Well, if anyone has a ranger with a long-bow, the appropriate starting distance from each side would be 47 squares (40 square range for the longbow + 7 squares speed for an Elf).
LOL Bratr
I think a good suggestion would be to eliminate missle weapons--restrict to close range thrown/melee. It's deifnitely part of the gladiator style, too
or, randomly, face to face/in base-to-base contact. that way, the rangers would have to either shift and shoot (and therefore be only 1 square away from melee) or take 2 OAs and possibly go down.
's a bit unlucky, though, because whereas in a gladiator arena you could, I don't know, dodge arrows or something, charge before the guy loaded, nocked and loosed, here the shooty buggers usually have higher dex and therefore better Initiative, so... =\ hand crossbows and shurikens and the like would pass, I guess, being sorta "personal weapons", but 40-square longbows?
The arena size basically determines the outcome of every fight. Whoever rolls highest for Initiative is going to win unless you move it to +20/40 size arenas. Then it's all about the ranged characters being able to snipe before other characters reach them.
I suggest that each group gets to place "X" number of barriers, hazards, and traps around the arena. Some add obstructions, others add the element of danger to movement and approaching the other team. The other team couldn't just charge directly up to the opposing team without being at risk of falling into a trap. Also, add teleporting squares so that archers can't just snipe the other side endlessly.
Add some TACTICS up in this to keep it from being stale.
This was discussed in the main 4E thread. While 4th Edition characters are poorly balanced against each other, 4th Edition monsters are possibly even moreso
Monsters are designed with the PCs in mind, they don't stack up in a sane way against each other. Fights will either go really fast or take forever.
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited June 2009
That reminds me, it'd be entertaining if somebody ran a 4th Edition version of those old-school 'tournament' challenging dungeons; make a reasonable length delve with very tough monster encounters (by level and complimentary tactics) and numerous traps and puzzles. Then run multiple instances of it and see which parties complete it.
@LightRider - looks like my partner is not posting either. do you want to partner up and move on to the next round? I need a [strike]meat shield flanker CA provider somebody to distract my targets[/strike] capable and intelligent partner
:oops:Oh, shit. I went on vacation, and I did not expect to get healed. I figured the combat was over! Sorry dudes. Should we continue with this? I apologize to everyone involved in my round :oops:
I'm such a bloody winker. anyway I hope bratr posts soon, otherwise I might have to kill the both of them myself. and I might too, assuming they don't do evil second wind/lay on hands bullshit...
LightRider, MolotovCockatoo, I defy you to attack me and not muck about healing and schweißnick!
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited June 2009
I'm not sure what movement you sent to Ain, but you still need to make a stealth check in order to actually "hide."
Cloud of Darkness gives you total concealment (-5 to hit against). You still need to move and make a stealth check to hide. If they are in the cloud, they are "Blind" and you do get CA against them.
Edit: Your stealth check is opposed by both your enemies' passive perception. If you moved more than 2 squares, you take a -5 hit to that check.
On their turn, they can make a perception check (as a minor) to try and beat your stealth check (you don't roll again, they go against your original roll).
However, you are no longer hidden since you made an attack. You still benefit from "total concealment," but I'm pretty sure we would now know where you are. Just because you are in total concealment does not mean you're stealthed.
Also, Ogerth should never have went down in the first place, since he would have gained +5 Temp HP after he was first bloodied (Half Orc Resilience).
EditEdit: Just checked your roll list on IC to see if you did a stealth check, and no.. but why do you have like 5 different rolls on there? You've got a few random d6 rolls and then you rolled your damage roll twice.
I sort of knew there was a stealth check somewhere in there but I wasn't too sure. I apologise for failing at stealth/concealment rules; not too sure how cloud of darkness works ><. in which case I'd like to re-do my move action and stealth check and things.
ah, you've caught me cheating... um no. I was mucking about with the roll engine, yeah =x. I'm insecure and fairly worried about lady luck in general mucking about with me. you've no idea how unnaturally often I've ballsed simple rolls up (admittedly I'm rolling well in the campaign...which is why I'm wary) I used the first rolls, I'd like to point out. will not muck about next time ><
so now what? does Ogerth get a retro-active turn (our initial barrage apparently would have left him at 3hp after his THP addition, enough for him to entirely slaughter the lot of us)? may I re-do my move/stealth.
the only one with action points, though, is Ogerth, because the lot of us blew our load the first chance we got.
...which makes Ogerth's turn all the more lethal.
can you take free actions while dazed?
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited June 2009
Even if we retcon to take into account Ogerth's Half Orc Resilience, he would still go down on the incas' latest turn.
Right now, Lightrider can take Ogerth's turn for him. Reinsert him into the initiative order whenever you decide to move for him, Light, as if he had been delaying.
And yes, dazed means you only get a single action. Free actions are allowed.
Yea LightRider you can go ahead and play for me, I don't really know whats going on anymore. Sorry, it's mostly my fault, I didn't think my round would come up while I was gone. These Arena fights are pretty fast and furious it seems.
as of the last move, (round 2, only incas's turn) L'Madrigal (henceforth, "bastardism drow rogue") and Azulan (you) are all full, Elendil (henceforth, "Elf Rogue") is down 7 to 23, Ogerth (Big Threat Barbarian) is down at -1.
However, there are a few problems.
Firstly, Elf Rogue turn, which should be before Drow Rogue turn, is rendered invalid because he's trying to do a melee attack with a ranged weapon. no clue DM's ruling.
Second, DM ruling allows you (Lightrider) with MolotovC's blessing to take Ogerth's turn. logically you should take his turn before the attack which drops him, e.g. my turn, while at 3 hp after expending Half-Orc Resilience.
tl;dr
Round 1
Elf Rogue - turn taken (Ogerth is damaged to 14, bloodied, Half-Orc Resilience triggers)
Drow Rogue - turn taken (Ogerth at 19, takes 16 damage, goes down to 3hp. is still standing) Ogerth turn - never taken, assumed delay via DM ruling.
Your turn - LOH Ogerth, Divine Challenge, Radiant Delirium (Ogerth gains 9hp)
End Result: Drow Rogue, Helf Pala full hp; Elf Rogue 27 hp, Ogerth 12 hp
Round 2 Elf Rogue - illegal move, no reply from bratr
Drow Rogue - turn taken but several discrepancies emerge suggesting retcon move+stealth to hide actions necessary. (shenanigans, dealing 24 damage to Ogerth)
which brings us to the present; Drow Rogue, Helf Pala full; Elf rogue 27, Ogerth -12
I predict terrible, terrible messes occuring, and offer to commit honourable seppuku if all other combatants agree as well, to avoid terrible time-travelling OrcBarb-nonsense.
...assuming there's a season 2 of Figain Arena, of course. I'm bringing in a far, far, farrrrrrr less complicated character next time ><
I like time travel.
and yes round three has been mired by tons of mistakes and other crap.
I'm going to have everyone reroll initiative and start the fight over again....now!
Posts
EDIT: So does Orgreth have only four hours left to death save before the paladin goes?
I think a good suggestion would be to eliminate missle weapons--restrict to close range thrown/melee. It's deifnitely part of the gladiator style, too
's a bit unlucky, though, because whereas in a gladiator arena you could, I don't know, dodge arrows or something, charge before the guy loaded, nocked and loosed, here the shooty buggers usually have higher dex and therefore better Initiative, so... =\ hand crossbows and shurikens and the like would pass, I guess, being sorta "personal weapons", but 40-square longbows?
does being prone count as CA? I forget.
I suggest that each group gets to place "X" number of barriers, hazards, and traps around the arena. Some add obstructions, others add the element of danger to movement and approaching the other team. The other team couldn't just charge directly up to the opposing team without being at risk of falling into a trap. Also, add teleporting squares so that archers can't just snipe the other side endlessly.
Add some TACTICS up in this to keep it from being stale.
Also, sorry for calling you a drow Elendil. I'd change it, but I cannot.
Azulan Saul Tigh
Hmm. Perhaps I'll organize a Monster Fight myself?
Monsters are designed with the PCs in mind, they don't stack up in a sane way against each other. Fights will either go really fast or take forever.
White FC: 0819 3350 1787
That just sounds wrong.
But you're probably better than an unconcious barbarian, so I guess I can use you to better effect.
Azulan Saul Tigh
You forget though, you can throw an unconscious barbarian!
but, uh, of course, I won't betray you, future teammate ^^
AinSoph/Figgy: What happens now? and Mr Soph, you've given me an excellently exciting idea for a warforged/shifter combo...
http://lexiconmegatherium.tumblr.com/
Azulan Saul Tigh
...sod this. bring it, initiative!
LightRider, MolotovCockatoo, I defy you to attack me and not muck about healing and schweißnick!
Cloud of Darkness gives you total concealment (-5 to hit against). You still need to move and make a stealth check to hide. If they are in the cloud, they are "Blind" and you do get CA against them.
Edit: Your stealth check is opposed by both your enemies' passive perception. If you moved more than 2 squares, you take a -5 hit to that check.
On their turn, they can make a perception check (as a minor) to try and beat your stealth check (you don't roll again, they go against your original roll).
However, you are no longer hidden since you made an attack. You still benefit from "total concealment," but I'm pretty sure we would now know where you are. Just because you are in total concealment does not mean you're stealthed.
Also, Ogerth should never have went down in the first place, since he would have gained +5 Temp HP after he was first bloodied (Half Orc Resilience).
EditEdit: Just checked your roll list on IC to see if you did a stealth check, and no.. but why do you have like 5 different rolls on there? You've got a few random d6 rolls and then you rolled your damage roll twice.
ah, you've caught me cheating... um no. I was mucking about with the roll engine, yeah =x. I'm insecure and fairly worried about lady luck in general mucking about with me. you've no idea how unnaturally often I've ballsed simple rolls up (admittedly I'm rolling well in the campaign...which is why I'm wary) I used the first rolls, I'd like to point out. will not muck about next time ><
so now what? does Ogerth get a retro-active turn (our initial barrage apparently would have left him at 3hp after his THP addition, enough for him to entirely slaughter the lot of us)? may I re-do my move/stealth.
Please start smashing these thieving little buggers!
Azulan Saul Tigh
oh and Bratr, you are dazed, so I think only 1 action
Azulan Saul Tigh
While dazed you have only 1 action. You can't take opportunity actions, immediate reactions or immediate interrupts. You also grant combat advantage.
You can however (and this is often important) still take extra actions by spending an action point.
...which makes Ogerth's turn all the more lethal.
can you take free actions while dazed?
Right now, Lightrider can take Ogerth's turn for him. Reinsert him into the initiative order whenever you decide to move for him, Light, as if he had been delaying.
And yes, dazed means you only get a single action. Free actions are allowed.
http://lexiconmegatherium.tumblr.com/
as of the last move, (round 2, only incas's turn) L'Madrigal (henceforth, "bastardism drow rogue") and Azulan (you) are all full, Elendil (henceforth, "Elf Rogue") is down 7 to 23, Ogerth (Big Threat Barbarian) is down at -1.
However, there are a few problems.
Firstly, Elf Rogue turn, which should be before Drow Rogue turn, is rendered invalid because he's trying to do a melee attack with a ranged weapon. no clue DM's ruling.
Second, DM ruling allows you (Lightrider) with MolotovC's blessing to take Ogerth's turn. logically you should take his turn before the attack which drops him, e.g. my turn, while at 3 hp after expending Half-Orc Resilience.
tl;dr
Round 1
Elf Rogue - turn taken (Ogerth is damaged to 14, bloodied, Half-Orc Resilience triggers)
Drow Rogue - turn taken (Ogerth at 19, takes 16 damage, goes down to 3hp. is still standing)
Ogerth turn - never taken, assumed delay via DM ruling.
Your turn - LOH Ogerth, Divine Challenge, Radiant Delirium (Ogerth gains 9hp)
End Result: Drow Rogue, Helf Pala full hp; Elf Rogue 27 hp, Ogerth 12 hp
Round 2
Elf Rogue - illegal move, no reply from bratr
Drow Rogue - turn taken but several discrepancies emerge suggesting retcon move+stealth to hide actions necessary. (shenanigans, dealing 24 damage to Ogerth)
which brings us to the present; Drow Rogue, Helf Pala full; Elf rogue 27, Ogerth -12
I predict terrible, terrible messes occuring, and offer to commit honourable seppuku if all other combatants agree as well, to avoid terrible time-travelling OrcBarb-nonsense.
...assuming there's a season 2 of Figain Arena, of course. I'm bringing in a far, far, farrrrrrr less complicated character next time ><
and yes round three has been mired by tons of mistakes and other crap.
I'm going to have everyone reroll initiative and start the fight over again....now!