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Posted: Fri Jan 19, 2007 3:58 pm
TsaiLin You are, but your only allowed to be in one place at a time. 3nodding So... your either training or at the academy.
And try to be more descriptive with your roleplaying even if it is just cutting bamboo. Try to avoid one-liners. I was about to go and edit that. I'm doing the rolls first, and then going back and writing about the effects. Much easier that way. Huh. I think I'll go and write myself out of the academy class for now, and head off to the bamboo grove and write there.
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Posted: Fri Jan 19, 2007 4:01 pm
Sounds like a plan. 3nodding But really I would suggest you roleplay with someone, it makes it more interesting and your post count will increase and most likely you will get more experience but that's just my opinion.
3nodding
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Posted: Fri Jan 19, 2007 4:12 pm
Oh, I will. No worries. After I knock out the first clump I'll head back into Rukongai and see what's up.
I'll just be using the bamboo grove as one of her primary training spots - where she puts what she's learned in classes and whereever into practice.
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Posted: Fri Jan 19, 2007 4:17 pm
That's what everyone really did. You can invite other people to train with you and stuff like me and Kaosu are doing. neutral
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Posted: Fri Jan 19, 2007 5:46 pm
That and challenge people to spars. Spars are fun. I've been on a losing streak, but that doesn't matter. You get equal exp no matter if you lose or not. Or if there's a level difference, the lower level may get higher exp.
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Posted: Fri Jan 19, 2007 5:49 pm
Yeah, >_> but spars tend to be boring in the beginning since we are basically all the same in the beginning and all that can really help us is luck. Really I suggest basic roleplaying.
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Posted: Fri Jan 19, 2007 8:55 pm
Questions:1). What do I do to disarm someone? Is it a 1d20 + Str roll? Wizards.com says "You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll." Hm. Here's the link. It's in "Combat II" and under the disarm category. Is it the same in this guild?
2). What is an 'Initiative Check'? Wizards.com says that it's a "A check used to determine a creature's place in the initiative order for a combat. An initiative check is 1d20 + Dex modifier + other modifiers"... That doesn't say what it actually does and it may be different in this rp... Help?
3). When is the goddess, Aradiah, coming back?
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Posted: Sat Jan 20, 2007 5:25 am
*eyes the D20 SR* Holy cow, they *didn't* explain initiative very well, did they. I'll explain it as best I know from the few D20 games I've been in.
And I might be getting this slightly confused with WW Exalted rules, which I know better, so I might be somewhat wrong on it. The gist of it is still correct, tho.
An initiative check is basically "Who gets their attack in first, on the grounds that everyone starts off flatfooted in combat?" You roll 1d20...usually add in your dexterity bonus and the speed bonus of your weapon to decide, I believe. (might be wrong about the speed bonus.)
When initiative is rolled the one with the highest number declares their action first and rolls, then the next highest, then so on. There *can* be extra modifiers added if you've got armor on, there's something up with the ground you're standing on, you're casting a spell, stuff like that. Depends on the situation.
(So. A shinigami unit of five in normal garb (nothing fancy or anything) discovers a Hollow. Which of the six is fastest on the draw? Initiative rolls are done, and the order of attack ends up being
1. Shinigami #4 2. Shinigami #1 3. Hollow 4 Shinigami #2 5. Shinigami #5 6. Shinigami #3
That is the order in which the attacks will go, round by round, until the combat ends.
Depending on the table you're sitting at, some GMs throw out initiative rules and say 1. "Initiative will be rolled *every* round." 2. "highest goes first, then we go clockwise/counterclockwise round the table." Quite often, I've seen these two done on the grounds that some people have very sucky init bonuses compared to others and thus would ALWAYS go last. They're trying to be fair.
If it's a case of sneak attack, by the way, only the ones that the GM determines are aware of the sneak attack (by rolling listen and spot checks, usually) can roll initiative. They roll, work out their combat for that first round, then everyone else NOT aware rolls initiative and joins combat on the next round.
( Frex, the shinigami at the back of a traveling squad in the human realm sees the hollow coming, and either he yells warning and attacks, or the noise itself of his fight alerts the rest of the party. Anyway they move to attack a breath later than the first guy does.)
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Posted: Sat Jan 20, 2007 5:55 am
Humbra Questions:1). What do I do to disarm someone? Is it a 1d20 + Str roll? the link. It's in "Combat II" and under the disarm category. Is it the same in this guild?
Mrraagh. *reads file in full* I really hate gamerule writers, sometimes. smile Lemme break that down and think. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty.(You've got Ichigo fighting, say, the vice-captain of the 1st. Ichigo has Zangetsu, the vice of the 1st has his little rapier-type zanpakutou.) The only way I can see a *two*-handed weapon getting a bonus to disarm is if it's based on strength. It certainly wouldn't be dexterity. And *duh* to someone getting a penalty on the rolls if they're fighting a weaponed person barehanded, then. The rules really didn't need to say that... Guh. Dexterity should apply in there, *somewhere*. That doesn't seem quite right. Then again, I might be thinking feat bonuses. . If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll.(There's a shinigami and a quincy fighting, The combat has not gone the quincy's way, and now the shinigami's in melee range. He tries to take the bow away from the Quincy, who's on the defensive.) Yep, not much the Quincy can do to block that - a bow isn't melee, and is thus pretty much useless within that range. Okay, my husband's up so I asked *him*. Yes. Disarm is 1d 20 +STR bonus +any other bonus from applicable feats. There are feats (like Improved Disarm) that add to your ability to disarm, but I don't think any of those are in play here. (I really doubt Monk class rules are going to apply, frex.) He said one more thing: Any attempt to disarm opens up an Attack of Opportunity on you.
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Posted: Sat Jan 20, 2007 10:18 am
Humbra Questions:3). When is the goddess, Aradiah, coming back? She'll be back when she is back. Why did that sound like something Kenkaru would of said rofl She is back, if you check when she last logged in, she was on just yesterday. She just didn't visit the guild yet. I'm guessing we will be seeing her like in a few weeks or so.
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Posted: Sun Jan 21, 2007 6:31 am
Another question: in the matter of group posts, like a class, do you count the full number of posts, or just the posts you personally made?
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Posted: Sun Jan 21, 2007 6:50 am
Iatrixian Another question: in the matter of group posts, like a class, do you count the full number of posts, or just the posts you personally made? They count the posts you personally made 3nodding I think. Really, just aim for 70 personally and as a group.
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Posted: Sun Jan 28, 2007 6:18 pm
how do you figure out your attack bonus and your total attack bonus?
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