Separate playtest fight thread: Maravanna Sheharath and Arkemna vs. Kage and Shahai

Post/Author/DateTimePost
#1

MindWandererB

May 07, 2008 15:46:29
This thread is a playtest fight between two teams of characters created using prerelease information, one controlled by Hirumajoe and one by myself. To run this fight without a pitlord, a small, open map has been selected and we're going to be more or less on the honor system here about out-of-character knowledge (if applicable).

Unlike other individual fight threads, if anyone has any questions or comments, go ahead and post them here. This is meant to be a learning experience, both for each of us specifically and for the CoCo in general.

We'll be using the CoCo dice roller, username Playtest, password playtest.
MindWandererB;15784515 wrote:
#2

MindWandererB

May 07, 2008 15:55:36
Initiative:

Kage 20
Arkemna 22 Edit: 18
Maravanna 15
Shahai 8 Edit: 4

(Note that we both made initiative mistakes on our character sheets: Arkemna and Shahai both have higher Int than Dex and should be using Int for initiative.) Edit: Actually, the mistake is mine--some of the old preview characters were using Int for initiative, but that seems to have changed.

Starting positions will be rolled after our setups.

Arkemna starts at 6,5 or the equivalent, holding her shield and a spear. Maravanna starts at 3,3 or the equivalent, holding her bow.
#3

hirumajoe

May 07, 2008 16:10:24
Kage will begin in 6,4 or equivalent with bow in hand.
Shahai will begin in 4,6 or equivalent with dagger in one hand and wand in the other.
Shahai's Daily spell is Acid arrow (since I didn't indicate earlier on her sheet...)

Out of curiosity, where is the map we're using? Also, whats the approximate starting distance?
#4

MindWandererB

May 07, 2008 16:45:07
Oh, forgot to link for the audience: rolls are here.

Team MWB starts in box 1, team 'Joe starts in box 2. Line of Sight exists between Arkemna and Shahai.

Arkemna moves behind the pillars, out of sight. Edit: I messed up the initiative order at first. Hirumajoe, your move.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Arke,M,5,25,Arkemna;b=Kage,M,25,27,Kage;c=Mara,M,3,28,Maravanna;d=Shah,M,27,25,Shahai)
#5

MindWandererB

May 07, 2008 19:38:15
For the record, I'm updating my original character sheets as new information becomes available. The following is particularly pertinent:

On your turn, you must engage the target you challenged or challenge a different target. To engage it, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use Divine Challenge on your next turn.
You can use Divine Challenge once per turn.

So is Arkemna's spear attack: presumably, spears are Thrown (Heavy), meaning she gets Str to attack rather than Dex.
#6

hirumajoe

May 07, 2008 21:29:29
Making the assumption that Shahai takes a free action out of turn to indicate she sees an opponent, otherwise Kage moves to the point closest to the center, then over with his move action.

Kage will move to (23,25) with a move action, Hunter's Quarry the Paladin with a minor action, and nimble strike with a prime shot bonus of +1. He rolls a [7]+8+1 = 16 and chooses to use Elven Accuracy, rerolling a [18]+8+1 =27. He deals [6]+[5]+5 = 16 damage. He uses an action point to use nimble strike with a prime shot bonus of +1. He rolls a [8]+8+1 = 17 and misses. He uses the free shift from nimble strike to move to (24,26).

He has no more action points remaining.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,5,25,Ark;b=Name,M,25,27,25,25,23,25,24,26,Kage;c=Name,M,3,28,Mara;d=Name,M,27,25,Shah)
#7

MindWandererB

May 07, 2008 21:48:05
(You have yourself shifting through a hard corner there, but it doesn't really matter.)

Arkemna throws a spear at Kage ([9]+5-2(cover)-2(range)=10), missing badly, then moves under cover and draws another spear.

Maravanna uses Healing Word on Arkemna, restoring [4]+4+6=14 HP, shifts, and readies an action to shoot any enemy on sight.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Arke,M,5,25,7,28,Arkemna;b=Kage,M,24,26,Kage;c=Mara,M,3,28,4,27,Maravanna;d=Shah,M,27,25,Shahai;los=5,25,24,26,2)
#8

hirumajoe

May 07, 2008 22:14:21
Note: Edited to reflect errors in the next post.

Shahai moves to (23,30) and readies to magic missile any opponent on sight.

Kage moves to (20,29) spots Arkemna, and takes a shot. He rolls a [18]+8+1 =27 and hits, dealing [10]+[2]+5 = 17 damage.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,7,28,Ark;b=Name,M,24,26,24,29,20,29,Kage;c=Name,M,4,27,Mara;d=Name,M,27,25,23,30,Shah;los=20,29,7,28,4)
#9

MindWandererB

May 07, 2008 22:42:53
(Your map is off, and it changes things. Arkemna is one space North of where you have her, which puts her in LOS with cover. Stealth check: [17]-3=14, so Shahai doesn't see her, but Kage does, mid-move.)
#10

hirumajoe

May 07, 2008 22:49:27
Map has been edited, and an attack made. Your move.
#11

MindWandererB

May 07, 2008 23:12:42
(Crud.)

Arkemna uses Lay on Hands on herself, recovering 6 HP. She then breaks into a run around the corner and charges Kage with her spear ([3]+5+1=9), stumbling all over herself. Shahai is much more adept ([15]+5=20, [1]+[3]+5=9), slamming a magic missile into the paladin.

Maravanna, sighing at her incompetent companion, double-moves in and heals for another [4]+4+6=14 HP.

Status:
Arkemna: 18 HP, 3 healing surges and 1/3 (/day) lay on hands used, granting combat advantage.
Maravanna: 26 HP, 2/2 Healing Words used.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Arke,M,7,28,13,29,19,29,Arkemna;b=Kage,M,20,29,Kage;c=Mara,M,4,27,11,29,15,30,Maravanna;d=Shah,M,23,30,Shahai)
#12

hirumajoe

May 07, 2008 23:21:38
I'd like to use the Fox Cunning interrupt in there, and move Kage 1 square directly east after the melee attack. Immediately after the charge, Kage moves away 1 square directly east, and rolls [17]+8+1+2 = 28 and [8]+5 = 13 damage. This occurs before Mara's healing word, dropping Ark to -9, unconscious and prone I believe.

Mara's healing word should bring him up to 1+14 = 15?

Also, what is Shahai's order in initiative now, just after Ark and before Mara? See posts following for discussion.

At the bottom of the 2nd, Shahai's inititiative comes up again, and she attacks with magic missile against Ark, rolling [14]+5+2 = 21 hitting vs reflex, and dealing [4] + [2] + 5 = 11 damage, dropping Ark to 4. Shahai then moves to cover behind the statues.

On round 3 Kage nimble strikes Ark, rolling [13]+8+2+1 = 24 and [8]+[1]+5 = 14 damage, shifts 1, and then moves away around the statues. Ark is now at -10 damage.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,19,29,Ark;b=Name,M,20,29,21,29,22,29,24,27,Kage;c=Name,M,11,29,15,30,Mara;d=Name,M,23,30,24,29,24,26,Shah)
#13

MindWandererB

May 07, 2008 23:26:14
The Healing Word should bring her up to 14, based on my understanding. I don't think using immediate actions changes your initiative order.

We may have to try this again some time when your rolls aren't quite so hot....
#14

hirumajoe

May 07, 2008 23:31:32
The Healing Word should bring her up to 14, based on my understanding. I don't think using immediate actions changes your initiative order.

We may have to try this again some time when your rolls aren't quite so hot....

I was actually refering to the readied action, not the Fox's cunning. I.e. does Shahai and Kage get to go next, but I don't think so. I believe Shahai should be after Ark and before Mara now, no?

From the PhP lite 4e:
If anything heals you, you return to 1 HP before the healing is applied.

So I read it as heal spell, go to 1 Hp, apply full healing (14 in this case) so 1+14 = 15?
#15

MindWandererB

May 07, 2008 23:38:50
You are correct. So 15 HP, and Shahai gets her next action after Mara's Arkemna's next action. I guess. That seems like a major nerf of readied actions, but that may be intentional.
#16

hirumajoe

May 07, 2008 23:44:15
Also, I think this will be interesting to try again, working from this as the previous fight, thus seeing how costly it is to use all those healing surges and action points this fight for the next fight.
#17

MindWandererB

May 07, 2008 23:47:26
It's really just the one action point so far. I've used 3 out of 10 daily healing surges and 1/3 daily Lay on Hands, which are reasonable given a 3FC (though steep for a 4FC).
#18

whitebaron

May 08, 2008 9:34:38
based on my assumptions that healing surges as well as lay of hands rise with level, this seems not much an issue.

immediate actions definitely don't change your initiative - they can just be applied out of turn. i'm not even sure readied actions still change your initiative. - it looks a bit to me like they keep initiative frozen except for maybe delays (but have not seen that yet somewhere written down that it is in fact, possible to delay)
#19

hirumajoe

May 08, 2008 10:07:45
Look like you're right Whitebaron. Re-reading the PhB lite, I find the following selection in the combat section:

There’s another category of actions called triggered actions – these include opportunity actions (like opportunity attacks) and immediate actions (like a readied action).

If a readied action is an immediate action, then Shahai's initiative doesn't change and she goes after Mara in the 2nd round (and hence before Kage in the 3rd).

Editing last map and description to match. And rolling Shahai's turn.
#20

MindWandererB

May 08, 2008 12:54:47
(Grr. Not that it matters, but being prone is +2 AC vs. ranged attacks.)

Arkemna passes her save vs. dying but does not wake up.

Maravanna moves to the edge, declares Kage as her quarry, and fires her bow, barely hitting ([14]+6-2(cover)=18, [5]+4+[2]=11).

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Arke,M,19,29,Arkemna;b=Kage,M,24,27,Kage;c=Mara,M,15,30,22,30,Maravanna;d=Shah,M,24,26,Shahai;los=22,30,24,27,1)
#21

hirumajoe

May 08, 2008 15:18:27
(Grr. Not that it matters, but being prone is +2 AC vs. ranged attacks.)

You sure about that? In 3.5 I know it provides AC, but reading the PHP lite for 4e, I don't see anything of that nature.

Prone is described as:
You are at -2 on all attacks.
All enemies gain Combat Advantage against you.
You move at half speed. Standing up is a move action that provokes Opportunity Attacks.

I admit, it doesn't matter in this case, but its possible the benefits of being prone have been completely removed. At the very least, combat advantage and +2 AC vs ranged would cancel out.

Shahai, seeing the arrow fly true to Kage, moves out to get a clear shot, and marks Mara with Hunter's Quary. She fires a Ray of Frost with the aid of her wand, but merely hits the wall (using free +2 from wand for the encounter). [3]+5+2 = 10. Miss.

Kage moves around the edge of the statues, and fires a nimble shot, then moves back to his original spot with a 1 move shift. The arrow strikes Mara. [12]+8+1 = 21. [3] + [1] + 5 = 9 damage.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,19,29,Ark;b=Name,M,24,27,24,28,Kage;c=Name,M,22,30,Mara;d=Name,M,24,26,28,30,Shah;los=24,28,22,30,1)
So Kage has moved back to his original spot (24,27)
#22

MindWandererB

May 08, 2008 15:55:15
Re: prone: Nothing official has been printed, and DDXP DMs were apparently giving out contradictory information (which they did a lot). I just quoted what I had been told there.

You had Kage step off the ledge there--as the Temple map notes indicate, the places where the wall (ledge) appear to extend into the lower square don't actually do so.
#23

hirumajoe

May 08, 2008 16:22:53
Woops. Disappear for a month and forget all the little details apparently. Corrected.

Nod, in regards to the prone stuff.
#24

MindWandererB

May 08, 2008 16:46:22
Arkemna moves one step closer to death.

Maravanna moves in and takes another shot ([18]+6=24, [3]+4+[5]=12), hitting again.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Arke,M,19,29,Arkemna;b=Kage,M,24,27,Kage;c=Mara,M,22,30,29,28,Maravanna;d=Shah,M,28,30,Shahai)
#25

hirumajoe

May 08, 2008 16:56:58
Shahai once again attempts to Ray of frost. And misses. Calling upon hidden reserves, she acts *again*. And still misses with the Ray. Calling out foul curses upon the dice gods, she moves away. (Net of a 10, and 9, m)

Kage attempts to nimble shot Mara, but misses as well, and moves to cover behind Shahai. (Net of 11, miss).

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,19,29;b=Name,M,24,27,24,28,24,29,21,29;c=Name,M,29,28;d=Name,M,28,30,22,29)
#26

MindWandererB

May 08, 2008 17:19:07
Arkemna is now only one failed save away from death.

However, the fickle dice gods turn the tide as Maravanna sinks another shot into Kage ([19]+6-2=23, [1]+4+[6]) and lays him low. She rushes up next to Shahai.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Arke,M,19,29,Arkemna;b=Kage,M,21,29,Kage;c=Mara,M,29,28,23,30,Maravanna;d=Shah,M,22,29,Shahai)
#27

hirumajoe

May 08, 2008 17:40:40
Shahai shifts 1 space away, and casts Ray of Frost. Finally she has calibrated her wand correctly and hits. [11]+5 = 16. She deals [6]+[3]+5 = 14 damage and slows her opponent with cold as well.

Kage doesn't move closer to death, but remains down. [17]

So Shahai is at full (22) and Mara is at 26-9-14 = 3 and slowed for 1 round. Both Kage and Ark are down.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,19,29,Ark;b=Name,M,21,29,Kage;c=Name,M,23,30,Mara;d=Name,M,22,29,21,30,Shah)
#28

MindWandererB

May 08, 2008 17:54:25
Arkemna remains stable.

Maravanna fires her bow at Shahai using Divine Fortune ([13]+6+1=20, [8]+4=12) and yet again lands a solid hit. She spends an action point to try it again ([10]+6=16, [7]+4=11) and, exhausted, drops the wizard at her feet.
#29

hirumajoe

May 08, 2008 18:20:35
Well, that looks like that. (Unless I suppose Shahai and Kage both roll 20s, stabilize instantly and second wind...).

So total cycle expendatures.
3 Healing Surges for Arkema, and 1 Lay on Hands, and 1 action point for Mara.

Kage and Shahai both used 1 action point.

The rolls for both teams actually averaged out by the end. Team Ranger/Wizard managed to hit 5 times and miss 7 times. Where as team Cleric/Paladin hit 5 times and missed 2 times. Hmm... Actually looks more like luck favored the Cleric.

In the end, the lack of healing did hurt the Ranger/Wizard team (or perhaps lack of hp). And certainly allowed the cleric/paladin team to whether the initial onslaught.

I'm also thinking, in a team without the ability to shift opponents, Area of effects are *useless*.
#30

MindWandererB

May 08, 2008 18:57:35
I had also come to that conclusion, at least with the areas we're talking about. Sleep might have been problematic; I see that at higher levels, wizards get more spells with Burst 2, Blast 5, and that target multiple individual foes. Like in earlier editions, a straight wizard may need a few levels to get up to speed, at least in our format.

While the lack of healing may have hurt your team, mine over-healed, in terms of a fight cycle longer than 3 fights. I wouldn't do well in the Iron Man at this rate.

Also, due to a higher attack:defense ratio, a melee character has a bit more of a disadvantage, judging from this fight. Granted you rolled pretty well at the beginning, but still, closing to melee got me pincushioned on the way. Heavy armor may slow you down less in 4e, but it's still hard to get in close. It may hold true that range and speed are king.