OOC II

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dmw71
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Re: OOC II

#341 Post by dmw71 »

Rusty Tincanne wrote:Thanks for linking my roll to the game, Dave. I thought I had done that.
No worries.

I was going to request that you make one... but then checked, and noticed you already had.
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Re: OOC II

#342 Post by dmw71 »

Oh, boy. That 6 damage is going to do bad things. :(
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Re: OOC II

#343 Post by Zhym »

Here's hoping your attack re-roll misses.

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Re: X. Old Goblin Halls

#344 Post by onlyme »

27 arrows is fine. I was going off a quarrel, but not registering the additional ones we picked up. sorry...

also, so now Junius and Sacro have a dilemma. They can see stones and arrows flying from behind, while others are rushing forward.
Would Adarue or any other chargers be in melee before the arrows get there? Or would our only friendly fire target be poor Dimly who already looks to be a goner this round anyway?
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Re: X. Old Goblin Halls

#345 Post by dmw71 »

onlyme wrote:Would Adarue or any other chargers be in melee before the arrows get there? Or would our only friendly fire target be poor Dimly who already looks to be a goner this round anyway?
A lot will depend on what the PCs do, but combat will be resolved in order, so movement happens first, then ranged attacks, then melee:
LL: 52-53 wrote:Combat
In most cases, there will be two opposing sides in a combat
sequence. Whether it is monsters against the characters or
characters fighting each other, there is one specific sequence
to combat, as outlined below.

1. Players declare character movement or actions.
2. Initiative: 1d6 is rolled by each opposing side.
3. The winner of initiative acts first. The Labyrinth Lord
may check morale for monsters.
4. Movements can be made.
5. Missile attack rolls are made, accounting for DEX
adjustments, cover, and range.
6. Spells are cast and applicable saving throws are
made.
7. Melee combat occurs; attack and damage rolls are
made, accounting for STR and magic adjustments.
8. Other sides act through steps 4-7, in order of
initiative
9. When all sides of a conflict have acted and the
combat will continue into the next round, the
sequence begins again at step 1.
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Re: OOC II

#346 Post by Rusty Tincanne »

Just in case Keebler hits AdaRue, I have my post ready...
As the light leaves AdaRue's eyes, she scowls at the elf. Once, she would have laid down her life for her friend, but her now, her final thought is, We should have let him leave us...
:P

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Re: OOC II

#347 Post by Zhym »

Ouch...

;)

Keebler will be much less broken up if he kills Dimly. Anyone who rushes into a room full of enemies can't be too attached to life.

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Re: OOC II

#348 Post by dmw71 »

Rusty Tincanne wrote:...her final thought is, We should have let him leave us...
Lol. :lol:
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Re: OOC II

#349 Post by Zhym »

Apologies in advance if Keebler kills anyone. The odds of killing a friend are so low (about 1 in 100, give or take, depending on the friend's AC) I figured it was worth the risk. :/

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Re: OOC II

#350 Post by onlyme »

Zhym wrote:Apologies in advance if Keebler kills anyone. The odds of killing a friend are so low (about 1 in 100, give or take, depending on the friend's AC) I figured it was worth the risk. :/
Yeah, I figure that is still the safest play here, too. Especially knowing metagame wise that rushing into melee this round may be suicide :)
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Re: OOC II

#351 Post by dmw71 »

Zhym wrote:Anyone who rushes into a room full of enemies can't be too attached to life.
I see where Horatio had other ideas, but issn't that kind of what dungeon crawlers do?
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Re: OOC II

#352 Post by Zhym »

Depends on whether they want to live. ;)

It can be fun to play a noble fighter who rushes straight into danger—for as long as he survives. But if you want to survive a Dave game for long, you need tactics.

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Re: OOC II

#353 Post by dmw71 »

The timing is just kind of unfortunate in this case because it's one of the first times the group attempted to employ some tactics and the action went a different way.

Things may still work out.
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Re: X. Old Goblin Halls

#354 Post by dmw71 »

Zhym wrote:Horatio, oblivious or indifferent to the danger of firing into melee, releases another arrow.

Long bow (THAC0 19): [1d20+2] = 15+2 = 17 [1d8] = 8

~~~~

Keebler, horrified by his near-miss of Dimly, holds his fire.
Actually, when Bully #3 fell, there are no more goblins in the line of fire of archers still in the hallway.

So, for your information, even Sacro, who's the furthest south, is unable to get a good line on Bully #1, and would grant the goblin cover bonuses. Horatio, who's further back, will have a more difficult shot:
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Feel free to adjust your actions accordingly.[/ooc]
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Re: OOC II

#355 Post by Zhym »

Can Horatio step up and fire from behind Sacro? There's a little spot where the tunnel seems to bow out.
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Re: OOC II

#356 Post by dmw71 »

Of course. Everyone can move forward, or even into the room itself, or hold their current position.

I just need to know which characters are going to be repositioning themselves, and to where.
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Re: OOC II

#357 Post by panglott »

Hm. It also looks like I can't hit the goblin and step toward AdaRue (and thus force the goblins to move into a clearer line of fire), because I have to move before attacking.

Keebler's near-hit of Dimly was a hilarious bit of dice-chucking, btw. Somehow he survived! I thought I'd be making up new characters after the door was closed, let's see how long his luck holds out.

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Re: OOC II

#358 Post by Zhym »

Horatio is such a distasteful little snit. I'm not sure I'm enjoying my strategy of making my new PC so loathsome that I won't mind when he gets killed. :)

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Re: OOC II

#359 Post by dmw71 »

Zhym wrote:...I won't mind when he gets killed. :)
There are plenty of opportunities for that ahead. ;)
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Re: OOC II

#360 Post by Zhym »

Of that I have no doubt. :D

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