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  1. - Top - End - #91
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Yas392 View Post
    Oof. Pathfinder knows how to make it hard to grapple especially high levels.

    Anyways, can Darren put down another black tentacles field without to catch the remaining two urdefhans that are not in the first one without friendly fire?
    He could only catch one of the remaining foes without hitting allies (the other is flanked by Serenity & Azalea)

  2. - Top - End - #92
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Sorry for the delay. Sites got problem when I was about post. Keep getting gateway errors.

    Having trouble calculating damage done to Serenity. Does armor reduction applies to sneak attack and bleed?

  3. - Top - End - #93
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Yas392 View Post
    Sorry for the delay. Sites got problem when I was about post. Keep getting gateway errors.

    Having trouble calculating damage done to Serenity. Does armor reduction applies to sneak attack and bleed?
    Yep same here, whenever I sit down with time to post.

    Armour should reduce lethal damage on a hit (calculated on the total of base + sneak). Bleed is separate and unaffected by armour.

    So eg if a hit does 10 damage + 20 sneak + 3 bleed, armour of 6 would mean it does 24 lethal damage (10 + 20 - 6 = 24) + 3 bleed + 6 nonlethal.

  4. - Top - End - #94
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Serenity lethal damage taken: 44 lethal - 15 healing + 65 lethal = 94 lethal damage.

    Serenity non-lethal damage taken: 14 non-lethal - 14 healing + 35 non-lethal = 35 non-lethal damage.

    Okay, Serenity's not out like a light. I thought I need to have Halberd use divine interference for re-roll an attack, but I guess I won't need to now. Post will be coming after I figure out Darren's actions.
    Last edited by Yas392; 2024-02-07 at 05:17 PM.

  5. - Top - End - #95
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Freaking RNG is against me. Change of plans.

    Halberd will use Cure Light Wounds, Mass instead and will stand from prone.

    Cure Light Wounds, Mass: (1d8+39)[44] x 1.5 = 66 Healed

    Screwed up calculation.

    Lethal > Non-lethal > HP heal.

    Slower healing is a problem: pain to track, hard to get rid off and can KO people if convert to excessive non-lethal damage.

    Non-lethal is 50.
    Last edited by Yas392; 2024-02-08 at 12:48 PM.

  6. - Top - End - #96
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Sorry, I have been out-of-town with no access these last few days. Will catch up in next day or two.

  7. - Top - End - #97
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @Qagzir & @Talivan You guys still working on those sheet?

  8. - Top - End - #98
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    PirateWench

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    well not much has happened for a little bit and being as this was more of a test of things , I am going to bow out at this point

  9. - Top - End - #99
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @samduke we are waiting for your move I believe.
    Last edited by Yas392; 2024-02-13 at 02:01 AM.

  10. - Top - End - #100
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Yas392 View Post
    @samduke we are waiting for your move I believe.
    Yep. But not to worry we can continue with the experiment if we have players. Site seems to be holding up just fine now.

    @Qazgir & @Talivan your characters can join in any time, and your cohorts when ready. Given this is a 'test' I'm not too fussed about breaking continuity.
    Last edited by Ghostfoot; 2024-02-14 at 04:30 AM.

  11. - Top - End - #101
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @Ghostfoot Will you be controlling samduke's character now that she left? How do you feel about slow healing?

    Looking forward to @Qazgir & @Talivan's character if they are still in it.
    Last edited by Yas392; 2024-02-14 at 05:46 AM.

  12. - Top - End - #102
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    I'll jump in at the end of the fight. Sorry about the lack of input, busy time at work.

  13. - Top - End - #103
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Yas392 View Post
    @Ghostfoot Will you be controlling samduke's character now that she left? How do you feel about slow healing?
    Let me see what I can do...probably not much value in botting them beyond this fight given the nature of the game

  14. - Top - End - #104
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @ghostfoot How do you feel about the healing? I kind of find the rule concerning and detriment to battle in the long run because if non-lethal HP value is higher than normal HP, you become unconscious.

    Forgot CMB for tentacles so rolling them here.

    CMB: (1d20+20)[33]

    Untyped Damage if grapple succeed: (1d6+4)[7]

    EDIT: Eh, forgot that it is 2d10. Doesn't matter now since it is rolled. It has been awhile.
    Last edited by Yas392; 2024-02-19 at 05:14 AM.

  15. - Top - End - #105
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    sorry, a but slammed here now that work has started up again

    Quote Originally Posted by Yas392 View Post
    @ghostfoot How do you feel about the healing? I kind of find the rule concerning and detriment to battle in the long run because if non-lethal HP value is higher than normal HP, you become unconscious.
    yeah I expect that you're probably right. Not sure that much healing has really been tried in anger yet but seeing it in action I think Concurrently will work better:

    So let's say character with 50hp is down 10 lethal and 10 nonlethal
    cast CMW, healing of 15hp
    converts all (10hp) lethal to nonlethal
    then heals 15hp nonlethal
    end situation they are down 0 lethal and 5 nonlethal

    vs Sequentially
    character with 50hp is down 10 lethal and 10 nonlethal
    cast CMW, healing of 15hp
    heals 10hp nonlethal
    converts 5hp lethal to nonlethal
    end situation they are down 5 lethal and 5 nonlethal

    vs Normal
    character with 50hp is down 10 lethal and 10 nonlethal
    cast CMW, healing of 15hp
    heals 15hp lethal
    heals 15hp nonlethal
    end situation they are fully healed

  16. - Top - End - #106
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Ghostfoot View Post
    sorry, a but slammed here now that work has started up again



    yeah I expect that you're probably right. Not sure that much healing has really been tried in anger yet but seeing it in action I think Concurrently will work better:

    So let's say character with 50hp is down 10 lethal and 10 nonlethal
    cast CMW, healing of 15hp
    converts all (10hp) lethal to nonlethal
    then heals 15hp nonlethal
    end situation they are down 0 lethal and 5 nonlethal

    vs Sequentially
    character with 50hp is down 10 lethal and 10 nonlethal
    cast CMW, healing of 15hp
    heals 10hp nonlethal
    converts 5hp lethal to nonlethal
    end situation they are down 5 lethal and 5 nonlethal

    vs Normal
    character with 50hp is down 10 lethal and 10 nonlethal
    cast CMW, healing of 15hp
    heals 15hp lethal
    heals 15hp nonlethal
    end situation they are fully healed
    Did heal but tracking maths is the problem (e.g thought cohort healed elemental fully but on re-calculation found out he has a non-lethal damage remaining.) and confusing.

  17. - Top - End - #107
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Qazgir View Post
    I'll jump in at the end of the fight. Sorry about the lack of input, busy time at work.
    Let's hand-wave the rest of this fight. Not much value in slogging it out with one player while everyone else waits.

  18. - Top - End - #108
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @ghostfoot Can you PM Talivan to see if they are still interested in this game? We haven't heard from them for a while.

  19. - Top - End - #109
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    Qazgir's Avatar

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Here's my cohort, Karn Holdane, I need to prep spells, then I'll be ready.

  20. - Top - End - #110
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    SamuraiGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Hello guys, cannot find the OOC and IC for this game

  21. - Top - End - #111
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @Talivan This is OOC. IC is here.

  22. - Top - End - #112
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Great, 3 players should be good to kick us off again and see how it plays.

  23. - Top - End - #113
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    @Ghostfoot Double checking. The spells my summoner and cleric used on their turn are expended before the battle end, right?
    Last edited by Yas392; 2024-02-28 at 05:27 AM.

  24. - Top - End - #114
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Yas392 View Post
    @Ghostfoot Double checking. The spells my summoner and cleric used on their turn are expended before the battle end, right?
    The black tentacles spell? That will still be in effect.

    Or Evolution Surge? You can keep that if you wish (ie pretend not cast/ expended)

  25. - Top - End - #115
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Ghostfoot View Post
    The black tentacles spell? That will still be in effect.

    Or Evolution Surge? You can keep that if you wish (ie pretend not cast/ expended)
    Spells Casted last round before battle is over.

    Evolution Surge (Summoner)

    Cure Light Wounds, Mass (Cleric)

    I will keep those if able.

    Will be waiting for others to finish before I move my characters. It feels lonely moving forward by myself.

  26. - Top - End - #116
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Yas392 View Post
    Spells Casted last round before battle is over.

    Evolution Surge (Summoner)

    Cure Light Wounds, Mass (Cleric)

    I will keep those if able.

    Will be waiting for others to finish before I move my characters. It feels lonely moving forward by myself.
    Yes, that's fine to retain those spells.

    And yep, let's kick things off again once we have 3 active players. Hard to playtest without a group.

    Re: healing. I take it you prefer to revert to standard mechanism for healing spells? We can do that for now. Maybe reintroduce to test later on if the rest is going well.

  27. - Top - End - #117
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Quote Originally Posted by Ghostfoot View Post
    Yes, that's fine to retain those spells.

    And yep, let's kick things off again once we have 3 active players. Hard to playtest without a group.

    Re: healing. I take it you prefer to revert to standard mechanism for healing spells? We can do that for now. Maybe reintroduce to test later on if the rest is going well.
    Yeah, I prefer standard.

    May I switch my eidolon's armor bonus to AC instead of Natural for testing purpose?
    Last edited by Yas392; 2024-03-03 at 09:31 PM.

  28. - Top - End - #118
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Giants finally calmed down enough for me to post, sorry about the delay.

  29. - Top - End - #119
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    AssassinGuy

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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    Posted for scouting.

  30. - Top - End - #120
    Ettin in the Playground
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    Default Re: Ghostfoot's Variant Rule Playtest [PF1] - level 15 Serpent's Skull

    I've been having some IT problems during convenient posting windows...all seems fine right this moment, but I have family commitments. Will try to get this going again shortly.

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