tigerusthegreat wrote:How much xp do we need to level? Is that 2xp per character, or 2 divided among the entire team? Do we level only after the battle, or can we level mid-battle?
If we have unspent AP, can we spend that AP in the middle of battle, or just before entering the hex?
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Understood. This is a work in progress, after all. There are probably a number of mechanics that were determined through the Darkness Rising thread that were never back-filled. There are other mechanics (such as falling damage) that are deliberately not documented. As the rules evolve, I do make an effort to revise the rule sets each time. You are actually playtesting several new rules - luckamancy, dollamancy and foolamancy, in particular. Having new sets of eyes on the rules also helps a great deal.0beron wrote:On the one hand, this is true, no offense Marbit but you do kinda have a tendency to not document actual "mechanics" rules. It seems that about half of how combat actually works isn't written in the Rules Post.
XP was supposed to be an undocumented mechanic, but since I didn't want to keep track of XP secretly, the players have determined that Level 2 is 5xp, Level 3 is 15xp, and Level 4 is somewhere mid 30s. They have not yet determined the Level 5 threshold. You level at the end of the turn, so potentially after one or more battles.tigerusthegreat wrote:speaking of undocumented stuff, how much xp do we need to level? Is that 2xp per character, or 2 divided among the entire team? Do we level only after the battle, or can we level mid-battle?
If we have unspent AP, can we spend that AP in the middle of battle, or just before entering the hex?


MarbitChow wrote:Kilroy and Moe will be veiled as Anex and Rudy. Are there any other veils you want to place while all units are still outside the hex?Nnelg wrote:I still recommend that Kilroy and Moe go to G8 and J5 (veiled as Anex and Rudy).
WaterMonkey314 wrote:Are you trying to get me killed?


No problem. I was already planning on retconing that when I updated BLAND's contribution, actually, whether anyone mentioned it or not.Nnelg wrote:Err, uh oh it looks like there was a typo somewhere along the line... Kilroy needs to be in H8, not G8; both to take advantage of the cover and to prevent the mice from sneaking in through I7-H6. Can we have a mulligan on that, or should we just deal with it?





tigerusthegreat wrote:If you make a rule where unled units cannot delay, it turns into a game of kill the leadership.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Just entering. You can start adjacent to an enemy and take your full move away from them, but if they have a readied move and were anticipating that you would run, they could follow you, and after you each moved one square, you'd both be adjacent again, thus ending the move. If your move is at least 2x their move, though, you can move 2 squares to their 1, and escape. (The simultaneous move example hasn't really come up much, if at all, so I wouldn't worry about it much; just note that a readied enemy unit could cut off your escape.)tigerusthegreat wrote:Tactics question marbit: does starting your action next to an ememy mean you have 0 move or is it just enterring an adjacent square that drops it
I think tigerus was responding to Croverus, not to me.0beron wrote:He didn't say Unled units can't delay...tigerusthegreat wrote:If you make a rule where unled units cannot delay...

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