Clubhouse: The Shearing Pen

Greybar said:
Re: NG vs. NE and water rising.

So at some point I figure water less than head-height will still cause disadvantage to non-swimming creatures - maybe using the hampering terrain rules. I'm not sure if that should trigger at half their height or what. Is there a RotG article on this somewhere?

In specific to the current fight, I'm not sure what affect the water should have on the demodant (medium size in 2ft of water). I know that two feet of water is plenty to slow me down (as a medium size creature myself), but maybe only enough to forbid the "Run" action and/or five-foot steps. Once it gets to half-height (4ft? 5ft?) it definetely should have serious negative effects, but no drowning risk unless knocked down.

I was looking at this, but it doesn't cover this case I think.

The rules you quoted indicates that the underwater combat/movement penalties take effect once the water is "chest deep". We can rule that to mean two thirds of a creature's height.
Movement penalties will begin at half of a creature's height.
 
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Infiniti2000 said:
I can maintain a list of all their positions and visible effects and update it every post I make. That should help, right? I can also include some 'hidden' information if y'all can suppress the instinct to metagame (that way, at least you won't be caught unawares). :)

Did you see the Excel spreadsheet I made? It's what I use to represent the terrain and makes things rather easier.
Yes, I made a copy of it. Thank you. Without it I would be truly lost.

The list would help greatly.
 

The list would be great - if it's easier to move the hidden stuff along in a stat block please do - I can barely process the normal info...unlike other fights where I have suppress the desire to click that button, in that arena it's all about "how quickly can I post then move on, while trying to get an attack" - so don't worry about me skimming info. :-)
 

Help! Totally not getting the VZ conditions. I've been doing damage to opponents more often than every 5 rounds, yet have to land in the VZ to avoid a draw. What aspect am I getting wrong?
 

You have three methods to win:

1. Kill/incapacitate your opponent (e.g. hit points, reduce dex to 0)
2. Drive your opponent from the arena (fear but not confusion, plane shift)
3. Remain on the victory zone platform (at 0z) in either the prime material or ethereal planes for 4 rounds while your opponent is not.

Note that you must be at 0z for #3 to take effect. Being at -5z or +5z is not acceptable. To avoid #3, an opponent must be in the VZ for at least one full round every 4 rounds (if the opponent is also there).

A draw occurs ONLY when

1. No damage (hit point or ability) has been done to either main combatant (damage to a summoned ally does not count) for 5 rounds
2. Neither opponent has been in the victory zone (at 0z) for 3 rounds.

Note that for condition #2, it's not 4 rounds because after 4 rounds a win occurs. After 3 rounds, if only one opponent is in the VZ he can choose to accept the draw or not (fighting on).

The above does not mean that combatants must fight in the victory zone. They can fight elsewhere and if the battle is expected to take a short amount of time, it frequently will. CE, for instance, has no hope of winning by virtue of remaining the VZ.
 

OK - theoretical question (so far): if the opponent takes up the entire 0z of the VZ, can it just sit there to force a draw, since the opponent cannot reach 0z even if it wants to continue fighting? I think we've had an undead mound big enough to do that so far (tho maybe it was only 30x30).

Or would this fall under Mod over-ride (instead of having to have a specific rule) whereby the mod can declare that the condition is ignored in a given situation?
 



Infiniti2000 said:
That would work, so opponents would have 4 rounds to kill off/incapacitate the really really big creature before they lose.
Not what I meant - something that big might have no ranged attack, but a grapple mod of +1,233 - so the only options are suicide or a loss, because the big critter would never lose, but would prevent the opponent from even forcing a draw.

I'd prefer the "Mod Veto" where the VZ condition changed due to "gaming" the system, rather than requiring a specific rule.
 


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