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

[sblock=Encounter #2] OK. Guys. From now on we will be using the map much more strictly.

Please designate your marching order entering the barrel and send me tokens if you have them. I think I’ve got one from Pheonix8008, and Tenchuu promised me one a while back. I’ll be controlling the board. Feel free to roll initiative when you feel the need. If you need to before you feel it, I’ll let you know.

When I post the map of what's on the other side of the cask, you’ll need to go in initiative order and post your actions as if in a combat encounter: Move, Minor, Standard, Free, etc… even if there are no NPCs or monsters around. Move actions should define the entire path unless there is obviously no reason to do so (like, say it’s to an adjacent square). If the path is not specified, and there is a threat, I will assume the most dangerous path Bwuhahahahah! :devil:*evil laugh*:devil:.[/sblock]
 

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[sblock=ooc]Fenwick is all-melee, and works best when he can charge, so he should be in a position where he can do so. I'll see if I can come up with a token, but feel free to create one for me.[/sblock]
 

[sblock=OOC]
Rujah won't mind Jin sticking with Rujah, and chances are he's going to lead, unless Fenwick wants to talk Rujah out of taking point(I'd think Rujah should lead since he is the 'tank') but I'm new to 4E mechanics so maybe that doesn't matter so much for Fenwick.

Edit: Oh, and I can't join stuff like that(or I try to avoid to) as my dad doesn't like it much at all when I do. Forums are bad enough. So, if you want to make me a thing-a-majig, feel free.[/sblock]
 

[sblock=BB]Remember, you get a move action and a charge, when you charge. It's like a double move before a basic melee. Just mentioning this because it is possible to charge from the rear of the pack.[/sblock]
 

[sblock=HM]

Remember, you get a move action and a charge, when you charge. It's like a double move before a basic melee. Just mentioning this because it is possible to charge from the rear of the pack.

True. I was more thinking about narrow twisty corridors, although I suppose moving through allies squares isn't really a problem.
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[sblock=BB]As long as you end your move in a free square, your OK. You cannot, however move through enemy squares, unless for some reason they are willing (don't count on this)[/sblock]
 

[sblock=OOC,HM]Can you give us an example of how you want a combat post to look? Also, I was re-reading the combat rules in the first post. 1 bullet seems to indicate that our posts and combat actions would be based on initiative, but another bullet says it's first post first act. Is it like a hybrid?

For example, lets say we all roll init, and including the enemies, I roll the lowest. However, I am first to post. Would all the enemies attack, even though the other guys might have better init than them? Just a little confused on combat order.[/sblock]
 

[sblock=OOC,HM]Can you give us an example of how you want a combat post to look?[/sblock]
[sblock=OOC]I'm not HM, so we'll see what he says when he answers, but I bet it would be pretty close to the following which I use. I would put the fluff and any talking outside of this sblock so that it shows immediately in the post.[sblock=Actions/Stat block]Start= any conditions/ongoing damage can go here
Minor=
Move=
Standard=
End= any remaining conditions or saves can go here
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 1
Passive Perception: +13, Passive Insight: +18
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
Passive Perception: +17, Passive Insight: +12
AC: 15, Fort: 13, Reflex: 13, Will: 14 -- Speed: 7
HP: 22/22, 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]
[sblock=OOC,HM]Also, I was re-reading the combat rules in the first post. 1 bullet seems to indicate that our posts and combat actions would be based on initiative, but another bullet says it's first post first act. Is it like a hybrid?

For example, lets say we all roll init, and including the enemies, I roll the lowest. However, I am first to post. Would all the enemies attack, even though the other guys might have better init than them? Just a little confused on combat order.[/sblock]
[sblock=OOC]This is part of the 'Malenkirk rules' I believe. I'm playing in another game with Mal Malenkirk as DM, so I should be able to explain hopefully.

We all roll initiative for our PC's and HMG rolls ONE initiative roll for the whole team of bad guys. Put them all in order, then whoever has a higher initiative than the bad guys can post in any order until they have all gone. Then HMG updates the round and does the bad guys actions before letting any PC's with inits lower than the bad guys go (also in any order). So after the bad guys go once in the first round, it becomes basically all the good guys' turns in whatever order they happen to post in. Once everyone has gone once, then HMG can do the bad guys turns and update the round.

In your example, if your character had the lowest init, then you would not be able to post in the FIRST round until after the bad guys have had their turn. If you and Talon both had inits lower than the bad guys single init roll, then even if yours was lower than Talon's you could still post before HIM, but not till after the bad guys. The initiatives basically just set up the who gets to post before the bad guys in the first round. After the bad guys go once, the end of round 1 runs together with the beginning of round 2 and so on.

Example: Lets say the inits were rolled and we were in this order:
20 Riardon
16 Rujah
12 Fenwick
8 Bad guys
5 Talon
3 Jin

Riardon, Rujah, and Fenwinck could post their actions in any order during round 1. Once they were all done, then HMG would post the bad guys actions, update the map, and update statuses and HPs of everyone. Once the bad guys were done then Talon, Jin, Riardon, Rujah, or Fenwick could all go in any order until they were all done. Then HMG posts again with new bad guy moves and updated status/map. This pattern then continues for the rest of the fight.

Hope this helps. I'm planning on switching to this system for combats in the adventure I'm DMing as soon as we get to the next fight because it works so well. The other nice thing is that since the bad guy stats are provided up front, you can make your rolls and know whether or not you hit/killed/whatever the enemy and post your fluff appropriately.

The other kinda strange thing is that any power which lets you give somebody else an attack or to shift them or whatever, YOU have to make the attack roll for that or decide where the person shifts to or whatever in your post. The other person doesn't do it on their turn, you take care of it in the post where you do the action. If you wanna see it in action, check out the 6 Eagle Down thread.[/sblock]
 
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[sblock=OOC]Yeah. What he said ;).

Only thing I would add, and this is just what I do because it helps me keep things straight when I'm a player. Not a mandate, just a suggestion.

When I use an attack power, I usually post like this:


Move:
I7, J6, K5, L4, M4, M3
Minor: HQ on Goblin 1
Standard: Nimble Strike

  • Target: Goblin 1
  • Attack: 1d20+5+1 (PS) +2 (CA)...etc... = 27 Hit
  • Damage: 1d10+3 + 1d6 (HQ) = 7
  • Effect: Shift to M3
OOC comments or tactical discussion based on result...

I would highly reccommend actually posting the mechanics in your roll links as shown above, including explanations of your bonuses (weapon enhancement bonuses don't need to be explained). This makes it easier to decipher their impact on your result if there is a mistake (...but we never make any of those ;)).

The biggest issue with Malenkirk rules is that one mistake by an early poster sometimes means that you have to go back and resolve all the actions that occurred a result of the mistake.
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Riardon

Riardon looks at Talon: "I sniffed like a beast, while you sensed magic. Speaking about of wandering in the boots of another...

I can help a bit with the light."
He draws his finely made sword. With a whisper, it starts to glow like a torch. "Or would you like brighter?"

[sblock=OOC]
Likes to lead from the front, but will let defenders and strikers choose their positions first.

Can you make a token of this pic (head only):
http://th08.deviantart.net/fs32/300W/i/2008/221/d/2/Eladrin_Rogue_by_millaslotfeldt.jpg

Has still to be approved to 2nd level.
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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: -
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