(IR) 3rd IR, Turn 1 - 2 (thread 1) - Page 16





+ Log in or register to post
Page 16 of 17 FirstFirst ... 67891011121314151617 LastLast
Results 151 to 160 of 162
  1. #151
    Registered User
    Acolyte (Lvl 2)

    Creamsteak's Avatar

    Join Date
    Jan 2002
    Location
    Nowhere.
    Posts
    8,947
    Reviews
    Read 0 Reviews

    Ignore Creamsteak
    To Serpenteye/Mr. Draco...

    I accept this treaty,

    A peace treaty of the fighting between me and you till the end of turn 3.

    I give up the Grandwoods (PL 1), but I get to withdraw my men into Delrune and Calrune.

    I give up the Celadon Forest (PL 1), but I get to withdraw my men into Delrune and Calrune.

    You give me 3 PL of Adamantine Weapons and Mithral Armors/Shields.

    I guess this will have to do for now. I feel I could have caused far more than 3 PL worth of casualties with these units next turn, but I am better to keep them than to fight wars that have no purpose. My men will be escorted by both your forces and my forces into my territory. I will send supplement units from Calrune to join my men for their march. A parade and festival waits for both my men and your escorts if they choose to attend in Southern Calrune.

    (Statistics results)
    Grandwood Forest becomes Purple (No PL)
    Celadon Forest becomes Purple (No PL)
    Calrune is Reinforced (2 PL)
    Adamantine and Mithral are attached to the Giant Eagle Riders unit (+ 3 PL)

    Done deal as soon as you agree.
    Red Hand of Doom: IC I, IC II, OOC, RG

 

  • #152
    Registered User
    Acolyte (Lvl 2)

    Creamsteak's Avatar

    Join Date
    Jan 2002
    Location
    Nowhere.
    Posts
    8,947
    Reviews
    Read 0 Reviews

    Ignore Creamsteak
    To Sollir,

    We have not had much talk about this so I believe we are going to maintain a simple truce.

    I will pull back my trebuchets that have been firing at the Riftcrag out of range. I halt any conflicts that are going on. All fighting is halted while Prisoners from both sides are exchanged. Food is shipped into your territory to deal with any starvation issues. Patrons from both of our armies are allowed to inspect the others prison facilities to make sure they are up to par, and generally afirm that both sides are not using POW's for experimentation, games, or slaves.

    If this is agreeable, simply state so and it is done. This will last through the turn.
    Red Hand of Doom: IC I, IC II, OOC, RG

  • #153
    Registered User
    Acolyte (Lvl 2)

    Creamsteak's Avatar

    Join Date
    Jan 2002
    Location
    Nowhere.
    Posts
    8,947
    Reviews
    Read 0 Reviews

    Ignore Creamsteak
    To Edena,

    There are advantages to using the dice method. I agree that you need a difinitively fair way to decide conflicts. Dice work, random probability works.

    There are advantages to using a d6. A d6 are readily found anywhere, are the cheepest, and the most mass produced. A d6 are quickly read and can be rolled fast.

    There are advantages to using a d10 or a d20. I feel that these dice leave you more room for circumstances. You can add a +2 or -2 to favorable odds such as having the high ground. This lets you keep the feel of creativity being important and valid.

    I believe that for each day of the turn that fighting occurs you should only have to roll a certain number of dice. I hate to reference risk, but Risk made use of this. In DnD only 8 opponents can attack one unit at a time under normal circumstances. This would be my basis for saying that you can only have 8/1 odds on rolling. So the cap would be that in a day only 8PL per PL can be rolled.

    That might be confusing... I'll do an example...

    Me and Sollir, lets say we have 25 PL on one side and 425 PL on the other side. That means Sollir could hit me with all 400 PL but that left over 25 is over the 8/1 cap so it is not possible for him to hit me with that part. I was thinking 8/1 per turn is the most a unit can be hit with.... That sounds fair enough, and still allows a large force to quickly dominate a small force, but maybe not all at once....

    So consider the d20, but you may just stick with the d6 because they are plentiful... and that is a major major major concern...

    And consider my 8/1 damage cap.... seems fair enough....

    Anyone else feel anything about either of these?
    Last edited by Creamsteak; Tuesday, 26th February, 2002 at 11:47 PM.
    Red Hand of Doom: IC I, IC II, OOC, RG

  • #154
    Registered User
    Minor Trickster (Lvl 4)



    Join Date
    Jan 2002
    Location
    Southwest Florida
    Posts
    5,076
    Reviews
    Read 0 Reviews

    Ignore Edena_of_Neith
    Vecna is now asking to be at the peace conference.
    He will not come personally, but wishes to send an emissary.

  • #155
    Registered User
    Acolyte (Lvl 2)

    Black Omega's Avatar

    Join Date
    Jan 2002
    Location
    Ryoko Owari, City of Stories
    Posts
    2,025
    Reviews
    Read 0 Reviews

    Ignore Black Omega
    Originally posted by creamsteak
    And consider my 8/1 damage cap.... seems fair enough....

    Anyone else feel anything about either of these?
    Reminds me of an old logic examplefrom school. If it takes one man one day to built one brick wall, how fast would it take a thousand men to build the same wall. Logically, the wall would go up in a flash and most of the men would never even get close to it. I think this is very reasonable, there is only so much you can throw at a place at one time. The advantage of niumbers past a point is just that you can lose more and keep attacking while every PL they lose is a heavy blow.
    Black Omega
    -----------
    "On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question."
    -- Charles Babbage (1791-1871)

    Check out my Rokugan Storyhour (Updated 12/13/03)

  • #156

    Ok....?

    Who of us can sense the polymorphed self/alterself with 10th level magic of a 1000th level mage...? Anyone..?

    Call me paranoia but Vecna = the embodiment of evil.... and Edena as well
    Some are born to live, others born to die. I belong to the last, born to burn, born to cry. For I shall remain alone... forsaken.
    [sigvirus]uhoh[/sigvirus]

  • #157
    Registered User
    Novice (Lvl 1)

    Maudlin's Avatar

    Join Date
    Jan 2002
    Location
    GMT +1, EST +6
    Posts
    267
    Reviews
    Read 0 Reviews

    Ignore Maudlin
    Well, I could eat him, and then I'd know if it was Vecna or not. No?

  • #158
    Originally posted by creamsteak
    To Serpenteye/Mr. Draco...

    I accept this treaty,

    A peace treaty of the fighting between me and you till the end of turn 3.

    I give up the Grandwoods (PL 1), but I get to withdraw my men into Delrune and Calrune.

    I give up the Celadon Forest (PL 1), but I get to withdraw my men into Delrune and Calrune.

    You give me 3 PL of Adamantine Weapons and Mithral Armors/Shields.

    I guess this will have to do for now. I feel I could have caused far more than 3 PL worth of casualties with these units next turn, but I am better to keep them than to fight wars that have no purpose. My men will be escorted by both your forces and my forces into my territory. I will send supplement units from Calrune to join my men for their march. A parade and festival waits for both my men and your escorts if they choose to attend in Southern Calrune.

    (Statistics results)
    Grandwood Forest becomes Purple (No PL)
    Celadon Forest becomes Purple (No PL)
    Calrune is Reinforced (2 PL)
    Adamantine and Mithral are attached to the Giant Eagle Riders unit (+ 3 PL)

    Done deal as soon as you agree.

    The God Emperor of the Dark Union agrees. The adamantite and mithral is subtracted from the Ahlissa, Nyrond, and North Kingdom armies (1 from each).

    If that doesn't work, I transfer control over 3 points worth of armies to be moved to your territories. Or give you 3 permanent powerpoints to your magics armsrace.
    Last edited by Serpenteye; Wednesday, 27th February, 2002 at 08:43 AM.

  • #159
    Registered User
    Novice (Lvl 1)



    Join Date
    Feb 2002
    Location
    Shadow Empire|Poland
    Posts
    593
    Reviews
    Read 0 Reviews

    Ignore LordMelkor{Talos}
    To Willam Ronald, Alyx, Gnomeworks and Turrosh Mak:

    Would you accept the truce for 3rd turn?

    Shade ambassador supports inviting Vecna`s messenger. We should be able to check if it is Vecna or not, we will contact our God( Commune) We want to hear his statement, we respect him for his power and heart full of Darkness.

    To Forsaken One

    I believe Shade transformation would change Vaergoth`s alignment to evil, it brings one much closer to Darkness.

    To Serpenteye

    Where can we locate our embassy? Are religions other than yours illegal in Dark Union?

    To Kalanyr, Forsaken, Festy Dog, Iuz and Anabstecorian and Sollir Shade want to place embassies in your lands. Choose a place if you agree.
    And out of it the world was made. For Darkness alone is worshipful, and the Lord thereof (Melkor) may yet make other worlds to be gifts to those that serve him, so that the increase of their power shall find no end"

    Sauron to Ar-Pharazon, Silmarillion.

  • #160
    " The Drow are not allowing embassies at this time. Perhaps after we obseve the Truce/Peace Talks of Turn 3 we will allow embassies to enter"

    "However I believe Forsaken or festy may or may not wish an embassy at the moment, ask them"
    The Cat Wants You In #dnd3e!
    __________________
    Avatar by Vasillis Zikos

  • + Log in or register to post
    Page 16 of 17 FirstFirst ... 67891011121314151617 LastLast

    Similar Threads

    1. (IR) IR Interlude Turn 6 - Turn 7 (thread 4)
      By Edena_of_Neith in forum Archive-threads
      Replies: 142
      Last Post: Monday, 22nd April, 2002, 11:28 PM
    2. (IR) IR Interlude Turn 5 - Turn 6 (thread 4)
      By Mr. Draco in forum Archive-threads
      Replies: 9
      Last Post: Thursday, 28th March, 2002, 07:51 AM
    3. (IR) IR Interlude Turn 5 - Turn 6 (thread 3)
      By Edena_of_Neith in forum Archive-threads
      Replies: 200
      Last Post: Thursday, 28th March, 2002, 06:53 AM
    4. (IR) IR Interlude Turn 5 - Turn 6 (thread 2)
      By Edena_of_Neith in forum Archive-threads
      Replies: 188
      Last Post: Tuesday, 26th March, 2002, 07:18 PM
    5. (IR) IR Interlude, Turn 5 - Turn 6 (Thread 1)
      By Edena_of_Neith in forum Archive-threads
      Replies: 202
      Last Post: Thursday, 21st March, 2002, 10:41 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •