Domhani Bairdéir [OOC]

Combat Comments

Well, that ends the first turn of combat, and I must say I've learned a lot more than I thought I'd need to just from actually running a combat turn whilst having time to research some between posts.

I, also, am thoroughly enjoying this game. I'm glad you've all decided to play, and are enjoying yourselves. At first I was looking at this medium as a poor substitute for face to face playing (and I still expect to get together for face to face sessions), but I've really coming to enjoy the freedom to express myself a little more descriptively as well as the chance to make sure I get the rules/process down right before posting (though I've still managed to let a few things slip . . . I'll correct those next time). I LIKE IT!

Don't fret TOO much about mixing up your chosen combat maneuvers. I like the creativity, but there are ways within the rules to encourage diversity (if your opponents come to expect a haymaker every time, there's plenty of time between the windup and the delivery to interrupt it somehow - moving out of the way, holding an action and attacking you as you wind up, etc).

You guys are doing a GREAT job of writing. I like all the posted thoughts used as character development, and the action descriptions are awesome!

If you need some help with the combat maneuvers (or anything else), call me and we'll talk -- early evenings are best, but call anytime and if I can't talk I'll let you know.

On to Phase 3! (Skath and Athelstan are the first to act in the next Turn)
 

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Béar's haymaker will actually do 8d6 of Normal Damage - 1d6 for each 5 points of STR (making 4d6) and an extra 4 Damage Classes for the Haymaker (the other 4d6). Also, I assumed you would want to use your Combat Skill Levels (4 of them) to make sure you hit, since there's no one able to attack you right now and you can't more than double the base damage of any attack (your 4d6 with the fist is already doubled by the haymaker).

I went ahead and rolled for you to speed things along:

Béar rolls 8d6, getting [6,5,6,4,6,5,4,6] = (42)
 

Invisible Castle formating thoughts.

I personally like to make the link back to invisiblecastle.com, but it doesn't work out too well for hero system because of the need for a break down of dice. I've been copy and pasting everything down to, but not including the url. Then I add a space between the character name and the word rolls, because it looks funky otherwise and then taking out the return before my comment--such as 'damage dirk' or 'hit location sabre' to keep each roll on one line. I click the 'format for ezboard' box as well. For DnD games I prefer to put something descriptive in the comment section and just copy and paste the url, because I like the way it flows. I plan to suggest the option of detailing the dice in the url output to the folks at invisiblecastle. I don't know if they will listen, but it would be a boon to Hero System players.
 

Perhaps you verterans can explain something to this rookiee, here.

When you first started... did you just suck at rolling? Like... not the phsycial act of it... but of never getting what you were trying to accomplish?

I swear, I'm gonna turn to the dark arts if things don't start shaping up for me. I think I'm the most ineffectual member of this "team". I'm like Radar O'Reilly or Gilligan or somethin' out there!

Heh.

This good natured gripe has been brought to you by the makers of...

Orange Crush

Atlas Acetlyene Torches

Borax

-Me
 

MM: Check out this thread -- it's the first part of the game Scott is running. My character is Rook. If you don't want to read it from the beginning, just scan for the parts where I've rolled dice. The actual rolls won't mean much, 'cause the system for this game is not HERO and the rules are all different. But you should be able to tell by our reactions to most of the rolls that there are definite bad streaks. We call it the Invisible Castle Curse, or some such, and it sucks when it strikes! The good news is, it doesn't last forever, and if you keep at it is actually sometimes balanced by a similar string of good rolls.

This link actually takes you to the end of Part One -- find your way back to the beginning, and take a gander. Scott's an excellent GM - very descriptive!

http://www.enworld.org/showthread.php?t=123248
 

Hey, thanks! I'll read it tonight after I get off work since I don't have anything tomorrow until the game, with a call time of 4:30pm or so.

"MM", indeed.

Hah.

-Me
 

Mike, sorry, I didn't read your post about calling until now. I have a pretty crazy weekend planned, but I'll try to get in touch.
 

Mikey -

No such thing as an automatic hit, unless your target is unconscious/immobilized (and not truly automatic even then). Dropping down on a target doesn't mean they can't dodge or use their DCV against the attack -- especially since they're aware by now you can fly.

If you're looking for something different to do, you could do a Move Through or a Move By (w/ the latter, you'd probably absorb the damage to yourself with your PD). You could try to tie Aved up -- he's being held by Béar and pummeled to death. You could heal Athelstan ( though he's not hurt that badly, and using your Healing power really takes a lot out of you).

I didn't really conceive of Skáth as a combat oriented character, so for right now he's pretty limited as far as variety of maneuvers (especially w/out his knives). For combat maneuvers that will give you any sort of advantage in game terms, you're limited to the one's listed on page 3 of your character sheet. Once you get a few experience points, you can start expanding your repertoire, unless you want to spend them on other skills or on characteristics.
 

Cerallos questions

Mike so does my last post mean that Cerallos can act on the next phase if he chooses and if so did he indeed save endurance? My intention is obvious I hope, that if something happens, he can immediately spring into action, plus maybe investigate one of these creatures for future knowledge. I hope I did this right like we discussed.
 

Faeborn Healing

If all you want to do is use your healing skills, you'd roll 3d6 vs. your Healing Skill Roll to make sure his wounds are properly bound and poulticed. If you want to use your Faeborn Healing Power, you'll make a Healing Skill Roll at -2 for every dice of healing power you want to roll (up to your maximum of 5 dice). If your skill roll succeeds, you'll roll the dice to see how much damage you heal.

For example, if you want to use all 5 dice, you make your roll at -10, meaning you need a 7 or less to succeed. If you succeed, you'll roll 5d6 to see how much damage you heal.

Skáth rolls 3d6, getting [4,2,1] = (7) Healing Skill, and
Skáth rolls 5d6, getting [6,1,4,4,3] = (18), healing 18 STUN and 5 BODY.

Note that (because I want magical healing to be special and difficult to obtain), you must heal one actual wound at a time. Meaning that, in the example above, if Gealach has 3 wounds, one for 1 BODY, one for 3 BODY, and one for 4 BODY, you could heal the most serious wound he has, but the extra point of BODY you healed could not be spent to partially heal another of his wounds. Also, each wound can only be healed once per day, so if you were unable to completely heal one of his wounds you could not heal the rest of that wound until the next day.

If this doesn't make sense, or if you want to talk about how to build your character's healing abilities, give me a call!
 

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