phaeton_nz
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Discussion Thread
Mik-mek
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Thanks Locke. I'll make good use of it.
Mik-mek
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There might be a slight delay in posting. Tomorrow is a holiday and I'm going to spend half the day doing some fishing... :)
Going catfishing -- basically catfish as long as your arm with a head that will cause bludgeoning damage should it connect at high speed :)
Hancock the Angry
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Potion of minor healing here.
Mik-mek
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Potion of Minor Healing here as well.
I'm also not going fishing anymore -- there's a typhoon... I'm not going out there! :)
Ulrich Makaisson
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Ok, I have few spare minutes so:
@Gm thank you for organizing this game, I would gladly fill my lacks in the scenarios that I played :D Good to be playing at another of your tables
@UncleFroggy, @BlackoCatto, @EnchanterTim, @Blake's Tiger - good to be playing with you again folks!
@miteke - I don't think I ever played with you so it is a pleasure to meet you.
With regards to the item: minor healing potion here. We seem to have a heavy front-line party ha! Let's see how it goes :D
Rhaegal Dragonkin
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Hey everyone! Good to see familiar faces. Gotta get Rhaegal up to level 3 so he can start his wildshape career.
Rhaegal will take a scroll of burning hands.
Hancock the Angry
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I will be on vacation Thus-Mon. I'm pretty good at keeping up while vacationing but there are two 10+ hour drives involved so I may not be able to respond promptly at times.
Mik-mek
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Drive safely.
Mik-mek
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internet at home is down due to thunderstorms
Locke of Highdelve
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Hancock's turn in initiative should move to right before the zombie when knocked to Dying.
You should be able to use battle medicine while on fire unless the aura says something special about manipulate actions. You obviously should be able to regain hp when on fire.
So Hancock would be prone, hands empty, conscious, wounded 1, with 8 hp ready to act right before the zombie's next turn. EDIT: when Ulrich's turn comes.
Ulrich Makaisson
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Yeah when Ulrich turns come, I got overexcited :D
To cover what has happened:
- Hancock had 6 HP, he was hit for 8 HP -> he falls to the ground with 0 HP and is dying 1.
- The second hit connects for 11 HP -> he is still 0 HP but with condition dying 2
- When the time comes ;) Ulrich comes and does the hustle Battle Medicine -> Brings Hancock to 8 HP with wounded 1 Condition (the next time you will get into dying you will start from dying 2)
- Hancock is immune to Ulrichs Battle Medicine for the remainder of the day.
phaeton_nz
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OK. Maybe I got it wrong in my posted explanation. Forgot about the initiative shift. And wouldn't Hancock be at Wounded 2 after being at Dying 2?
And no, it is usually not my policy to hit someone when they are down. If I had realized, the zombie would have moved to the next target, so I apologize for that.
Mik-mek
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Sorry for acting out of turn. I’m having to use a mobile internet device because my regular internet is down. Doing all this on a tablet is really awkward.
Locke of Highdelve
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No. Your wounded condition is based on the number of times you get back up and not your dying condition. Your dying condition is increased by your wounded condition.
Example: Dying 3 receives healing and becomes Wounded 1, same person goes down again (to a non-crit) and is Dying 2 (dying 1 + value of wounded), healed again and becomes Wounded 2, takes a critical hit and is Dead (Dying 2 + value of wounded = 4 = dead, barring Die Hard).
Locke of Highdelve
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Initiative was: Zombie; Jaune; Red; Hancock; Green; Ulrich; Mik-Mek; Rhaegal; Locke; Blue
Red blew up in my face, Hancock was knocked to Dying on Zombie's turn, and Mik-Mek just killed Green, so the new initiative should be:
Hancock; Zombie; Jaune; Ulrich; Mik-Mek; Rhaegal; Locke; Blue
Ulrich will get to Hancock before Hancock's turn/need to roll for stabilization.
Locke of Highdelve
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so how damage? Half for making the save? 1pt total due to fire resist 1
Looks like it. Halving the damage from a successful save comes as part of Step 1, before applying resistances in Step 3.
Locke of Highdelve
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I don't believe that Hancock is taking Persistent Fire Damage, unless I missed it, but rather taking damage from a fire aura by virtue of (hopefully) ending your turn next to the zombie.
This is why initiative order matters here and Hancock taking his turn at the appropriate turn after blue and before black is beneficial. Ulrich applying Battle Medicine to you before your turn brings you to 8 HP and wounded 1. You can then pick up your weapon, stand up, and either move out of the way to avoid the fire aura (but I'm not sure we have healers) or take a strike and hope 1) it takes out the zombie and 2) the fire aura/zombie doesn't take you out again.
If your turn happened earlier, before Ulrich, you'd stabilize at wounded 1 with 0 hp and then take aura damage and go to dying 2 immediately at the end of your turn.
Ulrich Makaisson
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@Hancock
The rules on Wounded says that to remove it someone needs to heal you using Thread Wounds at max health.
For you to use healing potion you need:
- Pull out potion - 1 action
- Drink it - 2nd action
What you could do is follow Locke advice:
- Move towards cyclop - 1 action
- Attack - 2nd action
- Get away - 3rd action
Rhaegal Dragonkin
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Yeah, Hancock, you're not getting rid of the Wounded condition in combat. Both ways of removing it require 10 minutes (Treat Wounds or health at full and 10 minute wait). It's keeps someone from yo-yoing back and forth from dead to alive too many times.
It may be best to fall back, heal, and allow someone else to cycle in as it's main target. Or you can do the spring attack game and just ride with your Wounded condition.
Locke of Highdelve
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. . . remove it someone needs to heal you using Thread Wounds at max health.
As Rhaegal stated without specifically pointing out the mistake, Treat Wounds (10 minute activity) removes the wounded condition for any amount of healing. Healing to maximum HP via methods other than Treat Wounds (e.g. elixirs, magic, battle medicine) requires a 10 minute rest after reaching full HP to remove wounded.
And it is a complete removal, not just a reduction in value, if I recall correctly.
Locke of Highdelve
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Tip: Actions are precious, don't waste them.
1 Round Left of Inspire Courage
Two Actions to Us Spell. Abstaining for remaining
Use that 1-action to re-apply Inspire Courage. Then you'll have all 3 actions next round instead of forgoing 1 action this round and spending 1 action to Inspire Courage next round.
| Farol |
Quote:. . . remove it someone needs to heal you using Thread Wounds at max health.As Rhaegal stated without specifically pointing out the mistake, Treat Wounds (10 minute activity) removes the wounded condition for any amount of healing. Healing to maximum HP via methods other than Treat Wounds (e.g. elixirs, magic, battle medicine) requires a 10 minute rest after reaching full HP to remove wounded.
And it is a complete removal, not just a reduction in value, if I recall correctly.
And I told you, Ulrich, numerous times: 'Reading with understanding is undervalued skilled! Master it and you would increase your gameplay tenfold!' :P
Thanks for pointing it out!
BlackoCatto
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Tip: Actions are precious, don't waste them.
Quote:Use that 1-action to re-apply Inspire Courage. Then you'll have all 3 actions next round instead of forgoing 1 action this round and spending 1 action to Inspire Courage next round.1 Round Left of Inspire Courage
Two Actions to Us Spell. Abstaining for remaining
I assumed I spent all my FP to do it. Very well then, time for some more inspiration.
Locke of Highdelve
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Inspire Courage doesn't cost focus. Lingering Composition costs focus only on a critical failure.
Cast 1-action Inspire Courage cantrip, 0 focus
Cast free action Lingering Composition, 1 focus refunded on a failure or better
EDIT: Urgh. If I didn't know that Gameplay post existed already, I'd have thought I jinxed you. :(
Rhaegal Dragonkin
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You do spend the focus point if you succeed (or crit succeed). It's only the normal failure where you don't.
Mik-mek
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Lingering Composition only uses the focus point on a success. You don't lose it on a failure (though the Inspire Courage will only be for the one round).
Mik-mek
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Home internet was restored today. I'm back to my regular verbose self :)
Mik-mek
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I might now create a new kobold caster... I love Rhaegal's idea of spitting spells as a breath weapon of sorts... too many characters, so little time -- trying out different things to find out what I want to play :)
Rhaegal Dragonkin
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Thanks! And I appreciate any indulgence in Rhaegal's Dragon obsession. I'm just waiting until next level when Rhaegal thinks he's figure out how to turn into a dragon...and wild shapes into a stinky bear.
Mik-mek
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Been watching Band of Bravos so I need to get the "mek mek mek" out of my system... my gaming groups at work are already starting to scratch their heads wondering what I'm talking about... :)
Hancock the Angry
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We also had that clue about a similar obelisk on display at the Blakros
Museum. We could go there to get more information about what we saw in the room which included:
1) The monstrous faces hidden amid the flames, howling in rage
or pain.
2) Mural with storm clouds
3) Ectoplasm and how item might be related
4) Obilisk
5) The ashback hide treated with eshlen
Locke of Highdelve
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I think we're dealing in a time scale of rounds, so I don't think spending 10 minutes on Treat Wounds is an option for the injured intern. I can't survive 100 points of bludgeoning damage. :)
Fortunately, Rhaegal's Battle Medicine was a success.
Hancock the Angry
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Good point. Hancock could aid though, right? Maybe help produce a crit in the future even though he does not have Battle Medicine?
Locke of Highdelve
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Rhaegal Dragonkin
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In this edition, Aid isn't something realistic to try at low levels. With a DC 20 and a downside if you critically fail, I usually don't try until I'm at least level 4 or 5.
Mik-mek
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Yep. A wise dwarf told me that if you can pass a DC 20 check, you might as well try roll the check yourself instead of rolling to aid.
Ulrich Makaisson
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Yep. A wise dwarf told me that if you can pass a DC 20 check, you might as well try roll the check yourself instead of rolling to aid.
A wise dwarf indeed :D Aiding another seems to make sense when a test gives only 1 person the possibility to make it. Statistics say that if you have a modifier of +5 you have:
- 25% chance to crit fail and grant -1 penalty- 20% to success and grant +1 bonus
- 5% of critic success and grant +2 bonus.
- 50% of chance to not have any impact on the outcome
I usually don't aid with modifiers lower than +5. But also it is very rare for the aid to make the difference ;) (the person doing main check need to fail by 1).
And if there is no limit on how many people can try, it is usually better to do the check than aid.
Locke of Highdelve
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Do note that nobody needs to accept Aid. So someone could spend their action to ready to Aid, but knowing the math, one could choose not to accept it.
I pre-rolled in this case to keep things moving, but put it in a spoiler to hide the result.
Hancock the Angry
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Suck it up, run through, and use a hero point to avoid death if necessary. Even if you collapse, Hancock can drag you to safety where you can be healed.