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| Traevanon04-26-06, 10:29 PM | I would like to begin helping out the workload by pitlording arena fights soon, but I feel that it would be wise to practice a few bouts first. So in this thread I will repeat a few randomly chosen past battles, using the tactics given. Hopefully a few of you will look these over and offer some criticisms and suggestions so that when I take on some real fights I can jump right in and get it right the first time. So lets start off and just pick an old ECL3 one-on-one fight at random.... (Edit: Sorry Cat, maybe I can edit this first post to be a place for everyone's practice fights?) |
| Traevanon04-27-06, 12:53 AM | Raw (Anaconda) vs Istima (Zevox) : Traevanon [ECL3 vs ECL 4] Raw (Half-Giant Fighter 2) (ECL3) (http://boards1.wizards.com/showpost.php?p=8564364) Hey captain thx for running this fight. i leave my large flail home for this fight. and i bring my large heavy flail Start in center of box with full plate equipped and a potion of invisiblilty in my hand. i drink my potion of invisibility. and draw a potion of bull's strenght. drink my potion of bull's strenght. then draw my large heavy flail (and try to look scary with it). then start looking for Istma and when i see her make a charge to trip her. (if i cant trip someone of a horse try to trip the horse). then when she is tripped go wild on her with my flail. try to leave nothing left of her. good luck running this fight Istima (Goblin Nomad 4)(ECL4) (http://boards1.wizards.com/showpost.php?p=8699865) Istima starts in the default position, mounted on Ingolė, holding his powerstone of protection. Nolė (his psicrystal) is also on Ingolės back (or if you dont think thats possible, on Istimas shoulder). Important Note: Istimas free action is to use his forgery skill to make his ally appear weaker. Ingolės CR is 1, and Istimas Forgery skill is +5, allowing him to reduce that by 1. This means Ingolės effective CR is 0, so Istima takes no penalty whatsoever for bringing him in. He also takes no penalty for bringing Nolė since he is diminuitive in size. General tactics: Listen for the obviously-going-to-be-invisible clanking putz, outrun him, and bring him down with Energy Rays, maybe with a use of Grease thrown in for kicks. Round 1: Manifest Inertial Armor from powerstone. Round 2: Manifest Force Screen from powerstone, stow stone. Round 3+: Move about, listening for Raw as I go (move actions to active listen for both Istima and Nolė while Ingolė double-moves). With his pitiful move silently modifier, it wont be long before one of us hears him. Round X: Once either Istima or Nolė hears Raw (remember, Nolė communicates with Istima telepathically in Elven, so if he hears him he can let Istima know exactly where), avoid the area hes in like the plague until I can pinpoint him. Keep at least 70 away from where I think he is at all times, preferably around a corner so he cant run at me. If I run the risk of invoking the delay penalty, draw my crossbow and shoot at wherever I think he is every 5 rounds. Round Y+: Once I pinpoint him, move Ingolė to exactly within 30 of him and manifest Energy Ray from memory on him (make it an electric one so I get a +4 to my attack with him wearing metal armor). Unaugmented, just a plain 1 pp Energy Ray. After manifesting this have Ingolė use his second movement to get 60 away, preferably around a corner to prevent a run. Do this every time I pinpoint him while hes invisible, up to 7 times (obviously because thats the limit of my power points). If somehow this doesnt bring him down, switch to shooting him with the crossbow when I pinpoint him (or when hes visible if the potion wears off) until he falls. If somehow I run out of bolts, manifest Vigor from my powerstone and charge into melee with him, attacking with my quarterstaff and having Ingolė full attack using a ride check (auto-pass) until hes dead. Notes - Ingolė has a +4 bonus to resist being tripped due to being four-legged if Raw tries that against him. - If Raw tries to trip Istima while mounted (aka pull him off his mount), use ride checks in place of dexterity or strength checks to prevent myself from being pulled off. - Use ride checks to negate any attacks on Ingolė via the Mounted Combat feat, including touch attacks to try and trip him. - Use ride checks for cover whenever Im aware of an attack (succeeds on anything but a natural 1, +4 AC). - Istima automatically succeeds on all concentration checks to manifest when double-moving on Ingolė (+12 concentration vs DC 10+power level). - Raw cannot make money with either of his craft skills. Both are used for making items, not for making money in the CoCo, and in any case he can only use 1 of them per week even if he were using them correctly. Conditionals - If Raw doesnt go invisible or becomes visible before I run out of pp, manifest Grease beneath his feet using my cognizance crystals pp. If he falls, laugh. Loudly. And start the hit-and-run electric energy ray tactics, but in this case use fully augmented (3pp, or 2pp if I dont have enough remaining) energy rays. - If Raw manages to pull Istima off Ingolė via a trip attempts in spite of his high ride check, get back on ASAP, and AoOs be damned! And thats it. Cant say much for this guys naming conventions, so Ill be happy to bring him down. Barring some pretty terrible rolls on my part or pretty good ones on his this should be an easy fight for Istima (albeit a rather hard one for you to pitlord sorry about that, but I'm not the one with the stealthless invisible gladiator, after all). Thanks for running it! Zevox Conventions Those are the conventions for this fight run by Traevanon Actions types are denoted with {Free} {Move} {Stan} {Full} {NoAc} Maps are dynamically generated with coco.php script Fight Info Raw will be referred as "Raw" and red is the color Istima will be referred as "Istima" and blue is the color All rolls are HERE (http://www.hwx.it/wizards.com/dice.php?sid=208) Initiative Raw starts in the 0,0 square in Box D, holding a potion of invisibility Istima starts in the 0,0 square in Box C, holding a powerstone of protection, mounted on Ingolė. Nolė (his psicrystal) is also mounted on Ingolė. Raw 11+1=12 Istima 14+3=17 Senses Raw (Lowlight 60') (L+3,S+3,MS-15,H-15) Istima (Darkvision 60') (L+3,S+3,MS+7,H+7) Round 1 Line of Sight is blocked. Distance is ~ 180' Istima manifests Inertial Armor from a powerstone (Concentrate [DC11] autopass){Stan} and spots Raw over in Box D{Move} Ingolė (Light Warhorse) moves 60' forward{Stan} and moves 60' toward Raw {Move} Nolė (Psicrystal) Hangs on to the horse as best it can {Stan} and waits.{Move} Raw drinks a potion of invisibility{Stan} and readies a potion of bull's strength, moving not so stealthily (Move silently [-5] vs Istima [-4] and Nolė [12]) to cover{Move} Istima (-8,-6), 23/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-8,-6), 22/22 hp, AC 14 Nolė (-8,-6), 11/11 hp, AC 17 Raw (-25,-4), 23/23 hp, AC 19 (Invisibility [31]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-25,-4;b=Istima,M,-8,-6 Round 2 Line of Sight is blocked. Distance is ~ 100' Raw is located within 5' by Istima and Nolė Istima manifests Force Screen (Conc [DC11] autopass) from a powerstone {Stan} puts the powerstone away, and listens [-4]{Move} Ingolė (Light Warhorse) moves 30' toward Raw's last location{Move} Nolė (Psicrystal) Listens [12].{Move} Raw drinks a potion of Bull's Strength{Stan} and draws his Large Heavy Flail, moving 20 feet towards Istima (Move silently [-5] vs Istima [5] and Nolė [6]) {Move} Istima (-16,-5), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (-16,-5), 22/22 hp, AC 14 Nolė (-16,-5), 11/11 hp, AC 17 Raw (-21,-3), 23/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-21,-3;b=Istima,M,-16,-5 Round 3 Distance is ~ 40' Raw is located within 10' by Istima and Nolė Istima listens [19], pinpointing Raw{Move}and zaps him with an Electric Ray, missing due to invisibility.{Stan}(Conc auto) (1pp) (+6 Attack, -4 mounted double move, +3 electric ray vs metal armor) Ingolė (Light Warhorse) moves to within 30' {Move}and then out to 70'{Move} Nolė (Psicrystal) passes.{Move} Raw quietly moves 20 feet (I'll remember the -5 this time) [-13] vs Istima [13]{Move} Istima (-7,-3), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (-7,-3), 22/22 hp, AC 14 Nolė (-7,-3), 11/11 hp, AC 17 Raw (-17,-3), 23/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-17,-3;b=Istima,M,-7,-3 Round 4 Distance is ~ 50' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, missing due to invisibility.{Stan} and doesnt move {Move} Ingolė (Light Warhorse) moves to within 30' {Move}and then out to 70'{Move} Nolė (Psicrystal) begins passing until further notice.{Full} Raw gives up on being quiet and runs 40 feet (-20) autofailing the pinpoint check{full} Istima (-2,-1), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (-2,-1), 22/22 hp, AC 14 Nolė (-2,-1), 11/11 hp, AC 17 Raw (-9,-2), 23/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-9,-2;b=Istima,M,-2,-1 Round 5 Distance is ~ 30' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, missing due to invisibility.{Stan}and doesnt move {Move} Ingolė (Light Warhorse) moves to within 30' {Move}and then out to 70'{Move} Raw sprints at his maximum of 60 feet (-20) autofailing the pinpoint check{full} Istima (-9,+12), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (-9,+12), 22/22 hp, AC 14 Nolė (-9,+12), 11/11 hp, AC 17 Raw (-12,+10), 23/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-12,+10;b=Istima,M,-9,+12 Round 6 Distance is ~ 20' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, hitting finally for 4 damage!{Stan}and doesnt move {Move} Ingolė (Light Warhorse) moves to within 30' {Move}and then out to 75'{Move} Raw sprints at his maximum of 60 feet (-20) autofailing the pinpoint check{full} Istima (+3,+10), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (+3,+10), 22/22 hp, AC 14 Nolė (+3,+10), 11/11 hp, AC 17 Raw (0,+10), 19/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,0,+10;b=Istima,M,+3 ,+10 Round 7 Distance is ~ 15' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, and misses.{Stan}and doesnt move {Move} Ingolė (Light Warhorse) moves to within 30' {Move}and then out to 75'{Move} Raw continues sprinting, not willing to give up invisibility yet.{full} Istima (+3,+10), 23/23 hp, AC 19 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (+3,+10), 22/22 hp, AC 14 Nolė (+3,+10), 11/11 hp, AC 17 Raw (+12,+10), 19/23 hp, AC 23 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,+12,+10;b=Istima,M, +15,+10 Round 8 Distance is ~ 15' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, and hits doing 4 points of damage.{Stan}and doesnt move {Move} Ingolė (Light Warhorse) moves out to 30' {Move}and then out to 75'{Move} Raw continues sprinting, not willing to give up invisibility yet.{full} Istima (+12,-5), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (+12,-5), 22/22 hp, AC 14 Nolė (+12,-5), 11/11 hp, AC 17 Raw (+12,-2), 15/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) Round 9 Distance is ~ 15' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, missing due to invisibility.{Stan}and doesnt move {Move} Ingolė (Light Warhorse) moves out to 30' {Move}and then out to 75'{Move} Raw continues sprinting, not willing to give up invisibility yet.{full} Istima (+12,-17), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (+12,-17), 22/22 hp, AC 14 Nolė (+12,-17), 11/11 hp, AC 17 Raw (+12,-14), 15/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) Round 10 Distance is ~ 15' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, hitting for 3 points of damage.{Stan}and doesnt move {Move} Ingolė (Light Warhorse) moves out to 30' {Move}and then out to 75'{Move} Raw continues sprinting, hoping to outlast Istima's power points.{full} Istima (+1,-19), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (+1,-19), 22/22 hp, AC 14 Nolė (+1,-19), 11/11 hp, AC 17 Raw (+4,-19), 12/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,+4,-19;b=Istima,M,+1,-19 Round 11 Distance is ~ 15' Raw is pinpointed by Istima Istima zaps Raw with an Electric Ray, missing due to invisibility.{Stan} and readies his crossbow {Move} Ingolė (Light Warhorse) moves out to 30' {Move}and then out to 75'{Move} Nolė (Psicrystal) shifts to the other shoulder.{Full} Raw continues sprinting, pullingout his bow, waiting one more round to attack.{full} Istima (-11,-19), 23/23 hp, AC 23 (+4 Inertial Armor [601], Force Screen [12]) Ingolė (-11,-19), 22/22 hp, AC 14 Nolė (-11,-19), 11/11 hp, AC 17 Raw (-8,-19), 12/23 hp, AC 19 (Invisibility [31], Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-8,-19;b=Istima,M,-11,-19 Round 12 Distance is ~ 15' Raw is pinpointed by Istima Istima shoots Raw with a crossbow bolt, missing due to invisibility.{Stan} and loads another bolt. {Move} Force Screen ends. Ingolė (Light Warhorse) moves out to 30' {Move}and then out to 75'{Move} Raw moves 20 feet {Move}, invisibility ends, Raw takes a shot at Istima, hitting but failing to confirm the critical, doing 11 points of damage. {Stan} Istima (-8,-4), 12/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-8,-4), 22/22 hp, AC 14 Nolė (-8,-4), 11/11 hp, AC 17 Raw (-8,-15), 12/23 hp, AC 19 (Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-8,-15;b=Istima,M,-8,-4 Round 13 Distance is ~ 55' Opponents are visible to each other. Istima shoots Raw with a crossbow bolt, hitting for 2 points of damage.{Stan} and loads another bolt. {Move} Ingolė (Light Warhorse) moves out to 70' {Move}and then behind cover.{Move} Raw moves 20 feet {Move}, Raw readies a shot for as soon as Istima is visible. {Stan} Istima (-4,-1), 12/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-4,-1), 22/22 hp, AC 14 Nolė (-4,-1), 11/11 hp, AC 17 Raw (-8,-11), 12/23 hp, AC 19 (Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-8,-11;b=Istima,M,-4,-1 Round 14 Distance is ~ 60' Opponents are not in line of sight. Raw shoots as soon as Istima is visible, missing. {Stan} Istima shoots Raw, missing.{Stan} and loads another bolt. {Move} Ingolė (Light Warhorse) moves out of cover{Move}and then behind cover to the same position.{Move} Raw moves 20 feet {Move}, Raw readies a shot for as soon as Istima is visible. {Stan} Istima (-4,-1), 12/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-4,-1), 22/22 hp, AC 14 Nolė (-4,-1), 11/11 hp, AC 17 Raw (-8,-11), 12/23 hp, AC 19 (Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-9,-7;b=Istima,M,-4,-1 Round 15 Distance is ~ 45' Opponents are not in line of sight. Raw shoots as soon as Istima is visible, hitting for 11 points. {Stan} Istima shoots Raw, hitting for 5 points.{Stan} and loads another bolt. {Move} Ingolė (Light Warhorse) moves out of cover{Move}and then behind cover further out at range.{Move} Raw moves 20 feet {Move}, Raw readies a shot for as soon as Istima is visible. {Stan} Istima (-6,+7), 1/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-6,+7), 22/22 hp, AC 14 Nolė (-6,+7), 11/11 hp, AC 17 Raw (-9,-7), 7/23 hp, AC 19 (Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-9,-7;b=Istima,M,-6,+7 Round 16 Distance is ~ 75' Opponents are not in line of sight. Raw shoots as soon as Istima is visible, (Istima uses her horse for cover) missing. {Stan} Istima shoots Raw, missing.{Stan} and loads another bolt. {Move} Ingolė (Light Warhorse) moves out of cover{Move}and then behind cover to the same position.{Move} Raw moves 20 feet {Move}, Raw readies a shot for as soon as Istima is visible. {Stan} Istima (-6,+7), 1/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-6,+7), 22/22 hp, AC 14 Nolė (-6,+7), 11/11 hp, AC 17 Raw (-9,-3), 7/23 hp, AC 19 (Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-9,-3;b=Istima,M,-6,+7 Round 17 Distance is ~ 60' Opponents are not in line of sight. Ingolė (Light Warhorse) moves out of cover{Move} Raw shoots as soon as Istima is visible, (Istima uses her horse for cover) hitting for 6 damage, ending the fight. {Stan} Nolė (Psicrystal) Faints.{Move} Raw celebrates. Istima (-7,+7), -5/23 hp, AC 19 (+4 Inertial Armor [601]) Ingolė (-7,+7), 22/22 hp, AC 14 Nolė (-7,+7), 11/11 hp, AC 17 Raw (-9,-3), 7/23 hp, AC 19 (Bull's Strength [32]) http://www.hwx.it/coco/coco.php;v=1;a=Raw,M,-9,-3;b=Istima,M,-7,+7 Raw wins! Raw is the Winner! Istima loses and would have gained 266 xp and 266 gp (not reduced for ally) Raw wins and would have gained 1350 xp and 1350 gp Istima used: - Inertial Armor and Force Screen from a powerstone. - 5 crossbow bolts, recovering 1 (rolls not included in session) Raw used: - A Potion of Invisibility - A Potion of Bull's Strength - 6 arrows, recovering 3 (rolls not included in session) Comments @Istima: Bad luck on bow shots for sure. @Raw: More extensive tactics would have helped. Final Questions: - I see that Istima and his allies use the same initiative (his). Is this standard? (Edit: No problem, and I found the rule that puts a mount at the rider's initiative.) - Is it okay to assign a penalty to Istima's listen check due to riding? (No problem, it just seemed kinda hard to listen while running full bore on a horse) - I think there should be a DC 11 Concentration check to manifest Intertial Armor from a Powerstone while riding at double speed (PHB 157 and XPH 158). (Edit: It was late, I didnt get a chance to look up his Concentration, or apparently read the tactics fully either, heh, good job Istima!) - Does the familiar have to make ride checks when required, as it was designated to ride Ingolė? (Edit: Okay, You dont have to make a ride check until damaged or if the horse does something wierd, I'll just have him carry it) - I think Raw's Move Silently should have a -6 ACP rather than the -16 listed... - Wow... this takes a while flipping from page to page and figuring out coordinates. Going to take a break. Hopefully when I come back I will have some ideas on how to speed this up. Anybody offer some tips? - Processing the fight got faster on the second try. It still takes too long though. - Please ignore the edited rolls when checking the fight. I forgot alot of rolls in the beginnging, but that will improve. - I forgot to add cover for riding the first few rolls, but it was irrelevent as the only hit during that time was a 20. - I think Istima still had the odds on her side all the way to the end in the archery duel. Raw needed a 19-20 to hit for 1d8+4, while Istima was hitting on 12+ for 1d6. - Too many images, what do I do about that? Thanks for your comments. |
| MindWandererB04-27-06, 01:19 AM | First of all, you need permission from the GM (Caterane/Pitlords) to start a new thread here, so there's a good chance this will get shut down. But until then: We're pretty laid back (read: lazy) about the initiative issue. Mounts go at the master's initiative because they share movement; when the rider squeezes his knees, the mount goes, regardless of how alert it is. Familiars and psicrystals usually just delay until they are needed--I've never seen a fight where one acts before its master. If they were to be used in a directly offensive manner, they should probably use their own initiative. Same for an unridden animal. We generally frown on ad-hoc bonuses and penalties for common situations. Applying a penalty to listen checks here would get you dirty virtual looks. Reserve ad-hoc modifiers only for truly unusual circumstances. You are correct about the Concentration check, but keep in mind that it's pretty stupid to make yourself make unnecessary checks. Istima would stick to single-moves while buffing, except that his Concentration check is high enough to auto-pass this check (+13, DC 11). If this were not the case, double-moving and forcing yourself to make a Concentration check when there's no need to do so is like casting a spell in melee threat range when a 5' step will prevent it--it's so dumb that tactics don't have to mention it. If a ride check is necessitated for some reason--for instance, a psicrystal or familiar on its master's shoulder uses its master as cover against an attack, or if Istima dismounts and leaves the psicrystal in charge of directing the horse's movement--then yes, it would have to make a ride check. Most of the time, though, a ride check is not needed. It doesn't need to make a check just to stay on, as you have it doing. Note the penalty for riding bareback (-5) when applicable. |
| Traevanon05-06-06, 12:09 AM | Updated and Finalized, please look it over if you get time and see if I missed anything or could have done something better. |
| MindWandererB05-06-06, 01:14 AM | Insane luck won that one. Some tiny comments: For the maps, use the P2 pins to track movement in each round. It's kind of hard to visualize the movement when you only mark one pin per round. Use the P2's to mark the new position, then hit "next round" after you've generated, copied, and pasted the map link. People like to read the fight and have the ending be suspenseful, so don't put "Raw is victorious!" outside the SBlocks. Your link to the roller is broken. I find it to be very helpful to annotate the fight to mention where I was forced to depart from written tactics. So when Raw first noticed that he could never catch the horse, I would have put in: (At this point, it is obvious to Raw that he cannot catch up to the horse in melee. He will run along side instead.) This would make it obvious what you're doing and why. If I were Anaconda, I would wonder why you had him run. At 60'/round, he can never catch up, so he probably should have either just attacked with the bow, or kept trying to sneak. It's generally bad form to have someone persist in a tactic that obviously has no chance of success. |
| Traevanon05-06-06, 07:12 AM | - Thanks, is there a link to options for the map generator? I didnt do anything with it all fight except enter their new positions each round. I had him chase the horse and stay invisible so that he could wear out Istima's PP and Force Screen. If he had gone visible he would have needed 20s to hit (27 AC) with his bow. At the time I thought that once Istima's Force Screen went down all he would need are 15s, having forgotten mounted cover at the time. Still 19-20 is twice as good as 20 only, and making Istima roll against his regular AC for 1d6 rather than his touch AC for 1d6 seemed better. Even against the possibility that he would have terrible luck with Invis and drop before he got the chance to try it. Trying not to pretend I know the tactics, maybe after the force screen went down Istima was going to close to melee which would have been even better. So, run along and keep the range close, rather than standing still and allowing Istima to choose the range. Alternately he could have stood still, getting the best possible Move Silently or cover benefit, but I figured that would have just generated empty rounds as Istima was not going to close and had 4 chances to listen each round. Against cover, I'm not sure whether you can use a readied action for a move (to stay behind cover when the horse rotates around his rock). I'll have to look that up.- Oh, and also I thought hiding would ratchet up the delay counter while chasing would be considered activity. - CoCo Roller link fixed, thank you. - Results SBlock fixed thank you. - Incidentally I wondered why you guys didnt just link the fighters (like I did) to avoid wading through clutter, and I came upon the reason last night... archives. If someone looks at this fight in a month the fighter's CS will be different. I'll do it the usual way next time. |
| Vathelokai05-06-06, 08:02 AM | Alternately he could have stood still, getting the best possible Move Silently or cover benefit, but I figured that would have just generated empty rounds as Istima was not going to close and had 4 chances to listen each round. Against cover,That's one of the harsh realities of pitlording. If somebody gives you lousy tactic, you still have to run with it. If it seems really stupid, you can have the character make int or wis checks to realize that, and even then you might have a player gripe about "playing the character stupid," even though you followed the strategy they gave. I'm not sure whether you can use a readied action for a move (to stay behind cover when the horse rotates around his rock). I'll have to look that up. There is a coco house rule that says you cannot ready an action to avoid an attack; last post of the rules thread. Basicly, anybody can avoid a charge, but avoid getting based (having somebody get within 5 ft. of you) is about impossible. |
| Traevanon05-06-06, 08:08 AM | Thank you for your comments! I really didnt have that much for tactics to go on with Raw... |
| MindWandererB05-06-06, 12:31 PM | There is a coco house rule that says you cannot ready an action to avoid an attack; last post of the rules thread. Basicly, anybody can avoid a charge, but avoid getting based (having somebody get within 5 ft. of you) is about impossible.Yes but no. You cannot ready an action against an attack in such a way as to negate that attack. However, you can ready an action in response to a move. Say you're invisible and you have a speed of 40', and your opponent has a speed of 20'. You don't want your opponent to base you for some reason. You can make the following statement: "I ready an action to move away if my opponent would otherwise base me." Then, if they attempt to close the final 5' to you, you take your readied action and move away, and they won't have enough movement left to catch you. There are very few reasons why you'd want to do this rather than just staying more than 40' away from them, but there are possibilities. For example, say your opponent is far enough and slow enough that they can only catch you by running. You can ready an action to move away, perpendicular to their line of movement, if they would otherwise base you. Since one can only run in a straight line, they can't adjust to your new position. Oddly, though, this tactic falls apart if they charge you. That combines a move and an attack, and you can't ready an action to move out of range of an attack. (As long as they target your square, anyway--you can't just charge everywhere against an invisible opponent to prevent them from using this tactic!) |
| Book505-15-06, 02:24 PM | Not sure where else I should put this... Traevanon, you dont mind if I throw this up here do you? start a trend eh? Hi there Book5! These are the tactics of team Jonathon and Manzarf. Plan A: Manzarf is going to die on an ego whip. The Jonathon gets torched. No wait, these seem to be the losing tactics... Real Solution #9: 1st round: Manzarf starts in the back corner of the square holding his bow. He will ready to shoot Loddick when he manifests. Jonathon starts in front of Manzarf with shield equipped but not worn. He is holding a scroll of prot from law. He first casts spiritual weapon on Loddick. 2nd round: Manzarf shoots at Loddick and tries to take total cover from him. Jonathon casts prot from law to Manzarf. He will move so that they can't both be affected by Ignatius's breath. (This goes with the coming rounds too!) 3rd round: Manzarf keeps shooting and taking cover. Jonathon casts blindness on Loddick. When Ignatius shows up, Manzarf will drop his bow, drink the potion of enlarge person and go grapple Ignatius. He will of course rage when doing that. He will make opposed grapple checks using his armor spikes to deal damage. I hope this is enough. Jonathon will fight with Misery all the time. If Manzarf and Ignatius are grappling, he'll spontaneously cast inflict spells and attack Ignatius with those. Then he'll go for Loddick. All remaining spells can be used to these, beginning from Hold Person. Jonathon: -Take cover from mount -Fight with warhorse -Remeber blind-fight -All expendables are there to use Manzarf: -Try to stay out of Loddick's sight, hide, use cover, etc. -All expendables are there to use I don't feel well on this fight. Team Ignatius and Loddick is probably the most bad thing that can happen to my dynamic duo. Luckily this is only practice! -------------- This is the for fun match. We are doing this fight in Great hall There is No 1/3 rule Buff: Ignatius starts with stone of vigor, and DC glaive Invis Expan Vigor Optional: Force screen from Stone Loddick Bow in hand Vigor 4pp Animal Afin (Dex) 3pp Animal Afin (con) 3pp Optional: Skate from Crystal Force Screen from Crystal Strat: Loddick shoots arrows/energy stuns at Jon Ig protects Loddick from Manzarf Vs blindness: Loddick should use 1pp to grant +4 to all his saves but should use the stone of synthese if he fails his save to negate the effect (only stone he has) If Ignatius fails blindness, have him be directed to the best of his ability by Loddick. Primarily use his breath weapon but then go for grapples so that the blindness doesn't matter. Loddick: Shooting arrows at Jon, looking to disrupt his casting or to kill misery. If Jon comes within range of an energy stun hit Jon and his horse will a 4pp cold stun(DC18) Against Manzarf Loddick should withdraw behind where Ignatius is using the half dragon for cover. (see below) Vs Manzarf: Manifest ego whips to knock his charisma into the dirt. Loddick should get a clean shot at him but Jon is not Loddicks primary target, Misery/Jon is PP 4pp vigor 3pp dex 3pp con Crystals for skate/force screen 19PP for energy stuns (4pp cold Jon) ego whips (3pp Manzarf) Ignatius: Goal: Get to Manzarf and work the crap out of him. He should also be in the way of letting Manzarf get to Loddick. He should be taking AoO with his glaive and charging it w/ Deep Crystal to take him out quick. I expect him to go and grapple Loddick. Vs Jon Breathe fire to hit both him and his horse. Jon is dead in the water if his horse dies. Ignatius should use his boots of speed whenever appropriate to get multiple attacks. Use the Deep Crystal Glaive once on Manzarf and then just attack normally with the glaive, we have roughly the same grapple/trip checks and after stability it isnt worth the effort, so the goal should be to kill him with brute force. If Jon is dead then I can use the other 2 pp on another deep crystal. I would like to save 2 pp for empty mind incase Jon make Ignatius make a will save PP usage 2pp for deep crystal 2pp for empty mind vs Jon or more DC if Jon is dead -Notes: -Energy stun Cold is a reflex save not a fort save -Loddick should save his focus for using an ego whip on Manzarf if he gets grappled, but use it if Manzarf is dead -Ignatius should use his breath weapon on Jon/Misery and catch manzarf if possible. -Ignatius attempts to get tripped, he gets +4 to resist. -If Ignatius gets disarmed, just use unarmed attacks to damage him -Have Ignatus stand so that blocks the entrance pathway between the statues and the wall. and then have Loddick move to around the statues to shoot around him. -If Ignatus does get grappled, have him just maintain the grapple and grapple for damage. --------------- Jonothan Init 18 Manzarf Init 13 Loddick Init 12 Ignatius Init 5 Round 1 Team Erithmu scans the two adjacent starting locations successfully determining the location of team Abyssal Stalker. Team Abyssal Stalker fails to successfully scan the adjacent starting blocks. Jonothan Cast {standard} Spiritual weapon and directs {free} Misery to move out. Misery (Mount) Double move out to the middle of the arena for perspective. Manzarf Moves and Readys to interrupt loddick manifestations. Loddick Bow in hand Manifests Vigor 4pp {standard} Ignatius starts with stone of vigor in hand, glaive ready. Manifiests Invisibilty {standard} Jonothan Init 18 - Spiritual Weapon (ends rnd 4) Manzarf Init 13 - Ready to disrtupt manifestation Loddick PP -4, Init 12 - Vigor (ends rnd 41) Ignatius Init 5 - Invisible (ends rnd 31) http://www.hwx.it/coco/coco.php;v=1;map=hall;a=Name,M,27,5,Lodd ick;b=Name,M,2,29,8,29,Manzarf;c=Name,M, 5,28,8,20,8,12,Jonathon;d=Name,L,4,28,8, 21,8,13,Misery;e=Name,M,27,4,Ignatius Round 2 Jonothan - having detected noone at the south west corner.. Directs {free} Misery to come around the other side. Draws {move-e} a scroll. Casts {standard} protection from law on Manzarf from scroll. Manzarf Moves and readys to disrupt Loddick manifestations Loddick Manifests Animal Afin (Dex) 3pp {standard} Ignatius Manifests Expansion {standard} Manzarf Hears the sounds of spellcasting from the south east starting block. Jonothan HP FULL Init 18 - Spiritual Weapon (ends rnd 4) Manzarf HP FULL Init 13 - Ready to disrtupt manifestation - Prot. Law (ends rnd 32) Loddick PP - 7, HP FULL+20 Init 12 - Vigor (ends rnd 41), Animal Afinnity (dex) (ends rnd 42). Ignatius HP FULL Init 5 - Invisible (ends rnd 31), Expansion (ends rnd 32) http://www.hwx.it/coco/coco.php;v=1;map=hall;a=Name,M,27,5,Lodd ick;b=Name,M,8,29,14,29,Manzarf;c=Name,M ,8,12,9,22,10,26,Jonathon;d=Name,L,8,13, 9,23,10,27,Misery;e=Name,M,27,4,Ignatius Round 3 Jonothan Directs {free} Misery to follow Manzarf and readies {standard} to cast blindness on Loddick Manzarf Moves and readys to disrupt Loddick Manifestations. Loddick Manifests Animal Afin (Con) 3pp {standard} Ignatius Manifests Vigor {standard} Jonothan HP FULL Init 18 - Spiritual Weapon (ends rnd 4) Manzarf HP FULL Init 13 - Ready to disrtupt manifestation - Prot. Law (ends rnd 32) Loddick PP -10, HP FULL+20 Init 12 - Vigor (ends rnd 41), Animal Afinnity (con) (ends rnd 43),Animal Afinnity (dex) (ends rnd 42). Ignatius PP -1, HP FULL Init 5 - Invisible (ends rnd 31), Expansion (ends rnd 5), Vigor (ends rnd 33) http://www.hwx.it/coco/coco.php;v=1;map=hall;a=Name,M,27,5,Lodd ick;b=Name,M,14,29,20,29,Manzarf;c=Name, M,10,26,18,25,Jonathon;d=Name,L,10,27,18 ,26,Misery;e=Name,M,27,4,Ignatius Round 4 Jonothan - aware of the location but without target Directs {free} Misery to approach the south west block Spots team Erithmu {auto} Directs {free} Spiritual Weapon (longsword) to attack Loddick (hit=8hp) Casts {standard} Blindness on Loddick - blinded! Drops to use Misery as cover {not} Manzarf - realizes the fight is gonna be over there. Runs to a better vantage Loddick (blind * spent 1 pp to increase save and still failed) Retrieves Stone {move} Manifests Synesthete {standard} from stone "feeling light" Ignatius Moves foreward Breaths fire on Jonothan and Misery (no save 16 fire damage) Jonothan HP -16 Init 18 - Spiritual Weapon (ends) Misery HP -16 Manzarf HP FULL Init 13 - Prot. Law (ends rnd 32) Loddick PP-11 HP FULL+12 Init 12 - Vigor (ends rnd 41), Animal Afinnity (con) (ends rnd 43),Animal Afinnity (dex) (ends rnd 42), Blind (perm), Synesthete (gmo) Ignatius HP FULL Init 5 - Invisible (ends rnd 31), Expansion (ends rnd 5), Vigor (ends rnd 33) http://www.hwx.it/coco/coco.php;v=1;map=hall;a=Name,M,27,5,Lodd ick;b=Name,M,20,29,27,29,29,23,29,19,Man zarf;c=Name,M,18,25,20,9,Jonathon;d=Name ,L,18,26,20,10,Misery;e=Name,L,27,4,24,6 ,Ignatius Jonothan Casts {standard} Hold Person on Loddick (saved) Directs {free} Misery to Attack Ignatius Misery Move to Threaten Ignatius Attacks {standard} Ignatius with hoof. Manzarof Draw potion {move} Drink Potion of enlarge {standard} Loddick Manifest {standard} Cold Stun at Jonothan for 4pp (2 damage both stunned) Ignatius Attack Misery miss! Use Boots of speed Attack Misery hit! (21 damage = dead misery) Jonothan Falls {free} 4 subdual. Jonothan HP -18 Init 18 - Spiritual Weapon (ends) Misery HP -38 : Dead Manzarf HP FULL Init 13 - Prot. Law (ends rnd 32), Enlarge (ends rnd 14) Loddick PP-15 HP FULL+12 Init 12 - Vigor (ends rnd 41), Animal Afinnity (con) (ends rnd 43),Animal Afinnity (dex) (ends rnd 42), Blind (perm), Synesthete (gmo) Ignatius HP -2 Init 5 - Invisible (ends rnd 31), Expansion (ends rnd 5), Vigor (ends rnd 33) http://www.hwx.it/coco/coco.php;v=1;map=hall;a=Name,M,27,5,Lodd ick;b=Name,M,29,19,Manzarf;c=Name,M,20,9 ,23,6,Jonathon;d=Name,L,20,10,23,7,Miser y;e=Name,L,24,6,Ignatius Jonothan Stunned Manzarf Full moves to get closer to Ignatius Ignatius Moves to threaten Manzarf Attack Manzarf hits for 24 damage Use Boots of speed Attack Manzarf misses. Loddick Manifests {standard} Cold Stun on Jonothan (6 damage and and saved) http://www.hwx.it/coco/coco.php;v=1;map=hall;a=Name,M,27,5,Lodd ick;b=Name,M,29,19,29,9,27,9,Manzarf;c=N ame,M,23,6,Jonathon;d=Name,L,23,7,Misery ;e=Name,L,24,6,26,9,Ignatius Move away from melee Cast {standard} Cure Light Wounds on Himself (+6 hp) coco dice roller - Practice Fight (http://www.hwx.it/wizards.com/dice.php?sid=219) |
| Traevanon05-15-06, 02:35 PM | Have at it, as far as I'm concerned anyhow. :) Edit: Fight comments I dont think Ignatius is Invisible anymore from the time he breathes fire on. It appears that Loddick got two standard actions in the last round havent had a chance to find out why because the board is slow. |
| Book505-15-06, 04:58 PM | Hey I am probably the worst pitlord around that won't give up... take a look at mine - auditing a fight - handy. Think I did anything wrong? I know I did something wrong.. the question is what. :embarrass |
| Traevanon05-18-06, 09:14 AM | I'm not sure what you meant in the beginning of the fight by "Fails to scan the adjacent starting blocks" I thought anything in LoS was scanned. Anyhow I just found the pin generator site for the CoCo arena, courtesy of Drac. Wow! I knew things would get easier and faster. More time to look up rules! :D |