Game of Death continuation thread 1

Not that it's important but I can see it going either way. If the horn were in the field it definately wouldn't work, but for the duration of the cone it could just be that the magical horn made enough non magical sound to have it's effects. *shrugs*
 

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i'm really fine with the Horn being nerfed - it's just the timing is all.

And the Horn not penetrating an AMF isn't a nerf - of course not.
It's only the SR and Spell Immunity that is.

But enough about nerfs in-game.... what about that action?

Did any actions catch your eye?
I thought the Prismatic Rays being splayed about like sparklers would have been an impressive display....
I loved the flavor text about all the animals - that had me rolling ("Not Stampy-size, but still big...")
 

The insane bears cracked me up. :)

I also particularly like the level of round one mayhem. But next time, my characters are buying ear plugs! :)
 

The horn of blasting: Just so we're all clear - this IS a nerf and it is ALSO a rules interpretation. It came up when the horn hit someone with one of the mentioned abilities (SR, spell immunity, etc.) and I said to myself, "Uh, does that work or doesn't it?"

So I spent about half an hour contributing to my near-sightedness reading the rules that don't really give a good indication one way or the other. The horn of blasting is very similar to spell (but slightly more powerful) and SR is stated to only not work against (Su) abilities (which the horn isn't) and enhancement bonuses (which the horn also isn't).

At the same time, the horn repeatedly uses the word "spell-like effects" which is very poorly defined: "A special ability with effects that resemble those of a spell." Thanks, WotC, that was ^&%ing helpful.

So I made a judgement call, and I erred on the side of "I don't want stuff with NO defenses".

The timing on this was poor - when I was looking at reapersaurus' equipment, I'd forgotten that anyone in the game had one of those abilities.

More comments coming...
 

reapersaurus said:
small nit: it's hard to tell what happened, and harder to add up what actions were taken and how they were accomplished, due to the format in which the actions were presented (results, mostly).
I am now officially soliciting feedback :). How can I format the stuff to be more readable to people other than myself? :)

I may not do it, if it takes too much time, but I will give some effort to making things understandable. And I'll answer questions here.

Also, rules changes are bound to happen mid-game, and I'm OK with that, even if I got hit with 2 whoppers (Horn of Blasting nerf and AMF range nerf), combined with a mistake of Reach on my part, and truly horrendous rolls, all combining to allow Marius to survive.
I'll discuss the AMF thing in a moment, and I can't comment on the survivability of Marius, other than to say I would have bet on his 1st round survival in any case, but I'm not making any bets on his 2nd ;).

clockwork - Bravo on the escape - I thought I had you dead to rights. ;)
You BOTH earned those points I gave you.
 

AMF Range: This is not a nerf - it is a strict interpretation of the rules. It is, however, different from how it is often run in looser games. The essence is this:

1) A tiger is 10 ft by 5 ft. (This was apparently different in clockworkjoe's game?)

2) AMF is a 10 ft radius, and is centered on the target. If the target is larger than the AMF, the spell description states that parts of the target will be outside of the AMF.

3) A tiger with an AMF has the field extend 5 ft ahead and behind, and 7 1/2 ft to either side. I've attached a zipped PDF showing my visualization of it.

Like I said, this isn't a nerf. This is the rules. My core references were PHB p.175 (antimagic field), PHB p.149 (Area effects), and DMG p.68-69 (area spells). The tiger is in the MM I, of course ;).
 

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Okay, two last topics before I go to bed :).

1) I'm extending the deadline on this particular round, for two reasons. One, I'm playing in this Iron DM tournament and so is cool hand luke... against me. It would be pretty unfair of me to use my GoD deadline to pressure him to do two things at once, and even if I don't MEAN to, I'd rather keep things on the up-n-up. Secondly, I honestly won't have time until this weekend to go over y'all's actions, so making you send it in earlier than that achieves nothing. So the deadline for this round will be Friday (as long as it's still Friday when you send it to me, we're good).

2) I'm thinking of changing it from 24 hours to 48 hours anyway. I've had a couple of folks asking about the time already, particularly in light of work weeks, and if it will help me run a smoother game if y'all have time to make your actions referee-readable, I'm all for it. I don't want to give more than that, though, because at a certain point, months begin to pass between rounds ;) (joke, it's a JOKE). Anyway, I'd like some comments or thoughts, and how y'all would feel about it?
 

re: the AMF range

I understand that you're not making up the references, seasong.
I've just never seen a 10' radius detailed this way.

In clockwork's GoD, Maturak was Large, but (probably for ease of mapping) he had the typical
0XXX0
XXXXX
XXMXX
XXXXX
0XXX0

M is Maturak, X is the squares that the AMF covers, 0 is uncovered squares (the diagonals).

The way you have it, Blaster actually has less squares covered, since you've centered the 10' radius on the LINE between his 2 squares.
This might be technically and mathmatically correct, but I don't think 3E uses that convention when determining what squares are affected by a radius effect.

You have it like:
00000
0XXX0
XXBXX
XXBXX
0XXX0
00000

Where B is Blaster.
I think that's what you're saying.... the pdf doc you attached has lines that intersect squares, so it's hard to tell.
What squares are you saying would be in Blaster's AMF?
 
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Regarding the AMF, the DMG (page 69) defines using emanations in a not-intuitive way. It would be:

0XX0
X12X
X34X
0XX0

Where the field covers the Xs and numbers, and your character would be in a numbered square. That means that if you are in square 1, the field extends far more to the se than the nw. So seasong's way isn't too far off.

The full collection of maps for round 1 are posted. Follow the link on the hethas website page or www.bonniedaws.com/hethas and use the links at the bottom to navigate. These take up a bit of room, so unless somebody else hosts them, I don't think I can keep all maps from every round up. After round 2, all initiative maps from round 1 will go bye-bye.

There are some things that might be wrong or a little out of whack, and some things will probably change a little as we petition/remind seasong of things he mighta forgot. Doesn't matter. Probably not gonna change these maps. Boatload of work! They're close enough.
 

wow.
Those are very impressive maps, 47 - that's excellent work, and it really helps to illustrate the action.

That must have taken quite some time - that's above and beyond the call.
 

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