Huh?:smallconfused:
Streakster has 1d4+4 vitality and was dealt 9 damage.
So 8 damage (the max of 1d4+4) causes him to lose one life with 1 damage left over.
He then rolls 1d4+4 against 1 and automatically succeeds.
What am I missing?
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Twice max of 1d4=8. But yeah, I probably should've just changed the wording to 'reduce total damage dealt by 4.'
Sheild Other: Calamity
Attack Streakster
Also: Where's the Ungerladon gone? And when does this round finish?
Shield Other Almighty Salmon
Iron Palm GoC
Shield Other: Fleeing Coward
Attack: GoC
Changed action.
@GoC: No, see, that's what I'm saying. If the skill had been 'subtract 4 damage', then he wouldn't have lost 2 lives. Also, in your Lucky example, the guy would lose two lives.
@Dr Bath: Oops. Ungerladon=3 lives, next round is delayed by 1 day (it's on Saturday now)
Shield body Fredricus, Juggernaut, attack Kasz.
@GoC: Code 101833! Attack the gods? Are you mad, man?
Sprint!
Minotaur's Axe
Frenzy
Two weapon fighting GoC and Streakster
I'm a-thinking, Mr Abardam. If'n I and some others did sprint this round, would be catch those dasteredly scoundrels GoC and Streakster? Also, Streakster can't do anything anyway, can't he? I thought he was stunned.
Same as last turn!
Charge! For Dr. Bath, myself, Castaras, Meynolds, Calamity, Almighty Salmon, and Kasz.
Time to edit my action then :smallamused:
Shield Other: Fleeing Coward
Attack: Streakster
Sticking with Previous Action.
Minotaur's Axe
Frenzy
Leap Attack Streakster
No point in trying to survive if Streakster get's killed this turn.
I soooo hate linch mobs. :smallmad: And games with massive teams when I'm not in one.:smallmad:
Abardam said two people a team and we've got four supposedly seperate teams here.
Power Attack Meynold's.
Given that his original action was to power attack Abardam, I don't think that's too much of a problem. :smalltongue:
Yes, only the base vitality counts when the damage exceeds it. Anyway, I also think that mobs do suck (I think Funkyodor and Team Black would agree with me here) but that's a discussion for after the game ends.
Round 12
Almighty Salmon, Fleeing Coward, Heretic, Castaras, Dr Bath, Calamity, Kasz, and Meynolds all gang up on Team Chrome! Almighty Salmon socks Streakster for 2 damage; Castaras chops at him for 4 damage; Dr Bath bashes him for 10 damage; and Meynolds... misses. GoC retaliates on Meynolds, but his armor takes the force of the blow! Fleeing Coward face-crunchingly clouts GoC for 3 damage; Calamity tries to club him but misses; Heretic hits him for 10 damage; Kasz tries to cut him, but GoC evades it!
Team Red and Team Brown have their own mini-gang up on Kasz. Fredricus, flanking his right, attacks him, but is parried; the captain charges him, but can't connect; the eldritch knight swings powerfully, but inaccurately; but Orzel manages to iron palm for 3 damage!
The Ungerladon charges Orzel! It thunders across the arena, but Orzel just manages to jump out of the way!
Kasz is still alive, but the same can't be said for Streakster or GoC, who both lose 3 lives!
{table]Player|Psi|DPs|Lives|Effects
Almighty Salmon|1d6|5|5|
Fleeing Coward|1d6|5|4|Metaphysical Weapon
Fredricus|1d6|3|4|
Captain van der Decken|1d6|1|6|
Kasz|1d6|0|1|
Khaldan|1d6|4|0|DEAD
Castaras|1d6|2|2|
Heretic|1d6|0|3|
Streakster|1d6|0|0|DEAD
GoC|1d6|1|0|DEAD
Jagg|1d2|5|0|DEAD for reals
Raiser_B1ade|1d8|5|0|DEAD for reals also
Eldritch Knight|1d6|0|2|
Orzel|1d8|0|4|
Dr Bath|1d6|5|4|
Calamity|1d6|2|4|Can't be affected by Cure Wounds until R14
Meynolds|1d6|0|5|[/table]The mob has spoken!
Ungerladon has: 3 lives
Next round is on Monday!
(Also, GoC's damage roll should have been 1d16, but he missed so I didn't reroll)
Hold still, won't you? :smalltongue:
Why couldn't this have been like Gladiator2 (without massive team ups)?:smallfrown:
Oh, well.
*Dies* <_<
Anyone know why the AIs always team up against you in Starcraft and how I can deactivate it?
EDIT:
Dr. Bath: Actualy pretty much every free-for-all game I've been in has soon turned into everyone-against-me.
Whether it's Monopoly, 4 sided chess, Age of Empires or a PBP game.
I blame my very low Cha, good Int for strategy games and the fact that I talk too much.:smallannoyed:
Streakster: Indeed. I blame myself. I should have gone for a completely defensive build rather than one that relied on no team-ups and me keeping my big mouth shut.:smalltongue:
I think it's mainly because of perceived 'trump' powers, like the psi-wave thing and raising zombies. I think it's more that they are easy to spot than they're particularly strong. Having a team with full divine points at this point is much stronger than one with some 'super-power'.
Please don't all kill me again for talking, it got annoying last game.
Hey, at least we outlived some of them, eh GoC?
Au revoir, all!
*Grabs heart*
*Gasps*
*Dies*
Full divine powers won't really do much, when you think about it. At best it's just a 2 life heal so me and Almighty Salmon hasn't really got much else going for us when you compare it with the other teams.
We're one of the few teams that can't charge so in any endgame, we're going to be at a severe disadvantage against a charge and sprint situation. The other teams also got way better chances of hitting and avoiding losing life - Captain van der Decken with 6 lives and Juggernaut will be almost impossible to take down in a 1 on 1, team castaras has got flank and impale that no one left can heal, Orzel's got an overchanneled mind thrust that can negate the whole divine power bonus in one attack against a psi weak field. The only team that we could probably claim to be on par with is Dr. Bath's and even then, they got charge and Calamity's flank.