Velmont
First Post
The next week will be mostly some roleplay, to wait for everyone to come back from vacation. Then we will hit the heart of action next week.
Crew:
Erekose13 - Gogmorthak d'Tharashk - Orc Barbarian
Tinwe - Gruff One-Eye - Dwarf Swordmage
drothgery - Narvala ir'Sarhain - Human Invoker
pathfinderq1 - Sweetness - Gnoll rogue
H.M.Gimlord - Arkavas - Deva Artificer
Impact - Radtash - Kalashtar Cleric
Combat:
Initiative: I will roll initiative for everyone, to make things faster. Monsters will all act under the initiative of there leader. Players will acts in order of the post of there action. That means initiative will go like this:
1) Players who beat the initiative of the monsters
2) Monsters
3) Players
4) Monsters
5) Players
ect...
Until the end of next turn: Any effect that affect an allies can affect it only during one of his turn, and the effect last until the end of the next turn. That mean a Leader who boost his friend and act first in a round will not give the bonus again in the next round if the leader act last. At the opposite, the leader who act last and gives a bonus and then act first after the monsters will prevent his allies to use the bonus.
Monster Stats: I'll give you the basic stats of the monster (HP, AC, Fort, Refl, Will, Immunities, Resistance, Basic Attack). That will give you an idea if you hit the creature and how your power have affected it. Yeah, it's make you pretty well informed about the creature, but it also help you to know if the player who just played successfully touch the creature and push it away and you don't necessary need to wait for my input.
Attack of Opportunity: As I will give you the basic attack of the monster, you can also roll for each attack of opportunity you provoke, and thus, knowing if you take damage and have any other effect form the creature.
Interrupt: If you want to use an interrupt power, you can call it forward (example for a Tiefling Wizard: I'll use my shield if he hit me by 4 or less with any non-fire attack). You can also call it during your turn if it doesn't ask too much backward action (so using the shield to prevent damage would usually be fine, trying to move monsters around during the last monsters turn after all others players have already acts since that round might be refused).
Ready Action: If you ready an action to react to an ally action, your turn finish after your ready action. That include any effect on you and save you have to do. If you ready an action to react to a monster action, no change to RAW.
So, even with those limits, that type of combat handling can give you great flexibility if you make some strategy together, so don't hesitate to talk to each other before posting your action.
Combat Turn: I'll generally gives you 48h to post your action. I will give more times if you are talking to each other about strategy for that round. The goal is not to put stick in your legs but to keep the game flowing without too much moment of silence.
If you don't post in the delay, I will NPC your character for that turn, using only At-Will powers, except maybe some exceptional case (like using a healing word on an ally with 1 hp left...). If you know you will be absent, you can always post strategy that I can use. In that case, I will try to follow it as closely as possible, and I will use Encounter or Daily if it is your wish.
If you want to have an idea of how that kind of combat look like, you can look at: 24 4e Style : Day 2
If you have any comment, fear or insult about that, please don't hesitate to post them (except insult)
Crew:
Erekose13 - Gogmorthak d'Tharashk - Orc Barbarian
Tinwe - Gruff One-Eye - Dwarf Swordmage
drothgery - Narvala ir'Sarhain - Human Invoker
pathfinderq1 - Sweetness - Gnoll rogue
H.M.Gimlord - Arkavas - Deva Artificer
Impact - Radtash - Kalashtar Cleric
Combat:
Initiative: I will roll initiative for everyone, to make things faster. Monsters will all act under the initiative of there leader. Players will acts in order of the post of there action. That means initiative will go like this:
1) Players who beat the initiative of the monsters
2) Monsters
3) Players
4) Monsters
5) Players
ect...
Until the end of next turn: Any effect that affect an allies can affect it only during one of his turn, and the effect last until the end of the next turn. That mean a Leader who boost his friend and act first in a round will not give the bonus again in the next round if the leader act last. At the opposite, the leader who act last and gives a bonus and then act first after the monsters will prevent his allies to use the bonus.
Monster Stats: I'll give you the basic stats of the monster (HP, AC, Fort, Refl, Will, Immunities, Resistance, Basic Attack). That will give you an idea if you hit the creature and how your power have affected it. Yeah, it's make you pretty well informed about the creature, but it also help you to know if the player who just played successfully touch the creature and push it away and you don't necessary need to wait for my input.
Attack of Opportunity: As I will give you the basic attack of the monster, you can also roll for each attack of opportunity you provoke, and thus, knowing if you take damage and have any other effect form the creature.
Interrupt: If you want to use an interrupt power, you can call it forward (example for a Tiefling Wizard: I'll use my shield if he hit me by 4 or less with any non-fire attack). You can also call it during your turn if it doesn't ask too much backward action (so using the shield to prevent damage would usually be fine, trying to move monsters around during the last monsters turn after all others players have already acts since that round might be refused).
Ready Action: If you ready an action to react to an ally action, your turn finish after your ready action. That include any effect on you and save you have to do. If you ready an action to react to a monster action, no change to RAW.
So, even with those limits, that type of combat handling can give you great flexibility if you make some strategy together, so don't hesitate to talk to each other before posting your action.
Combat Turn: I'll generally gives you 48h to post your action. I will give more times if you are talking to each other about strategy for that round. The goal is not to put stick in your legs but to keep the game flowing without too much moment of silence.
If you don't post in the delay, I will NPC your character for that turn, using only At-Will powers, except maybe some exceptional case (like using a healing word on an ally with 1 hp left...). If you know you will be absent, you can always post strategy that I can use. In that case, I will try to follow it as closely as possible, and I will use Encounter or Daily if it is your wish.
If you want to have an idea of how that kind of combat look like, you can look at: 24 4e Style : Day 2
If you have any comment, fear or insult about that, please don't hesitate to post them (except insult)

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