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Reply [L5R 4e] Cartographers
L5R - Cartographers - Mapmaker's Tent (OOC Thread) Goto Page: [] [<<] [<] 1 2 3 ... 17 18 19 20 21 22 [>] [»|]

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Rain Yupa rolled 3 10-sided dice: 6, 8, 9 Total: 23 (3-30)

Rain Yupa
Captain

Enduring Member

PostPosted: Mon Sep 17, 2018 12:29 am
... err, she's going first, but let's see how first.  
PostPosted: Thu Sep 20, 2018 12:19 am
SCN_ Grey_fox


For L5R combat, the first round is kind of special.

When initiative is rolled, you also declare your stance then. So everyone stances for round 1 is set before their turns are taken.

So you wouldn't be in Full Defense, you are stuck on normal Defense until round 2.

The sequence of combat rounds goes as follows:
Stage 1- Initiative (Roll initiative and declare stance for Round 1, or applied modifications to existing Initiative for Rounds 2+)
Stage 2- Turns (Round 1- Stance already decided from Stage 1, along with your entitled actions; Rounds 2+, stance is changed (if desired) before taking any actions for your turn)
Stage 3- Reactions. Pretty much nothing happens here besides effects ending, except for any 'Reaction' effects (usually spells).

So since you can take more actions for your regular non-full defense round 1 stance, you can say more if you'd like smile  

Rain Yupa
Captain

Enduring Member


Rain Yupa
Captain

Enduring Member

PostPosted: Thu Sep 20, 2018 1:40 pm
SCN_ Grey_fox


Regarding movement in L5R, here's the brief rundown.

Your "speed' is based on your Water Ring. Here is everyone's Water:

Gahl: 3
Tsuyoshi: 3
Chiharu: 2
Ayame: 2
Rakurai: 2 (counts as 5 for movement)

Every turn, you can move Water x5 feet as a FREE action.
Every turn, you can move Water x10 feet as a MOVE action.
You can take 1 complex or 2 simple actions.

Your maximum movement allowed a turn is Water x20. So you can't take 2 simple move and a free move in 1 turn.

The Full Attack stance also grants bonus movement, but only if taken as a MOVE action (+5'). That's kind of useless until you're able to attack as a simple action (rank 3), but may matter if you want to do something besides stab/slam/punch something. You are still capped by maximum movement.

If terrain became an issue, it lowers your effective water for all of the above.  
PostPosted: Thu Sep 20, 2018 8:32 pm
Ooof, didn't know you had reflex three. Missed by the 3 points from your stance on THAT roll.

Regret nothing though, offended birb is angry.  

Psychofish

Dedicated Loiterer

Psychofish rolled 1 10-sided dice: 8 Total: 8 (1-10)

Psychofish

Dedicated Loiterer

PostPosted: Thu Sep 20, 2018 8:50 pm
EXPLOSIVE MAGICAL PITY  
Psychofish rolled 6 10-sided dice: 4, 5, 4, 6, 6, 3 Total: 28 (6-60)
PostPosted: Thu Sep 20, 2018 9:11 pm
Rolling to control grapple on Gahl's turn, with a +1k0 from my raise.

6k3 Strength/Polearms: 6+6+5=17  

Psychofish

Dedicated Loiterer

SCN_ Grey_fox rolled 8 10-sided dice: 7, 4, 10, 3, 10, 5, 4, 9 Total: 52 (8-80)

SCN_ Grey_fox
Crew

PostPosted: Thu Sep 20, 2018 9:28 pm
Would changing to Full attack help the contested roll?

Void-skilled Str/Juju 4k3

If full attack helps, 6k4 hoping for 2 raises

Extra die to cover boomers

Edit: BOOMERS!!! I LOVE YOU! Can an exploded die explode again?

7, 4, 10(10), 3... 31 or 40, depending on the exploding die question.

7, 4, 10(9), 3, 10(4), 5... 52 if Full attack helps  
PostPosted: Thu Sep 20, 2018 10:02 pm
SCN_ Grey_fox
Would changing to Full attack help the contested roll?


I had to check, but Full Attack is specifically for "attack rolls", and a contested roll is not an attack roll.  

Rain Yupa
Captain

Enduring Member


Rain Yupa
Captain

Enduring Member

PostPosted: Thu Sep 20, 2018 10:12 pm
SCN_ Grey_fox
(Don’t know if stances change in grapples. Tsuyoshi, Next round your capture stick is mine!) 31 vs 17 to break the grapple, unsure if I still get my actions or would it go back to the bird's turn.


Simple Action to break the grapple, you still have a Simple Action remaining (plus any Free Actions).

And yes, you would still choose a stance like normal. Just most of them aren't very useful mid-grapple.  
Psychofish rolled 6 10-sided dice: 8, 5, 4, 2, 4, 3 Total: 26 (6-60)
PostPosted: Fri Sep 21, 2018 5:43 am
Much needed magical pity.  

Psychofish

Dedicated Loiterer


Rain Yupa
Captain

Enduring Member

PostPosted: Fri Sep 21, 2018 9:08 pm
Paidi tou Selini

SCN_ Grey_fox

Psychofish

GustyFox


Keep initiative, or drop out of combat rounds?  
PostPosted: Fri Sep 21, 2018 9:27 pm
SCN_ Grey_fox

Psychofish


Also, don't forget Contested Strength Roll as part of the disarm effect! Raw Strength, and dice will explode as normal (since it's not an "unskilled" roll).  

Rain Yupa
Captain

Enduring Member

SCN_ Grey_fox rolled 3 10-sided dice: 3, 1, 2 Total: 6 (3-30)

SCN_ Grey_fox
Crew

PostPosted: Fri Sep 21, 2018 9:40 pm
Hida does not care either way. He needs to find the sparrow lands, though secretly hopes he pissed off the bird man for this to become a true fight.


Contested Strength... 3k3  
PostPosted: Fri Sep 21, 2018 10:08 pm
Quote:
SCN_ Grey_fox rolled 3 10-sided dice: 3, 1, 2 Total: 6 (3-30)


I see you've finally calibrated to Gaia's dice system. Took you longer than most.  

Rain Yupa
Captain

Enduring Member

Psychofish rolled 3 10-sided dice: 10, 5, 1 Total: 16 (3-30)

Psychofish

Dedicated Loiterer

PostPosted: Fri Sep 21, 2018 10:15 pm
3k3 Strength: 13+5+1=19

I'm alright with ending combat, can't really continue in any appropriate way after "I surrender", and the only thing Tsuyoshi is sour about is the things he said that could be easily interpreted as dissing his clan.

If they'd gotten a better chance to wrestle properly, he might have decided he liked Gahl.  
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[L5R 4e] Cartographers

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