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PostPosted: Sun Sep 29, 2013 9:25 pm 
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How exactly did my 19 miss?


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PostPosted: Sun Sep 29, 2013 9:33 pm 
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LordManshoon wrote:
How exactly did my 19 miss?

Did you edit your post somehow? It wasnt showing a 19 before, thats why I was asking if you just used a basic attack. Maybe thats why BH wrote it up as a miss, cause it was definately showing you rolled a 12 (which now shows a 12 plus the modifier.)

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PostPosted: Sun Sep 29, 2013 9:35 pm 
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Yeah it showed up as a 12 for me as well. I just quoted his post to check though and there doesnt appear to be any roll tampering.

Applying applicable changes now.

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PostPosted: Sun Sep 29, 2013 9:36 pm 
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OakenHeart wrote:
LordManshoon wrote:
How exactly did my 19 miss?

Did you edit your post somehow? It wasnt showing a 19 before, thats why I was asking if you just used a basic attack. Maybe thats why BH wrote it up as a miss, cause it was definately showing you rolled a 12 (which now shows a 12 plus the modifier.)

I was thinking the same thing. I was like... what could the AC possibly be if a 19 missed?

I only saw it as a 19. They might have been messing with the code a bit, or the act of implementing further disrupted things? I doubt it, but it is possible.

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PostPosted: Sun Sep 29, 2013 9:39 pm 
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I only ever saw it as a 19.

Maybe I/we should just stick with the dice roller that shows the actual dice image?


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PostPosted: Sun Sep 29, 2013 9:42 pm 
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I had actually asked Gobo_Welder earlier if there was a way to modify the code to make it stand out more. Perhaps he was tinkering with things and thus caused a hiccup?

I dunno.

For now you can use whatever you want, as the forums are still "under construction" if we have another hiccup just bring it up here and I can fix it super quick. No skin off my teeth.

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PostPosted: Sun Sep 29, 2013 9:43 pm 
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@Altimis : Bullrush / Charge rules are found on page 287 of PHB1

- - - - - - - - -

Regarding your movement from your tree of ...awesomeness.

-You start your turn with a Athletics check DC 20 to see if you climb down from the tree and land on your feet.
-If you succeed in the check you are still in square O9, and have used two squares of your movement.
-You then would make the rest of your move action for the turn, before making your standard / minor actions.
-You can not climb down, then draw a weapon, then move again. (starting a minor action ends your move action).
-You can try and charge a kobold but a charge requires two spaces of movement, and you must move directly towards the enemy.

-If you fail your Athletics check by 5 or fewer, you stay where you are (in the tree) and you lose the rest of your move action. But may make a new move action if you wish to use your standard as a move.

-If you fail your check by 6 or more, you fall from the tree, take 1d10 falling damage, and you lose the rest of your move action at which point you would have to "double move" to stand up. And then would still need a minor action to pick up your weapon. (me being generous and letting you pick up both as one minor)
-You may make another Athletic check in this case to try and catch a branch, in which case you'd need to drop your weapon, and beat a DC 20 Athletics check.

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Last edited by Bounty Hunter on Sun Sep 29, 2013 10:08 pm, edited 2 times in total.

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PostPosted: Sun Sep 29, 2013 9:51 pm 
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Bounty Hunter wrote:
@Altimis : Bullrush / Charge rules are found on page 287 of PHB1


I have the rules in front of me, but I'm also not on the ground :)
Not to mention I'm essentially attempting to tackle two creatures. That's where my question stems from?

Do I have to make two checks? Do I make one with an increased difficulty?
GOSH DARN! Assassin's Creed makes it look so easy!

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PostPosted: Sun Sep 29, 2013 9:58 pm 
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Jumping is a part of your move action, so as long as you move at least two spaces including your jumped spaces, you can charge (and bull rush as a part of that charge). To bull rush, you must push the target into a vacant space. You can only bull rush one target at a time (there's a feat that lets you bull rush two enemies at once).


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PostPosted: Sun Sep 29, 2013 10:07 pm 
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Read the above edit. As well as DS's post.

If you jumped down, meeting all the skill checks, and then charged from O9 to N9, and bullrushed the kobold you could push it into L7. Assuming you beat that DC as well.

That would leave the kobold in L7 and you in M8.

And of all the random ass challenge / rules / etc that you're trying to pull out, that ones seems the most logical ... and with the least amount of dice rolls that could ruin your plans.

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PostPosted: Sun Sep 29, 2013 10:17 pm 
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@ Everyone.

I just realized you can color dice rolls. So to make them stand out in the future (especially the inline) I'd like to request everyone tag their roles blue.

Attack: [1d20+3] vs AC
Bounty Hunter rolled 1d20+3 and got a total of 9:
6


Attack: [1d20+3] vs AC
10

I also humbly request that you include what your roll is opposing ie "vs AC" or "vs Will" etc as part of your attack to help speed things up.

For those of you who are linking the power descriptions along with you posts, thank you you're saving a ton of time since I dont have all this stuff memorized.

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PostPosted: Sun Sep 29, 2013 10:23 pm 
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Do you need a full power description or can we just say what happens on a hit/miss?

Experimenting: I use Haunting Spirits on the kobold and roll a 23 versus Will. On a hit, it deals 10 psychic damage and it grants combat advantage to altimis.


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PostPosted: Sun Sep 29, 2013 10:28 pm 
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Something like the above is acceptable, as it makes all the needed information quickly available and easy to read.

For those that wish to copy/paste the moves for the sake of clarity feel free to continue to do so. Just keep em spoiler blocked (like you have been)

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PostPosted: Sun Sep 29, 2013 10:30 pm 
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I'm mad my good rolls are used on that test.


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PostPosted: Sun Sep 29, 2013 10:37 pm 
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A 19 hit and a max damage roll. Way to go! :roll:

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PostPosted: Sun Sep 29, 2013 10:44 pm 
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Hey, at least now the dice gods seem to have awoken from their slumber.


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PostPosted: Sun Sep 29, 2013 10:45 pm 
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Quick, someone roll something!

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PostPosted: Sun Sep 29, 2013 10:49 pm 
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Sorry, just got home. I'll check the actions, map, and try and post my turn quickly.

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PostPosted: Sun Sep 29, 2013 11:02 pm 
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Bounty Hunter wrote:
Read the above edit. As well as DS's post.

If you jumped down, meeting all the skill checks, and then charged from O9 to N9, and bullrushed the kobold you could push it into L7. Assuming you beat that DC as well.

That would leave the kobold in L7 and you in M8.

And of all the random ass challenge / rules / etc that you're trying to pull out, that ones seems the most logical ... and with the least amount of dice rolls that could ruin your plans.


That's the one I was planning on doing. Well, I was planning on combining the two. Like jumping onto the kobold.
And I apologize for questioning everything... I was expecting to start in the town first so things could get answered more gradually. I apologize for that. They've simplified a lot (from what I'm used to), which makes it confusing to me exactly what was combined into what and all that. In short, I apologize.

Here's my plan...
I would (attempt to) unequip my katar (minor). Swing from the branch I'm on, onto the nearest kobold (move). And grab it (standard).
Reason: 1) I want both hands free, 2) I haven't had any luck with jumps thus far, so I'll use my more acrobatic side, 3) there's no real tackle in this, so I figure (being unarmed at the moment) I'll just hold him immobile. And it can't hit me, if I don't let it.
(All unless someone else has a better idea)
I can already tell, I'm going to need some serious feats for this character...

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

My Cube | My Designs | My Art
Silver Soraka Main


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PostPosted: Sun Sep 29, 2013 11:03 pm 
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Aaaaaand, miss.

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