Battle Royale of the Gawds continuation

clockworkjoe said:
The spell is revenance from magic of faerun, 4th level cleric spell. It can be dispelled or suppressed in a AMF.

Originally posted by reapersarus
Originally posted by clockworkjoe
The spell is revenance from magic of faerun, 4th level cleric spell. It can be dispelled or suppressed in a AMF.

im guessing it's in magic of faerun
 

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Number47 said:
Comment on Icitrik's turn...

True strike is personal only. It cannot be cast on another.

well, it didn't really matter since they pretty much needed a natural 20 to hit with or without the true strike. meh. tired. spent 3 hours on that turn alone.
 

That's because you have to create so many NPC's every turn and because now you have 40 characters to adjucate instead of 10.

I thought the leadership armies game was next GoD? :)

Someone needs to enlarged blade barrier that entire area or horrid wilting it or something so we can get back to the combatants fighting instead of the armies of gith.
 

Jeremy said:
That's because you have to create so many NPC's every turn and because now you have 40 characters to adjucate instead of 10.

I thought the leadership armies game was next GoD? :)

Someone needs to enlarged blade barrier that entire area or horrid wilting it or something so we can get back to the combatants fighting instead of the armies of gith.

Actually making the NPCs didn't take so long. It was figuring out all the weird rules and processing the dispel magics on Jarrod.
 


I just realized how crushing it is that clockwork decided that my mercs couldn't teleport into the Forcecage that's choked with Berk's mercs.

Since there's only one merc, and if he's ruling that AMF suppresses the effect of Revenance (which would make Jade "die" again, from what I don't know), than there's nothing I can do, since he also doesn't allow delays or readied actions in his Game.

I need to be able to have my turn happen the same turn as Maturak's, OR have Maturak (if he wants) to delay until after Martok's turn, or this combination of rulings will render Jade unable to move (even though she's alive now).

clockwork - can I delay my initiative, as least?
Not get multiple actions in a turn, as was the fear before - just refocus and change the initiative order?
 

reapersaurus said:
I just realized how crushing it is that clockwork decided that my mercs couldn't teleport into the Forcecage that's choked with Berk's mercs.

Since there's only one merc, and if he's ruling that AMF suppresses the effect of Revenance (which would make Jade "die" again, from what I don't know), than there's nothing I can do, since he also doesn't allow delays or readied actions in his Game.

I need to be able to have my turn happen the same turn as Maturak's, OR have Maturak (if he wants) to delay until after Martok's turn, or this combination of rulings will render Jade unable to move (even though she's alive now).

clockwork - can I delay my initiative, as least?
Not get multiple actions in a turn, as was the fear before - just refocus and change the initiative order?


I told you that there was only 1 space in the forcecage and you could see it for yourself anyway. I don't know what you were thinking. But this is not my fault.

Furthermore, you could have come up with a better plan. I'm honestly surprised you didn't hire a single fighter merc to grab Jade, a wizard nearby to touch them and dim door/teleport out of the forcecage, then sell some of jade's stuff to buy a cleric to cast revenance from the scroll. That's just one example. But you had many different possibilities to explore to get jade out and bring her back. What happened is because you created the plan. I didn't just sabotage you.

I'm going by the rules in regards to revenance. I am not house ruling it just to screw you over and don't try to make it sound like I am.

As for delaying your init, I don't see what's wrong with that now, but you won't have that option until it gets to your turn. However, since I already ruled that I'm not going to allow delaying/readying actions, I'm not sure. I'll let the other players decide if I should change my ruling on that because changing that rule could drastically alter some players strategies, and I don't want to be unfair to everyone.

Finally, I'm going to redo Icitirik's turn to some degree. I forgot true strike was personal range only. Also, the kobolds could cast it three times each because they were hasted by the orcs mass haste and had the astral quickened spell.

edit: mercs disappear when their employers do. Easier for me.
 
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I am for allowing initiative change. Without it, you cannot ready an attack to disrupt a caster, or counterspell.

Also, please try not to redo Icitrik's turn too much. He gained a lot of information about would and would not work against Jarrod. Maybe just change the spells to some other kind of buff or attack?
 

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