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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
Posted: Mon May 11, 2015 7:27 am
by WearsHats
I did. I was going to roll initiative this time. But it seemed wrong. Last turn, like I said, there were conflicting actions. Two attacks on the same target. Also, Carves and Stands were already both in the square. Tumbles was tackling in to it. This time, everyone moved into the square.
Re: CTF Game 3: Turn 7 (The Running Of The Flag)
Posted: Mon May 11, 2015 8:33 am
by ChuckDaRighteous
It still seems contradictory to me. I don't think which tussle happens first shouldn't affect who's in the square at the time. But if it does (GMs discretion), then initiative matters in other actions. That's why I think its inconsistent. Even the rule you posted said actions happen simultaneously. I don't mind GMs changing the rules slightly but you need to explain the ins and outs of it ahead of time, particularly if its complicated in the "it applies here but not there" department, rather than a retrospective, "it seemed wrong." It does affect decisions.
And actually I probably wouldn't have made a big deal about it till you said something in that spoiler, which got me thinking about it.
Edit: looking back the previous turn I notice it got changed around.
That actually makes it worse. As its now worded: tumbles goes first and is in the square but carves doesn't get a penalty. That actually makes it confusing as to why there is no penalty. And I had to jump around to the different notes and spoilers to figure it out.
Re: CTF Game 3: Turn 7 (The Running Of The Flag)
Posted: Mon May 11, 2015 8:46 am
by WearsHats
I'm trying to be open and clear and consistent, but I really don't feel like arguing this one any further.
If there are conflicting actions, then initiative matters and that will affect turn order. If there are no conflicting actions, then there's no initiative roll and everything happens simultaneously. That's the rule.
And yes, I realize that the way the previous update was posted got a little confusing. Maybe that was the wrong choice on my part. But I thought it was more interesting to read that way. And if you're going to go combing through to examine the nitty gritty of the rolls and what got applied to them, then you're going to be digging through spoilers. But I was curious about what would have happened if Carves had gone first and I rolled it and I thought it was interesting so I decided to put it in there.
I'm sorry you disagree with my call, but I'm going with what makes sense to me.
Re: CTF Game 3: Turn 7 (The Running Of The Flag)
Posted: Mon May 11, 2015 9:29 am
by ChuckDaRighteous
Again I don't mind if you change it but again you need to fully lay it out.
So the possibility of removing teamwork penalties only matters if there already is an initiative roll? Or just in that instance because those particular tusslers were already there? Because you've said both. If I tackles a square with a red in it from the north and mort tackles the same square from the south does the one of us who wins initiative and tackles him first suffer no teamwork penalty or are we arriving at the same time?
Like I said, if you're going to change it, explain it.
Re: CTF Game 3: Turn 7 (The Running Of The Flag)
Posted: Mon May 11, 2015 12:30 pm
by Knucklekraken
I disagree. The attack is what brings you into your destination square. If two people attack into one square, the last one gets a crowding penalty. It's not inconsistent with this at all.
Re: CTF Game 3: Turn 7 (The Running Of The Flag)
Posted: Mon May 11, 2015 1:09 pm
by Krulle
My stance: there are weird differences between rules and real life anyway.
As long as what the dice decided is written there, I don't mind if the sory is told slightly differently.
CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 12:56 am
by WearsHats
Score:
9 to
5
CarvesAPumpkin advances towards the center line as
Tumbles Down a Hill shifts down field.
Hides Cloth retreats towards his flag as
Nerre spawns next to it.
Stands Firm guards.
► Show Spoiler
Stands Firm has a +2 defender bonus. Yells At Others has no bonuses or penalties.
Stands wins on 1-12. Yells escapes on 13-20.
Roll: 15!
Yells escapes. He gets a point for the red team and 1 xp.
Score:
9 to
6!
Yells At Others tackles into the flag square, but finds no opposition.
Boar Slayer runs for the flag. They earn two more points for red.
Score:
9 to
8!
The score is nearly tied, but what's happening with the red flag?
Bomb Diggety tackles forward, but
Dreamer is moving directly away from him. But
Has No Name also tackles forward...
► Show Spoiler
Has No Name has a +2 tackle bonus and a -1 crowding penalty. Dreamer has a +2 defender bonus but a -1 penalty for having sprinted last turn.
No Name wins on 1-10. Dreamer wins on 11-20.
Roll: 6!
No Name knocks out the defender, clearing the way for Righteous Charger, winning a point for the blue team, and 1 XP.
Score: 10 to 8!
Pats Dragons, alone in the quadrant, picks up the other blue flag.
CarvesAPumpkin and
Tumbles Down a Hill advance.
Hides Cloth tackles an empty B3.
Stands Firm would tackle into the flag square, but is distracted by having lost his tussle with
Yells.
Speaking of the flag square,
Nerre tackles in.
► Show Spoiler
Both Boar Slayer and Yells At Others are in the square. Nerre did not specify a target.
1-10, Nerre tackles Boar Slayer. 11-20, he goes for Yells.
Roll: 1
Nerre tackles Boar Slayer. Nerre has a +2 tackle bonus. Boar Slayer's attacker bonus is negated because he is picking up the flag. Boar Slayer has a -1 crowding penalty.
Nerre wins on 1-13. Boar Slayer wins on 14-20.
Roll: 14!
Boar Slayer manages to dodge, winning a point for the red team and 1 XP. Triumphantly, he picks up the flag.
Score:
10 to
9!
Bomb Diggety and
Has No Name look on in triumph as
Righteous Charger carries the flag over the center line, winning 5 points for the blue team!
Score:
15 to
9!
Pats Dragons runs ahead with the flag, unimpeded... for now. He's got some opposition ahead.
Bomb Diggety,
Hides Cloth, and
Yells At Others have -1 to tussles next turn for their missed tackles.
Dreamer must spend the first half of next turn standing up.
Tumbles Down a Hill and
Dreamer cannot sprint next turn.
► Show Spoiler
Yells At Others and Tumbles Down a Hill get 1 advancement XP. Has No Name, Yells At Others, and Boar Slayer get 1 XP for winning their tussles. Righteous Charger, Bomb Diggety, and Has No Name get 3 XP for the flag capture.
Total:
Bomb Diggety: 11
Boar Slayer: 7
CarvesAPumpkin: 4
Dreamer: 2
Has No Name: 9
Hides Cloth: 1
Nerre: 2
Pats Dragons: 4
Righteous Charger: 9
Stands Firm: 5
Tumbles Down a Hill: 2
Yells At Others: 6
► Show Spoiler
Bomb Diggety, Level 1 Attacker
Player: KnuckleKraken - Color: #FF0000 - Shirt Color: #N/A - Exp: 0/5
Games: 1/3 - Missions: 0/1
Feats: N/A
Has No Name, Lv4 Defender
Player: M0rtimer - Color: #BF0000 - Shirt Color: #000000 - Exp: 24/26
Games: 2/3 - Missions: 1/1 - Hosted: Practice Game #2
Feats: Improved Guarding 2, Banner Guardian 1
Achievements:
MVP Practice Game #1:
Hides Cloth, Lv3 Defender
Player: lokthar - Color: #008040 - Shirt Color: #N/A - Exp: 13/18
Games: 2/3 - Missions: 0/1
Feats: Improved Guard 2
Nerre, Level 3 Strategist
Player: Nerre - Color: #40FF00 - Shirt Color: #N/A - Exp: 11/18
Games: 2/3 - Missions: 0/1
Feats: Teamwork 1, Cheer Effectiveness 1
Righteous Charger, Lv4 Attacker
Player: ChuckDaRighteous - Color: #800000 - Shirt Color: #A03000 - Exp: 22/26
Games: 2/3 - Missions: 1/1
Feats: Sprint Endurance 1, Improved Tackle 2
Stands Firm, Level 1 Defender
Player: Bahamut - Color: #BF8000 - Shirt Color: #N/A - Exp: 0/5
Games: 1/3 - Missions: 0/1
Feats: N/A
► Show Spoiler
Boar Slayer, Lv 2 Attacker
Player: Arch Lich Burns - Color: #8080BF - Shirt Color: #N/A - Exp: 10/11
Games: 2/3 - Missions: 0/1
Feats: Nimble
CarvesAPumpkin, Level 2 Defender
Player: Davis8488 - Color: #FF8000 - Shirt Color: #N/A - Exp: 5/11
Games: 2/3 - Missions: 0/1
Feats: Improved Guarding
Achievements:
MVP Practice Game #2:
Dreamer, Lv4 Defender
Player: Krulle - Color: #FF70FF - Shirt Color: #N/A - Exp: 20/26
Games: 2/3 - Missions: 1/1
Feats: Tackle Stamina 2, Teamwork 1
Pats Dragons, Lv4 Strategist
Player: Patdragon - Color: #FFFF00 - Shirt Color: #000000 - Exp: 24/26
Games: 2/3 - Missions: 1/1
Feats: Cheer Effectiveness 2, Cheer Range 1
Tumbles Down a Hill, Lv 4 Attacker
Player: SeeAMoose - Color: #004080 - Shirt Color: #a20000 - Exp: 21/26
Games: 2/3 - Missions: 0/1 - Hosted: 1 Game, 1 Mission
Feats: Sprint Endurance 1, Nimble 1, Improved Dodge 1
Yells At Others, Lv2 Strategist
Player: Theis2 - Color: #8000ff - Shirt Color: #N/A - Exp: 9/11
Games: 2/3 - Missions: 0/1
Feats: Cheer Range 1
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 1:11 am
by ChuckDaRighteous
It doesn't affect the outcome but yells should have a penalty for interrupted tackle.
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 11:56 am
by WearsHats
Next turn might have to be delayed a day or two. We'll see.
I've been in really bad shape. I only get a couple hours a day where I'm well enough to sit up and try to think straight. I've got an important appointment tomorrow afternoon, and I really should prepare some things. I'm also pushing myself so I can be awake late enough to have a chance at some semblance of lucidity. Even so, I won't be home until hours after bedtime. I may need time to recover.
I'll put the update together when I can.
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 11:58 am
by Krulle
It's okay. Take your time!
And a speedy recovery...!
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 12:01 pm
by Nerre
Failed by 1...the dice are like in the first game. Not on my side in the first half. Lets up they make up in the second. 2 xp so far, that sucks.
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 12:52 pm
by Krulle
Hides Cloth has only one...
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Tue May 12, 2015 2:20 pm
by Nerre
But he did miss 1 or 2 turns while your team advanced. I just wanted to point out the large gap between the top and bottom people, not make a contest out of it.
Re: CTF Game 3: Turn 8 (Flag Charge!)
Posted: Wed May 13, 2015 12:29 am
by Krulle
I did not miss a single move, yet I also have only 1 XP, just like our captain.
Yeah, the dice are the MVP...
But our superior tactics will make up for that. :p
CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 7:13 am
by WearsHats
Score:
15 to
9
The red flag magically warps back to its rightful place.
Dreamer stands up as
Bomb Diggety runs up to him.
Righteous Charger and
Has No Name head towards their flag, but
Pats Dragons dodges upfield.
CarvesAPumpkin tries to sprint towards the action while
Tumbles Down a Hill runs downfield.
Stands Firm and
Hides Cloth guard.
Nerre guards, attempting to catch
Boar Slayer before he escapes with the flag. But
Yells At Others also guards, intercepting him.
► Show Spoiler
Nerre has no bonuses or penalties. Yells has -1 for his missed tackle last turn and a -1 crowding penalty. Nerre wins on 1-12, Yells wins on 13-20.
Roll: 7!
Nerre wins, knocking down the opposing strategist. He gets 1 XP for winning the tussle, 1 XP for sending
Yells back to his side of the field, and a point for the blue team.
Yells must respawn.
Score:
16 to
9!
Boar Slayer moves downfield with the flag.
Bomb Diggety and
Dreamer guard against each other.
► Show Spoiler
Bomb Diggety has -1 for his missed tackle last turn. Dreamer has a +2 defender bonus. Dreamer wins on 1-13. Bomb Diggety wins on 14-20.
Roll: 12!
Dreamer pins
Bomb Diggety, earning 1 XP for winning a tussle, 1 XP for sending
Bomb Diggety back to his side of the field, and a point for the red team.
Bomb Diggety must respawn.
Score:
16 to
10!
Has No Name and
Hides Cloth guard their respective squares.
CarvesAPumpkin would sprint to C3, but, as a defender, he is unable to sprint on the opponents' half of the field.
Nerre would tackle, but he's recovering from the tussle in the first half of the turn.
Righteous Charger and
Tumbles Down a Hill tackle each other.
► Show Spoiler
Righteous Charger has a +4 tackle bonus and a +2 improved tackle bonus. Tumbles Down a Hill has a +4 tackle bonus. Righteous Charger wins on 1-12. Tumbles wins on 13-20.
Roll: 19!
Tumbles Down a Hill overpowers the other attacker, winning 1 XP and a point for the red team.
Righteous Charger must spend the first half of next turn standing up.
Score:
16 to
11!
Stands Firm tackles down as both
Boar Slayer and
Pats Dragons, carrying their respective blue flags, run into the same square.
► Show Spoiler
Neither opponent is taking aggressive action (guarding or tackling) and Stands Firm did not specify a priority. 1-10, Stands targets Boar Slayer. 11-20, he goes for Pats Dragons.
Roll: 15
Stands Firm has a +2 defender bonus and a +2 tackle bonus. Pats Dragons has a -1 crowding penalty. Stands wins on 1-15, Pats escapes on 16-20.
Roll: 15!
Stands Firm knocks
Pats Dragons out. He gets 1 XP for winning the tussle, 1 XP for sending
Pats back to his side of the field, and a point for the blue team.
Pats must respawn.
Score:
17 to
11!
► Show Spoiler
This leaves us with an interesting situation. Since Boar Slayer is also in the square, the flag does not warp back. However, Boar Slayer is already carrying a flag. The rules say if you're carrying a flag, you can't guard, tackle, or sprint but they don't say anything about being able to pick up or carry a second flag. I'm going to rule that Boar Slayer can pick up the second flag if he wants. After all, he does have two hands. That's a standard (half turn) action. But, while carrying both flags, he'll get -2 to all tussles.
On the other hand, Boar Slayer has no teammates in any adjacent square. If he leaves the square in the first half of the turn, the flag will warp back to E1.
If Boar Slayer waits until CarvesAPumpkin or Tumbles Down a Hill can get to C2, the flag will remain on the ground in C2 and can be picked up in the following turn. But if Boar Slayer leaves the square and his teammate is pinned, the flag warps back to E1. And, of course, if Boar Slayer is pinned in the first half of the turn, both flags warp back.
► Show Spoiler
Nerre, Dreamer, and Stands Firm each get 2 XP for winning tussles on their side of the field. Tumbles Down a Hill gets 1 XP for winning his tussle. CarvesAPumpkin and Tumbles Down a Hill get 1 advancement XP.
Total:
Bomb Diggety: 11
Boar Slayer: 7
CarvesAPumpkin: 5
Dreamer: 4
Has No Name: 9
Hides Cloth: 1
Nerre: 4
Pats Dragons: 4
Righteous Charger: 9
Stands Firm: 7
Tumbles Down a Hill: 4
Yells At Others: 6
► Show Spoiler
Bomb Diggety, Level 1 Attacker
Player: KnuckleKraken - Color: #FF0000 - Shirt Color: #N/A - Exp: 0/5
Games: 1/3 - Missions: 0/1
Feats: N/A
Has No Name, Lv4 Defender
Player: M0rtimer - Color: #BF0000 - Shirt Color: #000000 - Exp: 24/26
Games: 2/3 - Missions: 1/1 - Hosted: Practice Game #2
Feats: Improved Guarding 2, Banner Guardian 1
Achievements:
MVP Practice Game #1:
Hides Cloth, Lv3 Defender
Player: lokthar - Color: #008040 - Shirt Color: #N/A - Exp: 13/18
Games: 2/3 - Missions: 0/1
Feats: Improved Guard 2
Nerre, Level 3 Strategist
Player: Nerre - Color: #40FF00 - Shirt Color: #N/A - Exp: 11/18
Games: 2/3 - Missions: 0/1
Feats: Teamwork 1, Cheer Effectiveness 1
Righteous Charger, Lv4 Attacker
Player: ChuckDaRighteous - Color: #800000 - Shirt Color: #A03000 - Exp: 22/26
Games: 2/3 - Missions: 1/1
Feats: Sprint Endurance 1, Improved Tackle 2
Stands Firm, Level 1 Defender
Player: Bahamut - Color: #BF8000 - Shirt Color: #N/A - Exp: 0/5
Games: 1/3 - Missions: 0/1
Feats: N/A
► Show Spoiler
Boar Slayer, Lv 2 Attacker
Player: Arch Lich Burns - Color: #8080BF - Shirt Color: #N/A - Exp: 10/11
Games: 2/3 - Missions: 0/1
Feats: Nimble
CarvesAPumpkin, Level 2 Defender
Player: Davis8488 - Color: #FF8000 - Shirt Color: #N/A - Exp: 5/11
Games: 2/3 - Missions: 0/1
Feats: Improved Guarding
Achievements:
MVP Practice Game #2:
Dreamer, Lv4 Defender
Player: Krulle - Color: #FF70FF - Shirt Color: #N/A - Exp: 20/26
Games: 2/3 - Missions: 1/1
Feats: Tackle Stamina 2, Teamwork 1
Pats Dragons, Lv4 Strategist
Player: Patdragon - Color: #FFFF00 - Shirt Color: #000000 - Exp: 24/26
Games: 2/3 - Missions: 1/1
Feats: Cheer Effectiveness 2, Cheer Range 1
Tumbles Down a Hill, Lv 4 Attacker
Player: SeeAMoose - Color: #004080 - Shirt Color: #a20000 - Exp: 21/26
Games: 2/3 - Missions: 0/1 - Hosted: 1 Game, 1 Mission
Feats: Sprint Endurance 1, Nimble 1, Improved Dodge 1
Yells At Others, Lv2 Strategist
Player: Theis2 - Color: #8000ff - Shirt Color: #N/A - Exp: 9/11
Games: 2/3 - Missions: 0/1
Feats: Cheer Range 1
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 7:46 am
by Patdragon
Well drat!
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 10:19 am
by Krulle
The crowding penalty! Argh!
Pity.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 11:21 am
by Bahamut
That's two tussles for Stands decided by a crowding penalty. Stay far apart if you don't want him to win.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 11:25 am
by Krulle
Or have the teamwork feats.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 2:20 pm
by Nerre
You can crowd with me anytime.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 2:29 pm
by Krulle
Come here, one of us gets XP that way... :)
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 3:40 pm
by Nerre
Das hättste gern.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 4:45 pm
by WearsHats
Nerre wrote:You can crowd with me anytime.
At least buy him dinner first.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 5:05 pm
by Arch Lich Burns
Hey after we capture the flag we should see the maximum amount of goblins a square can hold. I suggest neeree's square since he loves being crowded.
Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Posted: Thu May 14, 2015 5:07 pm
by M0rtimer
Quickly, everyone tackle/sprint into C3!