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Constables of the 14th Ward Part 3


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Darius passes quickly through the freeze ray Reflex (1d20+4=24), and clears the wall at the same time Jump (1d20+6=17). Darius lands lightly on his now-frostbitten feet just outside the webbed region, ready to skewer Orc#6 at his earliest convenience.

[sblock=spell damage?]OK, I guess I should just admit that I read the applicable rules once when creating Darius and haven't taken the book off the shelf since! :) [/sblock]

HP:50/58 AC:17(+1 against designated opp; +3 against orcs)
 
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Darius sees the freeze ray coming from a mile away and leaps over it Reflex (1d20+4=24), managing to clear the wall at the same time Jump (1d20+6=17). Darius lands lightly on his feet just outside the webbed region, ready to skewer Orc#6 at his earliest convenience.

[sblock=spell damage?]OK, I'm still not up to speed on the 4ed rules. I assume that because Darius made his save, he didn't take any damage from the cold ray, right?

HP:58/58 AC:17(+1 against designated opp; +3 against orcs) [/sblock]
Since Scotley already ruled that the Ray of Cold struck Darius (see Scotley's last Post) my ruling is that Darius's save means that he takes half damage, or 4 points.

[sblock=Spell Damage]It doesn't matter that you're not up on 4E rules, 'cause we're playing 3.5 in this game. We will ALWAYS be 3.5 with this game, too! 4E is so different that, even if we wanted to, we couldn't convert over without re-building all of the characters from the ground up, and that would be so traumatic that it's NOT going to happen. And, REFLEX saves are usually made against spells that do half damage if you make the save or full damage if you fail. If it was an all-or-nothing save, it would most likely be a Fortitude Save (or possibly Will if the effect of the spell was mental, but usually spells that require a Will save don't do hp damage, but are more charm/mind control oriented). (Wow, can you believe it? Me, ME giving someone a lesson on 3.5 rules! :D)[/sblock]
 
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OOC: [sblock=Spell Damage]In the 3.5 rules spells that have a roll to hit don't typically have a save to reduce damage. However, the save may address additional aspects of the spell. That was the case here. You avoided some unpleasantness, but still take the full damage. Area spells hit automatically and so have a save to avoid or reduce damage. There are of course exceptions to every rule (magic missile being the classic example). [/sblock]
 

OOC: [sblock=Spell Damage]In the 3.5 rules spells that have a roll to hit don't typically have a save to reduce damage. However, the save may address additional aspects of the spell. That was the case here. You avoided some unpleasantness, but still take the full damage. Area spells hit automatically and so have a save to avoid or reduce damage. There are of course exceptions to every rule (magic missile being the classic example). [/sblock]
OOC: Leif gets it wrong again! 8 damage, xedr, sorry!
 

OOC: Just waiting to see what the bears (orcs and constables and bears, oh my!) do before posting up Brae's actions.
 

The bears have a higher initiative that Brae. Are you going to forfeit your action for the current round? Or have the bears not acted yet this round?
 

The bears have a higher initiative that Brae. Are you going to forfeit your action for the current round? Or have the bears not acted yet this round?

They haven't acted yet. We are waiting on Alarion, then Braz, then the bears.
 



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