Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Fri Aug 24, 2012 9:07 am

The Colonel wrote:I have a few corpses left, where do I place them?
Remember that you've already burned through all your regular juice plus a full potion this turn in order to prevent Normal Decay and create 9 Skeleton Archers.
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Re: Darkness Rising

Postby BLANDCorporatio » Fri Aug 24, 2012 9:10 am

Exate wrote:Given how long things take, a "50 words or less of orders per combat phase per player" policy could really keep things moving after the initial setup phase.


The length of posts is one thing that kinda discourages me to pitch more stuff in. Time's limited and all that. I'm not pointing the finger at Swodaems because -everyone- is doing the War And Peace style messages. Maybe we should run this campaign via Twitter.

So then, I understand you want William to attack whoever's the tougher nut to crack (large Hits and/or Defense) as they happen to enter the hex. Gotcha. I still don't get why Healers are so low priority but whatever.

And Tod, do not worry. William shall shoot to knock that puny bow out of Armolad's hands.
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby Werebiscuit » Fri Aug 24, 2012 11:11 am

MarbitChow wrote:
The Colonel wrote:I have a few corpses left, where do I place them?
Remember that you've already burned through all your regular juice plus a full potion this turn in order to prevent Normal Decay and create 9 Skeleton Archers.



As this is the case I would suggest we plan to use them in turn 2 (or 3) of the siege using options 2 or 3 ( as outlined here)
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Re: Darkness Rising

Postby MarbitChow » Fri Aug 24, 2012 11:22 am

BLANDCorporatio wrote:I still don't get why Healers are so low priority but whatever.
The Altruistic Elves have the following special:
Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.
So, every dead healer grants a side-wide stackable buff that lasts for the entire combat. (Turn is a Full Day; combat uses Rounds and Phases.)
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Re: Darkness Rising

Postby 0beron » Fri Aug 24, 2012 11:29 am

Yeah that's why we don't want to kill the Healers Bland, unless the elves are stupid enough to send them in by themselves early on, because then they'd be in a different Hex and the Dying Cry wouldn't apply.
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Re: Darkness Rising

Postby The Colonel » Fri Aug 24, 2012 12:18 pm

Meh, so I'm support.
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Re: Darkness Rising

Postby Swodaems » Fri Aug 24, 2012 12:35 pm

MarbitChow wrote:
Swodaems wrote:MarbitChow, a few questions: 1. If we knock down interior walls, can we pile the debris somewhere?
Sure. Each square you knock down would allow you to fill up one square completely (providing cover and preventing move into it), or make 4 squares into "rough terrain", which cost double move to pass through.
I knocked out 6 squares to make the heck pup's hiding area, and I know what I want to do with the debris. I want a straight line of 24 squares of rough terrain stretching between H16 and AE16. If the Gumptons want to seige us in round 2, they'll have to do it from row 15 and have no one in front of them.

MarbitChow, can you please update the unit reference for the regular and garrison units to include designation numbers and names instead of just names? Are RM1, RM2, and RM3 the 3 dancing level 2 leaders or is it another group of 3 RM units? I need to be able to look at the map and have a way to be sure of who has what stats.

I have a rough idea of how to modify the positions of the daning melee units: (Full details wait until we're sure if there will be mounts for the level 2 dance leaders. I need to know how much room they take up and if they or the casters will be getting the dancing bodyguards.)

There are 6 spaces inside the garrison directly next to the door. I want 5 of those filled with the level 2 dancing heavies.
There are 5 level 1 warriors and 8 spearmen with the (choose 2: well-armed, well-protected, beefy) tag. 2 of those warriors and 4 of those spearmen are getting well-protected and beefy. The remainder are saving up to take heavy at level 2.* (see exp discussion below)
One of those 2 warriors is going in the 6th door side hex. The 4 well-protected and beefy spearman go in the 4 spots seperated by the pillar. ( I believe these to be Q21,R21, U21, and V21.)
The remaining well protected beefy warrior goes in one of the 8 spots behind them along with the 7 others warriors and spearmen that I said were waiting to take heavy at level 2.
The 6 units I haven't placed are the dancing level 2 leaders and dancing bodyguards.

Cupid and Comet/flier-8 should be on the wall instead of in the air. That way they get both elevation and cover.

(Marbit, can you reveal to us how much exp each of the enemy units is worth? Does leveling increase a units exp value by 2? (The only level 2 unit we have ever croaked was an archer that was executed by T. Coil. It seemed to be worth 2 exp more than other archers we croaked that battle.) I did an estimate with the gumptons valued at 8 exp, the level 2 archers and leaders at 6, and everything labelled as level 1 as 4 exp. (This accounted for everything but Armolad and Amandaria who I want taken alive.) That estimate said that, even split 67 ways, every living unit in hex should get just over 5 exp, enough to level most of them.) ( Or is it 68, is the balrug in hex? If it leveled, could it carry mounts?)
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Re: Darkness Rising

Postby MarbitChow » Fri Aug 24, 2012 1:06 pm

Swodaems wrote:MarbitChow, can you please update the unit reference for the regular and garrison units to include designation numbers and names instead of just names? Are RM1, RM2, and RM3 the 3 dancing level 2 leaders or is it another group of 3 RM units? I need to be able to look at the map and have a way to be sure of who has what stats.
As soon as I have time (probably Sunday morning), I intend to update the images for the original units to reflect their functions more appropriately, and make sure that the units have both name and designation in the unit list. I'll update the layout based on your instructions once that is done.

Swodaems wrote:(Marbit, can you reveal to us how much exp each of the enemy units is worth? Does leveling increase a units exp value by 2? (The only level 2 unit we have ever croaked was an archer that was executed by T. Coil. It seemed to be worth 2 exp more than other archers we croaked that battle.) I did an estimate with the gumptons valued at 8 exp, the level 2 archers and leaders at 6, and everything labelled as level 1 as 4 exp. (This accounted for everything but Armolad and Amandaria who I want taken alive.) That estimate said that, even split 67 ways, every living unit in hex should get just over 5 exp, enough to level most of them.)
Your estimations are mostly correct. Gumptions are slightly stronger than Gumps, so they're worth 10xp instead of 8. However, the Altruistic Elves are only worth 2xp, since a stiff breeze can croak them.

Swodaems wrote:( Or is it 68, is the balrug in hex? If it leveled, could it carry mounts?)
Balrugs are Inhuman, and thus don't level. (I've updated the Beastiary to reflect this.) I had assumed it was hiding in the hex.
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Re: Darkness Rising

Postby 0beron » Fri Aug 24, 2012 1:22 pm

Swodaems wrote:Every living unit in hex should get just over 5 exp, enough to level most of them.
Well drat, and here I was hoping Vinny would make level 3 in one jump from this fight haha. Then again, if we lose enough of our garrison units maybe he will.
Vinny won't object to having a mount obviously, but only if it's not needed elsewhere.
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Re: Darkness Rising

Postby Werebiscuit » Sat Aug 25, 2012 3:57 am

0beron wrote:
Swodaems wrote:Every living unit in hex should get just over 5 exp, enough to level most of them.
Well drat, and here I was hoping Vinny would make level 3 in one jump from this fight haha. Then again, if we lose enough of our garrison units maybe he will.
Vinny won't object to having a mount obviously, but only if it's not needed elsewhere.


OOC Hey, at least you'll level. ;) I kinda knew Vinny and Brick would start to catch us and was half expecting you to jump levels too due to the exponential increase in experience per level (as if we've got to earn say 50 for to reach 5th that puts you on 3rd) but I suppose there are 2 ways of you catching us, instead of you jumping levels we can always crawl :roll:

I wouldn't worry about it though there will no doubt be 'missions' where we're not dragging an army around as we've got a marbit dollamancer to find, a cease-fire to break, a party of Ixians to escort and possibly a retreating elf commander to capture if the siege goes our way. I've no doubt that MarbitChow has some other ideas up his sleeve too given the jetstone forces we have meta-info on.
So sit back, relax and carr...er no.. plan your next level.

Oh...and on mounts. Yes they're needed elsewhere. We don't have enough. Junetta, Wandreus, Triage and Tod could be doing with one so we're around 4 short but if you're going to fire off the tower air defences then you'll be a high priority target for the elves so you've been prioritised protection by us. If once you've fired them you want to give up the mount and go and hide somewhere safe ( if Marbit has rules for dismounting & mounting) then that's up to Vinny but until that time just be glad he's been given a job and the protection to hopefully see it through :D
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Re: Darkness Rising

Postby MarbitChow » Sat Aug 25, 2012 8:00 am

Werebiscuit wrote:( if Marbit has rules for dismounting & mounting)
Mounting and dismounting during combat each take an action. You must be adjacent to mount, and you end up adjacent after a dismount.
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Re: Darkness Rising

Postby Swodaems » Sat Aug 25, 2012 10:05 am

If casters aren't going to insist on mounts, I suggest we give mounts to the mountable warlords, assign bodyguards to watching the casters, and keep brickbats near them as well. (T. Coil does appear to be insisting on a mount.) (Order of warlord importance for receiving mounts (descending): Tod, Wandereus, level 2 dance warlords, level 1 garrison commander)

I have a few questions unrelated to our unit positioning that can be ignored until the battle starts.
MarbitChow wrote:
Swodaems wrote:( Or is it 68, is the balrug in hex? If it leveled, could it carry mounts?)
Balrugs are Inhuman, and thus don't level. (I've updated the Beastiary to reflect this.) I had assumed it was hiding in the hex.
'Inhuman' is a bit of a confusing word to use here. It's descriptive of quite a few of our units, but you've already said that our mounts can level. (When I said 67, I was including everything in our hex but the Balrug, the uncroaked and the brickbats. (actually it's 69, just did a recount.)) I was under the impression that the heck pups could as well.

What happens when Zed units level? You have them listed as being level 0 and having -5xp. When they get 5 xp, do they level differently as compared to a unit going from level 1 to 2? (Do they get the 2 AP they missed out on at creation, but no other stats?)

Is execution of captured enemies still a viable way of getting unshared exp? Could we still choose to share exp anyway on a per enemy basis?

Since we're now working with only whole number exp, how will exp be rounded? (Will 4.5 count as 5? Will 4.499 count as 4?)

While dismounting, would a mount with rider adjacent to the target count as 1 assist or 2? Does assisting with dismounting cost actions?
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Re: Darkness Rising

Postby MarbitChow » Sat Aug 25, 2012 10:41 am

Swodaems wrote:Inhuman' is a bit of a confusing word to use here. It's descriptive of quite a few of our units, but you've already said that our mounts can level.
Inhuman is a special qualifier, indicating that the unit cannot level or be uncroaked. Heck Pups, Naughty Kitties, and Bad Asses all have the Beast special, meaning that they can level, can be uncroaked, but can't talk and must be directed.

Swodaems wrote:What happens when Zed units level? You have them listed as being level 0 and having -5xp. When they get 5 XP, do they level differently as compared to a unit going from level 1 to 2? (Do they get the 2 AP they missed out on at creation, but no other stats?)
Yes, Zed units gain their missing 2 AP when they level, but do not gain the standard Hits or Combat Stats.

Swodaems wrote:Is execution of captured enemies still a viable way of getting unshared exp? Could we still choose to share exp anyway on a per enemy basis?
Executing captured enemies still grants XP, and you can attempt to divide that XP evenly among as many units as you wish. (I'm aware that, as long as captured enemies grant XP, the players can orchestrate a situation where prisoners are alone in a hex with 1 or more PCs in order to split the XP among a small group.) Note that Wandereus' act of surrendering the city to preserve himself and Junetta was an unusual circumstance - most units will fight to the death, especially if there is no leadership to order them to surrender.

Swodaems wrote:Since we're now working with only whole number exp, how will exp be rounded? (Will 4.5 count as 5? Will 4.499 count as 4?)
Put all of the gathered XP into a pool. Count the total number of units capable of earning XP. For each multiple of that value in the pool, all units gain 1 XP. Take the remainder of the pool, and assign the remaining XP to the lowest-level PCs, then NPCs, then Garrison NPCs. (Zed NPCs count as Level 1 for determining their order, so a 0-level NPC will not take XP away from a 1st level PC.)

Swodaems wrote:While dismounting, would a mount with rider adjacent to the target count as 1 assist or 2? Does assisting with dismounting cost actions?
Mounts with Riders count as 2 assists. All units attempting to dismount an opponent must spend an action to do so.
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Re: Darkness Rising

Postby The Colonel » Sat Aug 25, 2012 1:09 pm

I think that's it right?

also Marbit, do thou approve of my Idea for a Tenebrisian side?
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Re: Darkness Rising

Postby MarbitChow » Sat Aug 25, 2012 1:14 pm

The Colonel wrote:also Marbit, do thou approve of my Idea for a Tenebrisian side?
I saw you mention that in the other thread, but I wasn't sure what you meant by it. If you want to recreate and play the Tenebrisian side in other games, please be my guest.
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Re: Darkness Rising

Postby MarbitChow » Sun Aug 26, 2012 12:01 pm

Layout Phase - Final Check

For this phase, please only post corrections to starting positions

I've updated the Reference Section to include Bill's uncroaked archers, and all units should now have tags to match their image.

Exterior View
Image

Interior View
Image
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Re: Darkness Rising

Postby 0beron » Sun Aug 26, 2012 2:07 pm

I know you can't visually put me there on the map, but I'd like it noted Vinny is at H21, just so he's one square closer to the ladder.
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Re: Darkness Rising

Postby Exate » Sun Aug 26, 2012 2:17 pm

There's a commander in the front row of the wall at, what is that, O19? Failing objections from others he should probably be moved back two squares, and maybe left two as well, so that he's not an instant target.
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Re: Darkness Rising

Postby Werebiscuit » Sun Aug 26, 2012 4:12 pm

The uncroaked should be one space wider apart (we only need to intercept siege) and the line should start in C11 and end in W11 (where LU3 is currently).
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Re: Darkness Rising

Postby Swodaems » Mon Aug 27, 2012 11:58 am

I have an idea for what to do with Junetta's remaining juice during turn 6,7,&8. I showed earlier that she would have 125 juice remaining on those turns. She'll use 3 juice on potions early on turn 9. (She uses another 20 on wards on turn 9, so she'll have 36 going into the battle.) This brings her up to a number divisible by 8. She'll craft 4 minor ward potions for 64 juice and 8 revitalize potions for another 64 juice. The PCs already have potions aplenty from the ruins hex, so these will go to the 4 mounted NPC warlords (Wandereus and the dancing level 2s) and be split evenly amongst them. A few new sources of healing in battle will help us out.

One of the royal guards currently near me should go and protect Junetta.
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