Haha!Zhym wrote:
I'm not sure I agree with you 100% on your police work there, Lou.
Ya, but he makes a mean fricassee.

Haha!Zhym wrote:
I'm not sure I agree with you 100% on your police work there, Lou.
Shouldn't an 8 segment casting time set off the flamestrike in round 7?Magnus wrote:flamestrike will go off in seg 1 of round 8 (8 seg casting time). You can't act this round, unless you cancel the spell. Man, that is a long casting time.
come now can't we go bigger like a dragon? Or well a Roc is rather large......hmm what about a Treant?Zhym wrote:I've also been wondering if there's some way we could use Lorath's active polymorph in combat. Are there any monsters or creatures that can easily travel through ice? Maybe Lorath could change into that form, burrow under one of the giants on the ledge, and send it toppling into the rift? Or is there a one-ton flying creature he could change into? Even a giant might slip and fall off the ledge if charged by, say, a roc (even a small one-ton flying roc).
I've always played with 6 seg rounds. Each seg is 10 seconds. Is that some wildly off internalized house rule?Zhym wrote:Now that you mention it, Magnus posted this in round 6:Shouldn't an 8 segment casting time set off the flamestrike in round 7?Magnus wrote:flamestrike will go off in seg 1 of round 8 (8 seg casting time). You can't act this round, unless you cancel the spell. Man, that is a long casting time.
Does the math. Looks up in horror...
You aren't using 6-segment rounds, are you?
A one ton flying creature could absolutely take down a giant over the edge of the ledge. But the point above is also true...it depends on the dice.GreyWolfVT wrote:it is possible but I imagine that the giant would just grab the wings and pull Lorath down with them.
Okay. Fortunately, I can't think of an example where it benefited the Giants in this combat, but will start to run 10 seg rounds.Zhym wrote:Oh, yes. That's a big old house rule. Standard timing is 10 six-second segments = 1 round. Shortening it to 6 segments really mucks up spell timing, as we're seeing. With 10-segment rounds, the worst case for any combat spell is that it goes off in the next round, possibly before the enemy gets initiative. With a 6-segment round, you get something like this, where a spell goes off two rounds later and the spellcaster gets no other action at all during that time. It's really unbalancing IMO.
OGRE MAGE wrote:Did anyone see what happened to Flams Flame Strike that he waited three rounds to cast?
Or did I miss something?
Yeah. I thought at first it might have horked the fireball, but that was simultaneous initiative and a big rock toss.Magnus wrote:Fortunately, I can't think of an example where it benefited the Giants in this combat, but will start to run 10 seg rounds.
Magnus wrote:"Horror" ... LOL.