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(IR) IR Interlude Turn 6 - Turn 7 (thread 2)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 147949" data-attributes="member: 2020"><p><strong>ADDITIONAL IMPORTANT STUFF - I'D READ THIS IF I WERE YOU</strong></p><p></p><p>The whole concept behind the article above: Dealing with 11th level Troublemakers - the Fun and Easy Way, is based upon a simplistic concept:</p><p></p><p> My entire army of mages and clerics who are capable of casting 11th level magic gather together, pool their might, then throw a single titantic spell (or a series of titantic spells) at your entire army of mages and clerics who can throw 11th level magic.</p><p></p><p> Or ...</p><p></p><p> My entire army of mages and clerics who are capable of casting 11th level magic gather together, pool their might, and create a single mighty defense (or series of mighty defenses) against whatever your entire army of mages and clerics who can cast 11th level magic are going to throw.</p><p></p><p> Although it is appreciated that things don't work in this simplistic way, it is a way to handle something that I really don't think can be handled otherwise.</p><p> There are simply too many ways, realistically, to use 11th level magic imaginatively to destroy a foe, and I cannot arbitrate them all.</p><p></p><p> I'm not as smart as you people give me credit for (sighs.)</p><p></p><p> - - -</p><p></p><p> ADDITIONAL RULES - IF YOUR POWER IS WEAKENED</p><p></p><p> When you lose 1%, 3%, 6%, 12%, 25%, or 50% of your army of mages and clerics who can cast 11th level magic (as per the charts), they are gone for good.</p><p> There is no way to ever bring them back, period.</p><p></p><p> This permanently weakens your Power, so that:</p><p></p><p> If you lose 25% of your force of mages and clerics, your Attacks and Defenses are all at - 1.</p><p></p><p> If you lose 50% of your force of mages and clerics, your Attacks and Defenses are all at - 2.</p><p></p><p> If you lose 75% of your force of mages and clerics, your Attacks and Defenses are all at - 3.</p><p></p><p> So, if you lose 75% of your mages and clerics, and launching (by spending a whole day preparing) a Category 4 Attack and a Category 4 Defense, they only count as a Category 1 Attack and a Category 1 Defense.</p><p></p><p> ADDITIONAL RULES - MERCY TO A FOE</p><p></p><p> The Attacking Power chooses where the enemy mages and clerics go, that are lost (as per the charts).</p><p> Generally, these places are Spheres of Annihilation, Ravenloft, or other places from which there is no return.</p><p></p><p> However, the Attacking Power may choose imprisonment for the enemy mages or clerics, instead of death or banishment.</p><p></p><p> The enemy mages and clerics are considered taken by the Attacking Power and imprisoned.</p><p> They are totally helpless while imprisoned.</p><p> They can never be rescued.</p><p> They can never be communicated with, except by their captors.</p><p> There are no circumstances - ever - under which they can be freed.</p><p> If the Power that imprisoned them is destroyed, they are considered permanently killed.</p><p></p><p> The Attacking Party may treat it's prisoners as it wishes - but it may never convert them to it's cause and thus gain 11th level strength as a result.</p><p> </p><p> ADDITIONAL RULE - PRISONER EXCHANGES</p><p></p><p> If two Powers have both taken prisoners, they may agree to a prisoner exchange.</p><p> This exchange may be any percentage the two Powers agree upon.</p><p> This exchange cannot be sabotaged, interfered with, faked, or in any other way be anything other than a straight prisoner exchange.</p><p></p><p> This is the only way that the imprisoned mages and clerics can ever again be a part of the IR.</p><p></p><p> ADDITIONAL RULE - THE COUP DE GRACE</p><p></p><p> If a Power with 11th level magic suffers a 100% loss of it's mages and clerics who can cast 11th level magic, it is in the following state:</p><p></p><p> It has lost all it's mages and clerics who could cast 11th level magic.</p><p> It has lost all it's NPCs.</p><p> It's PC remains alive and under the control of that Power's player, but he or she is stripped of 11th level magic permanently.</p><p></p><p> That Power's 11th level arsenal of magical items is considered destroyed.</p><p> That Power's 11th level spells left hanging, or otherwise persisting after the demise of their casters, are considered destroyed.</p><p></p><p> If that Power had 11th level Psionic capabilities, they are permanently lost.</p><p></p><p> The PC of that Power retains 10th level magic.</p><p> That Power still has a force of mages and clerics that can cast 10th level magic.</p><p> That Power still has it's technical knowhow.</p><p> That Power still has an intact infrastructure.</p><p> All the wonders built by that Power with 11th level magic remain unharmed.</p><p></p><p> - - -</p><p></p><p> The Power with 11th level magic may now make an attack, with it's massed army of mages and clerics with 11th level magic, against this weakened Power.</p><p></p><p> If they choose to do so, the 11th level Power must state it is making an Attack and a Defense, as usual.</p><p> The 10th level Power may also state it is making an Attack and a Defense (it is perfectly reasonable to go down fighting against an implacable enemy.)</p><p></p><p> However, the charts are now shifted horrifically in favor of the 11th level Power.</p><p></p><p> Here are the charts for such an attack.</p><p></p><p> Attack Category (11th level power) / Defense Category (10th level power)</p><p> Effect on Defender</p><p></p><p> 1 / 0 </p><p></p><p> 50% chance 100% destroyed</p><p> 75% chance 50% destroyed</p><p> 90% chance 25% destroyed</p><p> 99% chance 12% destroyed</p><p></p><p> 2 / 0</p><p></p><p> 75% chance 100% destroyed</p><p> 90% chance 50% destroyed</p><p> 99% chance 25% destroyed</p><p></p><p> 3 / 0</p><p></p><p> 90% chance 100% destroyed</p><p> 99% chance 50% destroyed</p><p></p><p> 4 / 0 and beyond</p><p></p><p> 99% chance 100% destroyed</p><p> </p><p></p><p> If the Defense is stronger than the Attack, the charts are less draconian, but still awful for the defender:</p><p></p><p> 0 / 0</p><p></p><p> 45% chance 100% destroyed</p><p> 65% chance 50% destroyed</p><p> 85% chance 25% destroyed</p><p> 95% chance 12% destroyed</p><p> 99% chance 6% destroyed</p><p></p><p> 0 / 1</p><p></p><p> 40% chance 100% destroyed</p><p> 60% chance 50% destroyed</p><p> 80% chance 25% destroyed</p><p> 90% chance 12% destroyed</p><p> 95% chance 6% destroyed</p><p> 99% chance 3% destroyed</p><p></p><p> 0 / 2</p><p></p><p> 35% chance 100% destroyed</p><p> 55% chance 50% destroyed</p><p> 75% chance 25% destroyed</p><p> 85% chance 12% destroyed</p><p> 90% chance 6% destroyed</p><p> 95% chance 3% destroyed</p><p> 99% chance 1% destroyed</p><p></p><p> 0 / 3</p><p></p><p> 30% chance 100% destroyed</p><p> 50% chance 50% destroyed</p><p> 70% chance 25% destroyed</p><p> 80% chance 12% destroyed</p><p> 85% chance 6% destroyed</p><p> 90% chance 3% destroyed</p><p> 95% chance 1% destroyed</p><p></p><p> 0 / 4</p><p></p><p> 25% chance 100% destroyed</p><p> 45% chance 50% destroyed</p><p> 65% chance 25% destroyed</p><p> 75% chance 12% destroyed</p><p> 85% chance 6% destroyed</p><p> 90% chance 3% destroyed</p><p> 95% chance 1% destroyed</p><p></p><p> 0 / 5</p><p></p><p> 20% chance 100% destroyed</p><p> 40% chance 50% destroyed</p><p> 60% chance 25% destroyed</p><p> 70% chance 12% destroyed</p><p> 80% chance 6% destroyed</p><p> 85% chance 3% destroyed</p><p> 90% chance 1% destroyed</p><p></p><p> The progression continues.</p><p></p><p> ADDITIONAL RULE - WHAT THE 11TH LEVEL ATTACKER MAY DO IN A COUP DE GRACE</p><p></p><p> This is it.</p><p> This is the elimination of the foe.</p><p></p><p> This may NOT be done by an Power with 11th level magic to a Power that still retains 11th level magic.</p><p></p><p> This MAY be done by a Power with 11th level magic to a Power that has been reduced to 10th level magic only by 11th level dueling.</p><p> This MAY be done by a Power with 11th level magic to a Power that only has 10th level magic period, or to a Power that only has 9th level magic period.</p><p></p><p> In other words, the 11th level duel of Attack / Defend is used to destroy the enemy's 11th level capacity.</p><p> Once that is done, THIS is what comes next.</p><p></p><p> The Attacker may choose the following:</p><p></p><p> Obliteration: The percentage lost by the defender is to his land's geography, flora, fauna, infrastructure, civilians, military, everything he or she has.</p><p> Total Destruction: The percentage lost by the defender is to all infrastructure, civilians, and military</p><p> Neutron Destruction: The percentage lost by the defender is to all civilians and military</p><p> Reprisal Destruction: The percentage lost by the defender is to all civilians</p><p> Standard Destruction: The percentage lost by the defender is to all military and military hardware and infrastructure</p><p> Mercy Destruction: The percentage lost by the defender is only to the leadership and to weapon stockpiles and weapons systems.</p><p></p><p> Weapons destroyed can be replaced, if there is time.</p><p> Infrastructure destroyed can be replaced, if there is time.</p><p> Civilians and military can never be replaced - the attacker chooses their fate - death, banishment (to Ravenloft or like places) or imprisonment (with no hope of escape.)</p><p></p><p> 100% destruction indicates the defending Power is knocked out of play.</p><p> The PC of that power is caught by the Attacker, who may choose death, banishment, or imprisonment for said PC.</p><p></p><p> If the destruction is not 100%, the 10th level Power is considered devastated.</p><p></p><p> It can engage in a repeat of the Attack / Defense Routine, but with even further penalties, as follows:</p><p></p><p> 25% loss equals a - 1 penalty to all Attack / Defense Categories</p><p> 50% loss equals a - 2 penalty to all Attack / Defense Categories</p><p> 75% loss equals a - 3 penalty to all Attack / Defense Categories</p><p></p><p> If the defending power which has lost it's 11th level magic wishes to avoid the swift fate detailed above, surrender is always a possible option.</p><p></p><p> This assumes the attacker will accept surrender.</p><p></p><p> The Attacker with 11th level magic cannot be harmed - his or her Power laughs off the 10th level Attack by the now weakened enemy Power.</p><p> The Defender can Attack, but that Attack is futile, or worse than futile - it may cause the Attacker to choose a more pitiless form of attack.</p><p> The Defender can Defend, and hope to survive, and that is all the Defender can do.</p><p></p><p> ADDITIONAL RULE - AN 11TH LEVEL POWER ATTACKING A POWER THAT ONLY HAD 10TH LEVEL MAGIC TO BEGIN WITH</p><p></p><p> If a Power with 11th level magic attacks a Power that is only capable of fielding 10th level magic normally, the above rules apply automatically.</p><p> The horrifically unbalanced chart applies for Attack / Defense Routines between the Attacking 11th level Power, and the Defending 10th level Power.</p><p></p><p> Mind you, the Attacker with 11th level magic cannot be harmed - his or her Power laughs off the 10th level Attack.</p><p> The Defender can Attack, but that Attack is futile, or worse than futile - it may cause the Attacker to choose a more pitiless form of attack.</p><p> The Defender can Defend, and hope to survive, and that is all the defender can do.</p><p></p><p> ADDITIONAL RULE - AN 11TH LEVEL POWER ATTACKING A POWER THAT ONLY HAD 9TH LEVEL MAGIC TO BEGIN WITH.</p><p></p><p> If a Power with 11th level magic Attacks a Power with 9th level magic, the following charts are used:</p><p></p><p> 1 / 0</p><p></p><p> 75% chance 100% destroyed</p><p> 90% chance 50% destroyed</p><p> 99% chance 25% destroyed</p><p></p><p> 2 / 0 </p><p></p><p> 90% chance 100% destroyed</p><p> 99% chance 50% destroyed</p><p></p><p> 3 / 0</p><p></p><p> 99% chance 100% destroyed</p><p></p><p> -</p><p></p><p> 0 / 0</p><p></p><p> 70% chance 100% destroyed</p><p> 85% chance 50% destroyed</p><p> 95% chance 25% destroyed</p><p> </p><p></p><p> 0 / 1</p><p></p><p> 65% chance 100% destroyed</p><p> 80% chance 50% destroyed</p><p> 90% chance 25% destroyed</p><p></p><p> 0 / 2</p><p></p><p> 60% chance 100% destroyed</p><p> 75% chance 50% destroyed</p><p> 85% chance 25% destroyed</p><p></p><p> This progression continues.</p><p></p><p> All the rules concerning an 11th level Power attacking a 10th level Power apply here.</p><p></p><p> SPECIAL ADDITIONAL RULE - AN 11TH LEVEL POWER DEFENDING A WEAKER POWER FROM AN 11TH LEVEL ATTACKER</p><p></p><p> This is simple enough.</p><p></p><p> The Attack / Defense Routine between the 11th level Attacker, and the interfering 11th level Defender, is resolved normally (as per the standard charts for 11th level dueling given in the first post above.)</p><p></p><p> The Power with 10th level magic is simply ignored.</p><p> It's Attack / Defense is not even factored into the equation.</p><p> It's fate depends entirely on how well the interfering Power protects it.</p><p></p><p> It most certainly cannot attack the 11th level Power that it is being protected from!</p><p></p><p> If the Attacker scores damage, it is to the Power that the interfering Power was trying to protect, NOT to the interfering Power.</p><p></p><p> For example, if Kalanyr tries to defend GnomeWorks from an attack by Melkor, any damage Melkor does is done to GnomeWorks, not to Kalanyr.</p><p></p><p> If the Power being protected only has 9th level magic, all of the above rules apply, even more forcefully than before.</p><p></p><p> STATING AN ATTACK / DEFENSE.</p><p></p><p> This Turn is being run in days. 31 days, to be exact. I will state when each day begins and ends.</p><p></p><p> You may Attack / Defend one time each day. Never more than once. Ever.</p><p></p><p> You must state your target when you declare the Attack.</p><p> You may not switch your target once you have declared it.</p><p></p><p> You may abort your Attack. If you do, your Attack for that day is wasted, and you must wait until the next day to commence a new Attack.</p><p></p><p> You do not have to state who you are Defending from - you need only to state you are Defending. That is always enough.</p><p></p><p> Any number of people may state they are aiding you in an Attack.</p><p> Once they state this, they cannot change their minds.</p><p></p><p> Any number of people may state they are Defending you.</p><p> Once they state this, they cannot change their minds - take note, folks! </p><p> Remember, you can only Defend once per day, so if you Defend someone else, you cannot Defend yourself.</p><p></p><p> SPECIAL RULE - IRL TIMING</p><p></p><p> The MOMENT you state an Attack, a clock begins running down from the 24 hour mark.</p><p> If I am not online when you state an Attack, I will check the time of your post - if you modified the post, I will add 4 hours to it one time.</p><p></p><p> Others are free to state they are aiding you in your Attack, and this does not affect that clock.</p><p></p><p> The Defender has this 24 hours to state he or she is mounting a Defense (and an Attack back, if desired.)</p><p> Allies of the Defender may state they are aiding the Defense. This does not affect the clock.</p><p></p><p> At the end of the 24 hour period, I will resolve the Attack / Defense Routine, and assign damage accordingly.</p><p></p><p> If the Defender cannot come online for a legitimate reason, I will ask someone else to play the Defender.</p><p></p><p> If, for some reason, the Defender deliberately chooses not to Defend, in that 24 hour period of time, fate is thus decreed.</p><p></p><p> STUNTS YOU CAN AND CANNOT PULL OFF</p><p></p><p> There is a long list of things you can do with 11th level magic, and that list will grow, as I make more rulings on the questions sent me.</p><p> It is an impressive list, a list of wondrous things, a list of endless possibilities.</p><p> This list is in the post directly above this post.</p><p></p><p> If you take an action, using 11th level magic, that can be done quickly, it has no effect on your ability to Attack / Defend.</p><p></p><p> If you take an action, using 11th level magic, that takes a few minutes, it has no effect on your ability to Attack / Defend.</p><p></p><p> If you take an action, using 11th level magic, that takes an hour, it has no effect on your ability to Attack / Defend.</p><p></p><p> If you take an action, using 11th level magic, that takes an entire day, it DOES affect your ability to Attack / Defend.</p><p></p><p> You may not launch an Attack of greater than Category 3 that day.</p><p> You may not prepare a Defense of greater than Category 3 that day.</p><p></p><p> If you take an action, using 11th level magic, that takes an entire week, it SEVERELY hampers your Attack / Defend capacity.</p><p></p><p> For that entire week, you may not launch an Attack of greater than Category 3.</p><p> For that entire week, you may not prepare a Defense of greater than Category 3.</p><p></p><p> If you take an action, using 11th level magic, that takes all of Turn 7, your Attack / Defense capabilities are crippled for the entire Turn.</p><p></p><p> For the entirety of Turn 7, you may not launch an Attack of greater than Category 3.</p><p> For the entirety of Turn 7, you may not mount a Defense of greater than Category 3.</p><p></p><p> IMPORTANT: </p><p></p><p> You may halt projects involving 11th level magic, so that you can mount Category 4 or greater Attacks and Defenses.</p><p> But you MUST POST that you are doing so, and these Posts must occur before the day begins (posting during this Interlude is fine.)</p><p></p><p> If you do not post that you are ceasing projects, you do not cease working on them (Anabstercorian's city around the sun is a good example of this.)</p><p> You remain restricted to Category 3 or less Attacks and Defenses until you specifically state you are halting all other 11th level activity that requires more than an hour to complete.</p><p></p><p> MORE SPECIAL STUNTS YOU CAN AND CANNOT DO</p><p></p><p> You may hold an Attack, and a Defense.</p><p></p><p> If you do this, you automatically by defaunt CANNOT use 11th level magic for any purpose that would use up more than an hour, for so long as you hold your Attack and your Defense.</p><p></p><p> Instead of your attack going off IRL 24 hours after you state the attack, your Attack and Defense go off at a later time of your choosing - Attacks and Defenses can be held for up to one Turn.</p><p></p><p> At the beginning of Day 2, your Attack Category increases to 6.</p><p> At the beginning of Day 2, your Defense Category increases to 6.</p><p></p><p> At the beginning of Day 3, your Attack Category increases to 8.</p><p> At the beginning of Day 3, your Defense Category increases to 8.</p><p></p><p> This progression continues through Day 31, unless it is interrupted.</p><p></p><p> The progression is interrupted, concerning the Attack, when you go ahead and make your Attack.</p><p> Your Attack goes off at the Category Level appropriate for however long you held it.</p><p></p><p> However, your Defense is another matter.</p><p></p><p> The progression of your Defense is considered automatically disrupted if another Power launches an Attack against you.</p><p> You Defend at whatever Category you have managed to attain, through waiting.</p><p> Then, your Defense is expended, and you must begin building your Defense all over again.</p><p></p><p> Allies wishing to aid you in an Attack may choose to hold their Attack, with you.</p><p></p><p> Defenders aiding you may choose to hold their Defense, along with yours.</p><p></p><p> Those who hold Attacks and Defenses MAY NOT change targets or who they are defending, for the entire time they are holding the Attack and Defense.</p><p></p><p></p><p> </p><p> EXAMPLE OF HOW THIS WOULD ALL WORK</p><p></p><p> Zelda states an Attack and a Defense.</p><p> Zelda states she will Attack Melkor, who she has had enough of.</p><p></p><p> Melkor states an Attack and a Defense.</p><p> Melkor states he will Attack Zelda, returning the favor.</p><p></p><p> Neither chooses to Defend another Power.</p><p> Therefore, their Defense automatically defaults to their own Power, and they do not need to state this.</p><p></p><p> Both withhold from employing 11th level magic in any project that would take longer than an hour.</p><p></p><p> Kalanyr states he is joining Zelda's Attack on Melkor, and that he is Defending Zelda.</p><p></p><p> Serpenteye states he is joining Melkor's Attack on Zelda, and that he is Defending Melkor.</p><p></p><p> The 24 Hour Clock begins winding down.</p><p></p><p> During the 24 Hour Period, nobody else makes any statements concerning this particular 11th level duel.</p><p></p><p> At the end of the 24 hour period, the Attack / Defense Routine goes off.</p><p></p><p> Zelda has an Attack of 4, and a Defense of 4.</p><p> Kalanyr's help increases her Attack to 8, and her Defense to 8.</p><p></p><p> Melkor has an Attack of 4, and a Defense of 4.</p><p> Serpenteye decided to continue a magical project that took longer than one hour, so he can only add 3 to Melkor.</p><p> So Melkor has an Attack of 7, and a Defense of 7.</p><p></p><p> Zelda then secretly informs me she is holding her Attack. (this should be a secret statement, obviously.)</p><p></p><p> Melkor does not secretly inform me he is holding his Attack.</p><p> Nobody else informs me they are secretly holding their Attack - Kalanyr and Zelda discussed a joint holding of their attacks, but never came to a decision on the matter.</p><p></p><p> Zelda's Attack of 4 (from Kalanyr) goes off.</p><p> Melkor's Defense of 7 goes off.</p><p></p><p> Melkor's Attack of 7 goes off.</p><p> Zelda's Defense of 8 goes off.</p><p></p><p> Damage is resolved: Zelda and Melkor both suffer losses, and both are now at - 1 to Attack and Defense Categories.</p><p></p><p> All Attacks and Defenses that went off are revealed - they always become public knowledge immediately after they go off.</p><p></p><p> The fact Zelda held her Attack cannot be kept secret - it becomes public knowledge.</p><p></p><p> - </p><p></p><p> The day ends.</p><p> The next day, begins.</p><p></p><p> -</p><p></p><p> All players once more state their Attacks.</p><p></p><p> Zelda once more states an Attack on Melkor. </p><p> Melkor once more states an Attack on Zelda.</p><p></p><p> Zelda states this Attack will be immediate, occuring at the start of the 2nd Day.</p><p></p><p> Kalanyr once more states he will support the Attack on Melkor.</p><p> Serpenteye once more states he will support the Attack on Zelda.</p><p></p><p> All sides are allowed, by default, an Attack and Defense Category of 3 (that is, they had an hour to prepare.)</p><p></p><p> Zelda has an Attack Category of 6 (4 for the 1st day plus 2 for the new day) plus Kalanyr's Attack Category of 3, for a total Attack of 9.</p><p> Minus 1 for damage done by Melkor's previous Attack, for a Final Attack of 8.</p><p></p><p> Zelda has a Defense of 3, plus Kalanyr's Defense of 3, for a total Defense of 6, minus 1 for damage done by Melkor's previous Attack, for a Final Defense of 5.</p><p></p><p> Melkor has an Attack Category of 3, plus the 3 from Serpenteye, for a total Attack of 6, minus one for damage done to him by Kalanyr's (NOT Zelda's) Attack, for a Final Attack of 5.</p><p></p><p> Melkor has a Defense Category of 3, plus the 3 from Serpeneteye, for a total Defense of 6, minus one for damage done to him by Kalanyr's Attack, for a Final Defense of 5.</p><p></p><p> Zelda's Attack of 8 goes off.</p><p> Melkor's Defense of 5 goes off.</p><p></p><p> Melkor's Attack of 6 goes off.</p><p> Zelda's Defense of 5 goes off.</p><p></p><p> It is likely that Melkor sustains damage and Zelda does not.</p><p></p><p> These Attacks and Defenses, even though the day is yet young, immediately become public knowledge - all Attacks and Defenses become public knowledge immediately after they go off.</p><p></p><p> For the rest of this 2nd day, Zelda, Kalanyr, Melkor, and Serpenteye can neither Attack nor Defend.</p><p></p><p> Please note that for this 2nd day, everyone else already stated their Attacks and Defenses back on day one (if they didn't state Attacks and Defenses then, they cannot do it now!!), so they cannot take sudden advantage of the weakness of these four Powers.</p><p></p><p> ALL STATEMENTS OF ATTACK AND DEFENSE ARE SECRET.</p><p> THEY SHOULD BE E-MAILED TO ME PRIVATELY.</p><p></p><p> YOU MUST ALWAYS E-MAIL ME YOUR ATTACK / DEFENSE INTENTIONS FOR THE NEXT DAY ON THE CURRENT DAY.</p><p> YOU MAY NEVER STATE ATTACK / DEFENSE INTENTIONS FOR THE CURRENT DAY (you get no Attack / Defense today IC if you sent me no e-mail yesterday IC) UNLESS YOU HAVE A HELD ATTACK (you may discharge it today IC by sending me an e-mail today IC.)</p><p> </p><p> IT IS PERFECTLY FINE FOR PLAYERS TO SECRETLY E-MAIL EACH OTHER, TO MAKE PLANS FOR COMBINED ATTACKS.</p><p></p><p> THERE IS NO WAY FOR ONE SIDE TO EVER KNOW WHAT THE OTHER SIDE IS DOING - WHETHER THEY WILL ATTACK, WHO THEY WILL ATTACK, HOW STRONG THE ATTACK WILL BE, OR WHEN IT WILL OCCUR.</p><p></p><p> YOU MAY PUBLICLY ANNOUNCE AN ATTACK AND DEFENSE - IT IS YOUR CHOICE TO REVEAL YOUR SECRET.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 147949, member: 2020"] [b]ADDITIONAL IMPORTANT STUFF - I'D READ THIS IF I WERE YOU[/b] The whole concept behind the article above: Dealing with 11th level Troublemakers - the Fun and Easy Way, is based upon a simplistic concept: My entire army of mages and clerics who are capable of casting 11th level magic gather together, pool their might, then throw a single titantic spell (or a series of titantic spells) at your entire army of mages and clerics who can throw 11th level magic. Or ... My entire army of mages and clerics who are capable of casting 11th level magic gather together, pool their might, and create a single mighty defense (or series of mighty defenses) against whatever your entire army of mages and clerics who can cast 11th level magic are going to throw. Although it is appreciated that things don't work in this simplistic way, it is a way to handle something that I really don't think can be handled otherwise. There are simply too many ways, realistically, to use 11th level magic imaginatively to destroy a foe, and I cannot arbitrate them all. I'm not as smart as you people give me credit for (sighs.) - - - ADDITIONAL RULES - IF YOUR POWER IS WEAKENED When you lose 1%, 3%, 6%, 12%, 25%, or 50% of your army of mages and clerics who can cast 11th level magic (as per the charts), they are gone for good. There is no way to ever bring them back, period. This permanently weakens your Power, so that: If you lose 25% of your force of mages and clerics, your Attacks and Defenses are all at - 1. If you lose 50% of your force of mages and clerics, your Attacks and Defenses are all at - 2. If you lose 75% of your force of mages and clerics, your Attacks and Defenses are all at - 3. So, if you lose 75% of your mages and clerics, and launching (by spending a whole day preparing) a Category 4 Attack and a Category 4 Defense, they only count as a Category 1 Attack and a Category 1 Defense. ADDITIONAL RULES - MERCY TO A FOE The Attacking Power chooses where the enemy mages and clerics go, that are lost (as per the charts). Generally, these places are Spheres of Annihilation, Ravenloft, or other places from which there is no return. However, the Attacking Power may choose imprisonment for the enemy mages or clerics, instead of death or banishment. The enemy mages and clerics are considered taken by the Attacking Power and imprisoned. They are totally helpless while imprisoned. They can never be rescued. They can never be communicated with, except by their captors. There are no circumstances - ever - under which they can be freed. If the Power that imprisoned them is destroyed, they are considered permanently killed. The Attacking Party may treat it's prisoners as it wishes - but it may never convert them to it's cause and thus gain 11th level strength as a result. ADDITIONAL RULE - PRISONER EXCHANGES If two Powers have both taken prisoners, they may agree to a prisoner exchange. This exchange may be any percentage the two Powers agree upon. This exchange cannot be sabotaged, interfered with, faked, or in any other way be anything other than a straight prisoner exchange. This is the only way that the imprisoned mages and clerics can ever again be a part of the IR. ADDITIONAL RULE - THE COUP DE GRACE If a Power with 11th level magic suffers a 100% loss of it's mages and clerics who can cast 11th level magic, it is in the following state: It has lost all it's mages and clerics who could cast 11th level magic. It has lost all it's NPCs. It's PC remains alive and under the control of that Power's player, but he or she is stripped of 11th level magic permanently. That Power's 11th level arsenal of magical items is considered destroyed. That Power's 11th level spells left hanging, or otherwise persisting after the demise of their casters, are considered destroyed. If that Power had 11th level Psionic capabilities, they are permanently lost. The PC of that Power retains 10th level magic. That Power still has a force of mages and clerics that can cast 10th level magic. That Power still has it's technical knowhow. That Power still has an intact infrastructure. All the wonders built by that Power with 11th level magic remain unharmed. - - - The Power with 11th level magic may now make an attack, with it's massed army of mages and clerics with 11th level magic, against this weakened Power. If they choose to do so, the 11th level Power must state it is making an Attack and a Defense, as usual. The 10th level Power may also state it is making an Attack and a Defense (it is perfectly reasonable to go down fighting against an implacable enemy.) However, the charts are now shifted horrifically in favor of the 11th level Power. Here are the charts for such an attack. Attack Category (11th level power) / Defense Category (10th level power) Effect on Defender 1 / 0 50% chance 100% destroyed 75% chance 50% destroyed 90% chance 25% destroyed 99% chance 12% destroyed 2 / 0 75% chance 100% destroyed 90% chance 50% destroyed 99% chance 25% destroyed 3 / 0 90% chance 100% destroyed 99% chance 50% destroyed 4 / 0 and beyond 99% chance 100% destroyed If the Defense is stronger than the Attack, the charts are less draconian, but still awful for the defender: 0 / 0 45% chance 100% destroyed 65% chance 50% destroyed 85% chance 25% destroyed 95% chance 12% destroyed 99% chance 6% destroyed 0 / 1 40% chance 100% destroyed 60% chance 50% destroyed 80% chance 25% destroyed 90% chance 12% destroyed 95% chance 6% destroyed 99% chance 3% destroyed 0 / 2 35% chance 100% destroyed 55% chance 50% destroyed 75% chance 25% destroyed 85% chance 12% destroyed 90% chance 6% destroyed 95% chance 3% destroyed 99% chance 1% destroyed 0 / 3 30% chance 100% destroyed 50% chance 50% destroyed 70% chance 25% destroyed 80% chance 12% destroyed 85% chance 6% destroyed 90% chance 3% destroyed 95% chance 1% destroyed 0 / 4 25% chance 100% destroyed 45% chance 50% destroyed 65% chance 25% destroyed 75% chance 12% destroyed 85% chance 6% destroyed 90% chance 3% destroyed 95% chance 1% destroyed 0 / 5 20% chance 100% destroyed 40% chance 50% destroyed 60% chance 25% destroyed 70% chance 12% destroyed 80% chance 6% destroyed 85% chance 3% destroyed 90% chance 1% destroyed The progression continues. ADDITIONAL RULE - WHAT THE 11TH LEVEL ATTACKER MAY DO IN A COUP DE GRACE This is it. This is the elimination of the foe. This may NOT be done by an Power with 11th level magic to a Power that still retains 11th level magic. This MAY be done by a Power with 11th level magic to a Power that has been reduced to 10th level magic only by 11th level dueling. This MAY be done by a Power with 11th level magic to a Power that only has 10th level magic period, or to a Power that only has 9th level magic period. In other words, the 11th level duel of Attack / Defend is used to destroy the enemy's 11th level capacity. Once that is done, THIS is what comes next. The Attacker may choose the following: Obliteration: The percentage lost by the defender is to his land's geography, flora, fauna, infrastructure, civilians, military, everything he or she has. Total Destruction: The percentage lost by the defender is to all infrastructure, civilians, and military Neutron Destruction: The percentage lost by the defender is to all civilians and military Reprisal Destruction: The percentage lost by the defender is to all civilians Standard Destruction: The percentage lost by the defender is to all military and military hardware and infrastructure Mercy Destruction: The percentage lost by the defender is only to the leadership and to weapon stockpiles and weapons systems. Weapons destroyed can be replaced, if there is time. Infrastructure destroyed can be replaced, if there is time. Civilians and military can never be replaced - the attacker chooses their fate - death, banishment (to Ravenloft or like places) or imprisonment (with no hope of escape.) 100% destruction indicates the defending Power is knocked out of play. The PC of that power is caught by the Attacker, who may choose death, banishment, or imprisonment for said PC. If the destruction is not 100%, the 10th level Power is considered devastated. It can engage in a repeat of the Attack / Defense Routine, but with even further penalties, as follows: 25% loss equals a - 1 penalty to all Attack / Defense Categories 50% loss equals a - 2 penalty to all Attack / Defense Categories 75% loss equals a - 3 penalty to all Attack / Defense Categories If the defending power which has lost it's 11th level magic wishes to avoid the swift fate detailed above, surrender is always a possible option. This assumes the attacker will accept surrender. The Attacker with 11th level magic cannot be harmed - his or her Power laughs off the 10th level Attack by the now weakened enemy Power. The Defender can Attack, but that Attack is futile, or worse than futile - it may cause the Attacker to choose a more pitiless form of attack. The Defender can Defend, and hope to survive, and that is all the Defender can do. ADDITIONAL RULE - AN 11TH LEVEL POWER ATTACKING A POWER THAT ONLY HAD 10TH LEVEL MAGIC TO BEGIN WITH If a Power with 11th level magic attacks a Power that is only capable of fielding 10th level magic normally, the above rules apply automatically. The horrifically unbalanced chart applies for Attack / Defense Routines between the Attacking 11th level Power, and the Defending 10th level Power. Mind you, the Attacker with 11th level magic cannot be harmed - his or her Power laughs off the 10th level Attack. The Defender can Attack, but that Attack is futile, or worse than futile - it may cause the Attacker to choose a more pitiless form of attack. The Defender can Defend, and hope to survive, and that is all the defender can do. ADDITIONAL RULE - AN 11TH LEVEL POWER ATTACKING A POWER THAT ONLY HAD 9TH LEVEL MAGIC TO BEGIN WITH. If a Power with 11th level magic Attacks a Power with 9th level magic, the following charts are used: 1 / 0 75% chance 100% destroyed 90% chance 50% destroyed 99% chance 25% destroyed 2 / 0 90% chance 100% destroyed 99% chance 50% destroyed 3 / 0 99% chance 100% destroyed - 0 / 0 70% chance 100% destroyed 85% chance 50% destroyed 95% chance 25% destroyed 0 / 1 65% chance 100% destroyed 80% chance 50% destroyed 90% chance 25% destroyed 0 / 2 60% chance 100% destroyed 75% chance 50% destroyed 85% chance 25% destroyed This progression continues. All the rules concerning an 11th level Power attacking a 10th level Power apply here. SPECIAL ADDITIONAL RULE - AN 11TH LEVEL POWER DEFENDING A WEAKER POWER FROM AN 11TH LEVEL ATTACKER This is simple enough. The Attack / Defense Routine between the 11th level Attacker, and the interfering 11th level Defender, is resolved normally (as per the standard charts for 11th level dueling given in the first post above.) The Power with 10th level magic is simply ignored. It's Attack / Defense is not even factored into the equation. It's fate depends entirely on how well the interfering Power protects it. It most certainly cannot attack the 11th level Power that it is being protected from! If the Attacker scores damage, it is to the Power that the interfering Power was trying to protect, NOT to the interfering Power. For example, if Kalanyr tries to defend GnomeWorks from an attack by Melkor, any damage Melkor does is done to GnomeWorks, not to Kalanyr. If the Power being protected only has 9th level magic, all of the above rules apply, even more forcefully than before. STATING AN ATTACK / DEFENSE. This Turn is being run in days. 31 days, to be exact. I will state when each day begins and ends. You may Attack / Defend one time each day. Never more than once. Ever. You must state your target when you declare the Attack. You may not switch your target once you have declared it. You may abort your Attack. If you do, your Attack for that day is wasted, and you must wait until the next day to commence a new Attack. You do not have to state who you are Defending from - you need only to state you are Defending. That is always enough. Any number of people may state they are aiding you in an Attack. Once they state this, they cannot change their minds. Any number of people may state they are Defending you. Once they state this, they cannot change their minds - take note, folks! Remember, you can only Defend once per day, so if you Defend someone else, you cannot Defend yourself. SPECIAL RULE - IRL TIMING The MOMENT you state an Attack, a clock begins running down from the 24 hour mark. If I am not online when you state an Attack, I will check the time of your post - if you modified the post, I will add 4 hours to it one time. Others are free to state they are aiding you in your Attack, and this does not affect that clock. The Defender has this 24 hours to state he or she is mounting a Defense (and an Attack back, if desired.) Allies of the Defender may state they are aiding the Defense. This does not affect the clock. At the end of the 24 hour period, I will resolve the Attack / Defense Routine, and assign damage accordingly. If the Defender cannot come online for a legitimate reason, I will ask someone else to play the Defender. If, for some reason, the Defender deliberately chooses not to Defend, in that 24 hour period of time, fate is thus decreed. STUNTS YOU CAN AND CANNOT PULL OFF There is a long list of things you can do with 11th level magic, and that list will grow, as I make more rulings on the questions sent me. It is an impressive list, a list of wondrous things, a list of endless possibilities. This list is in the post directly above this post. If you take an action, using 11th level magic, that can be done quickly, it has no effect on your ability to Attack / Defend. If you take an action, using 11th level magic, that takes a few minutes, it has no effect on your ability to Attack / Defend. If you take an action, using 11th level magic, that takes an hour, it has no effect on your ability to Attack / Defend. If you take an action, using 11th level magic, that takes an entire day, it DOES affect your ability to Attack / Defend. You may not launch an Attack of greater than Category 3 that day. You may not prepare a Defense of greater than Category 3 that day. If you take an action, using 11th level magic, that takes an entire week, it SEVERELY hampers your Attack / Defend capacity. For that entire week, you may not launch an Attack of greater than Category 3. For that entire week, you may not prepare a Defense of greater than Category 3. If you take an action, using 11th level magic, that takes all of Turn 7, your Attack / Defense capabilities are crippled for the entire Turn. For the entirety of Turn 7, you may not launch an Attack of greater than Category 3. For the entirety of Turn 7, you may not mount a Defense of greater than Category 3. IMPORTANT: You may halt projects involving 11th level magic, so that you can mount Category 4 or greater Attacks and Defenses. But you MUST POST that you are doing so, and these Posts must occur before the day begins (posting during this Interlude is fine.) If you do not post that you are ceasing projects, you do not cease working on them (Anabstercorian's city around the sun is a good example of this.) You remain restricted to Category 3 or less Attacks and Defenses until you specifically state you are halting all other 11th level activity that requires more than an hour to complete. MORE SPECIAL STUNTS YOU CAN AND CANNOT DO You may hold an Attack, and a Defense. If you do this, you automatically by defaunt CANNOT use 11th level magic for any purpose that would use up more than an hour, for so long as you hold your Attack and your Defense. Instead of your attack going off IRL 24 hours after you state the attack, your Attack and Defense go off at a later time of your choosing - Attacks and Defenses can be held for up to one Turn. At the beginning of Day 2, your Attack Category increases to 6. At the beginning of Day 2, your Defense Category increases to 6. At the beginning of Day 3, your Attack Category increases to 8. At the beginning of Day 3, your Defense Category increases to 8. This progression continues through Day 31, unless it is interrupted. The progression is interrupted, concerning the Attack, when you go ahead and make your Attack. Your Attack goes off at the Category Level appropriate for however long you held it. However, your Defense is another matter. The progression of your Defense is considered automatically disrupted if another Power launches an Attack against you. You Defend at whatever Category you have managed to attain, through waiting. Then, your Defense is expended, and you must begin building your Defense all over again. Allies wishing to aid you in an Attack may choose to hold their Attack, with you. Defenders aiding you may choose to hold their Defense, along with yours. Those who hold Attacks and Defenses MAY NOT change targets or who they are defending, for the entire time they are holding the Attack and Defense. EXAMPLE OF HOW THIS WOULD ALL WORK Zelda states an Attack and a Defense. Zelda states she will Attack Melkor, who she has had enough of. Melkor states an Attack and a Defense. Melkor states he will Attack Zelda, returning the favor. Neither chooses to Defend another Power. Therefore, their Defense automatically defaults to their own Power, and they do not need to state this. Both withhold from employing 11th level magic in any project that would take longer than an hour. Kalanyr states he is joining Zelda's Attack on Melkor, and that he is Defending Zelda. Serpenteye states he is joining Melkor's Attack on Zelda, and that he is Defending Melkor. The 24 Hour Clock begins winding down. During the 24 Hour Period, nobody else makes any statements concerning this particular 11th level duel. At the end of the 24 hour period, the Attack / Defense Routine goes off. Zelda has an Attack of 4, and a Defense of 4. Kalanyr's help increases her Attack to 8, and her Defense to 8. Melkor has an Attack of 4, and a Defense of 4. Serpenteye decided to continue a magical project that took longer than one hour, so he can only add 3 to Melkor. So Melkor has an Attack of 7, and a Defense of 7. Zelda then secretly informs me she is holding her Attack. (this should be a secret statement, obviously.) Melkor does not secretly inform me he is holding his Attack. Nobody else informs me they are secretly holding their Attack - Kalanyr and Zelda discussed a joint holding of their attacks, but never came to a decision on the matter. Zelda's Attack of 4 (from Kalanyr) goes off. Melkor's Defense of 7 goes off. Melkor's Attack of 7 goes off. Zelda's Defense of 8 goes off. Damage is resolved: Zelda and Melkor both suffer losses, and both are now at - 1 to Attack and Defense Categories. All Attacks and Defenses that went off are revealed - they always become public knowledge immediately after they go off. The fact Zelda held her Attack cannot be kept secret - it becomes public knowledge. - The day ends. The next day, begins. - All players once more state their Attacks. Zelda once more states an Attack on Melkor. Melkor once more states an Attack on Zelda. Zelda states this Attack will be immediate, occuring at the start of the 2nd Day. Kalanyr once more states he will support the Attack on Melkor. Serpenteye once more states he will support the Attack on Zelda. All sides are allowed, by default, an Attack and Defense Category of 3 (that is, they had an hour to prepare.) Zelda has an Attack Category of 6 (4 for the 1st day plus 2 for the new day) plus Kalanyr's Attack Category of 3, for a total Attack of 9. Minus 1 for damage done by Melkor's previous Attack, for a Final Attack of 8. Zelda has a Defense of 3, plus Kalanyr's Defense of 3, for a total Defense of 6, minus 1 for damage done by Melkor's previous Attack, for a Final Defense of 5. Melkor has an Attack Category of 3, plus the 3 from Serpenteye, for a total Attack of 6, minus one for damage done to him by Kalanyr's (NOT Zelda's) Attack, for a Final Attack of 5. Melkor has a Defense Category of 3, plus the 3 from Serpeneteye, for a total Defense of 6, minus one for damage done to him by Kalanyr's Attack, for a Final Defense of 5. Zelda's Attack of 8 goes off. Melkor's Defense of 5 goes off. Melkor's Attack of 6 goes off. Zelda's Defense of 5 goes off. It is likely that Melkor sustains damage and Zelda does not. These Attacks and Defenses, even though the day is yet young, immediately become public knowledge - all Attacks and Defenses become public knowledge immediately after they go off. For the rest of this 2nd day, Zelda, Kalanyr, Melkor, and Serpenteye can neither Attack nor Defend. Please note that for this 2nd day, everyone else already stated their Attacks and Defenses back on day one (if they didn't state Attacks and Defenses then, they cannot do it now!!), so they cannot take sudden advantage of the weakness of these four Powers. ALL STATEMENTS OF ATTACK AND DEFENSE ARE SECRET. THEY SHOULD BE E-MAILED TO ME PRIVATELY. YOU MUST ALWAYS E-MAIL ME YOUR ATTACK / DEFENSE INTENTIONS FOR THE NEXT DAY ON THE CURRENT DAY. YOU MAY NEVER STATE ATTACK / DEFENSE INTENTIONS FOR THE CURRENT DAY (you get no Attack / Defense today IC if you sent me no e-mail yesterday IC) UNLESS YOU HAVE A HELD ATTACK (you may discharge it today IC by sending me an e-mail today IC.) IT IS PERFECTLY FINE FOR PLAYERS TO SECRETLY E-MAIL EACH OTHER, TO MAKE PLANS FOR COMBINED ATTACKS. THERE IS NO WAY FOR ONE SIDE TO EVER KNOW WHAT THE OTHER SIDE IS DOING - WHETHER THEY WILL ATTACK, WHO THEY WILL ATTACK, HOW STRONG THE ATTACK WILL BE, OR WHEN IT WILL OCCUR. YOU MAY PUBLICLY ANNOUNCE AN ATTACK AND DEFENSE - IT IS YOUR CHOICE TO REVEAL YOUR SECRET. [/QUOTE]
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