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Started by Anastasia, December 26, 2012, 11:30:09 PM

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Merc

Combat Demo #1
Spoiler: ShowHide
[18:41] * Kotono changes topic to 'Santos: 18/18 Morrie 28/28'
[18:41] <Kotono> ---
[18:43] <Kotono> Okay ,for the sake of this. You're in an open field. No defining characteristics since it's a demo field. Within short range are two humanoid skeletons! They're demo bones. I'd normally do descriptive text and the like, but it's a demo so we're keeping this casual. They have nasty looking sabers and are coming right at you! There's two ways to do init in FFd6, we'll try both of them tonight.
[18:43] <Kotono> The first method is that the heroes always go first, so go ahead. Santos, go ahead and open.
[18:44] * Santos attacks the closest of the demo skeletons, bashing his weapons against the opposite sides of its skull!
[18:44] <Santos> roll 2d6+2 accuracy
[18:44] * Hatbot --> "Santos rolls 2d6+2 accuracy and gets 9." [2d6=4, 3]
[18:44] <Santos> I'll reroll the 3
[18:44] <Santos> roll d6
[18:44] <Kotono> Okay ,attack rolls are 2d6+your accuracy. Okay, go for it.
[18:44] * Hatbot --> "Santos rolls d6 and gets 3." [d6=3]
[18:44] <Santos> ooc: boo
[18:45] <Kotono> They have an AVD of 6, so you hit with your first attack.
[18:45] <Santos> roll 2d6+10 damage
[18:45] * Hatbot --> "Santos rolls 2d6+10 damage and gets 21." [2d6=5, 6]
[18:45] <Kotono> WHAM. Okay, solid hit but it's still being all boney and attacky. Make your offhand's attack?
[18:46] <Santos> I just make one attack, dual wielding just lets me reroll one of the rolls
[18:46] <Santos> It's basically an in-built "Reliable" property
[18:46] <Kotono> Oh right, dur. Okay.
[18:47] <Kotono> Morrie, you're up then. One hurt skeleton and one fresh one.
[18:47] <Morrie> Since Geotrances are Medium ranged, I'm going to move away from them.
[18:48] <Morrie> I... think that takes my entire turn but I am not sure.
[18:48] <Santos> You can't attack things that are in short range with medium range attacks?
[18:49] <Kotono> Let me check, but I think you can.
[18:49] <Santos> I think you can, page 149 talks about ranges and it says you can with weapons.
[18:49] <Santos> I can't think why it wouldn't apply to magic too
[18:49] <Morrie> Oh, I thought that was the whole point of the different ranges.
[18:50] <Kotono> I think with magic it's about that you can be disrupted, especially since a lot of them are slow actions.
[18:50] <Kotono> So casting in close range can lead to pain and ruined spells.
[18:50] <Santos> Yeah, that was my opinion on it
[18:51] <Morrie> Oh.
[18:51] <Santos> You can cast it from any range up to whatever the spell is castable, but usually better to cast from range so you don't get disrupted
[18:51] <Morrie> Well since I have the Standard action doohickey, then forget that noise.
[18:51] <Santos> hah
[18:51] <Kotono> Okayo then.
[18:51] <Morrie> So then I just do 1d6+2, right?
[18:52] <Kotono> Which geotrance are you using?
[18:52] <Morrie> The offensive one.
[18:53] <Kotono> Okay. Make your attack roll, 2d6+acc.
[18:53] <Kotono> (Most magic doesn't need attack rolls, but geotrances note that specifically do.)
[18:53] <Morrie> roll 2d6+2 accuracy
[18:53] * Hatbot --> "Morrie rolls 2d6+2 accuracy  and gets 12." [2d6=4, 6]
[18:53] <Kotono> That be a hit. DAmage.
[18:54] <Morrie> roll 2d6+10 damage
[18:54] * Hatbot --> "Morrie rolls 2d6+10 damage and gets 17." [2d6=3, 4]
[18:54] <Kotono> Also which one are you smacking?
[18:54] <Morrie> Oh, I am targetting the weaker one.
[18:54] <Morrie> I guess I should note that before I attack.
[18:55] <Kotono> Okay. WHAM! Wind right up in his bony grill. He's beaten up to high hell but still alive. Or unalive. Whatever, undead. Anyway, the bad guys are up. The injured one takes revenge on Santos and swings that nasty looking iron saber at him.
[18:55] <Kotono> roll 2d6+1 what's your AVD?
[18:55] * Hatbot --> "Kotono rolls 2d6+1 what's your AVD? and gets 6." [2d6=4, 1]
[18:55] <Santos> ooc: 9
[18:56] <Kotono> It misses rather easily, so the ARM/M.ARM tutorial hasn't come up yet. The fresh one is doing something - it's waving and gesturing, as if trying to draw something or someone to you all. Santos, you're up.


[18:56] * Santos attacks the fresh one in case it's casting some magic spell of doomity doom. Morrie can finish off the injured one.
[18:57] <Santos> roll 2d6+2 accuracy
[18:57] * Hatbot --> "Santos rolls 2d6+2 accuracy and gets 7." [2d6=2, 3]
[18:57] <Santos> roll d6 rerolling the 2
[18:57] * Hatbot --> "Santos rolls d6 rerolling the 2 and gets 4." [d6=4]
[18:57] <Kotono> You can reroll one if you like, but you hit anyway and there's no chance for a crit.
[18:57] <Santos> ooc: so 9
[18:57] <Santos> roll 2d6+10 fair enough
[18:57] * Hatbot --> "Santos rolls 2d6+10 fair enough and gets 18." [2d6=6, 2]
[18:59] <Kotono> It takes a good hit but it's still up, and a normal attack doesn't interrupt. Notable for the spellcasters, since I just looked it up. The following things can interrupt: Crits, teamwork attacks, limit break and knockback effects.
[18:59] <Kotono> Morrie, you're up.
[19:00] <Morrie> Might as well pull another Geotrance and see if I can evoke a Maelstrom.
[19:01] <Morrie> Will attack the same target as before.
[19:01] <Kotono> Okay ,that's a slow action so you'll be charging that until just before your next turn.
[19:01] * Kotono nods.
[19:01] <Kotono> The nearly re-dead skeleton gets all swordy up on Santos again.
[19:01] <Morrie> Oh, I have the uh
[19:01] <Kotono> roll 2d6+1
[19:01] <Morrie> thingy
[19:01] * Hatbot --> "Kotono rolls 2d6+1 and gets 5." [2d6=1, 3]
[19:01] <toro-yourethebirds> uh
[19:01] <Kotono> Isn't that once per battle?
[19:01] <Morrie> Geoawareness:
[19:01] <Morrie> Geotrance can now be used as a Standard Action. Also reduces the chances of Pre-emptive attacks on the party at GM Discretion.
[19:01] <toro-yourethebirds> yeah, he does all his Geotrance as a standard action, not OPB
[19:01] <Kotono> Oh.
[19:01] <Kotono> Dur.
[19:01] <Morrie> I don't think so...
[19:01] <Kotono> Thanks, my bad.
[19:01] <toro-yourethebirds> My weapon property is OPB.
[19:01] <Kotono> Go for the attack roll then.
[19:01] <toro-yourethebirds> that may be what you're thinking
[19:01] <Kotono> It was.
[19:02] <Morrie> You mean accuracy?
[19:02] <Kotono> Morrie has arcane too, so I just mixed 'em up.
[19:02] <Kotono> Accuracy yes.
[19:02] <Morrie> roll 2d6+2 accuracy
[19:02] * Hatbot --> "Morrie rolls 2d6+2 accuracy  and gets 9." [2d6=6, 1]
[19:02] <Morrie> curse you
[19:02] <Kotono> That be a hit! DAmage and you're almost certainly gonna crunk it.
[19:02] <Morrie> roll 2d6+10 damage
[19:02] * Hatbot --> "Morrie rolls 2d6+10 damage and gets 16." [2d6=1, 5]
[19:02] <Morrie> wshhhhhhhh
[19:02] <Kotono> WHAM! It's shredded into air and bone and all sorts of shreddy things! It drops a few small coins and now I roll for treasure generation.
[19:02] <Kotono> roll 2#1d100
[19:02] * Hatbot --> "Kotono rolls 2#1d100 and gets 95." [2#1d100 = 6, 89]
[19:03] <Kotono> A potion also drops! The party gets lucky and you'll get a potion to use at the end of the battle.
[19:03] <Morrie> Thank god, a potion
[19:04] <Kotono> The other skeleton's gesturing ceases! Suddenly another skeleton appears! Yep, the bad guys can and do call for help. Back to square one, so the calling skeleton now goes up and tries to put his sword up in Morrie's stomach.
[19:04] <Kotono> roll 2d6+1 AVD, Morrie?
[19:04] * Hatbot --> "Kotono rolls 2d6+1 AVD, Morrie? and gets 8." [2d6=3, 4]
[19:06] <Morrie> 6.
[19:07] <Kotono> Okay, that hits. This is a physical attack so Morrie's ARM reduces the damage. He has 4 ARM so it's 2d6+6 for the base damage and -4 for ARM for a total of...
[19:07] <Kotono> roll 2d6+6-4
[19:07] * Hatbot --> "Kotono rolls 2d6+6-4 and gets 10." [2d6=2, 6]
[19:07] * Kotono changes topic to 'Santos: 18/18 Morrie 18/28'
[19:08] <Kotono> Ouch. Stabby things bad. Avoid stabby things. In another statement of NO DUHNESS, the newly summoned skeleton goes to try and even the score with Santos. What score I dunno, maybe they have a racial hivemind or something.
[19:08] <Kotono> roll 2d6+1
[19:08] * Hatbot --> "Kotono rolls 2d6+1 and gets 6." [2d6=2, 3]
[19:08] <Kotono> But Santos dodges that like something something no metaphor comes to mind. Good guys are up again. To mix it up and since it doesn't matter much, why don't yo ugo first this time, Morrie?


[19:09] <Morrie> Oh no! I have been damaged. I will use my Geomancy to heal myself.
[19:09] <Morrie> Which means I will use the Defensive Geotrance, Sun Bath.
[19:09] <Kotono> Right. Roll the HP healing. Do defensive geotrances have a chance to Maelstrom?
[19:09] <Morrie> No, since there's no accuracy roll.
[19:10] <Morrie> roll 2d6+3 healing
[19:10] * Hatbot --> "Morrie rolls 2d6+3 healing and gets 11." [2d6=2, 6]
[19:10] <Kotono> Okay. Roll yoru healing.
[19:10] * Kotono changes topic to 'Santos: 18/18 Morrie 28/28'
[19:10] <Kotono> Just like that, all better and healedup.
[19:10] <Kotono> Santos, go and get stabby again.
[19:11] * Santos takes a step towards the skeleton that stabbed Morrie, and attacks its ribs and shoulders!
[19:11] <Santos> roll 2d6+2 accuracy
[19:11] * Hatbot --> "Santos rolls 2d6+2 accuracy and gets 7." [2d6=2, 3]
[19:11] <Kotono> That be a hit.
[19:11] <Santos> roll 2d6+10
[19:11] * Hatbot --> "Santos rolls 2d6+10 and gets 14." [2d6=2, 2]
[19:12] <Kotono> That it's second hit and it's looking all beat up now. Shock. Hold there, pizza's here.
[19:12] <Kotono> Back in 10.
[19:18] <Kotono> Okay, dinner's done with.
[19:19] <Kotono> Baddies ar eup again. The injured one that summoned has a Santos pounding on him, so that makes sense to hit him instead of the confusing healing guy.
[19:19] <Kotono> roll 2d6+1
[19:19] * Hatbot --> "Kotono rolls 2d6+1 and gets 11." [2d6=5, 5]
[19:19] <Kotono> That be a hit. What's your ARM, Santos?
[19:20] <Santos> 4
[19:21] <Kotono> roll 2d6+6-4
[19:21] * Hatbot --> "Kotono rolls 2d6+6-4 and gets 11." [2d6=3, 6]
[19:21] * Kotono changes topic to 'Santos: 7/18 Morrie 28/28'
[19:21] <Kotono> OW! Bad pain! BAD!
[19:21] <Santos> ooc: oh no, I'm almost dead~
[19:21] <Kotono> Santos is doing the bleeding samba and the other skeleton decides to get in on that sweet, sweet bloodletting. Two on one!
[19:21] <Kotono> roll 2d6+1
[19:21] * Hatbot --> "Kotono rolls 2d6+1 and gets 8." [2d6=4, 3]
[19:21] <Kotono> But he's just short on his attempts to maim poor Santos! Morrie, go.


[19:22] <Morrie> Better heal up my good friend, otherwise this is going to be pretty impossible.
[19:22] <Morrie> roll 2d6+3 healing
[19:22] * Hatbot --> "Morrie rolls 2d6+3 healing and gets 9." [2d6=3, 3]
[19:22] * Kotono changes topic to 'Santos: 16/18 Morrie 28/28'
[19:22] <Kotono> Santos is almost good as new! I'm also finding undead have high HP but crummy attack and so-so evade.
[19:23] <Kotono> Santos, you're up with your tonfa antics.
[19:24] * Santos will first counterattack (property of brawl weapons) against the skeleton, and then attack it again to pound it to dust.
[19:24] <Santos> roll 2d6+2 counterattack accuracy
[19:24] <Kotono> Which skeleton?
[19:24] * Hatbot --> "Santos rolls 2d6+2 counterattack accuracy and gets 9." [2d6=2, 5]
[19:24] <Kotono> That's a hit, any which way.
[19:24] <Santos> ooc: one that attacked me
[19:24] <Santos> roll 2d6+10
[19:24] * Hatbot --> "Santos rolls 2d6+10 and gets 13." [2d6=2, 1]
[19:24] <Kotono> Both did.
[19:24] <Santos> ooc: one that hit me, rather
[19:24] <Santos> ooc: counterattack has to target the one that hits me
[19:25] <Kotono> Right. It's tonfa'd again and while it's not Finnish now, it is in dire straight. All beaten up, chipped and all that good stuff. So since it's a stupid demo monster it just hits Santos again.
[19:25] <Kotono> roll 2d6+1
[19:25] * Hatbot --> "Kotono rolls 2d6+1 and gets 5." [2d6=1, 3]
[19:25] <Santos> ooc: I still get my turn
[19:25] <Santos> ooc: that was the counterattack
[19:25] <Kotono> Oh right, I'm an idiot! Sorry, go.
[19:25] <Kotono> Disregard that roll
[19:25] <Kotono> .
[19:25] <Santos> roll 2d6+2 accuracy
[19:25] * Hatbot --> "Santos rolls 2d6+2 accuracy and gets 7." [2d6=2, 3]
[19:25] <Santos> roll 2d6+10
[19:25] <Kotono> That be a hit.
[19:25] * Hatbot --> "Santos rolls 2d6+10 and gets 15." [2d6=2, 3]
[19:25] <Kotono> With that hit it's now bone kibble and bad dreams. Treasure roll!
[19:25] <Kotono> roll 2#1d100
[19:25] * Hatbot --> "Kotono rolls 2#1d100 and gets 88." [2#1d100 = 63, 25]
[19:26] <Kotono> Nada but a few gil. Incidentally I think I under gil+item drop odded these guys. That's fine, they were my first efforts so they're used for training fodder. Only one left, who will now do that whole Santos stabby thing.
[19:26] <Kotono> roll 2d6+1
[19:26] * Hatbot --> "Kotono rolls 2d6+1 and gets 11." [2d6=5, 5]
[19:26] <Kotono> roll 2d6+6-4 ow
[19:26] * Hatbot --> "Kotono rolls 2d6+6-4 ow and gets 6." [2d6=2, 2]
[19:26] * Kotono changes topic to 'Santos: 10/18 Morrie 28/28'
[19:26] <Santos> ooc: counterattack!
[19:26] <Kotono> Santos is getting that OW IT HURTS fever on thanks to the skeleton. Go for it, Santos.
[19:26] <Santos> roll 2d6+2
[19:27] * Hatbot --> "Santos rolls 2d6+2 and gets 7." [2d6=2, 3]
[19:27] <Santos> roll 2d6+10
[19:27] * Hatbot --> "Santos rolls 2d6+10 and gets 17." [2d6=2, 5]
[19:27] <Kotono> A solid hit and a good step on reducing it to kibble. Morrie, you're up.
[19:28] <Morrie> I'm trying to think of any reason why I'd use my normal attack instead of Geotrance.
[19:29] <Kotono> Someone who can disrupt you, I imagine. They'll exist.
[19:29] <Kotono> Oh wait, dur.
[19:29] <Kotono> Probably not much reason, no.
[19:29] <Kotono> Barring wind resistance.
[19:29] <Kotono> Or really high M.ARM.
[19:31] <toro-yourethebirds> Arcane weapons hit M.Arm exclusively, IIRC
[19:31] <toro-yourethebirds> so only wind resist would change that.
[19:31] <Morrie> Well, whatever. GEOTRACE
[19:32] <Kotono> Then ditch the last one. Of course that varies with the geotrances available on top of plains at any given time.
[19:32] <Morrie> roll 2d6+2 accuracy
[19:32] * Hatbot --> "Morrie rolls 2d6+2 accuracy  and gets 8." [2d6=5, 1]
[19:32] <Kotono> Hit. D
[19:32] <Kotono> Damage.
[19:32] <Morrie> roll 2d6+10 damage
[19:32] * Hatbot --> "Morrie rolls 2d6+10 damage and gets 19." [2d6=5, 4]
[19:32] <Kotono> Wind cutting, skeleton, only one survives - and it's the skeleton, but not by much. He's in a bad way. Go Santos.
[19:33] * Santos crunches its head inbetween both his weapons.
[19:33] <Santos> roll 2d6+2
[19:33] * Hatbot --> "Santos rolls 2d6+2 and gets 5." [2d6=2, 1]
[19:33] <Santos> roll d6 to reroll the 1
[19:33] * Hatbot --> "Santos rolls d6 to reroll the 1 and gets 5." [d6=5]
[19:33] <Kotono> That salvages the hit. Damage.
[19:33] <Santos> roll 2d6+10
[19:33] * Hatbot --> "Santos rolls 2d6+10 and gets 20." [2d6=4, 6]
[19:33] <Kotono> CRUNCH! Toasty! It's way dead, so lemme roll treasure.
[19:33] <Kotono> roll 2#1d100
[19:33] * Hatbot --> "Kotono rolls 2#1d100 and gets 134." [2#1d100 = 44, 90]
[19:34] <Kotono> The party gets: 9 gil and a potion! Dun dun dun dun duuun! Okay, that was a super basic, no complications or variety battle. Do you two feel like yo ugrasp the basics now?


[19:34] <Kotono> And yeah, I under gilled those first few monsters, not gonna lie.
[19:34] <Santos> I think I'm good. I don't exactly have a complicated character.
[19:35] <Kotono> I can run a second battle if you want, something a touch more complicated. That was the vanilla battle of making sure everyone had shit straight. I don't intend for combats to be that simple generally.
[19:35] <Santos> I'm good.
[19:35] <Santos> Dunno about Morrie
[19:36] <Morrie> I do.
[19:36] <Kotono> You grasp it or you want a second battle?
[19:36] <Morrie> Grasp it.
[19:36] <Santos> The one thing I'm concerned about is that avoidance apparently doesn't scale with level as far as I can tell, while accuracy does. Not sure why that is. Not a question for the scope of demo anyway.
[19:37] * Kotono nods to both.
[19:37] <Morrie> Maybe my weapon will get better once we work out the storyline stuff... but those enemies seemed to hit pretty hard.
[19:37] <Kotono> They did, yes. Level one plays into that plus Santos being paper-thin on durability.
[19:38] <Santos> I can die in one round just because I can't get healing between enemy attacks.
[19:38] <Santos> Actually, I think anybody can with how the skeletons were hitting
[19:41] <Kotono> Well, even if KOed you can't die short of a notorious monster or a boss dedicating a turn to it.
[19:41] <Santos> *nods*
[19:41] <Morrie> Out of curiosity, what is my weapon damage anyway?  Oh... hm, it's 2d6+8
[19:42] <Morrie> So... yeah, there's literally no reason to use it at this stage.
[19:42] <Kotono> Soa ny of you hitting zero HP isn't a big deal as long as the party wins. Moreso, with Tai's white mage trait, everyone fullheals HP after battle anyway.
[19:42] * Kotono nods.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Merc

In case someone misses this in chat channel:

[20:10] * Dracos looks.  Mmm, You know you're not suppose to roll to hit and to damage rolls separately?  The to hit roll is the 2d6 for the damage according to what that book said.
[20:15] <Nephrite> Well in my case my damage is 2d6+10, so... unless you mean you're supposed to carry over that same 2d6?
[20:19] <Merc> Drac's right. I hadn't noticed that until I looked for it. It shows up in page 148, at the very top.
[20:20] <Dracos> It's a clever choice that makes good 'hits' good hits regardless.
[20:20] <Dracos> and removes 1 dice roll per attack phase.
[20:20] <Dracos> No "I roll 2 1s on my critical hit."
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

Okay, I'll intro a new rolling method in tonight's combat demo to take that into account.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Taishyr

Combat Demo #2, In Which Rocks Fall, Everyone Dies
Spoiler: ShowHide

[20:03] <@Kotono> ------
[20:03] <@Kotono> Nick Tai, nick!
[20:03] * Taishyr is now known as Janus
[20:03] <@Kotono> Okay, both of you read last night's combat demo?
[20:03] <AutumnCrow> y
[20:04] > yeah
[20:04] > was here for it
[20:04] <@Kotono> Great. We'll begin now.
[20:04] <AutumnCrow> Crow will be entering combat with fan equipped
[20:07] <@Kotono> Ruins. Lots of crumbling pillars, the ground's stony and rubble filled, and the roof above looks none too stable. Y'know how that goes. In close range are two smelly, small, furry creatures with curved swords, green tunics and caps. Demo imps! At medium range is another imp, hacking at a big support pillar. Every few hacks makes dust come down from the ceiling. That can't be good! We're going
[20:07] <@Kotono> to try the book's other means of determining initiative here: The character with the highest finesse on each side makes a finesse roll, and the highest number wins the the right to go first for their side. What's your two's finesse?
[20:07] <AutumnCrow> 3 Finesse
[20:07] > 3 as well.
[20:07] <@Kotono> One of you roll. Up to y'all which one does.
[20:07] > Go ahead, Gate
[20:07] <AutumnCrow> sure
[20:07] > white mage getting initiative makes little sense. >_>
[20:08] <AutumnCrow> roll 2d6+3 finesse roll
[20:08] * Hatbot --> "AutumnCrow rolls 2d6+3 finesse roll and gets 15." [2d6=6, 6]
[20:08] <@Kotono> roll 2d6+2 bad guys init. They're all imps with 2 finesse and hell, ain't beating that
[20:08] * Hatbot --> "Kotono rolls 2d6+2 bad guys init. They're all imps with 2 finesse and hell, ain't beating that and gets 10." [2d6=2, 6]
[20:08] > that's a good start
[20:08] <AutumnCrow> critnitiative
[20:08] <@Kotono> Okay then. Init doesn't crit, but you all go first. Two imps in close range and Mr. Pillar hacker at medium. Open Gate.
[20:08] <@Kotono> Also.
[20:08] <@Kotono> When you roll your attack, note your damage (as in, result+whatever your damage mod is.)
[20:08] <@Kotono> Since they use the same roll
[20:08] <@Kotono> .
[20:09] > right.
[20:09] * AutumnCrow casually approaches the closest imp in melee, snapping her fan out with lightning speed at the edge of her reach, "I'll handle these two."
[20:09] <AutumnCrow> roll 2d6+2 fan snap(damage is +6)
[20:09] * Hatbot --> "AutumnCrow rolls 2d6+2 fan snap(damage is +6) and gets 10." [2d6=3, 5]
[20:10] <@Kotono> Hit! The imp staggers and stumbles. Doesn't look much for physical defense. Go Janus.
[20:11] <@Kotono> Also ,what are your HPs?
[20:11] > HP: 22
[20:11] <AutumnCrow> 37 hp.
[20:11] > also, moment, checking something
[20:11] * Kotono changes topic to 'Autumn: 37/37  Janus: 22/22'
[20:11] <@Kotono> Sure.
[20:11] <AutumnCrow> Crow, rather then Autumn.
[20:11] * Kotono changes topic to 'Crow: 37/37  Janus: 22/22'
[20:11] <AutumnCrow> ty~
[20:12] <@Kotono> I knew a Crow once. He just died to meet people.
[20:13] > OOC: Okay, stupid question of the night. Can I hit all three with Aero (a group spell) or just either the two in front or one in back?
[20:14] <AutumnCrow> from the book:
[20:14] <AutumnCrow> A Group is the entire formation of monsters or the character and all his allies. A Group should be limited to a dozen
[20:14] <AutumnCrow> or so at most for balance reasons.
[20:14] > Looks like all enemies
[20:14] > alright
[20:14] > yeah
[20:14] <@Kotono> A Group is the entire formation of monsters or the character and all his allies. A Group should be limited to a dozen 
[20:14] <@Kotono> or so at most for balance reasons. 
[20:14] > Sorry, what I thought but was trying to confirm
[20:14] <AutumnCrow> FF style, not DQ style~
[20:14] * @Kotono nods.
[20:14] <@Kotono> Lemme check what it means by formation of monster real quick.
[20:16] <@Kotono> Okay, but gut instinct is that a monster in another distance range doing something unrelated really shouldn't be part of the same formation. That said, this is a combat demo and I don't wanna get house ruley up in here with it, so we'll run with it as written for now. Does Aero require an attack roll?
[20:17] > OOC: No, it doesn't. Magic autohits.
[20:18] <@Kotono> OOC: DAmage then?
[20:18] > Unless I'm horrifically mistaken.
[20:18] * Janus raises his staff and nods. "Sentiment understood. I'll move to try and deal with the distant opponent... after I raise a little mayhem." The staff flashes warmly, as a sharp gust envelops the three imps!
[20:18] > roll 2d6+14
[20:18] * Hatbot --> "Janus rolls 2d6+14 and gets 22." [2d6=3, 5]
[20:18] <@Kotono> roll 2#1d100 Imp 1 is wind food and kibble
[20:18] * Hatbot --> "Kotono rolls 2#1d100 Imp 1 is wind food and kibble and gets 35." [2#1d100 = 27, 8]
[20:19] <@Kotono> The first imp is torn apart all wind like. Ow. He drops a few gil and that's that. The other two are badly injured by the burst of Aero magic but still up! Blah blah blah, not going full descriptive for a demo. They're up, bleeding and all. The close one whimpers and attacks Autumn Crow, since it's a demo and it's not running away from scaaaary wind magic.
[20:19] <@Kotono> roll 2d6+4 4+result damage if it hits, note AVD.
[20:19] * Hatbot --> "Kotono rolls 2d6+4 4+result damage if it hits, note AVD. and gets 13." [2d6=5, 4]
[20:20] * Kotono changes topic to 'Crow: 24/37  Janus: 22/22'
[20:20] <AutumnCrow> OOC: Avd 7, so that's a hit. Counterattack
[20:20] <@Kotono> Go for it.
[20:20] <AutumnCrow> roll 2d6+2 (damage+6)
[20:20] * Hatbot --> "AutumnCrow rolls 2d6+2 (damage+6) and gets 9." [2d6=2, 5]
[20:20] <@Kotono> Imp 2 curls up and DIES. Too much girly fan power for one poor imp to take! It be DEAD. Meanwhile the other imp does that whole hack at the pillar environmental thing.
[20:21] <@Kotono> roll 2d6+4 (results hidden since not a PC target)
[20:21] * Hatbot --> "Kotono rolls 2d6+4 (results hidden since not a PC target) and gets 16." [2d6=6, 6]
[20:21] <@Kotono> OOC: Welp.
[20:21] > ...
[20:21] > <_<
[20:22] <@Kotono> It's not your lucky day. Ceiling chunks are falling! It's raining ceiling! This is not good - suddenly there's a lot of stone coming both your ways!
[20:22] <@Kotono> roll 2d6+6 AVD, both of you? 20+dice total if it hits.
[20:22] * Hatbot --> "Kotono rolls 2d6+6 AVD, both of you? 20+dice total if it hits. and gets 14." [2d6=4, 4]
[20:22] <AutumnCrow> can I athletics to get any kind of evade here?
[20:22] > ditto, because otherwise we both die.
[20:23] > <_<
[20:23] <AutumnCrow> also, Avd 7. Something with +6 to hit litterally cannot miss me
[20:23] > AVD 5, here
[20:24] > even presuming it's physical, I can only shave 2 off and thus still keel over from it
[20:25] <@Kotono> Is there anything in the rules tha tmentions that? I'm reading it and I don't see anythign for it.
[20:26] <AutumnCrow> are there rules for dropping a cieling on people, or did you just wing it? Like 50% of this system is just winging it
[20:26] > On a successful skill check you can perform a difficult feat of agility, such as leaping through a two‐footsquare
[20:26] > window without hurting yourself, scaling a vertical surface, or sliding down a thin cable just in time to crash
[20:26] > a wedding.
[20:26] > also what Gate said.
[20:26] <@Kotono> Probably not, no. I don't want double dipping a skill to get a second shot at evading attacks. It's just layering on another form of defense to a fairly simple system, and it's not a ruling I wanna make before I understand how much that would impact things. Sooo...indeed, rocks fall. PCs are out cold. Imp stares in shock, dances in victory and scurries off before the heroes wake up.
[20:27] <AutumnCrow> double dipping?
[20:29] <@Kotono> Like your AVD failing and then using a skill to have a second shot at dodging. I'm wary of a situation of 'x PC uses a skill to be better at dodging, suddenly it's the new Spot or Tumble where everyone wants it because it's mechanically useful' sorta deal 'cause the DM ruled it serves as another way to boost your defenses.
[20:30] <AutumnCrow> it's only really relevant here because, you know, giant terrain hazzard. It seems something a skill check liek that might help for instead of evade. Evade, outside of Ninjas, is low enough that 2d6+6 will always hit. And Evade does not go up quickly, there's really no way to boost it
[20:31] <AutumnCrow> I'm just @_@ at the "enemy rolls 2 6s, first turn, MT OKHO that the PCs could litterally do nothing to prevent" here
[20:32] <AutumnCrow> I suppose Tai could have ST Aero'd teh dude in the back instead of MTd it
[20:32] <@Kotono> Yeah. That was just fluke luck and I probably over ACC+damaged the trap. It was the first one I did.
[20:32] <AutumnCrow> I could do quite litterally nothing
[20:32] <@Kotono> I'm using all my crappy first effort stuff for the demo.
[20:32] <AutumnCrow> waaaaaaaaay over ACC/Damaged it
[20:32] * @Kotono nods.
[20:32] > Yeah, and I was gauging that it was something that would take time to break
[20:32] <AutumnCrow> +6 is garunteed hit. 20+roll damage is garunteed kill
[20:32] > so I decided to not focus on it
[20:32] > and instead weaken it, then move in and focus on beating it up
[20:33] > apparently a mistake :/
[20:33] <@Kotono> Yeah, I had it in my head hero HP would be higher early on. I found out differently later - as it is first level combat looks fairly lethal.
[20:33] <AutumnCrow> well, my hp is great! Just the whole no armor thing
[20:33] * @Kotono nods.
[20:33] > yeah, first level combat looks really dicey/rocket-taggish
[20:34] <AutumnCrow> oh, on the subject of Monks and survivability
[20:34] <AutumnCrow> is the Unbreakable Form ability retroactive?
[20:34] <@Kotono> Yeah, I'd rule so.
[20:34] <AutumnCrow> cool. so I can take that next level
[20:35] * AutumnCrow is gonna have to stack that a couple times, I can tell. Armor values get big later, so without Ness like HP, with no armor I'll go down like a chump
[20:35] > yeah
[20:36] <@Kotono> Balance is wonky at 1st. A single Aero nearly decimates the field (they had 30ish HP), while bad guys hit insanely hard.
[20:36] > kinda needs to be in order to prevent monks from having to overfocus
[20:36] > Yeah
[20:36] <@Kotono> No one really seems to have much HP.
[20:36] <AutumnCrow> well
[20:36] > To be fair, I burned a skill point on getting a damaging Aero
[20:36] <AutumnCrow> his Aero is only that nasty because he has a wind boosting ability
[20:36] > yeah
[20:36] > and normally it takes a turn
[20:36] <AutumnCrow> otherwise it would not be that nasty at all
[20:36] <@Kotono> Neph helps a lot since he can throw out team healing each round.
[20:36] * @Kotono nods.
[20:36] > but OPB can speed it up
[20:36] <AutumnCrow> toro also full heals party at the end of each battle
[20:37] <AutumnCrow> so Neph isn't stuck on nothing but heals
[20:37] > later on I suspect I'm going to flag behind if I don't find ways to quickcast spells
[20:37] > yeah
[20:37] <@Kotono> Fortunately, a single KO isn't death as long as the party wins. I'm not worried about knocking out a party member or two in a fight. I mean hell, I figure that's mandatory for 18 HP Santos.
[20:37] > the problem is "at end of battle"
[20:37] * @Kotono nods.
[20:37] > I'm really not a good in-battle healer
[20:37] > and I'm not sure I'
[20:37] <AutumnCrow> there is no way for a wm to quickcast
[20:37] > m ever really gonna be too hot, there
[20:37] <AutumnCrow> outside of the OPB weapon effect
[20:37] > only via an arcane weapon, yeah
[20:37] <AutumnCrow> Red Mage is the only mage that gets that
[20:37] > which is painful
[20:37] * Janus nods
[20:37] <AutumnCrow> well, it's the price for autohitting magic
[20:38] > oh, sure
[20:39] > just musing
[20:39] > i guess
[20:39] * AutumnCrow nods
[20:39] <@Kotono> Anyway, we'll see how balance stacks up after a few fights.
[20:39] * Janus nods.
[20:39] <AutumnCrow> the good news, is that magic is not actually all that interuptable
[20:40] > but yeah, the other problem with my healing?
[20:40] <@Kotono> It gets in the way of shield maimings?
[20:40] > basically it takes two turns to go off from the point I notice/decide we need it
[20:40] > enemy hits someone down hard -> I notice, begin charging healing -> enemy gets another hit in/can focus on target -> I finally pull the healing spell out
[20:41] > morrie is basically gonna be invaluable there as a result
[20:41] > and probably stuck on healing more than he'd like later on
[20:41] * AutumnCrow nods
[20:41] <AutumnCrow> well, the PC who needs healing also get sa turn in there
[20:41] <AutumnCrow> they can move away from the enemy, so the enemy has to use thier turn toi move back in
[20:41] <AutumnCrow> if it's melee
[20:42] <AutumnCrow> range is another matter
[20:42] > true
[20:42] <AutumnCrow> but most range is magic
[20:42] <AutumnCrow> and that will have thge same issue
[20:42] > yeah
[20:42] > barring them having quickcasting of their own
[20:42] <AutumnCrow> enemy whaps ally with big spell. -> Janus charges Cure -> enemy charges damage spell -> Janus's cure goes off
[20:43] > Yeah
[20:43] > Well, no.
[20:44] > Not actually how ti works.
[20:44] > Enemy whaps ally with big spell, begins charging next spell -> Janus finishes whatever he's doing, charges Cure -> Enemy gets second big spell off, starts charging again -> Cure goes off
[20:44] <AutumnCrow> ....right.
[20:44] <AutumnCrow> well, we'll see how it works
[20:44] > Slow actions do not take up the turn they go off on
[20:45] > just occur on that action
[20:45] > yeah
[20:45] * @Kotono nods.
[20:45] <@Kotono> Okay, did you two have any more questions?
[20:46] > Not currently, no
[20:46] > Other than that, if you really want formations to be more DQ-like (imps in group A/choppers in group B), please decide ahead of time
[20:46] * AutumnCrow nods.
[20:46] > and make it clear
[20:46] > for my sake and I think Morrie's?
[20:47] > just so that I'm not trying to figure out who all I can hit with a burst.
[20:47] <AutumnCrow> and mine~ I can Group Target a physical if I build 2 chain
[20:47] <AutumnCrow> and I plan to use that whenever available~
[20:47] > (I am not going to heavily object, though I do feel it's a nerf to do this DQ-style - and in this case, oddly, it would have helped as I would've just nuked the guy in back had I not been able to hit all three)
[20:47] * Janus nods to Gate
[20:47] > Yeah
[20:48] * @Kotono nods.
[20:48] <@Kotono> I'm toying with it, mostly for various battle flavoring/shenanigans. Dunno if I wanna change it or roll wtih it. I'll probably keep it as written unless it proves to be bothersome.
[20:48] * Janus nods.
[20:49] <@Kotono> I'm trying to keep house rules to a minimum here.
[20:49] > right
[20:49] > I'm...
[20:49] > not sure how successful we'll be there
[20:49] > but fair enough >_>
[20:51] <@Kotono> Indeeeed.
[20:51] <@Kotono> Anyway, off to walk the dread canine.
[20:52] <@Kotono> Tai could you post all this to the pub?
[20:52] > kay
[20:53] <Nephrite> I think all my Geomancy is single target...? Except the Maelstroms anyway.

Taishyr

Edited my Goals to include in-game checkpoints of sorts.

Also, a proposal: class innates are learnable with a skill point and... 4? Destiny. Gate, myself and Neph are basically class-locked as our class innates basically define and will continue to define our characters, making the class change function pretty unhelpful/non-active for three of the four players. Being able to shift at a high Destiny cost would be a nice alternative to this.

Merc

[20:28] <Merc> As an aside, there is sort of a way to avoid the rock trap damage. Based on the damage, it looked like a "One-Time Damage" effect challenge, and those you are allowed to avoid through a Force or Finesse check (depending on situation). One time damage is (Tier x 10)+2d6 damage, so that would have been a tier 2 challenge, which is an Easy difficulty challenge, requires a 7 to pass. Assuming Finesse check to dodge the falling rocks, for both of them it's 2d6+3 vs 7 to avoid, so they'd have had an 83% chance of avoiding the rocks. You'd probably want to keep the tier damage and use different difficulty ratings. Challenge rating of "Challenging (11)" would probably have been better. 28% chance of survival then.
[20:29] <Merc> Page 153 for Dune if he wants to look at that stuff.
[20:36] <Kotono> I'll look at it later.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

Quote from: Taishyr on January 02, 2013, 10:55:18 PM
Edited my Goals to include in-game checkpoints of sorts.

Also, a proposal: class innates are learnable with a skill point and... 4? Destiny. Gate, myself and Neph are basically class-locked as our class innates basically define and will continue to define our characters, making the class change function pretty unhelpful/non-active for three of the four players. Being able to shift at a high Destiny cost would be a nice alternative to this.

Houserules about this added.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Merc on January 02, 2013, 10:59:00 PM
[20:28] <Merc> As an aside, there is sort of a way to avoid the rock trap damage. Based on the damage, it looked like a "One-Time Damage" effect challenge, and those you are allowed to avoid through a Force or Finesse check (depending on situation). One time damage is (Tier x 10)+2d6 damage, so that would have been a tier 2 challenge, which is an Easy difficulty challenge, requires a 7 to pass. Assuming Finesse check to dodge the falling rocks, for both of them it's 2d6+3 vs 7 to avoid, so they'd have had an 83% chance of avoiding the rocks. You'd probably want to keep the tier damage and use different difficulty ratings. Challenge rating of "Challenging (11)" would probably have been better. 28% chance of survival then.
[20:29] <Merc> Page 153 for Dune if he wants to look at that stuff.
[20:36] <Kotono> I'll look at it later.

Okay. In that case I'd probably run that as an Athletics check rather than an direct attack against y'all. That's more elegant than what I was using.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Merc

A comment on house rule #6:
Why not 'Everyone gets Onion Knight ability for free' instead? The reason I say this is because Onion Knight specifically says free job change upon defeating a boss-type monster, you still have to spend 3 destiny otherwise, rather than an overall free job change.

Being able to cherry-pick abilities seems like it will invariably lead to some sort of shenanigans.

Not that Gate would actually do this, but just because it's an easy example: Autumn observes Santos wielding two weapons at the same time, interested she talks to him for a minute, learns the way of the ninja (job changes to ninja), gains ability to dual wield her fan+scarf, then decides it's not the way for her, job changes back to monk. Keeps ability to dual wield fan+scarf due to how job changing works with weapon groups.

Santos could also, if I wanted to, just job change right now to Samurai for extra HP/accuracy and a better innate with zero loss to avoidance, skills, or anything else.
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Nephrite

#54
I would be in favor of that modification.

EDIT: I would also propose, perhaps, we limit the available innates to two? That way there's nothing completely overpowering that can be done, but you'd still have something else to spend Destiny on.

Anastasia

Sounds good, I'll make this changes later tonight or tomorrow. A bit RL busy at the moment.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Apologies for delays on certain things. You can blame a vicious head cold that won't quit and other things capturing my limited energies. More posts this evening and early tomorrow.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

House rules updated.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Merc

Quote7. Rule of more class changes, part 2. When you change class, you may instead spend 4 points of destiny and 1 ability slot. If you do, you learn the innate ability of the previous class. For example, a Thief changing into a Gambler could keep Steal in this manner. You can only have two innate abilities at a time. You can choose to lose an old one if you wish to gain a new one.
Further comments on house rule 7.

If we job change at a point where we have not just gotten a level-up, do we:
1) have to wait until we level up so we have an ability slot to regain the former innate ability?
2) get it immediately because of the destiny points, and we just don't get a new ability upon the next level-up?
3) have to retrain one of our existing job abilities? If this one, do we select which job ability to retrain or does it have to be the newest ability? can we choose to replace the new class' innate ability, leaving us with only one innate ability instead of two?
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

VySaika

Standing agreement to keep all gil in a communal batch, then split it up at the end of the dungeon?
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks