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Post by Brother Owain on Jan 19, 2009 21:37:41 GMT
Bonnie, Owain's spell means you now have an extra point of TOUGHNESS for this combat only, but it won't affect the hit you just took.
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Post by zipp on Jan 20, 2009 0:27:29 GMT
Owain's correct. Sorry, Bonnie, that means you take both damage. Unless you want Trenton to take one of those.
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Post by Bonnie Sommer on Jan 20, 2009 7:28:34 GMT
Damage is already reflected in my sig and in previous post, no?
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Post by zipp on Jan 20, 2009 8:14:23 GMT
Well, I see two rolls for toughness from you, the first one failing, and the second one suceeding. However, I can't figure where that second one is coming from. You only get to roll one die to resist damage, as you only have 1 toughness.
Oh, or did you think I meant you get to roll 1 die PER damage taken? Because it's one die for ALL damage. Well, for you at least. If you had toughness 3, you would roll 3 dice every time you took damage, no matter how much you took.
Anyways, I'm just trying to figure out where that second roll is coming from. If you want to keep it, you could spend a point of insanity, and we could call it your extra die (usually that has to be declared in advance, but I'll let it slide this time).
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Post by Bonnie Sommer on Jan 20, 2009 16:40:55 GMT
Assumption was that each damage point was resisted separeately.
So one damage point resisted and one not resisted. I.e. one roll per damage point.
Made perfect sense to me considering that the crossbowman would had a much lower rate of fire than Bonnie. Takes much longer time to reload a crossbow than a bow. Therefore Bonnie shot several shots which I assumed you rolled for separately.
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Post by Brother Owain on Jan 20, 2009 17:42:36 GMT
Assumption was that each damage point was resisted separeately. Your TOUGHNESS score is the total number of dice you get to roll. With 1 TOUGHNESS you get one die to attempt to resist one point of damage. As you were taking two damage you got a roll to prevent one point, but the other point goes through no matter what. All dice rolled in a single attack produce a single value for damage (it's not one point twice but a single instance of two points).
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Post by Bonnie Sommer on Jan 20, 2009 20:11:20 GMT
OOC: Right modified with 1 mental damage as well.
I have ALREADY rolled a 19 for next Toughness roll. I still get a 4 rolls for my Skill attacks not that it helps much.
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Post by zipp on Jan 20, 2009 21:09:35 GMT
So you're asking if you can keep that 19 for your next toughness? Sure, why not. It's early yet, and everyone's still getting used to the system.
I'll move us forward soon. Gregor, at your current level of lightning hand, it can only target one enemy. I suppose you could use it against the archers, rolling mental against the DC of 15. You decision.
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Post by Gregor on Jan 21, 2009 0:45:25 GMT
ok, all at one archer then. 9, 17, 19.
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Post by zipp on Jan 21, 2009 19:07:51 GMT
Has no one claimed Trenton, yet?The archers let loose with another round of crossbow bolts. One was still focusing on Bonnie: his arrow merely scratched her face as it flew past. The other archer leaned over the side of the rampart and aimed straight down at the mage, hitting him in the shoulder. 1 damage to Bonnie, cancelled because of her resistance score, 2 damage to Gregor. Roll resistance.Gregor retorted to the attack with a bolt of lightning hand. The Drakkarim yelped as the magical energy struck him, and he fell back, wounded. Bonnie also released an arrow, but it struck stone, not flesh. When you roll for any ranged attack, you don't get to combine or save numbers. Only in melee combat. So I used your regular roll: invisiblecastle.com/roller/view/1903838/ That's still good enough to do two damage, nice roll.
Archer 1 with 3/5 Archer 2 3/5The two healers got busy using their magics. Owain spoke the same prayer he'd uttered for Meldorac over Bonnie, and the lass felt her confidence immediately rise, as if the gods themselves were protecting her. Even so, she dismounted and ran to join Gregor under the stone wall, where the archers would have a harder time of hitting her. It wasn't perfect cover by any means, but it was better than nothing. There she found Michael waiting for her. "Let me see that wound," he said and held out his hands. Bonnie felt strength flowing into her at his touch, and the wound began to close. Restore one damage, Bonnie.
Healing roll: invisiblecastle.com/roller/view/1906812/
Gregor, Bonnie, Michael, and Owain's DC to hit has increased to 12 (for my archers). There's not really any cover in this open area, but keeping close to the wall does make it hard to hit you. The next best thing would probably be to use a horse as cover, but there you have the difficulty of controlling the steed's fear. And if it gets shot... well... good luck controlling it then.
Note that while here, your DC to hit the archers is also increased, to 17. You'll have to leave cover to return that to 15 (just say if you're leaving cover in your post). If you can describe some better way to get cover in your post, you may be able to do better than what you currently have.Meldorac was the only one left in the open, and he was dealing with the Drakkarim Commander. As the giant warrior charged him again, Meldorac swerved his horse and leapt from the saddle, leaving the poor beast in the way of the charge. The tactic worked. The Commander crashed into Meldorac's steed. The animals let out a hideous cry in unison and went down with the crack of broken bones. The Drakkarim was thrown from the saddle, rolling heavily in the dirt and dust of the road. Meldorac: 7 Drakkarim Commander: 5, 9
That's one damage with the horse as an improvised weapon. The Drakkarim Commander has 10/11 life left.With a grunt, the Drakkarim rose to his feet and tossed aside the long lance, drawing a black blade instead and advancing on Meldorac. My rolls for this round: invisiblecastle.com/roller/view/1903575/
Round 3 coming up. Declare actions.
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Post by Brother Owain on Jan 21, 2009 19:26:24 GMT
Owain casts Faithshield on himself and watches Meldorac for a moment. He expects the scholar to draw the commander to the group so they can all engage him in the limited shelter afforded by the wall.
The roll for this Faithshield attempt has already been PMed to Zipp.
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Post by Bonnie Sommer on Jan 21, 2009 21:14:15 GMT
It is somewhat tempting to continue trying to hit the archers to remove them, their DC is still way too low for my liking. But first a a query. What is the DC to hit the commander from cover?
Restoring 1 to combat.
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Post by Dirac Sil on Jan 21, 2009 21:59:54 GMT
Meldorac is unwilling to engage this skilled opponent with weapons, replying on dodging - he eagerly awaits his companions
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Post by Brother Owain on Jan 21, 2009 22:50:52 GMT
I can 't speak for others, but I'd prefer Owain to not be in the archers' killing zone and trying to fight the commander at the same time. So perhaps Meldorac should dodge towards the relative safety of the wall while his limbs are still attached.
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Post by zipp on Jan 22, 2009 0:36:24 GMT
As for shooting the commander, you can't shoot at someone if they can reach you within a round. Now, in this case, it's a little tricky, because he's occupied fighting Meldorac on one side of the arena, while you're on the other side. So I'm tempted to let you take the shot. However, because he and Meldorac are in such close proximity, the DC would be 16 (same goes for lightning hand). A failure WON'T result in Meldorac getting hit, though. I won't be THAT cruel. At least... not yet ^_^
Of course, if you secretly WANT it to hit Meldorac, you can always PM me....
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