Honestly, GitP has gotten to the point where I really don't want to deal with its constant delays, breakdowns, and lockouts anymore, especially when we have superior alternatives. I'd prefer to move the game off-site to Mythweavers and the like.
If I'm late in responding, please forgive me. I keep coming to check up on the forums because I'm not getting emails like I should. Moving to another site, as suggested by Surealistik, may be a good idea, but I haven't particularly strong feelings one way or the other.
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
We'll keep swinging here a touch longer. I'd hate to halt and move JUST as things got going. Please chime in what you folks think about alternatives. I know I can't get Mythweavers through my work's firewall. However, I'm about to start my summer break mid-June and wouldn't have to worry about it until mid-August.
Task at hand:
Because of Grai's readied action, we'll go with the modified order on the Combat Tracker.
Grai, you readied a charge against the first visible, but if you change your mind, we'll put you back in your old spot after Thingie 2.
New kids, we kind of run a little loose on initiative. Between enemy turns, you can coordinate who going to do what when (as long as you don't get too meta-)
So basically group initiative? like how DMs are suggested to control monsters, moving and reading actions to attack as soon as they have CA or the like? or is that what you meant by too meta?
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
Grai can't charge Thingy 1 since it is too close, so I have to wait either way.
And yes, Myth-Weavers is vastly superior, but if it causes problems in the long run, then it won't help much. Switching because of posting from work won't be an issue until August is not a solution if everything breaks down afterwards.
So basically group initiative? like how DMs are suggested to control monsters, moving and reading actions to attack as soon as they have CA or the like? or is that what you meant by too meta?
Sort of. For instance:
Grai's not going forward with the readied action so the Thingie 2 will finish its action.
Then Grai and Emberlynn can go, either first.
Then Thingie 1's turn.
Next, Garithak, Refugees, Batrazaar, Malikar (everyone before Thingie 3's turn) can go as they see fit.
Thingie 3.
Argius and Barases.
Thingie 2.
(and, please, feel free to throw in Knowledge, History, Arcana, Religion, Astrophysics, Basketweaving, etc.. checks so I can stop calling them "Thingies")
Just to make sure I have this straight, is the move 10 a use of our actions, or a situational "pre-turn/extra-turn" action? I'd assume the latter from the wording, but thought I'd check.
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
Just to make sure I have this straight, is the move 10 a use of our actions, or a situational "pre-turn/extra-turn" action? I'd assume the latter from the wording, but thought I'd check.
Exactly. The move 10 is the horse's turn. Then you get your full turn after the horse is done moving (standard, move, minor). You can go before or after Barases.
For the benefit of the new players, Brutus has an aura 1 that grants a +2 power bonus to damage rolls vs enemies within it. He can also flank with you.
While I'm waiting and planning for my turn, does Argius have any that idea the girl and creature are behind the house? Trying to keep from acting on player knowledge over character.
Edit: And for mechanics purposes, is the girl considered an ally? I'm assuming she isn't, since she doesn't seem like a fellow combatant, but such assumptions are dangerous.
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
Don't worry about being too strict about player vs. character knowledge. Argius could have heard screams, saw the creature run from this side of the house, felt a disturbance in the Force, etc. He's an experienced adventurer. I'm sure he knows what's goin' on.
And I concur. Anybody being attack by bad nasty things is an ally. The enemy of my enemy is my friend. Or something.
Perception: (1d20+4)[13] Anything worthy of note about these creatures?
Nature: (1d20+4)[18] They don't seem natural, but maybe...
Religion: (1d20+10)[24] They are sort of undead-ish, right?
History: (1d20+10)[23] Anything I can recall that's familiar about these guys, be it from past experience or study?
Arcana: (1d20+10)[27] Magic about them?
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Simplicity is the grassy field which hides the pit, though in this case it causes 1d10 psychic damage, will save for half.
Note that Argius (and everyone else) gains a +2 bonus to his first attack roll of an attack made with an action point, and a +5 bonus to all of that attack's damage rolls due to Tactical Presence.