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File 134614420827.png - (116.65KB , 242x345 , kraken2.png )
10105 No. 10105 edit
>>9187
Last thread~

This thread will be for OOC Chatter and Discussion.

Character Sheets:
George (Myn Nthelsyr) http://www.myth-weavers.com/sheetview.php?sheetid=215664
Hideiling (Folka Shiningarm) http://www.myth-weavers.com/sheetview.php?sheetid=336437
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) https://docs.google.com/open?id=0B0Pf2xAWVLoAMkJsdEZUTjRUS3V6WEZNVmF6SFphUQ
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099

The Books: http://www.mediafire.com/?7g2v42d2xdy7f

Re: CHARACTER BUILDER (VERY useful!)
Everything has been put together here and organized for maximum ease of use:

http://www.mediafire.com/?44xdbd8bl89dbkg

Step 0: Download the above, unrar it.
Step 1: Run the program in the Step 1 folder, this will download the character builder.
Step 2: Run the program in the Step 2 folder, this will update your Cbuilder. Make sure to specify the directory to which you installed the program in Step 1. Be absolutely sure of this, because it may try to install in a different directory (Program Files as opposed to Program Files x86 or vice versa), which will not work.
Step 3: Move the files in the Step 3 folder into the CBuilder directory.
Step 4: Run the "CharacterBuilderLoader.exe" file. It will take some time to download all the custom content the first (and perhaps second) time you load it.
Step 5: That should be it. Remember, always open it using the CharacterBuilderLoader.exe and not the default Cbuilder file.
Expand all images
>> No. 10108 edit
sunrod pls
>> No. 10109 edit
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10109
You know, I think they actually made an item that's like a mining helmet, you can wear it on your head and attach a light source to it. Since it's not magic it doesn't take up the head slot item either. Maybe one of you guys should get one~
>> No. 10110 edit
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10110
>>10105
That's not Ultros. I am super disappoint.
>> No. 10112 edit
>>10109
If I remember correctly Reiyasu had one.
>> No. 10115 edit
torinn, use tape to stick a sunrod in your mount ok
>> No. 10116 edit
screw the rules, sureiya has free actions
>> No. 10119 edit
ok im not getting near until we get an arcana check
>> No. 10120 edit
>>10115
Tape doesn't exist here.
>> No. 10122 edit
Don't I hold a shield? Lool
>> No. 10123 edit
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10123
>>10122
Light shield is like a buckler. You can do still do pretty much anything with a light shield strapped to your hand except make attacks~
>> No. 10125 edit
>attack it for surprise round
>more than 14 squares distance such that no one can actually attack it from where they are
>> No. 10126 edit
>>10125
errybody on the tiger
>> No. 10127 edit
>>10122
If anyone else wanna grab a sunrod as well then go ahead, I'm dropping the one I have unless my damage with a sunrod is equal or higher to my blade
>> No. 10128 edit
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10128
>>10125
Well, the surprise round hasn't actually begun yet, so... you should be able to do it, provided you're all quick about it.
>> No. 10129 edit
So does that mean we can double move and still attack? I don't think we can reach in one round without expending an AP and having Sariel expend Reorient. So some clarity on our options would be nice!
>> No. 10130 edit
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10130
>>10129
You can do what you want, within reason, and any hostile action will begin the surprise round. I'm not tracking movement in terms of what you can do in a turn yet, but something like placing Warlock's Curse or setting up Quarry will start the surprise round, and whoever takes the action will have considered to have already acted during the surprise round~ With that said, if everyone walks up to him and starts surrounding him it might begin prematurely~
>> No. 10132 edit
Ok even if the surprise round sounds good getting on the same area is a bad idea. My suggestion is: Folka/Torinn get near, myn gets in range for an attack. Folka/Torinn attack the speaker and start the opportunity round. Sureiya charges in his turn, myn shoots magic in his turn and the rest can either defend or prepare themselves.
>> No. 10133 edit
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10133
>>10132
By the way, the speaker still has only the same powers as before and hasn't really had a chance to recharge its powers~
>> No. 10134 edit
>>10133
Is it still bloodied then?
>> No. 10135 edit
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10135
>>10134
Yes, it is still bloodied.
>> No. 10136 edit
Would the summon completion be no/free action?
>> No. 10137 edit
File 130722624959.jpg - (1.49MB , 1084x1029 , Holding Hands.jpg )
10137
>>10136
It's not an action at all. So no action, I guess.
>> No. 10138 edit
>>10137
Darn. I guess we can't kill/stun it into botching the summons.
>> No. 10141 edit
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10141
>>10138
If you'd gotten there earlier, it might have been possible to do something like that~ Anyways, you guys work out how you're gonna set this up, please~
>> No. 10143 edit
>>10141
Grasping at threads here, but would a successful arcana check somehow weaken/harm whatever's being summoned?
>> No. 10144 edit
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10144
>>10143
It's possible, but the speaker would become immediately aware of someone trying to mess with the spell. You're not sure what effect it would have on the summoning, precisely.
>> No. 10145 edit
Plan:
Sureiya move to L-4 and prepare to charge
Myn move to M-3 and prepare to shoot magicks
Sariel and Torinn stay somewhere in the middle of H and K -3
Folka move and attack when everyone's ready.
>> No. 10146 edit
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10146
I have tentatively moved you all into positions, but Sureiya still has the sunrod last I checked. I'd like a post from everyone to confirm their positions before we begin.
>> No. 10148 edit
>>10145
For Myn, I strongly suggest using Your Glorious Sacrifice, since controllers have low fort and ongoing damage should kill him very quickly.
>> No. 10149 edit
>>10148
Also, siphon the damage from Rutger since damage reduction means he won't get hurt.
>> No. 10154 edit
btw my charge ends at E-4
>> No. 10156 edit
sorry, I didn't notice anon was going to E-4, just move me whereever else is best or w/e
>> No. 10158 edit
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10158
>DnD Next is designed to try and speed up encounters from the 4E standard
>The PA/PvP live show is entirely a single encounter that runs for almost two hours
>Monsters pose no threat whatsoever, I don't think they ever land a hit on the PCs and the vast majority die in 1 hit
>Never once use the advantage/disadvantage mechanics, Jim wastes his turn and a daily spell slot casting a completely useless spell
>Only threat at all is from traps and their own messing around

So, what's the good thing about this new system again~?
>> No. 10164 edit
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10164
>Elixir of Water Breathing x3
>Elixir of Water Walking x3
>Horse's Breath x1
>Eternal Chalk x1
>Chime of Opening x1
You're welcome~
>> No. 10165 edit
I'll wait for knowledge checks etc
>> No. 10167 edit
>Sureiya attempt to remember all the times he played with evil Krakens in caves during his childhood.
>Nat 20: For a total of 30.
>> No. 10169 edit
>>10165
You could also delay until Sariel uses the power that allows for rolling twice, then hit it with a stun.
>> No. 10170 edit
>>10169
How are we hitting it, though?
>> No. 10171 edit
>>10170
I think the melee characters prolly should use them. They last until the end of the encounter.
>> No. 10172 edit
>>10169
That's a close burst 2. Won't be using that.
>> No. 10173 edit
>>10172
This is assuming it can make an OA against anything that moves closer to him as well. I can do it by teleporting but if it grabs me I am defenceless, so I want to keep that in reserve.
>> No. 10174 edit
>>10173
If you're dead set on it, though, you still need to hit to get the roll twice effect. Here's what I'd propose in that case:

Sariel teleports two squares to the right, onto difficult terrain. Then uses Fettering Glare to knock Kraken prone.

Folka drinks Potion as Minor Action, rushes the Kraken as Move Action (ideally shifts this distance), then PAUNCHES it with any attack. On hit, spend AP, Stun it.

Torinn drinks Potion, closes distance, Dazes if it isn't Stunned.

Kraken does things.


However, if knowledge check reveals stuff we ought to change we ought to change this gameplan. Or if you guys have gameplans ofc.

Otherwise I'm going to let Myn smack it. iirc Gloves of Admixture can always change element without expending pts for it so try various elements to see if we can hit a weakness.
>> No. 10175 edit
>>10174
If kraken has any weakness I am probably getting it with my crit.
>> No. 10176 edit
>>10175
>you know too much about krakens
>you go mad from the revelation
>> No. 10179 edit
>>10176
Don't be surprised if Sureiya is suddenly listed under the enemies section.
>> No. 10180 edit
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10180
So, who picked up the potions anyways? I'm definitely not going to say you've already distributed them because none of you ever even mentioned picking them up. The most likely scenario is that Torinn or someone put them all in their bag and you'll need to retrieve them~
>> No. 10181 edit
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10181
>>10180
Oh. Right.
>> No. 10182 edit
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10182
>can still take extra minor action when it's dazed
>free minor action forever when bloodied
>can save ends blind, knock stuff prone, or drown them as a minor action
Why are the grab attack and the screw you whirlpool attack the only standard action this creature needs to take?
>> No. 10184 edit
>>10182
That's what annoys me with some of this monster design sometimes too..

You can still make challenging bosses or monsters without all these extra effects or free attacks/actions
>> No. 10185 edit
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10185
>>10182
>>10184
You have a 5 v 1 action economy advantage over a solo.

If it doesn't have a way to make up for that, it's not going to be a challenge. Sometimes it's not a challenge even if it's designed with ways to make up for it (ie the hydra).

Also, as I said, I designed this around existing monsters. Mostly the sea kraken from the MM3 and the purple worm from the MV.
>> No. 10186 edit
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10186
>>10185
I need to find a new schtick.
>> No. 10187 edit
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10187
>>10185
I am a little unsure of what do you consider a "challenge" sometimes. I think the Hydra was challenging enough, we barely managed to kill it before it destroyed Sureiya and Torinn with 7 attacks in a turn.
This one looks a little strong considering we may need a whole turn to get ready.
>> No. 10188 edit
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10188
>>10186
You know, I'd still consider dazing it to be pretty important, considering you are essentially denying it 2 minor action attacks by doing so when bloodied. That's the key, I think, to make sure that the effects are still relevant.

Also, I'm willing to say you can pull a potion out of Torinn's pack if you're next to him and he's willing, as a minor action as per normal.
>> No. 10189 edit
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10189
Wait, doesn't everybody have their hands full now?
>> No. 10190 edit
>>10189
Sureiya doesn't has both weapon equipped. I am probably doing something like this.

Drop sunrod.
Move
Take a potion from Torinn (free action because I'm awesome)
Drink potion
Charge evil kraken.
>> No. 10191 edit
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10191
>>10187
I don't think the hydra ever bloodied more than one of you at a time, and it did not seem that you were in much danger during the fight. It did miss a lot, but that's one of the things about a solo that gets marked/debuffed a lot. I definitely did not feel that you guys were in any danger of losing the fight at any point.

Sankis is what I consider a success, well, the solo Sankis fight anyways. Elite Sankis was too hardcore imo, only thing I'd change (for solo Sankis) would be to remove the resist damage from him and maybe give him specifically resist damage against opportunity attacks to better reflect his berserker nature~
>> No. 10192 edit
>>10191
But I loved that encounter because I contributed so much damage with righteous radiance. It's pretty much the only time that power is better than divine challenge. Situational, yet gloriously effective in those situations.

Basically I like it when what I do has a noticeable impact on the fight. Making something that can take ectra actions already take somewhat fewer actions is harder to gauge compared to a monster killing itself slowly via mark punishment.
>> No. 10193 edit
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10193
>>10192
The kraken does make off-turn attacks via its whirlpool. Of course, it may be harder to keep it in your aura due to the nature of its powers~

But it was obvious to me that a creature with so many minor action attacks was too vulnerable to daze. As a solo, it can't afford to lose too many actions to a single condition.
>> No. 10194 edit
>>10191
I agree, it did not. But that's because we got kinda lucky. If I remember correctly I barely killed it in my turn, but if I were not it would have 7 attacks against us.
Also, I think saying an encounter wasn't challenging because the party managed to win without any casuality (and maybe playing smart) it's kinda extreme.

In any case, this one doesn't seem that bad, but I might not be the best to say, considering Sureiya just do damage.
>> No. 10195 edit
>>10193
A stun save ends with a few penalties would be great against it.
>> No. 10196 edit
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10196
>>10184
For the record, I've heard you say something like this before, but what I'd like to know is how I'm supposed to equalize the action difference~? Do you have any suggestions as to how a solo is supposed to be made? I mean, just saying "there's another way" but not saying what that other way is isn't very helpful feedback~ You need to look at it this way--for every move+minor+standard the solo gets, you guys get five of each... and yeah it has 2 action points, but you guys have more than that~!
>> No. 10197 edit
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10197
>>10196
We haven't run into traps or hazards very often, so those are still an option...

I understand what you're getting at, but we're scared of monsters that shrug off our best stuff. Maybe it's us who are at fault here, but do you understand why we're freaking out?
>> No. 10198 edit
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10198
>>10197
FYI I considered the leyline in the Sankis encounter a hazard more or less, since it was basically a separate creature that you couldn't attack or debuff. Though the encounter right before Sankis also had those pillars which were more or less hazards/traps. You are correct though, I could stand for a few more hazards and traps in encounters, it's just difficult to work them into a solo encounter's EXP budget.

Look, solos need a way to preserve their actions. Since they already get so few actions compared to PCs, if you can easily take those away, then it's not a threat. It becomes a mop up, "lower its HP while it's stunned" encounter. I have tried to make sure that a monster is never "immune" to a particular condition or effect, it just has a diminished impact on a solo.

I would think dazing would still be valuable here for several reasons, not the least of which is the fact that it has THREATENING REACH 3, will be surrounded by a field of difficult terrain that constantly slides you around (and therefore forces you to re-approach the monster), and thus denying it those opportunity actions may be pretty darned important...~

Just be glad I didn't have its basic attack be the grab attack like the kraken I based the design off of~
>> No. 10199 edit
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10199
>>10198
Fair enough.
>> No. 10200 edit
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10200
>>10199
Also, even if I could CDG a solo, I don't think I'd do enough damage to kill it in a single hit most likely. And, hm, okay, if Hide is delaying, then it's Sariel's turn~
>> No. 10202 edit
I'll take my turn tomorrow need time to think about an action plan. Approaching this monster means we're subjecting ourselves to its whirlpool, so I'm trying to think of how we can avoid that first and foremost. I kind of want to have surges remaining after this.
>> No. 10203 edit
>>10202
Against a big monster, the most realiable way would be to flank him in all positions, attempting to disperse as much as possible.
The first problem would be to approach him, a daze as soon as possible would be the best.
>> No. 10204 edit
>>10203
Oh, and of course, to take the potions from Torinn. I think Folka really should take his and go and try to daze it or something. I will try the same but I'm the last in the init.
>> No. 10205 edit
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10205
I'm going to reiterate this here: if you have a problem with my monster design, I'd like to hear some alternative suggestions, because I can back my design decisions up with theory and the reasoning for why I do them, but I am willing to shift philosophies if I believe there are viable alternatives~

I just don't want to hear "well this is bad" but then not hear any suggestions for how to make it better~
>> No. 10206 edit
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10206
???
>> No. 10207 edit
Can Folka please take his turn? We need him and Torinn to drink one of the potions.
>> No. 10208 edit
>>10207
And Folka would probably feel more enticed to do it if Torinn tells it to him.
>> No. 10213 edit
>Society of Sensation theme
>Each time you use an Encounter or Daily Attack Power, gain temporary Hit Points equal to half your level

That's just silly stupid.
>> No. 10214 edit
>>10213
Half your level? It's not that much ... but it looks rather exploitable ...
>> No. 10216 edit
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10216
>>10213
>>10214
Battlerage vigor fighters have been doing something similar for a while, though being a theme that anyone can take is certainly something. I don't wanna say it's overpowered or anything, I mean, battleragers still get more THP most of the time if they select all Invigorating powers, though having that kind of thing available to everyone makes battleragers feel less special.
>> No. 10217 edit
File 134693658535.png - (217.12KB , 360x454 , A Star Is Born.png )
10217
I request that Folka go before me, take the potions, then use Flurry of Blows to slide the thing close enough that I can hit it without needing to use a potion of waterwalking. If I have to use one, that'd mean dropping my sword which means no dazing or daily power.

On my turn, I'll daze it and use my sword's daily power to weaken it. Next turn I smite again, then action point to break out Chilling Smite for a -5 to damage rolls on its part hit or miss (targeting fortitude on a controller is likely to hit, though, especially with a weapon attack). After that I can discard my sword and waterwalk all I want, leaving Rutger to make the attacks.
>> No. 10218 edit
>>10214
>>10216
I mean it's stupid because anyone taking that theme is rewarded for doing nothing special. At least Invigourating powers mean you have to select specific powers or work specific feats and all, this is just "pick a theme, ???, presto!"

Xaositects have an amazing level 10 utility (everyone in burst 20 rerolls initiative!), but I think I like Transcendent Order most of the new themes.

Bonus to initiative, free action to move if you aren't first in initiative, and a level 6 utility stance for +1 Speed, a level 10 Utility stance for Saving Throws at the start of turn AND end of turn.

Well, I'm sticking with Templar tho
>> No. 10219 edit
>>10217
Sounds like a solid plan, if you daze it I can move without an annoying OA on my face.
>> No. 10220 edit
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10220
>>10218
No, I agree that it's kind of a silly benefit to get "for free." Though at least there are enough powerful themes nowadays that taking that option does lock you out of some other fairly potent ones.
>> No. 10221 edit
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10221
>>10220
I have to get some rest, but if anyone sees Hide on Steam or IM or whatever, try to let him know about the plan so you can start.
>> No. 10222 edit
Sorry, I thought some others like Astaroth would have taken their turn before mine. Am I allowed to drink both potions with 1 hand if I have that hand free? If not it seems like I would have to waste some turns drinking the waterwalk+waterbreathing pots
>> No. 10223 edit
>>10222
Well you could just drink the waterwalk potion and hope for the best.
>> No. 10224 edit
>>10222
I wasn't even thinking in drinking the water breathing potion, I don't think we have enough time.
>> No. 10225 edit
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10225
>>10222
If you wanted to drink both that would take a while. As the other said, just taking water walking and drinking would probably be the best.
>> No. 10226 edit
>>10224
Can you still be dragged underwater with the waterwalking potion?
>> No. 10227 edit
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10227
>>10226
Yes. If it was that easy to avoid being dragged underwater, she probably would have mentioned it.
>> No. 10228 edit
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10228
>>10226
The best way to avoid being dragged underwater would be to stay out of melee 1 range~ It COULD do that, but it has to grab you first and then hit you with another attack, so the process of getting sent underwater actually isn't that easy for it.
>> No. 10229 edit
>>10228
Kinda hard being a meele character. Nonetheless, Sureiya isn't scared of a little Kraken.
>> No. 10230 edit
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10230
>>10229
I suppose I cursed myself for saying that last combat was going at such a good pace with about 1 round per day~
>> No. 10231 edit
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10231
>>10230
Or people are just afraid because omg it'll hurt us
>> No. 10232 edit
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10232
Please try to take your turns as quickly as possible. Strategizing is okay, but it's getting a little excessive in time consumed.
>> No. 10233 edit
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10233
Folka:
Take Potion
Drink Potion
Charge to F-6
Torinn can cover you if you get hit
If miss, AP to Open the Gates of Battle
Slide Kraken one square to the left

Torinn:
Zap the thing with lightning breath
Virtue
Charge straight ahead and daze the thing
Use item daily power to weaken (save ends)

Kraken: w/e you're probably not going anywhere

Myn:Move down a couple squares for shadow walk
Curse the kraken
Darkworm Feast

Sureiya: Shift back 1 square
Place hunter's quarry
Marauder's Rush

Sariel: Shift back 1 square
Adaptive Strategem on Sureiya
Destructive Surprise on Sureiya
>> No. 10234 edit
>>10232
sry, I have work and school now so not as much time
>> No. 10237 edit
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10237
Just a handy reminder, everyone has action points since this is the 3rd encounter~
>> No. 10238 edit
>>10237
I know. I updated my AC as well to reflect that.
>> No. 10240 edit
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10240
I got all the bad rolls out of the system I think. Or maybe this time I'm the designated "miss for the rest of the battle" scapegoat.

Either way let's just get on with things, yes?
>> No. 10241 edit
I already rolled a 1, so.
>> No. 10242 edit
Oh darn, I really needed that Kraken being dazed.
>> No. 10243 edit
>>10242
Badge of the Berserker = no OAs on charges, remember?
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