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Post by harknail on Aug 18, 2009 12:49:08 GMT -5
Does the bonus for AC require that we stay within 5 squares of Zynthis? If so Thursagan will wait until he moves, as he will try to keep attracting the goblins fire and that bonus really helps I could be wrong, but I don't think so. That would involve creating a zone.
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Post by similar on Aug 18, 2009 13:09:38 GMT -5
Ogremind: As far as dailies I was going to go with flaming sphere this time however looking at your choices I am wondering weither you will avoid the cold based one and choose flaming sphere. If you do us both having flaming sphere may be a bit redundant. Would it be better for me to take sleep again to give us more options?
I think I will take daunting prescense over jump
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Post by Ogremind on Aug 18, 2009 13:22:31 GMT -5
Ogremind: As far as dailies I was going to go with flaming sphere this time however looking at your choices I am wondering weither you will avoid the cold based one and choose flaming sphere. If you do us both having flaming sphere may be a bit redundant. Would it be better for me to take sleep again to give us more options?
I think I will take daunting prescense over jump Your call, but two flaming spheres might be useful, particularly if we can use them to corner someone next to Thurgasan.
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Post by harknail on Aug 18, 2009 13:30:55 GMT -5
Ogremind: As far as dailies I was going to go with flaming sphere this time however looking at your choices I am wondering weither you will avoid the cold based one and choose flaming sphere. If you do us both having flaming sphere may be a bit redundant. Would it be better for me to take sleep again to give us more options?
I think I will take daunting prescense over jump Your call, but two flaming spheres might be useful, particularly if we can use them to corner someone next to Thurgasan. Or you can use them in different fights. No preference from the GM.
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Post by similar on Aug 18, 2009 13:48:27 GMT -5
OK cool I'll take it as well then
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Post by harknail on Aug 18, 2009 14:04:35 GMT -5
Zack will move down to U7, and drop another Scorching Burst on K17: Well, that was kind of wasteful, but that should be two less minions. Bharash and I will clean them up, the rest of you should concentrate on the stuff with hit points. A cylinder of fire erupts from the snow and ice, immolating the two goblins caught within it. A moment later the flame is gone and two charred corpses collapse.
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Aug 18, 2009 14:34:03 GMT -5
Thursagan will move to T12 stepping on only one of the difficult terrain squares, draw his craghammer as minor, and charge to blue 3 if the corner in R13 allows him to do so.
[dice=20]
Post in progress
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elricz
Veteran of the War
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Post by elricz on Aug 18, 2009 16:34:43 GMT -5
Sorry, my computer broke before I could finish (posting from BB now). The roll was a 7 for a total of 16 vs. AC, and damage was 9 (3+6).
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Post by harknail on Aug 18, 2009 18:12:03 GMT -5
Question to the GM: can Scorching burst (burst 1) hit blue 1 and blue 2 simultaneously, even though they are on different height levels? I am uncertain how bursts and blasts work in terms of vertical reach, and the description of Scorching Burst is that it comes from the ground, rather than being an air burst like a fireball Good question, I'm passing it on to the Wizards help line. I could see this one going either way. I have an answer from the West Coast Wizards:Unfortunately, there is no official answer to this question. It's going to be up to your Dungeon Master to decide how that works. So will have to ask our GM. Wait a minute, that's me! :-)
Unless someone objects, I'm going to say that flaming burst is a tall column, tall enough to reach even low-flying creatures. Perhaps something along the lines of 50 feet tall.
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Aug 18, 2009 18:16:07 GMT -5
In games I've run I've ruled that effects are a cube, so a burst 3 would be 15 feet high. It worked well for us, and seems to make some sorta logical sense
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Post by harknail on Aug 18, 2009 18:34:52 GMT -5
In games I've run I've ruled that effects are a cube, so a burst 3 would be 15 feet high. It worked well for us, and seems to make some sorta logical sense A cube is quite reasonable, and that's how I would rule for power such as Fireball. In this case I was letting wizards get a little bit extra because the description said "vertical column".
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Post by harknail on Aug 19, 2009 0:50:18 GMT -5
Sorry, my computer broke before I could finish (posting from BB now). The roll was a 7 for a total of 16 vs. AC, and damage was 9 (3+6). No problem. By my count he can reach blue 3 with a square to spare. Thursagan hits the goblin and leaves it bloodied.
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Aug 19, 2009 1:46:06 GMT -5
Sorry, got distracted by the opening of the open beta of Champions Online.
Zynthis double moves due south towards Thursagan. (10 squares)
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Post by Ogremind on Aug 19, 2009 8:41:53 GMT -5
Good question, I'm passing it on to the Wizards help line. I could see this one going either way. I have an answer from the West Coast Wizards:Unfortunately, there is no official answer to this question. It's going to be up to your Dungeon Master to decide how that works. So will have to ask our GM. Wait a minute, that's me! :-)
Unless someone objects, I'm going to say that flaming burst is a tall column, tall enough to reach even low-flying creatures. Perhaps something along the lines of 50 feet tall. Hmm. I was going to say it should be three squares tall, but then it wouldn't be usable against things higher than 15 ft from the ground, which really would be limiting in certain cases. There is also the question of what happens if there is no ground (if one is flying, for instance). Perhaps we should just ignore the "from the ground" part all together, and just go with a three dimensional burst 1.
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Aug 19, 2009 10:41:36 GMT -5
I like the 3 dimensional, you just choose a square as the origin point and it bursts from there. You should be able to choose the origin point to be at the ground, in case you don't want it to go too high up for some reason.
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Aug 19, 2009 14:43:54 GMT -5
Sorry, my computer broke before I could finish (posting from BB now). The roll was a 7 for a total of 16 vs. AC, and damage was 9 (3+6). No problem. By my count he can reach blue 3 with a square to spare. Thursagan hits the goblin and leaves it bloodied. Thanks. I forgot to mention, but he is also marked. Can we assume that Thursagan will mark anyone he attacks, unless otherwise said? Or is it easier to have it written down each time, for your consolidation?
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Post by harknail on Aug 19, 2009 15:08:39 GMT -5
Thursagan will mark anyone he attacks, unless otherwise said? Or is it easier to have it written down each time, for your consolidation? [/color][/quote] It's a good idea to tell me every time, otherwise I am likely to forget.
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Post by harknail on Aug 19, 2009 15:17:23 GMT -5
Sorry, got distracted by the opening of the open beta of Champions Online.Zynthis double moves due south towards Thursagan. (10 squares) Zynthis slogs through the freezing cloud. The Freezing Cloud is difficult terrain, Zynthis is only able to move five squares with a double move. This does put him close enough to Sanem and Thursagan to heal them if needed
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Post by harknail on Aug 19, 2009 15:18:33 GMT -5
Just waiting for Laira now
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Aug 19, 2009 18:13:27 GMT -5
Laira Elereth runs to T12 (via T8 at double cost followed by U9, U10, U11, and T12). She then then curses goblin blue (aqua) 3 and smites goblin blue 3 and red 7 with another scorching burst (centered on square Q18). [dice=20] +4=20 vs reflex blue /aqua 3 [dice=20] +4=20 vs reflex red 7 for [dice=6]+3 =8 fire damage to the two goblins (and an additional [dice=6] 5 damage to blue /aqua 3. [rand=77879942355386084752488917212450762890366279459456127286787342552]
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