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[Adventure] The Cannith Caper (Judge: THB)
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<blockquote data-quote="evilbob" data-source="post: 5439826" data-attributes="member: 9789"><p>[sblock=yikes]Well, believe me - I know I am hardly in a position to give critiques. I didn't even get myself together enough to post last round, and so it's not really my place to comment on how it turned out. That said: one of Gark's main things - his entire shtick, really - is that when he hits things, he slides them 3 squares and they fall prone. The character is built around that: he "defends" by moving attackers away. So last round, on his hit: he really would have moved that enemy three squares away and knocked him prone.</p><p></p><p>It would involve a lot of ret-conning to fix, but then again, the main reason Gark would move people is so they can't come in and deliver crushingly effective attacks like that.</p><p></p><p>Also, it seems to me like WD really didn't understand that his actions were going to incur two OAs (much less that he could be dropped). It'd be great if we could just fix his sheet to keep him current with the rules that WotC keeps changing every month, but if that's too much of a stretch, could he at least have used his AP + 2nd wind at the beginning of the turn? Or if that's not enough to help, could he have APed and then shifted out of the way? I don't think this is a situation in which a player's poor tactics have gotten him in trouble: it seems more like the rules just got in the way and he's getting punished pretty hard for it. Those are just my thoughts.[/sblock]</p><p>[sblock=start of turn]save vs. all that stuff: <a href="http://invisiblecastle.com/roller/view/2854566/" target="_blank">failed</a></p><p></p><p>regen 2 -> 18 HP[/sblock]</p><p>Stuck on the floor, Gark lashes out to the closest enemy but misses badly. He seems to shake off the effects from last round eventually.</p><p></p><p>[sblock=ooc]standard: <a href="http://invisiblecastle.com/roller/view/2854569/" target="_blank">Tempest Assault vs. B1</a> (-2 for prone): 16 vs. AC (miss)</p><p></p><p>no other actions really possible; sorry I was useless this round but r1 rolls much better for me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>save at end of turn: <a href="http://invisiblecastle.com/roller/view/2854575/" target="_blank">17</a>[/sblock]</p><p>[sblock=Gark]<span style="color: gold"><strong>Gark</strong></span> Longtooth Shifter Warden 4</p><p>Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low-light vision</p><p>AC:19, Fort:19, Reflex:15, Will:17</p><p>HP:<span style="color: red">18</span>/48, <span style="color: gray">0</span> temp HP, Bloodied:24, Surge Value:12, Surges left:<span style="color: red">2</span>/9</p><p>Action Points/Milestones: <span style="color: gray">0</span>/0</p><p>Powers:</p><p><span style="color: Green">Font of Life</span></p><p><span style="color: Green">Nature's Wrath</span></p><p><span style="color: Green">Warden's Fury / Warden's Grasp</span></p><p><span style="color: Green">Tempest Assault</span></p><p><span style="color: Green">Warden's Lunge</span></p><p><span style="color: Red"><s>Longtooth Shifting</s></span></p><p><span style="color: Red"><s>Second Wind</s></span></p><p><span style="color: Red">Thunder Ram Assault</span></p><p><span style="color: Red">Warden's Tempest</span></p><p><span style="color: Red">Student of the Sword</span></p><p><span style="color: Gray">Form of Mountain's Thunder</span> - <span style="color: Red">Form of Mountain's Thunder Attack</span></p><p><span style="color: Gold">Staggering Weapon</span></p><p></p><p>Important Stuff:</p><p>- Gark's mark: attacks that don't include him take -2 and trigger an interrupt if they are next to him or a reaction against those up to 5 away</p><p></p><p>Conditions: +2 dam; +2 regen when bloodied</p><p></p><p>Full sheet: <a href="http://leb.wikia.com/wiki/LEB:PC:Gark_%28evilbob%29" target="_blank">Gark</a>[/sblock]</p></blockquote><p></p>
[QUOTE="evilbob, post: 5439826, member: 9789"] [sblock=yikes]Well, believe me - I know I am hardly in a position to give critiques. I didn't even get myself together enough to post last round, and so it's not really my place to comment on how it turned out. That said: one of Gark's main things - his entire shtick, really - is that when he hits things, he slides them 3 squares and they fall prone. The character is built around that: he "defends" by moving attackers away. So last round, on his hit: he really would have moved that enemy three squares away and knocked him prone. It would involve a lot of ret-conning to fix, but then again, the main reason Gark would move people is so they can't come in and deliver crushingly effective attacks like that. Also, it seems to me like WD really didn't understand that his actions were going to incur two OAs (much less that he could be dropped). It'd be great if we could just fix his sheet to keep him current with the rules that WotC keeps changing every month, but if that's too much of a stretch, could he at least have used his AP + 2nd wind at the beginning of the turn? Or if that's not enough to help, could he have APed and then shifted out of the way? I don't think this is a situation in which a player's poor tactics have gotten him in trouble: it seems more like the rules just got in the way and he's getting punished pretty hard for it. Those are just my thoughts.[/sblock] [sblock=start of turn]save vs. all that stuff: [URL="http://invisiblecastle.com/roller/view/2854566/"]failed[/URL] regen 2 -> 18 HP[/sblock] Stuck on the floor, Gark lashes out to the closest enemy but misses badly. He seems to shake off the effects from last round eventually. [sblock=ooc]standard: [URL="http://invisiblecastle.com/roller/view/2854569/"]Tempest Assault vs. B1[/URL] (-2 for prone): 16 vs. AC (miss) no other actions really possible; sorry I was useless this round but r1 rolls much better for me :) save at end of turn: [URL="http://invisiblecastle.com/roller/view/2854575/"]17[/URL][/sblock] [sblock=Gark][COLOR="gold"][B]Gark[/B][/COLOR] Longtooth Shifter Warden 4 Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low-light vision AC:19, Fort:19, Reflex:15, Will:17 HP:[COLOR=red]18[/COLOR]/48, [COLOR="gray"]0[/COLOR] temp HP, Bloodied:24, Surge Value:12, Surges left:[COLOR=red]2[/COLOR]/9 Action Points/Milestones: [COLOR=gray]0[/COLOR]/0 Powers: [COLOR="Green"]Font of Life Nature's Wrath Warden's Fury / Warden's Grasp Tempest Assault Warden's Lunge[/COLOR] [COLOR="Red"][s]Longtooth Shifting[/s] [s]Second Wind[/s] Thunder Ram Assault Warden's Tempest Student of the Sword[/COLOR] [COLOR="Gray"]Form of Mountain's Thunder[/COLOR] - [COLOR="Red"]Form of Mountain's Thunder Attack[/COLOR] [COLOR="Gold"]Staggering Weapon[/COLOR] Important Stuff: - Gark's mark: attacks that don't include him take -2 and trigger an interrupt if they are next to him or a reaction against those up to 5 away Conditions: +2 dam; +2 regen when bloodied Full sheet: [URL="http://leb.wikia.com/wiki/LEB:PC:Gark_%28evilbob%29"]Gark[/URL][/sblock] [/QUOTE]
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