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[FR][Pbp][OOC] Against the Storm OOC Discussion
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<blockquote data-quote="Vychtorya" data-source="post: 731920" data-attributes="member: 9726"><p>(this is reapersaurus) *shakes his head disappointedly*</p><p></p><p>Ubaar busted down the door, finding them talking to each other.</p><p>The gnoll and priest go to the door, while the 2 guards nailed Ubaar for 34 damage (sidenote- how are these guys doing so much damage?), then moved backwards, then drew their swords.</p><p></p><p>Ubaar couldn't even get one action in before they got to go again, bolting from the scene, rendering my detailed, strategic move completely moot?</p><p>Not that it matters to anyone, but that move took me an hour of time (had to refamiliarize myself with Ubaar's powers and how they applied to this scene).</p><p></p><p>Matt - I don't think that I'm understanding what kind of combat you want us (me) to play.</p><p>(sidenote - While the map looks great, it would be helpful to have a zoomed in version for when we enter rooms.)</p><p>Also, I'm used to <strong>Initiative</strong> dictating when we and the NPC's can act.</p><p>This is just one room, and how many attacks has our party absorbed? You'd think we took on the strength of the prepared defenses head-on here, maybe?</p><p></p><p>Could you help me to understand what you'd like from me, at least, when I post combat actions?</p><p>I'd prefer not to waste my time carefully crafting a post that won't matter in the end - I'm sure you understand that...</p><p></p><p>Should I just post that Ubaar will "Crack skulls" or something similar?</p><p></p><p>I mean, really - if I'd wanted Ubaar to jump on the table, then get him to do the following:<em> "jumps on the bugbear's back, knocking him into the wall and producing a satisfying crunch. It bounces backwords towards Ubaar, and he wraps both hands around the bugbear's head and snaps its neck."</em></p><p>There's no move in the game that I can do to cause that to happen.</p><p>I applaud your cinematic style of combat, but shouldn't there be a corresponding rules mechanic that's being followed?</p><p>For example, if I had to guess at what might have happened, Ubaar unarmed attacked the bugbear, then somehow got a grappling crit that did so much damage that it killed it?</p><p></p><p>That's cool and all, but if our characters can do those things with no rules support to do so.... than why did we bother statting out or characters? Why did I bother customiazing and getting approved a wrestling Prestige Class that gives Ubaar more wrestling prowess?</p><p></p><p>In conclusion, <strong>I'm not upset by this recent combat</strong> - I just'd like some clarification of how you are planning on running combats so I don't post stuff that can't be used in your game.</p><p></p><p>Please take this as me trying to understand what's expected of me as a player, not as me attacking your method or style of play.</p><p>I want to understand what I can and cannot control of Ubaar.</p></blockquote><p></p>
[QUOTE="Vychtorya, post: 731920, member: 9726"] (this is reapersaurus) *shakes his head disappointedly* Ubaar busted down the door, finding them talking to each other. The gnoll and priest go to the door, while the 2 guards nailed Ubaar for 34 damage (sidenote- how are these guys doing so much damage?), then moved backwards, then drew their swords. Ubaar couldn't even get one action in before they got to go again, bolting from the scene, rendering my detailed, strategic move completely moot? Not that it matters to anyone, but that move took me an hour of time (had to refamiliarize myself with Ubaar's powers and how they applied to this scene). Matt - I don't think that I'm understanding what kind of combat you want us (me) to play. (sidenote - While the map looks great, it would be helpful to have a zoomed in version for when we enter rooms.) Also, I'm used to [b]Initiative[/b] dictating when we and the NPC's can act. This is just one room, and how many attacks has our party absorbed? You'd think we took on the strength of the prepared defenses head-on here, maybe? Could you help me to understand what you'd like from me, at least, when I post combat actions? I'd prefer not to waste my time carefully crafting a post that won't matter in the end - I'm sure you understand that... Should I just post that Ubaar will "Crack skulls" or something similar? I mean, really - if I'd wanted Ubaar to jump on the table, then get him to do the following:[i] "jumps on the bugbear's back, knocking him into the wall and producing a satisfying crunch. It bounces backwords towards Ubaar, and he wraps both hands around the bugbear's head and snaps its neck."[/i] There's no move in the game that I can do to cause that to happen. I applaud your cinematic style of combat, but shouldn't there be a corresponding rules mechanic that's being followed? For example, if I had to guess at what might have happened, Ubaar unarmed attacked the bugbear, then somehow got a grappling crit that did so much damage that it killed it? That's cool and all, but if our characters can do those things with no rules support to do so.... than why did we bother statting out or characters? Why did I bother customiazing and getting approved a wrestling Prestige Class that gives Ubaar more wrestling prowess? In conclusion, [b]I'm not upset by this recent combat[/b] - I just'd like some clarification of how you are planning on running combats so I don't post stuff that can't be used in your game. Please take this as me trying to understand what's expected of me as a player, not as me attacking your method or style of play. I want to understand what I can and cannot control of Ubaar. [/QUOTE]
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