[OOC] Death & Taxes
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mcneils5: I reread Teleportation, and I think it should be OK. It's very powerful, but also very, very dangerous, especially if Hildar wants to bring friends along. I think I'll ask you to assume a Story Point upgrade anytime it's used.
Otherwise, I'll boost the talents I usually forget about to get T3: Natural (vigilance/charm) and T4:Can’t we talk about this for 15+20XP right?
It looks to me like he ran and dropped a snake outside, to Nekurr you just go out, expose himself to an attack and cast a spell. If the door is closed, then it's probably wiser to re-group, kill the scarecrows and release bruv, and then run after him. We have the witch and the boat man who can explain what is going on
It looks to me like he ran and dropped a snake outside, to Nekurr you just go out, expose himself to an attack and cast a spell. If the door is closed, then it's probably wiser to re-group, kill the scarecrows and release bruv, and then run after him. We have the witch and the boat man who can explain what is going on
Again, you can get a shot off at him, but you'll need to get outside to do so, and that requires dealing with the monster he dropped there, which is guarding the door.
Can we get the result of his turn adjudicated?
Also, I would add there's nothing in the rules that say you can't fire or move past an enemy, that I'm aware of, that's kind of just stone-walling our efforts...
This isn't D&D where the enemy takes up a 5'square...
I could see the summons having to use it's turn to shut the door and try to keep it shut.
But just saying it's in the way isn't very cool, IMO.
So, by this point, the door is closed, and the mayor has moved halfway to long range (still technically medium range, but now through a closed door and with a monster summoned just behind the door). So for Nekurr or anyone to get another shot at him, they have to engage the door (maneuver), open the door (maneuver), and fire. But now there's a monster in the way. That fact should affect the roll in some way to my mind.
That said, I'm not trying to cheat or to be frustrating here. My goal is to give you a thrilling encounter, and just wailing on the mayor seemed like it might be boring. So what if we let Nekurr get his spell off, but it's automatically upgraded?
Field Commander maneuver to get through door and then move and attack or move twice to be close enough to see if he had any gum in his pocket then spend an action to lick his face or something more dangerous.
If we have a new house rule now a spell summon can lead block out of turn that's ok but that's also something we can do from now one I figure if they block line of sight mind you I can get that but that's for a stationary target casting and not moving before casting no?
If I was him, I know I would go for help. That's what I/Bruv assumed he's doing. If he was just moving the fight to a different "arena", maybe with more cultists or something, where this could be concluded with more challenge but without changing the "color" of "the victory"? I'm fine with that sort of thing, and I think there's tools to do that and make it clear that's the intent of his flight (explicit expositive narrative and Story Points). "The Mayor is running away from town into the fields and swamp. Like the prey he's become, he's heading for his last hope and final stand. Yada yada..." In which case I wouldn't necessarily be so dead set on stopping his immediate escape immediately.
But entangling more, and potentially more innocent, people in this does not equate to thrilling for me. That starts getting painful.
We started by talking. He made a power-play out of it to take control of the situation, we made a power-play back. He didn't like it (granted within the bounds of law), and he chose to engage us in combat. Between everything that we've learned and the fact that the Mayor knew what's going on here and resisted our power-play, I/Bruv would rather do GOOD here (so much as we've been able to discern it) than follow the law, and I/Bruv have no troubles seeing that turn off events as he's clearly the bad guy now, and responsible for his own death and those of the Cultists.
If he was innocent he could have easily been more accommodating to our attempt to attain an understanding.
Getting more townsfolk and the guard involved, who may not actually know or be responsible for what's going on here? I/Bruv do not want at any cost. Because then we have to start killing innocents, and that's not fun or thrilling for me.
That's all highly meta obviously, and is a level of discussion that wasn't going on (probably because that level of discussion can dampen the thrill too) and so in retrospect may have little value, but where we end up at without that is where we are: we still just want control of the situation like we tried to get in the first place by talking.
For the record, I have found it all very thrilling anyway. When a pbp game gets your blood pumping irl, you know it's a good game, IMO. And that's what this story has done, even without being pushed to our very limits with combat.
Field Commander maneuver to get through door and then move and attack or move twice to be close enough to see if he had any gum in his pocket then spend an action to lick his face or something more dangerous.
If we have a new house rule now a spell summon can lead block out of turn that's ok but that's also something we can do from now one I figure if they block line of sight mind you I can get that but that's for a stationary target casting and not moving before casting no?
And incidentally, yeah, if y'all are ever in a situation where you want to block someone from entering or exiting through a door, Conjure is a good way to do that. In fact, plain Conjure could theoretically summon an actual wall! In this case, Divine doesn't allow summoning, but the mayor had a special ability that let him summon scarecrow monsters.
I let him get his shot off anyway, as the mayor was just on the other side of the door, so narratively I said the door was still swinging shut.
If I was him, I know I would go for help. That's what I/Bruv assumed he's doing. If he was just moving the fight to a different "arena", maybe with more cultists or something, where this could be concluded with more challenge but without changing the "color" of "the victory"? I'm fine with that sort of thing, and I think there's tools to do that and make it clear that's the intent of his flight (explicit expositive narrative and Story Points). "The Mayor is running away from town into the fields and swamp. Like the prey he's become, he's heading for his last hope and final stand. Yada yada..." In which case I wouldn't necessarily be so dead set on stopping his immediate escape immediately.
We started by talking. He made a power-play out of it to take control of the situation, we made a power-play back. He didn't like it (granted within the bounds of law), and he chose to engage us in combat. Between everything that we've learned and the fact that the Mayor knew what's going on here and resisted our power-play, I/Bruv would rather do GOOD here (so much as we've been able to discern it) than follow the law, and I/Bruv have no troubles seeing that turn off events as he's clearly the bad guy now, and responsible for his own death and those of the Cultists.
If he was innocent he could have easily been more accommodating to our attempt to attain an understanding.
Getting more townsfolk and the guard involved, who may not actually know or be responsible for what's going on here? I/Bruv do not want at any cost. Because then we have to start killing innocents, and that's not fun or thrilling for me.
For the record, I have found it all very thrilling anyway. When a pbp game gets your blood pumping irl, you know it's a good game, IMO. And that's what this story has done, even without being pushed to our very limits with combat.
So, Nekurr runs to the door, carefully opens it and then cires like "a little girl" (casting) when he sees the scarecrow, and then turns into an bad big tiger man :D