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Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)
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<blockquote data-quote="Phoenix8008" data-source="post: 4979575" data-attributes="member: 211"><p>[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</p><p>Minor=</p><p>Move=</p><p>Standard=</p><p>End= any remaining conditions or saves can go here</p><p>[sblock=Talon Stat block]<u><strong><a href="http://www.enworld.org/wiki/index.php/L4W:PC:Talon_%28Phoenix8008%29" target="_blank">Talon</a></strong></u>- <em>Male Longtooth Shifter Beastmaster Ranger 1</em></p><p><strong>Passive Perception:</strong> +13, <strong>Passive Insight:</strong> +18</p><p><strong>AC:</strong> 16, <strong>Fort:</strong> 14, <strong>Reflex:</strong> 14, <strong>Will:</strong> 13 -- <strong>Speed:</strong> 6</p><p><strong>HP:</strong> 26/26, <strong>Bloodied:</strong> 13, <strong>Surge Value:</strong> 6, <strong>Surges left:</strong> 8/8</p><p><strong>Action Points:</strong> 1, <strong>Second Wind:</strong> not used</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Basic Attack:</strong> +5 vs AC - Longspear 1d10+3</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Basic Attack:</strong> +3 vs Reflex - Savage Rend 1d8+3 and slide target 1 square</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Ranged Basic Attack:</strong> +5 vs AC - Longbow 1d10+3</p><p><strong><u>Powers-</u></strong></p><p><strong><span style="color: Green">At-Will:</span></strong><span style="color: Green"> Circling Strike, Predator Strike, Wild Shape</span></p><p><span style="color: red"><strong>Encounter:</strong> Longtooth Shifting, Enclose the Prey, Savage Rend</span></p><p><span style="color: gray"><strong>Daily:</strong> Partnered Savaging</span>[/sblock][sblock=Wolf Companion stat block]<u><strong> <a href="http://www.enworld.org/wiki/index.php/L4W:PC:Talon_%28Phoenix8008%29#Companion" target="_blank">Dayna</a></strong></u> - <em>Wolf Companion 1</em></p><p><strong>Passive Perception:</strong> +17, <strong>Passive Insight:</strong> +12</p><p><strong>AC:</strong> 15, <strong>Fort:</strong> 13, <strong>Reflex:</strong> 13, <strong>Will:</strong> 14 -- <strong>Speed:</strong> 7</p><p><strong>HP:</strong> 22/22, <strong>Bloodied:</strong> 11, <strong>Surge Value:</strong> 5, <strong>Surges left:</strong> 2/2</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Basic Attack:</strong> Bite, +5 vs. AC; 1d8+2 (Dex)</p><p><strong>Racial Abilities:</strong> Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock][/sblock]</p><p>[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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Example: Lets say the inits were rolled and we were in this order:</p><p>20 Riardon</p><p>16 Rujah</p><p>12 Fenwick</p><p>8 Bad guys</p><p>5 Talon</p><p>3 Jin</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <a href="http://www.enworld.org/forum/living-4th-edition/265423-6-eagle-down-judge-garyh.html" target="_blank">6 Eagle Down</a> thread.[/sblock]</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 4979575, member: 211"] [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][U][B][URL=http://www.enworld.org/wiki/index.php/L4W:PC:Talon_%28Phoenix8008%29]Talon[/URL][/B][/U]- [I]Male Longtooth Shifter Beastmaster Ranger 1[/I] [B]Passive Perception:[/B] +13, [B]Passive Insight:[/B] +18 [B]AC:[/B] 16, [B]Fort:[/B] 14, [B]Reflex:[/B] 14, [B]Will:[/B] 13 -- [B]Speed:[/B] 6 [B]HP:[/B] 26/26, [B]Bloodied:[/B] 13, [B]Surge Value:[/B] 6, [B]Surges left:[/B] 8/8 [B]Action Points:[/B] 1, [B]Second Wind:[/B] not used :bmelee: [B]Basic Attack:[/B] +5 vs AC - Longspear 1d10+3 :bmelee: [B]Basic Attack:[/B] +3 vs Reflex - Savage Rend 1d8+3 and slide target 1 square :ranged: [B]Ranged Basic Attack:[/B] +5 vs AC - Longbow 1d10+3 [B][U]Powers-[/U] [color=Green]At-Will:[/color][/B][color=Green] Circling Strike, Predator Strike, Wild Shape[/color] [color=red][B]Encounter:[/B] Longtooth Shifting, Enclose the Prey, Savage Rend[/color] [color=gray][B]Daily:[/B] Partnered Savaging[/color][/sblock][sblock=Wolf Companion stat block][U][B] [URL=http://www.enworld.org/wiki/index.php/L4W:PC:Talon_%28Phoenix8008%29#Companion]Dayna[/URL][/B][/U] - [I]Wolf Companion 1[/I] [B]Passive Perception:[/B] +17, [B]Passive Insight:[/B] +12 [B]AC:[/B] 15, [B]Fort:[/B] 13, [B]Reflex:[/B] 13, [B]Will:[/B] 14 -- [B]Speed:[/B] 7 [B]HP:[/B] 22/22, [B]Bloodied:[/B] 11, [B]Surge Value:[/B] 5, [B]Surges left:[/B] 2/2 :bmelee: [B]Basic Attack:[/B] Bite, +5 vs. AC; 1d8+2 (Dex) [B]Racial Abilities:[/B] Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock][/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 [URL=http://www.enworld.org/forum/living-4th-edition/265423-6-eagle-down-judge-garyh.html]6 Eagle Down[/URL] thread.[/sblock] [/QUOTE]
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