The Star of Helia

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Dec 3, 2017 4:51 pm
Quote:
Were you doing this on a phone? Because I've had players in the past in other campaign tell me that they have trouble with Google presentations when on a mobile... Yeah, sorry, I should've warned you guys about that. Anyways, if you're on a phone, just ask use to put your counter in a given square and I or another player will do it.
OOC:
Yeah, exactly. I do everything on an iPod Touch. I downloaded the Google Slides app so I could move my token, but precision on this small screen is difficult. I tried to zoom in first, but even then I think I moved the map itself. I’m cool with just giving my grid coordinates when I post. Right now I only see the campfire and forest on Google Slides; none of the other tokens But I had placed (or intended to anyway) Kanyil’s sleeping token on "22r".
Last edited December 3, 2017 4:54 pm
Dec 3, 2017 9:48 pm
OOC:
Feridir is up in the tree like last night
Dec 3, 2017 10:11 pm
OOC:
Did somebody moved the campfire again? I'm sure I put it somewhere around n-o 18-20...
Dec 3, 2017 10:16 pm
OOC:
Wasn't me, I swear! I just put Grapthor next to where I found the red dot.
Dec 3, 2017 10:23 pm
OOC:
Alright, anyway, I'll fix the map again, find a tree nearby to put Feridir in and we can continue...
Dec 5, 2017 6:22 pm
OOC:
Grogg, can you place Avante' please?
Dec 8, 2017 11:58 pm
Did we just lost Grogg?
Dec 10, 2017 10:15 pm
Initiative
Orcs 16 (surprise round)
Feridir 12
Kanyil 9/10
Eldritch 7
Avante 6
Grapthor 6
(Orcs 6)
Barekeln 5
Ulfgar 4

We have triple equality at INI 6, Avante, Grapthor, and the orcs (after the surprise round), so roll to see who'll go first among the 6 initiative people.

Edit: To make things easier, I'll note the DEF of monsters you'll encounter so you can roll them on the same post as you make your attack, that way it will make combat go a bit faster as you wont have to wait for me to see if the enemies defended themselves from an attack. I'll also do this with the DEF of PCs when rolling a monster's attack.
Orc's DEF: 14

Rolls

Avante - (1d20)

(16) = 16

Orcs - (1d20)

(7) = 7

Dec 10, 2017 11:55 pm
OOC:
Just out of curiosity, what does it mean that Kanyil rolled a 9/10?
Dec 11, 2017 1:20 am
OOC:
Initiative 9 with most weapons, Initiative 10 with daggers which grants +1 INI.
Dec 11, 2017 7:45 am
OOC:
So just to clarify, if I use Fire Beam, I use my TSC of 12 for Fire spells, +1 for using staff and +1 as the spells SM, for a total of 14?
Dec 11, 2017 1:07 pm
OOC:
Yes.
Dec 11, 2017 4:35 pm
OOC:
Is it safe to assume that Kanyil, and the other three members who were sleeping, wake up after the orks’ surprise attack?
Dec 11, 2017 4:35 pm
OOC:
Is it safe to assume that Kanyil, and the other three members who were sleeping, wake up after the orks’ surprise attack?
Dec 11, 2017 6:50 pm
OOC:
INI tie breaker

Rolls

INI tie breaker - (1d20)

(17) = 17

Dec 11, 2017 11:52 pm
funfungiguy says:
OOC:
Is it safe to assume that Kanyil, and the other three members who were sleeping, wake up after the orks’ surprise attack?
OOC:
There is a Wake Up check for that (fortunately for you, loud noise/combat grants a +8 to this check). A sleeping character also wakes up automatically if shaken, kicked, slapped, has water poured on them... or takes damage...
Dec 12, 2017 12:02 am
Initiative
Surprise Round

Orcs 16 (surprise round)
Feridir 12
Kanyil 9/10 (Sleeping)
Eldritch 7 (Sleeping)
Grapthor 6 (Sleeping)
Avante 6 (Seeping)
(Orcs 6) (normal initiative for 1st round)
Barekeln 5 (sleeping)
Ulfgar 4

Two orcs run screaming at Ulfgar, unfortunately, moving through the underbrush means it cost them a double move and they cannot charge (attack) Ulfgar this round. The third one will attempt to throw his spear at Feridir in the three (since he was talking to Ulfgar, the orc has a good idea where he is...).

The orc misses and must go gather his spear if he wants to keep fighting.

Feridir is up next. Your higher ground grants you a +1 to attack. The orc's DEF is 14.

Rolls

Orc's attack (RAT10, -1 for cover, Total CTN:9) - (1d20)

(15) = 15

Feridir's DEF:6 - (1d20)

(3) = 3

Dec 12, 2017 2:48 pm
OOC:
So just to make it clear for me, to attack with my bow, i roll a straight D20, with a CTN of 17 (16 for my attack and +1 for being higher up), if i hit i roll the defence of the orc CTN 14, and if he sucseeds the difference in the defence and my attack roll is taken in damage, if he fails (wich he does) he now takes the difference between my max wich is 17 and what i rolled, so a total of 15. if im reading the correct?
Feridir sees the javalin comming, and doges he quicly takes out his bow and shoots the orc right between the armor plates that he is wearing, quicly notching another arrow while shouting at the rest of the group.

Wake up, its an AMBUSH!
Last edited December 12, 2017 2:53 pm

Rolls

Bow attack (CTN 17) - (1d20)

(2) = 2

Orc defence (CTN 14) - (1d20)

(18) = 18

Dec 12, 2017 4:03 pm
OOC:
Not quote Gaz. So basically you roll your attack and the Orc’s Derence rolls, like you did. If your attack roll is successful, the number you rolled is how much total damage you did. If the Orc’s Defense roll was also successful, then their roll is how much damage they defended and is subtracted from your damage.

So in this case, you successfully rolled under your Ranged Attack CTN by rolling a 2. That means you will do 2 Damage. The Orc unsuccessfully rolled under their Defense CTN, so they didn’t defend against any of those two Hit Points of Damage.

The idea in combat is you want to roll as close to your Attack CTN as you can without going over, because your roll Result is also how much damage you do if successful. In your case, your character should hope to roll as close to 17 as possible, but not go over which would result in a fail. The only exception to this rule is rolling a natural "1". If you roll a natural "1" you rolled a "Coup". If you rolled a Coup, you immediately do maximum damage (in Feridir’s case, maximum damage is a 17, because that’s his Attack CTN), plus you get to roll another attack and if you roll under his CTN again, you add that damage to the 17 already applied. If you happen to roll another "1", same thing: another 17 Damage is added to the first 17, and you roll again. If you roll a Coup but fail your second attack roll, you Attack is still successful with the 17 Damage for your target to defend against.

So ideally you want to roll a natural "1" on any attack. Failing that, you want to roll as close to your CTN as possible without going over.

In your case, you did 2 Hit Points damage to the Orc. Plus you get a Slayer Point if the GM is using Slayer Points.
Dec 12, 2017 4:15 pm
OOC:
OK thnx, so rolling low is only usefull when rolling a 1 nice to know that, was hoping i did some damage but i just grazed the orc :(
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