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Unread 01-31-2011, 11:36 AM   #111
Dracorion
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Well in that case now we have something to keep Caspin happy with.
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Unread 01-31-2011, 11:38 AM   #112
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Only for a minute or two.

I doubt it'd take him long to eat a baby.
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Unread 01-31-2011, 11:40 AM   #113
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I mean we just send him off to kill dingoes.

It'd be like a piņata for him. Crack it open and get a treat.
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Unread 01-31-2011, 11:43 AM   #114
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Oh, also, on battle orders: Don't just discuss things in the thread. Post in the thing when you're ready.

I only say this because last time I ran an RP someone posted what they wanted to do in the discussion thread and didn't get around to posting it in the ACTUAL thread by the deadline. As a result they didn't do what they wanted and then complained and I, being super nice, went back and edited.

Not this time! Because this time I'm warning you!

I don't check the discussion thread, necessarily, when writing up the combat posts. I have enough flipping back and forth between the dice roller, the RP thread, and the spreadsheet.
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Unread 01-31-2011, 12:06 PM   #115
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Default Overplanning is the best planning.

Okay, first: Caspin devoring shit is awesome. Seriously, if anyone witnesses that, our entire group should get a +2 bonus to intimidation checks against them. I mean, yeah, he only eats monsters, but still.

"I'm afraid I cannot give you orders, captain. But I advise that you and your men cooperate with us. Partly because it is for your own good, and partly... partly, captain, because my ravenous friend over there is still hungry."

Secondly: Huh. Heal on Argath? Is that necessary? Not that I don't like Argath...
Wait...
I don't like Argath.
But that's still not the reason I don't want him to get healed!

But see, what I'd recommend is that Argath jumps this turn, and, next turn, lands on one of the Dingos he's fighting right now. By then, those 3 dingos will have moved into medium range against us.

But see, if Fie uses Aero on one of the Dingos, instead of just Healing, then we can kill another Dingo at the start of next turn (since fire+aero on already weakened dingo = fried dingo casserole). And since Prasad can still act this turn, and the next, he can fire twice at another of the 3 (or, effectively, 2) Dingos. If Argath then lands on the dingo to deal increased damage, and I have docus cast fire as a standard action from his staff (bit of a risk, but eh), we'll have killed another one of them before they can actually act to attack us, since they'll have to spend their next round moving into short range. If we do it my way, by the point, only one dingo will be facing the four of us (Argath, Prasad, Fie and Docus), and one dingo each will be facing the two Viera, while Caspin will be going around slitting throats and pocketing the occasional organ in case he's feeling peckish later.. It's an easy battle at that point, since none of them are going to be killing anything, short of crits. An easy battle at that point.

Whereas, if Fie heals instead of using Aero, we have a bit of a problem, since we're down one strong attacker. Meaning more dingos survive, meaning they can seriously threaten the casters when (if) they charge us. And in the long term, we'll be taking more damage than if the mage just decided to forsake healing and get on with murderin' shit.

Anyway, McTahr, let Argath bleed, help me kill some dingos, yo.

Edit:
Aaaargh POS nooooo
That is not the correct target!
That is not the correct target at all!

Edit2:
Okay, okay. I'm overthinking this. Ignore the above bit, if you like.
But if the battle ends with less-than-optimal results, I will laugh. And mock you. All of you.

Last edited by Geminex; 01-31-2011 at 12:20 PM.
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Unread 01-31-2011, 12:31 PM   #116
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Gem.

What did we say about overplanning?

Still not sure whether to have Argath jump or not.
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Unread 01-31-2011, 12:54 PM   #117
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Default Okay, I overplan. Move along.

Quote:
What did we say about overplanning?
That it was the best planning. That's what I said, anyway. And who cares what you say?

As for jump...
Well, he has 14 hp and 4 armor. They do 9+1d6 damage each, and there's 3 of them. They each have a 7/12 chance of hitting you, and if 2 of them hit you, then you're almost certain to go down, unless their rolls are crap. Plus, even if just one hits, it has a chance to crit. Doing the math in my head, you have about a one third chance of survival if you stand and fight. And since nobody brought any phoenix downs, you'd be out for the rest of the mission.

Unless you're saying you wanna have Argath escape? you have the atheltics skill for it, but say bye-bye to any claim to 'manhood' Argath has.

So probably best to jump do as I tell you and jump.

Last edited by Geminex; 01-31-2011 at 01:16 PM.
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Unread 01-31-2011, 02:21 PM   #118
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Welp, I'm having Ark request his Remedy from Phil and suggesting Kole and Raltz go with him. A team of 3 and a team of 4. Kole won't be stuck in the same party as Elsa, a meatshield, healer and magic caster on both side and party size as equal as it could get.
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Unread 01-31-2011, 02:35 PM   #119
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Only reason Fie healed: I forgot Argath could jump. Can we retcon combat posts pre-deadline or no?
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Unread 01-31-2011, 02:41 PM   #120
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I kinda think we can. But might as well wait for Krylo to okay it. Maybe add a note underneath the post, that, if possible, you'd like to hit Dingo 3 with Aero instead, if possible.
I'll have docus do the same with fire.
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