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Post Post #275 (ISO) » Thu Jul 26, 2018 11:44 am

Post by Ircher »

Your opposition as of this post:

1. (3) Alpha : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
2. (3) Beta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
3. (3) Charlie : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
4. (3) Delta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
5. (3) Echo : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
6. (3) Foxtrot : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
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Post Post #276 (ISO) » Thu Jul 26, 2018 11:45 am

Post by Cerberus v666 »

In post 274, McMenno wrote:I'm going to attack around :50
Attack echo? Hopefully we'll have a third level 3 or lower who can attack Alpha with inferno and tw?
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Post Post #277 (ISO) » Thu Jul 26, 2018 11:47 am

Post by Cerberus v666 »

@Ircher: An example of how Speed Slash works would be really helpful, not sure I get why I would ever use it.
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Post Post #278 (ISO) » Thu Jul 26, 2018 11:50 am

Post by Ircher »

Basically, speed slash extends the time other players have to make actions. It extends that by a maximum of 24 hours; howevver, it will generally be less because other players will act in that time.

So, if you were to use speed slash at 6:50 PM EDT, the enemies would (generally) not be able to immediately attack back even if no one else uses an action when the normal 5 minutes expires. This allows someone (let's say the worst) to attack at a somewhat later time, let's say 7:00 PM EDT. Now, unless the worst's attack also grants initiative, the enemies won't counterattack until around 7:05 PM EDT (5 minutes after the worst's action which was more than 5 minutes after your action.)
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Post Post #279 (ISO) » Thu Jul 26, 2018 11:51 am

Post by McMenno »

no, beta
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Post Post #280 (ISO) » Thu Jul 26, 2018 11:51 am

Post by Cerberus v666 »

In post 278, Ircher wrote:Basically, speed slash extends the time other players have to make actions. It extends that by a maximum of 24 hours; howevver, it will generally be less because other players will act in that time.

So, if you were to use speed slash at 6:50 PM EDT, the enemies would (generally) not be able to immediately attack back even if no one else uses an action when the normal 5 minutes expires. This allows someone (let's say the worst) to attack at a somewhat later time, let's say 7:00 PM EDT. Now, unless the worst's attack also grants initiative, the enemies won't counterattack until around 7:05 PM EDT (5 minutes after the worst's action which was more than 5 minutes after your action.)
Got it. So if I take my action LAST in the sequence of action that are happening, and use speed slash, I guarantee one other person will be able to take an action before teh enemies attack, unless 24 hours pass.
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Post Post #281 (ISO) » Thu Jul 26, 2018 11:52 am

Post by Cerberus v666 »

In post 279, McMenno wrote:no, beta
:P That's fine, just not Alpha. Let's go! I wanna double slash!
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Post Post #282 (ISO) » Thu Jul 26, 2018 11:52 am

Post by Inferno390 »

So in other words, timing is everything.
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Post Post #283 (ISO) » Thu Jul 26, 2018 11:52 am

Post by Ircher »

That would be correct (assuming none of the enemies have initiative, but you still do get some benefit out of it in that case.)
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Post Post #284 (ISO) » Thu Jul 26, 2018 11:54 am

Post by McMenno »

alright
attack beta
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6
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Post Post #285 (ISO) » Thu Jul 26, 2018 11:55 am

Post by Cerberus v666 »

DOUBLE SLASH FOXTROT

1D8

1D8-2
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Post Post #286 (ISO) » Thu Jul 26, 2018 12:01 pm

Post by Cerberus v666 »

IDK WHERE TW AND INFERNO WENT I'M SCARED NOW.
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Post Post #287 (ISO) » Thu Jul 26, 2018 12:11 pm

Post by Ircher »

McMenno slashes at Beta. Beta moves his sword to intercept the blow...
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Beta then slashes back at McMenno.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Cerberus v666 runs towards Foxtrot and slashes not once, but twice. Foxtrot tries to parry the blow...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

After defending against Cerb's onslaught, Foxtrot is quick to slash back at Cerb.
Original Roll String: 1d6-2
1 6-Sided Dice: (2)-2 = 0

(Cerb's defense roll.)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


The other four cultists pour a liquid onto their weapons.
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Post Post #288 (ISO) » Thu Jul 26, 2018 12:13 pm

Post by Ircher »

Cerberus manages to barely dodge Foxtrot's counterattack, while McMenno gets hit hard by Beta's slash (and takes 5 damage.)
Beta takes 2 damage from McMenno's attack, and Foxtrot takes 4 damage from Cerberus's attack.
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Post Post #289 (ISO) » Thu Jul 26, 2018 12:14 pm

Post by Inferno390 »

Whoops
Sorry guys
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Post Post #290 (ISO) » Thu Jul 26, 2018 12:15 pm

Post by McMenno »

you forgot to roll my defence die
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Post Post #291 (ISO) » Thu Jul 26, 2018 12:17 pm

Post by Ircher »

Oh, whoops!
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #292 (ISO) » Thu Jul 26, 2018 12:17 pm

Post by Ircher »

Okay, you took 4 damage, not 5.
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Post Post #293 (ISO) » Thu Jul 26, 2018 12:23 pm

Post by Skygazer »

I'm here to attack whoever
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Post Post #294 (ISO) » Thu Jul 26, 2018 12:27 pm

Post by Inferno390 »

Actually ready this time.
Sky, join us on Alpha.
Everyone, focus attacks on cultists other than Beta and Foxtrot.
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Post Post #295 (ISO) » Thu Jul 26, 2018 12:32 pm

Post by Charles510 »

I’m ready for an attack
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Post Post #296 (ISO) » Thu Jul 26, 2018 12:33 pm

Post by Inferno390 »

Okay.
Charles, me, and Sky on Alpha.
No one attack yet tho.
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Post Post #297 (ISO) » Thu Jul 26, 2018 12:35 pm

Post by Skygazer »

Got it!
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Post Post #298 (ISO) » Thu Jul 26, 2018 12:40 pm

Post by Inferno390 »

McMenno and Cerberus should probably be split up...
Mc, can you find two more non-4 players to join you on Charlie?
Cerberus, same for you on Delta?
We have 12 players total, so the last three should attack Echo.

I have to go play soccer, but I’ll be back soon to finalize the attack.
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Post Post #299 (ISO) » Thu Jul 26, 2018 1:04 pm

Post by McMenno »

uhm... I'm just going to finish off beta. and going to bed soon so not available then
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