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 A Cruel and Angry God.

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Seraph

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PostSubject: Re: A Cruel and Angry God.   Sun Jun 24, 2012 9:09 am

What Azena says.
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Dego

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PostSubject: Re: A Cruel and Angry God.   Sun Jun 24, 2012 9:18 am

That is your AC when flatfooted.
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Sun Jun 24, 2012 2:17 pm

Dego is correct. They're all circumstantial.
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Seraph

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PostSubject: Re: A Cruel and Angry God.   Sun Jun 24, 2012 2:30 pm

ah I see.
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Azena

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Quote : The next time I want to kill someone, how about you just let me

PostSubject: Re: A Cruel and Angry God.   Mon Jun 25, 2012 9:42 am

When dwarf's trip, their dexterity triples cuz they just roll the fuck away.
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Mon Jun 25, 2012 5:52 pm

No, you just get a +4 to your CMD.
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Azena

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Quote : The next time I want to kill someone, how about you just let me

PostSubject: Re: A Cruel and Angry God.   Mon Jun 25, 2012 7:26 pm

sure that too.
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Azena

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Quote : The next time I want to kill someone, how about you just let me

PostSubject: Re: A Cruel and Angry God.   Tue Jun 26, 2012 9:19 am

So is this gonna be like most of our RPs (atleast the ones I've been a part of) except combat will be rolls or are we going to be rolling for like observations and spotting traps and all that D&D crap, too?
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Tue Jun 26, 2012 9:26 am

You'll be making a few spot checks, yes, but by and large it'll play like a regular RP since, well, there is only so much I can change given the medium with which I have to work with.
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Azena

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:25 am

Okay, well, my lack of D&D experience is about to show, hope I did that post right
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 7:05 am

Looks fine.
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Azena

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 7:48 am

So do I roll another d20? or the d10 that the wiki said to use for my greatsword?
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 7:52 am

Roll what it says to roll for your weapon.

Edit. And it is 2d6. A d10 would be if you were a small sized character.
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Azena

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 8:12 am

All right, fixed it.
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 4:44 pm

That is right. Good job.
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Dego

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 4:48 pm

Recommendation: Roll to-hit and damage at the same time. If you don't hit, whatever, if you do, the damage is already there for you to use.

...on the tabletop this is actually kind of a pain in the ass, but in this case definitely the better option. If there's a critical, you just roll more damage, so that doesn't matter.


Edit: While I'm commenting, it's really unwieldy if initiative splits us up and you have to wait for specific people to post, then we have to wait for you to do one or two enemies, then onwards like that. Either the party and the enemies each need one solid initiative, or the enemies all get one but the party gets seperate ones (so you either go before or after the enemies, and after the first round it's functionally the same as if we each have our own initiative)
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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:00 pm

If the party goes all at once they can gang up on the bad guys, if the bad guys go at once they can potentially kill off a character in one go. It might make things faster, but it would also unbalance the battle, I feel.

I agree on the rolls though, it should be done like that from now on. In real life, I find it better to just roll what I have to (because rolling 4 die seems retarded) but on this it'll help expedite the process.
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Leafy

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:38 pm

So, should I roll both then?
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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:39 pm

If you're going to attack, yes. Roll for attack, and roll for damage. If it hits, we know the damage, and can move on, if it doesn't we just ignore it and move on.
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Leafy

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:48 pm

Alright.

That sure didn't hit.
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Dego

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:54 pm

It might unbalance it, but it will definitely simplify/declunk it.

Besides, not like this group knows anything about cooridinating. And you can stop everyone from killing a player in one turn by..not doing that? Spread the pain.

Besides. Technically we could all delay our turns to line up and make it that way anyway.
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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 6:58 pm

True I guess. I suppose I'm just a bit uncomfortable with changing it at this point. If I feel it needs to be changed later I'll change it, but at this point I don't think there is that great a need for change.
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Dego

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 7:25 pm

When we finish the fight with the wolves three weeks from now, you might change your mind.
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Seraph

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 8:09 pm

So what do I need to roll?
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Script-Z

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PostSubject: Re: A Cruel and Angry God.   Tue Aug 07, 2012 8:22 pm

If you're going to attack you need to roll a d20 to see if you hit, then a d6 for your damage.

Should look like this:

Random number (1,20) :
9
Random number (1,6) :
2
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A Cruel and Angry God.
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