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Post Post #1425 (ISO) » Mon Aug 05, 2019 2:59 pm

Post by Not Known 15 »

any roll higher than 2 is certain death.
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Post Post #1426 (ISO) » Mon Aug 05, 2019 3:02 pm

Post by the worst »

want me to throw in a cheeky speed slash first?
who's scum? i haven't read up yet but like, it's me
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Post Post #1427 (ISO) » Mon Aug 05, 2019 3:03 pm

Post by the worst »

uh if i'm off CD
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Post Post #1428 (ISO) » Mon Aug 05, 2019 3:03 pm

Post by Ircher »

You are on CD the worst.
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Post Post #1429 (ISO) » Mon Aug 05, 2019 3:04 pm

Post by the worst »

update: i am not off CD

pedit: ircher is never on CD
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Post Post #1430 (ISO) » Mon Aug 05, 2019 3:06 pm

Post by Inferno390 »

I will minor heal David if no one has objections
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Post Post #1431 (ISO) » Mon Aug 05, 2019 3:10 pm

Post by Not Known 15 »

In post 1430, Inferno390 wrote:I will minor heal David if no one has objections
We just need 1 damage to certainly win though; and we have 2 actions left(David already attacked with doubleshot).
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Post Post #1432 (ISO) » Mon Aug 05, 2019 3:10 pm

Post by the worst »

can just regular attack if needed
who's scum? i haven't read up yet but like, it's me
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Post Post #1433 (ISO) » Mon Aug 05, 2019 3:20 pm

Post by Inferno390 »

I can Tornado?
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Post Post #1434 (ISO) » Mon Aug 05, 2019 3:27 pm

Post by Not Known 15 »

In post 1433, Inferno390 wrote:I can Tornado?
Please no.
2d4-2 is far superior to 1d6 with a seperate defense roll of 1d4-1
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Post Post #1435 (ISO) » Mon Aug 05, 2019 3:29 pm

Post by the worst »

Original Roll String: 2d4
2 4-Sided Dice: (3, 4) = 7
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Post Post #1436 (ISO) » Mon Aug 05, 2019 3:29 pm

Post by the worst »

(attacking szyme)
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Post Post #1437 (ISO) » Mon Aug 05, 2019 3:30 pm

Post by Ircher »

That should kill him. One action left.
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Post Post #1438 (ISO) » Mon Aug 05, 2019 3:34 pm

Post by the worst »

i'd like to use my bonus action to do a round of high fives pls
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Post Post #1439 (ISO) » Mon Aug 05, 2019 4:02 pm

Post by Not Known 15 »

Ircher, is James Brafin on cooldown? They didn't use their action yet and, if not on cooldown, could use Meditate.
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Post Post #1440 (ISO) » Mon Aug 05, 2019 4:07 pm

Post by Ircher »

James Brafin is not on cooldown.
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Post Post #1441 (ISO) » Mon Aug 05, 2019 4:43 pm

Post by James Brafin »

I shall Meditate then :)
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Post Post #1442 (ISO) » Mon Aug 05, 2019 4:43 pm

Post by James Brafin »

Good idea, KN15
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Post Post #1443 (ISO) » Mon Aug 05, 2019 5:46 pm

Post by the worst »

that was defs a good call
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Post Post #1444 (ISO) » Tue Aug 06, 2019 4:19 am

Post by Ircher »

In post 1441, James Brafin wrote:I shall Meditate then :)
This requires a die roll:
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #1445 (ISO) » Tue Aug 06, 2019 4:58 am

Post by Ircher »

David takes out two arrows from his quiver. He quickly loads the first arrow and shoots it at Cultist Szyme. He then does the same with the second arrow. His second arrow unfortunately misses. (6 + 0 = 6 so far on Cultist Szyme.) Jackal711 then rushes forward and slashes at Cultist Szyme twice. His form is poor decreasing the effectiveness of the slashes. (6 + 3 + 1 => 10 so far on Cultist Szyme.) Not Known 15 then goes around the cultist and stabs the cultist from behind. (10 + 6 - 1 = 15 so far on Cultist Szyme.) The cultist, unable to defend off against all the attacks, collapses to the ground. Cultist Szyme manages to stand up afterwards, but you can tell it is taking him a lot of willpower. the worst is last to attack and deals the finishing blow. "No!!! You shall pay dearly for this! My fellow cultists will avenge me! Mark my words!" With that, the cultist collapses to the floor and becomes motionless. The evil man known as Cultist Szyme is no more. **Cultist Szyme is
dead
.**

James Brafin takes a moment to reflect on the battle and his life choices. He feels somewhat refreshed after doing so. **James Brafin has
13/23
HP left.**
---
Party Experience:

Base XP = 20 + 14 + 9 + 6 = 49 XP
XP Adjustment = 6 XP
Average Enemy Level = (6 + 6 + 6 + 6) / 4 = 6.0
Number of Participants = 10
XP Awarded Per Participant = 5.5 XP at Level 6.0.

(5) the worst gains 6 XP.
the worst levels up from level 5 to level 6!
You may reallocate your stat point if you wish.
(3) Formerfish gains 8 XP.
Formerfish levels up from level 3 to level 4! Please allocate your new stat point at your earliest convenience.

(5) Inferno390 gains 6 XP. Inferno390 stays at level 5.
(5) James Brafin gains 6 XP. James Brafin stays at level 5.
(5) Not Known 15 gains 6 XP. Not Known 15 stays at level 5.
(5) inspiratieloos gains 6 XP.
inspiratieloos levels up from level 5 to level 6!
You may reallocate your stat point if you wish. Please choose a specialization path at your earliest convenience.
(5) Jackal711 gains 6 XP. Jackal711 stays at level 5.
(5) Gamma Emerald gains 6 XP. Gamma Emerald stays at level 5.
(5) Cerberus v666 gains 6 XP.
Cerberus v666 levels up from level 5 to level 6!
You may reallocate your stat point if you wish.
---
(3) David gains 5 XP.
David levels up from level 3 to level 4!

David (NPC)HP: 14 -> 18
MP: 0 -> 2
Defense: 0d2 -> 1d2
Unlock level 1 "Minor Heal" (2 Mana).

Apparently, David had defense dice this whole time, and I didn't notice. Regardless, we're going to go with he had none, but now he does.
---
(1) PrivateI gains 2 XP.
PrivateI levels up from level 1 to level 2!

(1) tris gains 2 XP.
tris levels up from level 1 to level 2!


From now on, new players will begin at level 2 rather than level 1.


Level 6
(XP Needed: 28)
- Hitpoints = 20 |
Attack = 1d6 + 1d4
|
Defense = 1d4

-
Mana Points = 5
|
Morale = 10
| 1 Stat Point
- Gain passive skill "Power Aura": Enemies that are more than four levels below you gain a -1 modifier on defense rolls.
- Gain active skill "Throw Weapon" (3 CD): Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the {Expected Roll} (at this level, the expected roll is 8.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
- Gain magic spell "Enrage" (2 Mana): Enrages a target causing them to receive a -2 modifier on defense rolls but grants a +2 modifier on non-magical attack rolls. This effect lasts for two rounds.
- Gain magic spell "Inspire" (1 Mana): Increases the morale of an ally by 2d4 points.
- Gain magic spell "Fear" (1 Mana): Decreases the morale of an enemy by 2d4 points.
- Upgrade active skill "Speed Slash" to level 2 (2 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
- Upgrade magic spell "Fire" to level 2 (1 Mana): Sears an enemy for 1d4 damage and ignores their defenses.
- Upgrade magic spell "Curse" to level 2 (2 Mana): Curses a target giving their dice rolls a -2 modifier for three rounds.
- Update (retroactively--as in, this new description applies for lower level players without morale as well) the description of the passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown. Furthermore, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses (like "Scared"), you immediately recover from them.
- Morale determines your resilience against fear and other illusionary effects. If a creature's morale drops below 0, they receive the Scared status (or another appropriate status depending on the skill/spell) until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Scared monsters are unable to act and have a 25% chance of fleeing the battle each round. (Note: You do not get XP from enemies that flee.) Morale increases by 20% of your current hitpoints each round (rounded to nearest) (until it reaches its maximum value.) Creatures that do not possess morale suffer the "Scared" status (or another appropriate status depending on the skill/spell) for three rounds if they take morale damage. Certain skills and spells will inflict morale damage.
- Unlock globally (i.e.: for everyone) the Friendship System. A full description will be posted elsewhere as it is far too long to copy into this space.
- Checkpoint level (If you die, you respawn at level 6.)
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Post Post #1446 (ISO) » Tue Aug 06, 2019 5:15 am

Post by Ircher »

Details on the friendship system are listed in . The initial idea and design is courtesy of James Brafin, but I have made some changes. Also, I will note I plan to extend it beyond Friendship Level 4. I just have not made it that far yet.
---
Having defeated the deranged cultist, you search around to see if he had any good loot. All you could find was another healing potion; he managed to hide his money in a safe place. You continue deeper into the cave. You are soon stopped by a small group of slimes. They are notably weaker than many of the ones you have previously seen. Apparently, Cultist Szyme is not the one behind the slime menace; he is only an instigator.

Battle #18
(Threshold
2/1
)
(4) Alpha : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
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Post Post #1447 (ISO) » Tue Aug 06, 2019 5:20 am

Post by James Brafin »

:D
I’m glad to see the system in place! Super excited.
Threshold is low here, and these dudes seem weak. Shall the lower-level players take a turn attacking for XP?
A new R2D game is in signups! Running Alpha v1.3 Link here: viewtopic.php?f=10&t=80343
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Post Post #1448 (ISO) » Tue Aug 06, 2019 5:29 am

Post by Formerfish »

Tris gained xp just for being part of the game?
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Post Post #1449 (ISO) » Tue Aug 06, 2019 5:30 am

Post by Formerfish »

NVM, just saw that players start at lvl 2.
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