possible. He’ll move to keep himself between the soldiers and the party.
John will stay back, dragger drawn, and fire Magic Missiles at every enemy(over and over).
Plixican has one spell - mage armour - which he will cast at the start of the combat. Probably on the paladin, since I suspect that he will be the focus of the enemy attack, but I am open to discussion.
Johannes stands at the front of the combat with sword drawn and shield raised, directly challenging the Decanus. he is careful to stand to Quentin’s right so that he may shield Quentin if need be. If the second Empire soldier tries to get past him, he will try to stop him.
I will be going out of town for one week, June 22 to June 29. I will have internet and should be active, though. Just realize I may miss a couple actions here or there or be delayed.
Gentlemen,
allow me to explain your game powers in more detail.
John Smith can only cast one spell per day.
So his Magic Missile (which always hits unless the enemy have magical defence) just needs a preferred target - Decanus or Soldier?
Plixican, your Mage Armour doesn’t work with actual Armour.
So your spell only works on you or John Smith (everyone else is wearing Leather, Chain or Plate Armour.)
Note that there is a widely known saying in these lands “If you se a mage attacking with a dagger, you know the party are desperate!”
Johannes, you radiate a permanent Protection from Evil in a 10 foot radius, centred on yourself.
Since this Patrol is clearly evil, you and anyone close to you will gain a bonus of 10% on defence versus the evil guys.
Dorric is annoyed that he has gotten drawn into a combat situation, he tries like heck to avoid them. But since he is here he is going to do his best to stick to the edges of the arena, flank behind the soldiers and shoot them with bullets. If the opportunity for a back-stab presents itself he will take it, but he is not taking a huge risk.
Oh. In that case, I shall cast it upon myself, and then hide behind Johannes with my staff ready in case I am attacked.
He casts it at Decanus.
Oh, and Dorric will use the fact that he is apparently unarmed to his advantage when flanking. He will start the fight off looking like he is just trying to not get hurt.
Dale will take up the front line’s right flank, his shield at the ready. He’ll fight defensively, mostly trying to get around the enemies’ side and turn their flank. He’s also ready and waiting to heal anyone who needs it.
Later editions of D&D have a “fight defensively” option, in which characters take a penalty to their Attack roll to gain a bonus to their AC. Is that an option here?
Here’s the map:
The only option in this game for fighting defensively is to Parry - which means you gain a 10% bonus in defence, but don’t attack. (Usually this means your blocking an opponent and waiting fro reinforcements to arrive.)
Thanks for posting the map - please could you post a copy in the Game Thread?
Thanks to all players for combat actions!
They all look fine to me, but just in case you want to refine them, have a look in the Game Thread where Jornilsson describes the combat in full (including the Arena.)
I’m struggling to think of a party name. Anyone got any ideas?
Here, just for your interest, are the numbers behind the combat so far.
John Smith fires off Magic Missile, which unerringly hits the Decanus.
He is 100% to hit (i.e. no roll needed) for 5 hit points of damage
Dorric tries to Hide in the bushes – and succeeds!
Dorric is 35% to Hide (+ 20% bonus from the bushes) = 55%.
He needs 1-11 on a d20 (= 20 sided dice), and rolls a 6 = success.
He has to aim at the Soldier (since the Decanus is covered by his subordinate.) Unfortunately (despite a bonus to hit for firing from concealment) his first Sling Bullet goes wide.
Dorric is 45% to hit (+20% bonus for successful Hide) = 65%.
He needs 1-13 on a d20, but rolls a 15 = fail.
(Then the heavily-armoured combatants clash.)
Johannes cuts superbly with his Longsword and scores a clear hit!
Johannes is 25% to hit.
He needs 1-5 on a d20, and rolls a 1 = success, doing 6 hit points of damage.
The Decanus staggers with the force of the blow, but thrusts back firmly. However the Empire Armour (plus Protection from Evil) does its job and Johannes takes no damage.
Decanus is 5% to hit.
He needs 1 on a d20, but rolls a 5 = fail.
Both Quentin and Dale also attack the Decanus. Quentin’s Horseman’s Mace thuds into the Decanus, who begins to look worried.
Quentin is 25% to hit.
He needs 1-5 on a d20, and rolls a 4 = success, doing 3 hit points of damage.
Dale also uses a Horseman’s Mace, but despite flanking the enemy leader, his wallop misses.
Dale is 25% to hit.
He needs 1-5 on a d20, but rolls a 13 = fail.
Now the Soldier targets Quentin and looks confident with the swing of his Scimitar. The blow is set to penetrate Quentin’s Armour, but is repelled by Johannes’ Protection from Evil.
Soldier is 15% to hit (would be 25% without Protection from Evil.)
He needs 1-3 on a d20, but rolls a 5 = fail.