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  #576  
Old 20th of July, 2010, 09:25
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Anyone have suggestions for what Ril should do? If zachol doesn't post anything by the end of the day I'm going to NPC him for this round.
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  #577  
Old 21st of July, 2010, 08:54
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I'm fairly certain that the party damage can be allocated to unused healing powers, but that's upto you guys. Posting is now back to the IC thread.
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  #578  
Old 21st of July, 2010, 09:24
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How about piling the damage on Karon? 11 damage to Ril's majestic word and Karon loses a surge, and Karon takes 3 damage after losing his temp HP. Ieza then heals Lorien and herself, with 6 bonus healing going to Karon, and 3 to Lorien. I think that puts our final damage to:

Lorien: 30/30 and 8/11 surges
Karon: 29/31 and 10/12 surges
Ieza: 21/23 and 6/7 surges
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  #579  
Old 21st of July, 2010, 12:16
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Fine by me. Although I'm not sure how the temp HP work here. I have 3 going in and gain 1 but have taken damage prior. So pile it on Karon and ill write down the result.
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  #580  
Old 21st of July, 2010, 12:17
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LP's solution works for me.
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  #581  
Old 21st of July, 2010, 12:24
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Originally Posted by Ergonomic Cat # Fine by me. Although I'm not sure how the temp HP work here. I have 3 going in and gain 1 but have taken damage prior. So pile it on Karon and ill write down the result.
Didn't know you already had some. Whether you gain 1 more or not, you should be at full HP then.
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  #582  
Old 21st of July, 2010, 12:37
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Temp hp from the unresolved rounds stack with whatever you have currently. I'm going to make the simplifying assumption that you'd take damage that would get rid of your temp hp and thus allow you to gain more as I'm already making this assumption in determining how many temp hp are gained.
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  #583  
Old 24th of July, 2010, 19:53
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Is the room's layout symmetrical? There's obviously a door to the north, and apparently one to the east, but you never said if there's one to the west.

If there isn't, I suggest going straight (left hand on the wall, plus the door is probably trapped for a reason, while the goblin was probably fleeing randomly). If there is, though, I don't think we have enough info for the decision to matter.
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  #584  
Old 25th of July, 2010, 07:50
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Yes, the room has three doors: one north, one east, and one west. Could you not tell that from the combat map? If not, any suggestions for how to make the presence of doors more obvious?
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  #585  
Old 25th of July, 2010, 13:35
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I completely failed to notice the doors, in all directions. I only knew there was one to the north because it the fog of war behind it was blatantly deliberate. They'd be easier to see if they were thicker and more vividly coloured; maybe it's my monitor, but right now they just look like vaguely brownish noise on the wall.
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  #586  
Old 25th of July, 2010, 20:23
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On the east and west, I don't see anything but a wall and that a jagged area within the fog of war that I interpreted as "probably more wall."
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  #587  
Old 26th of July, 2010, 04:36
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I knew there were doors, but it seems I'm in the minority.

In any case, today's the actual funeral, and I'll be home by Wednesday, but probably not back to regular posting until Thursday or so.

Last, but not least, I've always been a fan of "You can't go wrong by going right," and I follow the same practice in CRPGs and tabletops, and even sometimes in directions. Especially in NJ where there are lots of intersections with jughandles and no left turns.
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  #588  
Old 26th of July, 2010, 12:35
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The fog of war is in effect on all the doors, it's just that the north one got opened, so you could actually see beyond it. The others, being closed, blocked the light from passing beyond them.

Still, I'll see what I can't do about highlighting the doors a bit.
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  #589  
Old 29th of July, 2010, 08:56
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Westward ho?

If so, I need to know any precautions you might be taking as well as positioning when the door is opened.

Oh, and while I assume that Ieza hasn't put down the sunrod she's carrying, who is picking up the one that you tossed into the room? It's currently on the ground in the location marked by the "X" in this image.
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  #590  
Old 29th of July, 2010, 08:58
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Corbin will pick it up.
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  #591  
Old 29th of July, 2010, 20:05
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Precautions? None really I suppose, just throwing open the door as fast as possible in hopes of surprise. Same positioning as before, except Laban would be to the side, letting someone with thumbs open the door.
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  #592  
Old 30th of July, 2010, 11:03
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Are you making attack rolls to hit Ieza's spirit companion?

Originally Posted by the Compendium, on Conjurations • Your Defenses: Normally, a conjuration cannot be attacked or physically affected. If your conjuration can be attacked or physically affected, it uses your defenses. Unless an attack specifically targets conjurations, only the attack’s damage (not including ongoing damage) affects the conjuration.
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  #593  
Old 30th of July, 2010, 11:12
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My initial instinct here is to have Lorien charge the soldier/minions group and keep them occupied. Any objections?
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  #594  
Old 30th of July, 2010, 11:12
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Hmmph. I've never noticed that rule before. Guess I need to add some attack rolls.

26 , 21
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  #595  
Old 30th of July, 2010, 12:09
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I couldn't find it in the compendium, but can't Taraka and Corbin move with the same action? So, no need to spend an action point.
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  #596  
Old 30th of July, 2010, 12:15
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Can they? If so, I've been grossly under-utilizing Corbin.
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  #597  
Old 30th of July, 2010, 13:10
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Originally Posted by treehouse # My initial instinct here is to have Lorien charge the soldier/minions group and keep them occupied. Any objections?
I was considering running in a bursting them. Your call
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  #598  
Old 30th of July, 2010, 13:18
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Those are the rules for spirit companions, but that's not how beast companions work. Merc's been doing it right. Beast companions are more akin to mounts in how they work, with both the beast companion and the character sharing the same set of actions, except that the ranger need not be mounted on their beast companion and several ranger powers allow the beast companion to take specific actions when they are used.

To quote:
You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.
Thus if Taraka takes a standard action, Corbin can't. Both can take a move action, but if they do, neither gets a standard action (at least, not without spending an action point or bonus action).
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  #599  
Old 30th of July, 2010, 13:23
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Oh, and are there any comments on the slight change to the way the grid appears on the map? I reordered it so that it would be below the doors (and thus not obscure them when closed), but I'm not sure that I like the way its visibility varies with the light level (like it was printed on the floor and walls). I've also added a glow effect to the doors, though not as strong as the one on the characters. Can everyone find the closed door in the room as a result?
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  #600  
Old 30th of July, 2010, 15:23
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Originally Posted by Black Plauge # Those are the rules for spirit companions, but that's not how beast companions work. Merc's been doing it right. Beast companions are more akin to mounts in how they work, with both the beast companion and the character sharing the same set of actions, except that the ranger need not be mounted on their beast companion and several ranger powers allow the beast companion to take specific actions when they are used.

...

Thus if Taraka takes a standard action, Corbin can't. Both can take a move action, but if they do, neither gets a standard action (at least, not without spending an action point or bonus action).
Yeah, but then section on move actions says:

Originally Posted by MP Pg 41 Move (Move Action): Your beast companion or both of you take a move action. The move actions need not be the same.
Specific beats general, right?

I'm concerned that Taraka is seriously compromised if he has to drag Corbin everywhere. I won't argue this any further, though.

Originally Posted by Black Plauge Oh, and are there any comments on the slight change to the way the grid appears on the map? I reordered it so that it would be below the doors (and thus not obscure them when closed), but I'm not sure that I like the way its visibility varies with the light level (like it was printed on the floor and walls). I've also added a glow effect to the doors, though not as strong as the one on the characters. Can everyone find the closed door in the room as a result?
That there are parts hidden in the darkness isn't ideal, but it's not a problem for me so far. I can definitely see the doors.
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