NG vs. NE: Neutral Evil is Victorious!

To Infiniti[sblock]Thank you for the advice, but the opponent is flying (appears floating just off the ground), so I did not think bull rushing was a useful tactic. I will have to keep tag-team tactics in mind, however.

Also, it is completely out of character for 51 to consider tactics for anyone once he is out of the arena. Of course, that is true for so many of the evil creatures that it should probably not be considered.[/sblock]Ready to teleport to 0N100E when Lite-brite gets within 20 feet. If Lite-brite follows, ready to teleport to 115N45E when it gets within 20 feet. If Lite-brite stays in the victory zone, wait until the last round before 51 would lose, then teleport to the opposite corner of the victory zone from Lite-brite. After that, total defense until reduced to less than 20 HP. I hope that covers the battle until the next combatant enters. :)
 
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Round 223: Lite-Brite approaches. 51 teleports. Lite-Brite sets down at 100N55E.

Round 225: A draw would normally occur at this point, but Lite-Brite has been in the Victory Zone for three rounds and has the choice to accept or negate the draw.
 

OOC: Since Lite-Brite is mindless, it would keep charging around, but if 51 can always keep tporting outside of the charge radius then we can call it a draw as far as I'm concerned.
 

OOC: Lite-brite is mindless, but it might have been programmed to stay in the victory zone if it could not reach its opponent. As much as I am playing for a draw, I do not think it should automatically happen.
 

OOC: Well, when I gave my initial instructions, I did say to return to the victory zone if the target disappeared. Gansk, let's say the General (or other programmer/commander) also said that if the target was not within charge range to return to the previous noted rest position as well, and see how it plays from there.

OOC2: Is the ultraloth really out of options? Wow. I'm not familiar with them other than remembering them being something like daemon commanders, but I guess if they're pretty much pure spellcasters then that would do it.
 


Greybar said:
OOC: Well, when I gave my initial instructions, I did say to return to the victory zone if the target disappeared. Gansk, let's say the General (or other programmer/commander) also said that if the target was not within charge range to return to the previous noted rest position as well, and see how it plays from there.

This is the way I have been playing Lite-Brite, based on my interpretation of your instructions earlier.

At this point Lite-Brite has not seen 51 for two rounds and has been sitting at the rest position. Psybo then asks Lite-Brite or the General do they want to accept a draw. Psybo will ask the question again in the following round, so I want to make sure of your answer.
 

Sorry, I misunderstood. If 51 appears to be absent, then Lite-Brite will decline the draw with victory potential presumably mere moments away.
 

OOC: No problem, the new rules are bound to cause a lot of confusion at first.
I want to make sure everyone understands this rule. As soon as Lite-Brite sat on the VZ for three straight rounds, it was given the right to refuse draws, no matter where the opponent is. If 51 sat on the VZ for three straight rounds and they stared at each other but did no damage, then both 51 and Lite-Brite would have the right to refuse draws. As soon as either one leaves the VZ, they lose the right to refuse draws and must sit on the VZ for another three rounds to re-establish the right. This rule is different from the 4 round victory rule, because as soon as both combatants sit on the VZ, the victory condition is negated.

Round 227: 51 teleports to 80N75E. Lite-Brite moves to 85N70E and touches 51 with an indigo tendril. It has no effect (27 Will save).

Round 228: 51 goes on total defense. Lite-Brite touches 51 twice (29 & 40 touch, just noticed the errata on this bad boy).

A yellow tendril does 20-10 electricity. A blue tendril does 24-10 cold. 51 has 5 hp left.

Round 229: 51 teleports to the east wall and taps out.

Next for NE: a ten-headed shrieking terror. (MM III)

Lite-Brite is at 85N70E with full hp.
 
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