Kulan: Knightfall's Heroes of Carnell Game [OOC]

In real life I would never roll all attacks, this is simply a way to speed up pbp.

Yes, I (the player) would think, intend, attempt full attack and Maur would start swinging, but what would he swing against once the creature falls?

Even in real life combat, when things change (for example you knock out someone with a lucky shot) you refocus as quickly as you can or you might be next.

Now, I dont mind losing the rest of the actions so we don't have to retcon. I would like to move, but I dont have to. I could throw something with my attack?

You cannot get into the same situation since you know our HP and if we prevent some action you would adapt (like when priestess moved into spike stones and immediately stopped), played fair (she moved even when you knew about the spikes) and intelligent (stopped).
Maybe I'm too old school or maybe I've learned to many old school players and GMs who would scoff at the notion of letting a player roll all his dice at once (in any situation) and then if the first hit takes down a foe to just let the character move regardless of the other dice being rolled. I know one DM in particular who would become livid at such an idea. It wouldn't matter to him that the game is virtual, but this is no his game, the point is moot.

I've gamed with you long enough to trust that you wouldn't roll all the dice at once.

however, some DMs I know (beyond that one DM) would insist that a full action be declared ahead of time before any player (or the DM, as well) rolls dice. We can't really do that online without things slowing down even more, so I'm not worried about that. (I tend to want that declared at the table too.)

@Tellerian Hawke's post is interesting...
 

log in or register to remove this ad

@Knightfall Posted for Angus.

@Neurotic I think this is one of those gray areas of the rules that needs some work. The way I see it is that the last two attacks would be wasted. However, because of the way that I as a DM handle the Haste spell (OTTER uses a hyrbrid Haste spell) I would have let you turn the Haste attack you would have gotten into a move action. But that's a moot point, because in this instance, we're using the standard Haste spell. In my opinion, you should just let it go; because if you "win" this argument, the NPCs get that ability as well, and something like that could turn the tide against us. Just my two cents. 😎
See, now that I like. Because Maur is hasted, he is moving quicker than a normal character could move after taking his first two attacks. That extra hasted action instead gets his feet moving. Maybe he gives up the extra movement that haste would normally grant and instead moves at his normal speed, so 20 feet.

That would let him get 10 feet up the slope. He'd get a little closer but not be able to move his entire hasted movement. I'd let him end his movement in the same square as Meridith is in since she is prone and cowering.

That seems fair to me.
 



Me not rolling all the dice has more to do with my groups, some have only one d20, others like to see the effect of the attack/damage (Maurs hammer is disrupting so in theory he could one-shot any undead here) before continuing and in one GMs case 'I dont want to remember which color is which attack, roll in order '
 

So, Round Six is starting. @JustinCase, you're up.

I'm assuming you want to have the spiritjaws move to attack Tarrak. How far can it move in a round?

Tarrak is 25 feet away from Galzadar. however, the rocky shelf where the elf wizard is is 40 feet up. Hmm, I hate math. :p

Since it is basically diagonal movement for the spiritjaws, I'm going to say it is 60 feet from the elf to Tarrak. If it can get there and attack him, this round roll another Caster Level check.
 





Remove ads

Top