Shadowboxer Posted February 14, 2008 Share Posted February 14, 2008 I forgot to include in my attack roll that I'm using the Takedown Attack feat if Nightrival knocks out the goon. :oops: Link to comment
Shadowboxer Posted February 14, 2008 Share Posted February 14, 2008 I forgot to include in my attack roll that I'm using the Takedown Attack feat if Nightrival knocks out the goon. :oops: Link to comment
Heritage Posted February 15, 2008 Share Posted February 15, 2008 I forgot to include in my attack roll that I'm using the Takedown Attack feat if Nightrival knocks out the goon. :oops: Exactly which goon are you taking on? We need some numbers, man! And here's my crappy Initiative roll, if you need it. Link to comment
Heritage Posted February 15, 2008 Share Posted February 15, 2008 I forgot to include in my attack roll that I'm using the Takedown Attack feat if Nightrival knocks out the goon. :oops: Exactly which goon are you taking on? We need some numbers, man! And here's my crappy Initiative roll, if you need it. Link to comment
Barnum Posted February 15, 2008 Author Share Posted February 15, 2008 Sorry about that; I made a mistake calculating the damage. I'm using the Stunning Attack feat and the DC should be 14. In case we need to roll for initiative, my result is [http]19. Okay, then the goon is only dazed for 1 round and no opportunity for Take Down Attack. I'll add him back to the map. For future reference, it is never advantageous to use Stunning Attack against minions. Stunning Attack has a lower DC than the toughness save (by 5 points), and in order to get a KO, they have to fail by 10 or more. In order to KO a minion with a normal attack they only need to fail the toughness save by 1. By the same token it is *much* harder to get to use Take Down Attack while using stunning attack (since they have to fail by 10 or more to be unconscious and thus trigger the Take Down Attack). Link to comment
Barnum Posted February 15, 2008 Author Share Posted February 15, 2008 Sorry about that; I made a mistake calculating the damage. I'm using the Stunning Attack feat and the DC should be 14. In case we need to roll for initiative, my result is [http]19. Okay, then the goon is only dazed for 1 round and no opportunity for Take Down Attack. I'll add him back to the map. For future reference, it is never advantageous to use Stunning Attack against minions. Stunning Attack has a lower DC than the toughness save (by 5 points), and in order to get a KO, they have to fail by 10 or more. In order to KO a minion with a normal attack they only need to fail the toughness save by 1. By the same token it is *much* harder to get to use Take Down Attack while using stunning attack (since they have to fail by 10 or more to be unconscious and thus trigger the Take Down Attack). Link to comment
Shadowboxer Posted February 16, 2008 Share Posted February 16, 2008 Exactly which goon are you taking on? We need some numbers, man! In my last post, Nightrival is abandoning goon #11 and leaping inbetween #12 and #3 to use Takedown Attack. I thought it was a new round (the goons opened fire and missed) and now I was attacking anew with another attack roll. For future reference, it is never advantageous to use Stunning Attack against minions. Yeah, that was a lesson I had to learn. :D Link to comment
Shadowboxer Posted February 16, 2008 Share Posted February 16, 2008 Exactly which goon are you taking on? We need some numbers, man! In my last post, Nightrival is abandoning goon #11 and leaping inbetween #12 and #3 to use Takedown Attack. I thought it was a new round (the goons opened fire and missed) and now I was attacking anew with another attack roll. For future reference, it is never advantageous to use Stunning Attack against minions. Yeah, that was a lesson I had to learn. :D Link to comment
Barnum Posted February 16, 2008 Author Share Posted February 16, 2008 In my last post, Nightrival is abandoning goon #11 and leaping inbetween #12 and #3 to use Takedown Attack. I thought it was a new round (the goons opened fire and missed) and now I was attacking anew with another attack roll. Got it. I'm posting now (while making lunch). :D Link to comment
Barnum Posted February 16, 2008 Author Share Posted February 16, 2008 In my last post, Nightrival is abandoning goon #11 and leaping inbetween #12 and #3 to use Takedown Attack. I thought it was a new round (the goons opened fire and missed) and now I was attacking anew with another attack roll. Got it. I'm posting now (while making lunch). :D Link to comment
Barnum Posted February 16, 2008 Author Share Posted February 16, 2008 In my last post, Nightrival is abandoning goon #11 and leaping inbetween #12 and #3 to use Takedown Attack. You got both of them. I'm updating the map now. Toughness saves vs. DC 19. (1d20 5=10, 1d20 5=14) This is still round 2. Grim you're up and then the baddies. Link to comment
Barnum Posted February 16, 2008 Author Share Posted February 16, 2008 In my last post, Nightrival is abandoning goon #11 and leaping inbetween #12 and #3 to use Takedown Attack. You got both of them. I'm updating the map now. Toughness saves vs. DC 19. (1d20 5=10, 1d20 5=14) This is still round 2. Grim you're up and then the baddies. Link to comment
Barnum Posted February 17, 2008 Author Share Posted February 17, 2008 I'll try to update tomorrow, but Warmonger just made it to the warehouse, and I want to see what he's going to do before I post. Hang tight, things are about to go crazy. *wonders just how many little men she can fit on that map* ;) Link to comment
Barnum Posted February 17, 2008 Author Share Posted February 17, 2008 I'll try to update tomorrow, but Warmonger just made it to the warehouse, and I want to see what he's going to do before I post. Hang tight, things are about to go crazy. *wonders just how many little men she can fit on that map* ;) Link to comment
Barnum Posted February 19, 2008 Author Share Posted February 19, 2008 Sorry for the delay, guys. Still waiting on Warmonger to post. He's swamped with RL at the moment. If he doesn't post soon, we'll come up with a "plan B." Link to comment
Barnum Posted February 19, 2008 Author Share Posted February 19, 2008 Sorry for the delay, guys. Still waiting on Warmonger to post. He's swamped with RL at the moment. If he doesn't post soon, we'll come up with a "plan B." Link to comment
Shadowboxer Posted February 19, 2008 Share Posted February 19, 2008 Not a problem. I'll keep on eye on the board until then. Link to comment
Shadowboxer Posted February 19, 2008 Share Posted February 19, 2008 Not a problem. I'll keep on eye on the board until then. Link to comment
Barnum Posted February 20, 2008 Author Share Posted February 20, 2008 Not a problem. I'll keep on eye on the board until then. Thanks for being patient. If I don't hear from Warmonger, we'll move on to "plan B" (whatever that is) tomorrow. Link to comment
Barnum Posted February 20, 2008 Author Share Posted February 20, 2008 Not a problem. I'll keep on eye on the board until then. Thanks for being patient. If I don't hear from Warmonger, we'll move on to "plan B" (whatever that is) tomorrow. Link to comment
Barnum Posted February 21, 2008 Author Share Posted February 21, 2008 Moving on with plan B. Getting caught up now. Link to comment
Barnum Posted February 21, 2008 Author Share Posted February 21, 2008 Moving on with plan B. Getting caught up now. Link to comment
Barnum Posted February 21, 2008 Author Share Posted February 21, 2008 Nightrival: 4, 9, and 1 are aiding 5. (1d20 5=9, 1d20 5=18, 1d20 5=19) 2 were successful, so 5's attack against Nightrival is at +9 (instead of +5). 5's attack on Nightrival. (1d20+9=29) Hit and a critical. The toughness save is DC 24 (+2 Weapon, +2 Str, +5 Critical). Grim: 7 is shooting at Grim, but can't hit her. 6 is using an area attack (cone) against Grim. The Reflex save DC is 16. The toughness save is 21 (18 if you make the Reflex save). IC post is in the works. Link to comment
Barnum Posted February 21, 2008 Author Share Posted February 21, 2008 Nightrival: 4, 9, and 1 are aiding 5. (1d20 5=9, 1d20 5=18, 1d20 5=19) 2 were successful, so 5's attack against Nightrival is at +9 (instead of +5). 5's attack on Nightrival. (1d20+9=29) Hit and a critical. The toughness save is DC 24 (+2 Weapon, +2 Str, +5 Critical). Grim: 7 is shooting at Grim, but can't hit her. 6 is using an area attack (cone) against Grim. The Reflex save DC is 16. The toughness save is 21 (18 if you make the Reflex save). IC post is in the works. Link to comment
Heritage Posted February 21, 2008 Share Posted February 21, 2008 Had a long vaguely terrible night, too tired to post, but here's my crappy Reflex save, followed by my awesome Toughness save - yay! Link to comment
Recommended Posts