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#76
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Temp. HP are in addition to your real HP - they don't count towards your maximum so they don't affect your normal healing at all. They don't "stack" - if you get more, you keep the higher amount, not add them together. Temp. HP are the first thing to get removed when you take damage, before your normal hit points: They provide you a buffer before you get hurt. If they all run out then you start losing "real" HP. They remain until they are all removed due to damage, or you take a short rest, whichever comes first. I will also cover that under healing. Effectively, you keep them for the whole battle or until someone hits you. |
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#77
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Sorry for the late post, end game raiding in WoW + work + SC2, so many things so little time. I do think i messed up on the url posting, I tried to follow instructions but it seems to have failed please tell me what i did wrong so i can fix it.
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#78
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Sorry mine took so long, the girlfriend and her mate are gone, 3 people over for 2 days ****kk thattt.
__________________But yeah my post is down and if you want me to do anything specific (target you with a healing spell, help attack a different monster, use my size for something.. etc.) do say ![]() And with the url, your problem is that you didn't put square bracket around the end 'url' an easier way to do it is open another browser, go to the dice thread that your dice roll is in, copy the link and then paste it into the url button on the reply thing (the world with a chain below it, under smilies) So yeah that's your problem
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#79
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Now that two of you need saving throws, you might decide to let the clerics go first, so they can grant extra saving throws. If they hit with Sacred flame the clerics can already decide who to give a saving throw to and roll the d20 for their patient. To make a saving throw, the d20 needs to get at least 10 (so this is a little better than even odds.) On a success the character is no longer immobilized, and then they can move on their turns.
__________________You can still post in any order but specify if that's the order you want things to actually happen in. At the end of your own turn you can roll this again but even if you succeed you can't move on that turn because your turn is considered "over" when you start rolling saving throws. Last edited by Nocturnal; 07-29-2010 at 02:39 PM. |
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#80
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I'm moving first and casting Sacred Flame anyway, so it's okay, but also, can you please number the Kobolds if it's not too much trouble I just find it hard to keep up with all their movements and such, it just means I don't have to keep clicking off the post to view the enemies, just a suggestion, and you're doing a great job Noc.
__________________
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#81
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I like how the game is going so far. I enjoyed how the whole team practically facepalmed at the barb rush
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#82
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he does have numbers for the kobolds just look at their body on the map.
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#83
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Btw probably shoulda used the extra saving throw on me since i can use the extra saving throw on Erik. Next time keep that in mind.
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#84
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Awesome.. miss both knowledge checks badly....now my char is retarded. Also hit max damage on my spell but completely miss it haha. Sorry about not specifying the target, but the way i read it, it just said one ally (I can see) chooses so didn't know if i was supposed to specify a person or not. Normally this not making sense but when it came to needing a saving throw it vaguely did cause then that person could choose to use it.
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#85
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Thanks, if the numbers are too hard to see I can use a different color? Maybe green would have better contrast against their bodies?
__________________Good tactical suggestion, though it seemed to work out for you this time! When you use Sacred Flame you choose which ally to give it to. Then that ally can choose to take the hit points or the saving throw, but really in PbP waiting for that is too much trouble, so you should always choose for them. You'd pretty much always use that to give saving throws when you can because it's a better benefit, or else boost the temp. HP of front-line people who attract hits and don't have temp. HP already. Last edited by Nocturnal; 07-29-2010 at 03:53 PM. |
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#86
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Quick question, can i still roll a saving throw at the end of my turn even tho one has been attempted on me this round?
Okay think i figured it out, looks like i still can attempt a save. Last edited by Stiyl; 07-29-2010 at 04:29 PM. |
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#87
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Yeah you should be able to, the saving throw was an effect of a power, and nowhere does it say that you only get one saving throw per turn. It's the same as a healing surge really, someone can use a power to get you to use a healing surge, but you can still use second wind in your turn.
__________________So yeah it isokay to making a saving throw. |
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#88
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Yes you can, that is in addition to the one you always get.
__________________In fact, if you are under multiple effects then at the end of each turn you get to roll saving throws for all of them one by one. So if you are immobilized and taking ongoing poison damage, at the end of your turn you roll two d20s to end both of them. If you get a free saving throw you can spend it on one of the effects that are affecting you. (But in PbP the cleric might roll it for you and suggest what he thinks you should use it on, to save time.) The great thing about this is if you're poisoned, and someone gives you a saving throw before your turn, you might spend it to get rid of the poison and not take any damage from it at all! I will write and post a bit about that in the training hall hopefully soon. |
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#89
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Idea! Who wants to interrogate the one who has been hiding around the corner the whole time? We can range the one behind the portcullis to death, then capture slinger 1.
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#90
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Ranged attacks will be hard to do since both the portcullis itself and the wall corner are providing her cover. Your attacks will take -5 to hit her and she's unhurt, so you need to get very lucky.
__________________There is one of you five who can squeeze through the portcullis... And one who is probably strong enough to lift it open with a Standard action. (You have to roll Strength and get at least 15 to succeed.) Just to consider other options. If you capture a prisoner you might convince it to go through to open it up for you too. But kobolds are sneaky, as you have discovered. I forgot to mention this but: Erik's Dark One's Blessing triggered when Skirmisher 2 fell last round, so he got 4 temp. HP but those unfortunately didn't stack with the 7 he had already at that time. Sorry for not noting that earlier but that's why he didn't get more temp. HP. I want to point out how pleased I am with the formatting of your posts and the roleplaying of your actions so far. I can only give so much RPXP out at a time so I thought I'd say it here too. Good job, this is going very well! Last edited by Nocturnal; 07-29-2010 at 04:56 PM. |
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