Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)

[sblock=HM]
My Philosophy: All rolls should be transparent (in their time). That means that eventually every roll should be posted. Even the ones that don't count.
I can do this. It's not a real problem.

1d10+2 actually has different statistical results

You sure about that? That's what I thought at first, but if you re-roll all ones and twos on a d12 continuously until you get a result of three or better, that means that a valid roll, i.e. one that doesn't require re-rolling, has a range from 3-12 with an even chance of each number in the range. Same as 1d10+2. Anyway, it's a moot point. It's perhaps an extra minute of work to re-roll and post, so I'll go ahead and do that.
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[sblock=BB]Thanks for offering your perspective, and sorry if I'm coming across like a jerk. On with the game, and if Ozy comes in and says I'm full of it, then OK with me:cool:.

[sblock=but if you're curious...] Yes both spread their probability evenly over the range of numbers, but the probability of achieving any one number is greater with 1d10+2.

With 1d10+2, your chances of rolling a particular number between 3 and 12 inclusively are 1/10 per trial. With a 1d12 your chances of rolling any number between 3 and 12 are still 1/12 per trial because probabilities reset themselves at each trial, thus your chances of achieving a score of 12 are better with 1d10+2.[/sblock][/sblock]

[sblock=Theroc]Ah. Does this make things clearer?

Close blast 3 is a 3X3 area the edge of which is adjacent to the origin (See PHB1 272).

Because of this, your Dragon breath can be positioned wherever you want as long as the areas perimeter has a square that is adjacent to you. For example:

K17 - I15 is the most likely area about which you were thinking

...But J17 - H15 is also possible, and would have missed your allies altogether, meaning there would have been no need to ready the action.[/sblock]
 

[sblock=Theroc]Ah. Does this make things clearer?

Close blast 3 is a 3X3 area the edge of which is adjacent to the origin (See PHB1 272).

Because of this, your Dragon breath can be positioned wherever you want as long as the areas perimeter has a square that is adjacent to you. For example:

K17 - I15 is the most likely area about which you were thinking

...But J17 - H15 is also possible, and would have missed your allies altogether, meaning there would have been no need to ready the action.[/sblock]

[sblock=OOC]
Oh, I feel silly now. I didn't realize we were allowed to use Blasts from diagonals like that. :blush:[/sblock]
 

Riardon

Riardon prepares to summon a cloud of cold, the moment new enemies arrive, but before it would hit his allies. He cannot do much against the swarm from his position.

[sblock=OOC]
I'm back.

Edited because the meager damage of the cloud. And it wouldn't hinder the effectiveness of the swarm aura.

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Has still to be approved to 2nd level (needs one more approval).
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Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 16 Reflex 15 Will 14
Hit Points: 34 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Aid the Injured, Chilling Cloud, Warlords Favor, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition: -
[/sblock][/sblock]
 
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[sblock=OCC]I was just trying to avoid moving, really, but when I thought about it, it would be good if you could get two with one hit, since it is an encounter ability.[/sblock]

"Rujah, Focus ahead," Jin said, then muttering, "this one is mine..."

Jin stabed quickly with his off-hand, and then followed with two slashes at the rat horde.

[sblock=Action Block, Mini-Stats]
Swap move for HQ, Off hand strike encounter as minor, twin strike as standard.

[sblock=Action Block]
Move: Substitute Minor Action: Hunters Quarry (Target Swarm)
Minor: Off-Hand Strike
Standard: Twin Strike

[/sblock][sblock=Jin Stat block]Ashikaga Jin'emon - Male Human Ranger 1
Initiative: +3, Passive Perception: +19, Passive Insight: +13
Defenses:
AC: 15, Fort: 15, Reflex: 15, Will: 13 -- Speed: 6

Vitality:
HP: 27/27, Bloodied: 13, Surge Value: 6, Surges left: 6/6
Action Points: 1, Second Wind: not used
Languages:
Common, Elven

Basic Attacks
:
:bmelee: Basic Melee Attack: +6 vs AC - Katana 1d10+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Hunter's Quarry, Twin Strike, Shield of Blades, Hit & Run
Encounter: Off-Hand Strike (used)
Daily: Jaws of the Wolf

Weapons:
2 Katanas (Bastard Sword Stats)
[/sblock] I hate these friggin rats. Despite what Jin said when triggering his HQ ability, I will need some help with these rats since melee does half damage.
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Hearing the scraping of chairs keenly from beyond the room where the rats swarm forth, Talon and Dayna sprint forward to be ready for enemies. Dashing past his pack mates with Dayna at his heels, Talon leaps easily across the gap in the floor to land in the middle of the room beyond the pit. A moment later, Dayna lands a step beyond him next to the far wall. Somehow, a few rats managed to latch onto her in mid-leap and bite her ferociously. She tries to shake them off, but is unable to. Talon's eyes narrow as he studies the rat swarm, looking for the easiest way to eliminate the threat.

[sblock=Actions/Stat block]Start= n/a
Move= Talon and Dayna move to K13, K14, K15, Long Jump to I17. Dayna goes one more square to I18. Athletics (longjump) check divided by 5 (running start) for number of squares jumped. (1d20+9=24)
Rat swarm OA's at Talon AC16 and Dayna AC15 (1d20+6=10, 1d6+3=7, 1d20+6=17, 1d6+3=6) Talon missed, Dayna hit for 6 damage/3 ongoing.
Minor= Apply Hunter's Quarry to Rat Swarm.
Standard= In case it wasn't already out, ready his Longspear.
End= Dayna save vs. ongoing from Rat Swarm (1d20=8) Failed save
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 1
Passive Perception: +13, Passive Insight: +18, Initiative: +3
AC: 16, Fort: 14, Reflex: 14, Will: 13 -- Speed: 6
HP: 26/26, Bloodied: 13, Surge Value: 6, Surges left: 8/8
Action Points: 1, Second Wind: not used
:bmelee: Basic Attack: +5 vs AC - Longspear 1d10+3
:bmelee: Basic Attack: +3 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +5 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend
Daily: Partnered Savaging[/sblock][sblock=Wolf Companion stat block] Dayna - Wolf Companion 1 - Conditions= ongoing 3 damage
Passive Perception: +17, Passive Insight: +12
AC: 15, Fort: 13, Reflex: 13, Will: 14 -- Speed: 7
HP: 16/22, Bloodied: 11, Surge Value: 5, Surges left: 2/2
:bmelee: Basic Attack: Bite, +5 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 

[sblock=P8, Judge]
Jump: I'm not sure how jumping goes around hard corners like the one at J13. I'll give you the jump for this turn (You guys will need the positioning), but I'd like to get Ozy's opinion. IMO, K17 and K18 are the only legal squares to jump to from K13. I've posted the rules to the pit in a spoiler below. It would take you and Dayna 11 and 12 squares of movement respectively to simply move to I17 and I18. Doublemoving would have done it with no athletics check.

Concerning your Standard: By readying, do you mean drawing? That's a Minor. [sblock=moot point] This would have freed you and Dayna up to doublemove to I17 and I18 respectively, applying the same OA's you've already rolled.[/sblock]

If you actually wanted to ready an action please specify the power to be used and the triggering event.[/sblock]

[sblock=Concerning the The Pit] The pit is only 1 square deep, so:


  • Climbing down into the pit requires no athletics check
  • Climbing into an adjacent square in the pit takes 2 squares of movement
  • Climbing out of the pit to an adjacent square takes 2 squares of movement
  • The pit itself is not difficult terrain
  • A creature in the pit can be directly attacked from any adjacent square even if the attacker is outside the pit
  • A creature in the pit is considered prone to creatures outside the pit for purposes of attack rolls and defenses
So far, there have been no violations of these rules, but making them explicit will probably help your tactics.[/sblock]
 
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[sblock=HMG/Judge]In my defense, I was picturing the jump as a bit theatrical I suppose. I was thinking of having Talon/Dayna run up on the right side of the line of people so that they'd be farthest away from that hard corner at J15. Considering that he had enough with his jump check to go 4 squares (almost 5), I didn't think it was too far out of the question. Heck if you go really theatrical, you could even say they used the wall (K/L) to push off of for the jump. If the jump gets overruled and we can get to the same spots via double moving, then I'll use the minor action to equip the weapon instead of activating Hunter's Quarry.

Concerning the weapon, I did mean equipping it, not readying an action. I wasn't sure if I had stated that he had equipped it yet or not.[/sblock]
 

[sblock=OOP]HMG, if you want to, you can let this slide and that is my opinion, even though I think technically it wouldn't have been allowed but we are trying to have fun here and if the DM says yes then I am OK with it[/sblock]
 

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