An Abominable Antagonist (Accepting Advocates)
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tygerburningbright
Paper Shadow
Fury of the Tempest
Xel Unknown
Whiteeyes
Zarhon
Curunir
Dusk Raven
Z2
Quietkal
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Re: An Abominable Antagonist (Accepting Advocates)
Curunir wrote:I'm sorry- I had to make a decision because I was about to go to sleep and didn't want to slow up the game- I figured you'd be just as fine using your free healing at some other point if you were unconscious. If it's permissible, I can edit my post and heal Dead Eye instead- I somehow missed anyone else was really damaged (Other than "the Joy" who doesn't want to be healed)
Nah, it's fine as is. There's no pip cost/gain for Phoenix Rising that I was counting on for my strategy, so I'll just hold onto it for later (or sooner, as the case may be with only 7 hp). Does kind of mess up the whole IC story I had come up with for it, though.
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Re: An Abominable Antagonist (Accepting Advocates)
BTW Quietkal, could you add the initiative list to the first post of either the OOC or battle thread? It'll make things easier to keep up with.
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Re: An Abominable Antagonist (Accepting Advocates)
If it's just those four... Then clearly I'm just doing it to all four of them.Fury of the Tempest wrote:Xel Unknown wrote:I'm not sure who of the listing is targetable this turn to pick from?
Sunny Zoo.
Storm Blade.
The Joy
Pheonix
Sunny Zoo's bodyguard.
Sunny Zoo's messenger.
The latter 2 have cut-scene immunity through, so... no point in effecting them.
Re: An Abominable Antagonist (Accepting Advocates)
I thought as much.
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Re: An Abominable Antagonist (Accepting Advocates)
*smacks head* I'm a derp....
Bronymous, you want the heal?
Bronymous, you want the heal?
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Re: An Abominable Antagonist (Accepting Advocates)
Is it your turn Zamul? I was starting to wonder whose turn it was.
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Re: An Abominable Antagonist (Accepting Advocates)
I was doing the same until...yeah. May go ahead and roll it so we aren't held up more. Sorry about that.
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Re: An Abominable Antagonist (Accepting Advocates)
I might as well take it, it's not like I have anything to gain by not getting healed right now. 17 hp, 0 pips, blind.
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Re: An Abominable Antagonist (Accepting Advocates)
Quietkal, I'm the last one before Mr Bones. Didn't know if you were waiting for anything since I've posted.
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Re: An Abominable Antagonist (Accepting Advocates)
Recall that Mr. Bones MUST attack Zero One on this turn thanks to my supercrits.
Re: An Abominable Antagonist (Accepting Advocates)
I'll make a skeleton post soon.
After some more thought, you're right. It triggers before Resist and Vuln.
I was going with the fact that the 12 special halves damage taken, and that Resist prevents damage, but there's no reason why it shouldn't trigger at the same time as weakness.
Yes, Xel can apply the 10 specials. I'm just going to remove the damage the skeleton dealt since it's either being healed to no end or negated in the patch.
Added Initiative list to first post of the AAA thread.
(Yes, I remember the post, here's Dan's answer.)Xel Unknown wrote:No Half Damage goes first... This is something I know 100% sure of because I did ask a big deal about beforehand with how those things works in Simple Question. The answer I've gotten was Damage Modifiers (IE: Half Damage and the like) -> Resist -> Vul -> temp -> HP
If it hits the temp and it worked it's way past resist it counts as "damage".
After some more thought, you're right. It triggers before Resist and Vuln.
I was going with the fact that the 12 special halves damage taken, and that Resist prevents damage, but there's no reason why it shouldn't trigger at the same time as weakness.
Yes, Xel can apply the 10 specials. I'm just going to remove the damage the skeleton dealt since it's either being healed to no end or negated in the patch.
Added Initiative list to first post of the AAA thread.
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Re: An Abominable Antagonist (Accepting Advocates)
... Oh right, the AAA thread, not this thread
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Re: An Abominable Antagonist (Accepting Advocates)
...Xel, I think you forgot about Fear. Zero One lost 2 energy at the start of his turn (putting him to 7) and then paid 7 for SnickerSnack, so he should've been at 0 energy at the end of his turn. Additionally you didn't make a save throw against it at the end of turn.
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Re: An Abominable Antagonist (Accepting Advocates)
Wait what? I think I didn't notice anything of this "fear" thing you talk of...Quietkal wrote:...Xel, I think you forgot about Fear. Zero One lost 2 energy at the start of his turn (putting him to 7) and then paid 7 for SnickerSnack, so he should've been at 0 energy at the end of his turn. Additionally you didn't make a save throw against it at the end of turn.
*edit* I've looked back and now see what I had missed... And dam... That is totally an unfair save ends to give. Messing with pips isn't ever fun to be done to PCs. And thanks... You've now messed up my plans for the next few turns. I needed those two pips.
Last edited by Xel Unknown on Thu Jul 25, 2013 8:56 pm; edited 1 time in total
Re: An Abominable Antagonist (Accepting Advocates)
That could be annoying.
So, we going to see Dr Bones next turn? Then skipping onto The Joy as I'm stunned... Dead Eye & Deadheart will be able to be attacked then.
Here you do.
So, we going to see Dr Bones next turn? Then skipping onto The Joy as I'm stunned... Dead Eye & Deadheart will be able to be attacked then.
Xel Unknown wrote:Wait what? I think I didn't notice anything of this "fear" thing you talk of...Quietkal wrote:...Xel, I think you forgot about Fear. Zero One lost 2 energy at the start of his turn (putting him to 7) and then paid 7 for SnickerSnack, so he should've been at 0 energy at the end of his turn. Additionally you didn't make a save throw against it at the end of turn.
Here you do.
Quietkal wrote:An unnatural fear forces itself onto the golem, the skeleton's motions forcing a phrase into the ancient's thoughts.
'Spooky...Scary...Skeletons...Send Shivers...Down Your Spine'
((Zero One suffers from Fear (save ends.) ))
- Fear:
Creatures suffering this condition have a -2 penalty to save throws and lose 2 pips at the beginning of each of their turns.
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Re: An Abominable Antagonist (Accepting Advocates)
Part of the skeleton's first action. (here)
Quietkal wrote:An unnatural fear forces itself onto the golem, the skeleton's motions forcing a phrase into the ancient's thoughts.
'Spooky...Scary...Skeletons...Send Shivers...Down Your Spine'
((Zero One suffers from Fear (save ends.) ))
Fear:
Creatures suffering this condition have a -2 penalty to save throws and lose 2 pips at the beginning of each of their turns.
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Re: An Abominable Antagonist (Accepting Advocates)
Yeah... I noticed now... And totally say that is not a something you should ever do. The only time I've somewhat enjoyed messing with pips in combat of the like three or four times it has happened was the one time where basically -pip moves were forced to cost one extra pip. A painful effect even then, but it was kinda enjoyable and was able to be worked around. But pip-loss is something that just... Really feels like a pure "I hate my PCs" move to me. Not saying you can't use it or anything, just putting out my opinion on the idea of any monster having some type of pip loss moves.
Re: An Abominable Antagonist (Accepting Advocates)
Noted for future reference.Xel Unknown wrote:Really feels like a pure "I hate my PCs" move to me. Not saying you can't use it or anything, just putting out my opinion on the idea of any monster having some type of pip loss moves.
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Re: An Abominable Antagonist (Accepting Advocates)
Also becuase you are the GM what is your ruling on how long this daze effect lasts before or after the save throw?
If the daze ends afterwards that means I'll get to roll twice on this save ends for fear, if this ends before the save ends throw then I'll only get one roll on the d20 for the save.
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You are dazed until the end of your next turn.
If the daze ends afterwards that means I'll get to roll twice on this save ends for fear, if this ends before the save ends throw then I'll only get one roll on the d20 for the save.
Re: An Abominable Antagonist (Accepting Advocates)
Save ends are during the end, so you're still dazed yes.
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Re: An Abominable Antagonist (Accepting Advocates)
Then here are my saving throw: 2H20-2 => [ 20; 6 = 20 ] -2 = 18... Wow... Rolz just likes me it seems.
Re: An Abominable Antagonist (Accepting Advocates)
Quietkal wrote:Noted for future reference.Xel Unknown wrote:Really feels like a pure "I hate my PCs" move to me. Not saying you can't use it or anything, just putting out my opinion on the idea of any monster having some type of pip loss moves.
It's sorta interesting that I don't see the concept of pip loss as being a problem at all. Actual amounts and implementation may be an issue (-2 on a save ends is kinda rough) but otherwise it's simply part of a toolbox for monster design. Battles shouldn't be static.
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Re: An Abominable Antagonist (Accepting Advocates)
Well the energy loss forces a sort of stagnation of the player's part. They have to use + energy talents, and if they don't have something larger than their pip loss, they're stuck using that until they get out of pip loss.ZamuelNow wrote:It's sorta interesting that I don't see the concept of pip loss as being a problem at all. Actual amounts and implementation may be an issue (-2 on a save ends is kinda rough) but otherwise it's simply part of a toolbox for monster design. Battles shouldn't be static.
You guys are level 10 and should be able to deal with this without too much of a problem. Decay's gonna get you though. Oh yes...Decay's going to get you.
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Re: An Abominable Antagonist (Accepting Advocates)
Well my setup has me use up ALL of my available pips on multiple separate turns, so it would kill my strategy as well.Especially since I only have about 3 good pip boosters and they are all 1/battle. That's why things like Dazing (as a opposed to stuns, which just make me wait a turn), and this kind of pip draining status are so detrimental to my build- I need all my pips, and all my actions to run smoothly. It's also why the designers had overestimated how effective nuke builds are in relation to multiattacks, overlooking how easily multiattacks can be shut down, and why multiattacks keep getting nerfed while some nukes are getting buffed.
Can't wait to see how Decay completely ruins me, though. Inb4 Ongoing "loss of hp", as opposed to damage.
Can't wait to see how Decay completely ruins me, though. Inb4 Ongoing "loss of hp", as opposed to damage.
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Re: An Abominable Antagonist (Accepting Advocates)
PFFFFFFFFFFFFFFFTTTTTTTTTTTTTTTTTT ONGOING LOSS OF LIFE? LIKE I'D DO THAT. PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF-
Okay maybe.
Anyway! Skeleton fell down. I know it's anticlimactic, but he's getting there.
Okay maybe.
Anyway! Skeleton fell down. I know it's anticlimactic, but he's getting there.
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