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Post by zipp on Mar 23, 2009 18:27:35 GMT
Oh, and I forgot. Meldorac, roll Mental.
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Post by Dirac Sil on Mar 23, 2009 19:58:00 GMT
Meldorac snarls angrily up at the sky for no reason, as if convinced that the heavens were conspiring. Looking to his companions, he seems two useless, and the best fighter already singled out and engaged. With grim determination yet a hand that wouldn't stop shaking, he backed away towards the lip of the ridge. It was dangerous - really he should be getting underneath the reach of that terrible chain instead of putting himself in such an unstable position. Dodge roll for moving towards the edge of the ridge luring the critter (1d20=5, 1d20=16, 1d20=3, 1d20=10) - bah, for an extra die. Let's go 5+3, holding two back, and hope he combines two dice himself.
Intently looking at the critter to check and see if it is really real? (1d20=18, 1d20=2, 1d20=13, 1d20=18). Wow, pretty good rolls. Probably for a useless roll!
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Post by zipp on Mar 23, 2009 20:36:41 GMT
And a mental roll, too, please.
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Post by zipp on Mar 23, 2009 20:38:13 GMT
Nevermind, I see it on your board.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Mar 24, 2009 1:06:30 GMT
Aram lets out a battle cry and raises the sword already in his hand, rushing to meet the monster with the spiked fists and avenge the fallen knight. He takes a mighty swing at the beast's side while using his shield to ward off those massive fists. COMBAT roll (4 dice) fighting the monster with the spiked fist, round 1 (1d20=12, 1d20=12, 1d20=17, 1d20=11) I think Meldorac does get 5 dice if he's dodging. Wasn't the new rule that dodging gives you +2 dice but no bonus for your weapon?
Aram will be playing 12+17=29, saving the other 12 and the 11.
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Post by Dirac Sil on Mar 24, 2009 6:36:52 GMT
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Post by zipp on Mar 25, 2009 17:43:03 GMT
round resultsThe monster's fists pounded the shield into a flatter version of itself, but the blows didn't reach Aram. Undaunted by the monster, Aram side stepped, and used the creature's heaviness against it. It couldn't turn in time to face him before getting a nasty hit on its side. Bright red blood gushed out of the wound and splashed, steaming, onto the rocks. Meanwhile, Meldorac had his own style of fighting. Namely: staying out of reach of the ball and chain. As the ball came towards his face, he rolled to one side, and started running towards the cliff edge. In his way was Naseir. Meldorac stopped briefly to grab the guard, thinking to shake him back to reality. They could use another fighter. However, his hands went right through the Vassagonian. In another moment, the man's body became transparent. Meldorac had no time to see where this development would lead, as a thumping behind him announced the other beast was giving chase. Spikey → 20, 1, 9+12 (5 saved) = (Aram) Cheney → 6, 15+10 (10,1 saved) = (Meldorac) Meldorac Let's go 5+3, holding three back= (Cheney) Aram 12+17=29, saving the other 12 and the 11 = (Spikey)
All I can say is, Meldorac... you're a lucky bastard. And Aram... I know where you live.
Aram wins his fight, dealing 3 damage plus any extra damage. Meldorac dodges. What effect are you looking for, Mel?
You guys get to choose targets first this coming round.
invisiblecastle.com/roller/view/1992058/ invisiblecastle.com/roller/view/1992059/
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Post by Dirac Sil on Mar 25, 2009 19:12:55 GMT
Probably stick to our own critters?
Umm, well I know it's a tall order even with Combat 3 and Skill 4, but Meldorac would liek to manouever the critter as close to the edge and then either push or pull him off the ledge.
The critter has a handly long chain thing, and Meldorac has a handy dagger. If he move backwards along the edge of the ridge enough to draw the critter level, then can fake a stumple to the ground, hopefully the critter tries to thump the ball to the ground. Meldorac would roll and jam his dagger into one of the links to temporarily pin the chain to the ground, hopefully confusing or annoying the critter
He'd use that moment to take as athletic a run and twisting jump as possible to push the thing sideways. If he needs all the weight to do it, he's swing around the thing's head and basically pull the critter over the ledge instead. Hopefully, chain with dagger jammed in might have enough give that meldorac can make a grab for it as critter keeps falling.
An perfectly sane plan with no risks and no extremes that can't possibly go wrong! Now for the 7 natural 20s that would let me do it
Let me know if even a fraction of that is allowable, and I'll make the rolls
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Post by zipp on Mar 25, 2009 19:35:37 GMT
That all sounds like excellent description. As far as actually allowing you to pull off a one-hit kill, it seems a bit broken. What I see right now is a good potential argument for your "better ground" ability (I'm not sure if we designated that ability as working for dodges, what do you think?). Namely, the monster being pinned between the edge and you for a turn.
If you get a successful combat round against the creature, and describe yourself getting into one of these positions, you'll be better placed to initiate the full sequence of events.
To summarize: it is possible, it has a lot of risks, and it's going to take more than one round.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Mar 26, 2009 1:19:56 GMT
Sir Aram howls with glee as he pierces the monster's side. Spinning around, he tries to duck under its powerful spiked fists and pull off the same thing on the other side now that he knows the creature cannot turn quickly. COMBAT roll (4 dice) fighting the spike-fisted creature, round 2 (1d20=8, 1d20=15, 1d20=18, 1d20=20)My special ability does 1 extra damage in the first round, for a total of 4. Spikey has 6/10 HP left. I agree, we should stick to the creatures we've been fighting.
This round I'll use 20+18=38, saving the 8 and the 15.
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Post by Dirac Sil on Mar 26, 2009 7:40:04 GMT
One couldn't ask for more than the chance since, as you say, it's a one hit kill I guess lots of combat rolls are in order - the first a dodge to pull back, fake stumbling, then get back up quickly to get in to a position flanking him. I'll even throw in a potential skill troll to pin the ball and chain to the ground with a dagger when he tries to attack
Dodge roll to pull back, 'stumble', then leap back up to flank (1d20=1, 1d20=13, 1d20=15, 1d20=19, 1d20=5)
1 to initiate/win switch up, and the remaining rolls to resist a resist. Don't you go getting a 20!
Skill check to slam a dagger in to the upper link of the ball and chain when it tries to crush his skull! (1d20=16, 1d20=17, 1d20=16, 1d20=7)
Ooh, as long as it's a DC15/16 then he might pull that off! At the very least a single round of combat advantage there...providing win the combat round, I guess
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Post by Dirac Sil on Mar 26, 2009 7:45:51 GMT
Post as if winning to better see the tactics
Meldorac did not have to try very hard to fake being terrified of the creature, and it seemed to relish its prey falling back. The creature did not mind the edge, so set ion it's task of death.
Just as it's features started to contort in irritation that Meldorac was keeping out of range, the 'schiolar stumbled backwards and falls back. There is a gurgle in it's throat and it steps forward eagerly, spinning the ball and chain fast then throwing it down hard to crack the human's skull.
Meldorac rolls out of the way instantly coming up on his knee. He has already drawn his dagger. Without looking, Meldorac slams the dagger hard down into the brittle backed earth at an angle, through the eye of one of the chains.
Meldorac is already running in a shallow diagonal as the creature pulls the chain once and realises it is caught. The creature then gives an odd interrogative noise as it realises it is now caught on the edge of the precipice, weapon temporarily caught, with a determined looking human standing between it and safety.
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Post by zipp on Mar 26, 2009 19:28:13 GMT
Well, my idea is that you're going to actually have to ATTACK and NOT DODGE in order to pull any of this off. Your post is fine, but mechanically dodging will simply keep you two in a state of pergatory until either the monster gets lucky or Aram kills his and comes to your aid. But in my mind, pinning the weapon is an ATTACK, not a dodge, so to keep it pinned, you're gonna have to put yourself in harm's way.
If you disagree, as usual I'm open to argument, but in my mind trying to pin a weapon is pretty dangerous. Let's see what happens with this round after I roll some dice and have some tea.
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Post by zipp on Mar 26, 2009 19:40:26 GMT
Oh, and I need mental rolls from both of you. Meldorac, give me two separate checks.
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Post by Dirac Sil on Mar 26, 2009 19:58:58 GMT
"Aram, do you smell the smell of battle? Is this real?" yelled Meldorac to the knight, hoping the man not lost to bloodlust.
Will answer the dodge roll thing on the OOC thread, and will post my rolls on the private forum
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