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TOPIC: True Horde Guidelines

True Horde Guidelines 7 years 2 weeks ago #25

Incognito wrote:

Arcanist Kolixela wrote:

Incognito wrote:

jedibcg wrote: I would hope the the eldritch set's ignore Spell Resistance and ignore Damage Reduction (on melee attacks) would bypass anything Jeffagorgon has.


Speaking purely from an academic viewpoint, Spell Resistance and Damage Reduction are just that.

Spell turning
Spell absorption


From a purely academic viewpoint I would consider Spell Resistance and Spell Turning related enough that ignoring Resistance should also ignore Turning. Absorption would still definitely be valid.

Just my opinion tho.


Well, would you consider damage resistance and damage immunity the same?

So a skeleton that has DR 5 against blunt, versus some sort of ooze that is immune to all blunt weapons?

Or fire resistance versus fire immunity?

In TD, 100% resistance != immunity.

Immunity is actually stronger, because there are some things that can reduce resistance.


I understand but the if we run into something that is damage immune then we are likely not fighting it but attempting to solve a puzzle to defeat in my head.

You also use the point of saying DR 5 against blunt but shouldn't you just same R 5 against blunt? If it is DR 5 I would argue that eldritch set bypasses it because it bypasses Damage Resistance. Not certain if that makes sense or it is just me.
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True Horde Guidelines 7 years 2 weeks ago #26

Speaking of DR there will be a lot of tokens in play that subtract melee damage, missile damage, spell damage, as well as energy types.

It would be very helpful if the GMs are diligent about stating the damage source/type so we don't have to interrupt and ask what was the source/type each time.

Ed
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True Horde Guidelines 7 years 2 weeks ago #27

MasterED wrote: Speaking of DR there will be a lot of tokens in play that subtract melee damage, missile damage, spell damage, as well as energy types.

It would be very helpful if the GMs are diligent about stating the damage source/type so we don't have to interrupt and ask what was the source/type each time.

Ed


In the voice of Eric, "All damage source type will be Eldritch." :evil:
You either discover a star or you don't. You arrogant punk.

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True Horde Guidelines 7 years 2 weeks ago #28

jedibcg wrote:

MasterED wrote: Speaking of DR there will be a lot of tokens in play that subtract melee damage, missile damage, spell damage, as well as energy types.

It would be very helpful if the GMs are diligent about stating the damage source/type so we don't have to interrupt and ask what was the source/type each time.

Ed


In the voice of Eric, "All damage source type will be Eldritch." :evil:


And so will mine be!.

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True Horde Guidelines 7 years 2 weeks ago #29

I'm sure there is a plan, but I'm curious. If we are all on the same board, how do you tell which of the six ranger pucks belong to which rangers?
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True Horde Guidelines 7 years 2 weeks ago #30

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Jeff321 wrote: Will skill tests be skipped like in Grind?


I can't imagine they would want to take up time doing plane/bead/leaf checks.
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True Horde Guidelines 7 years 2 weeks ago #31

Kirk Bauer wrote: I'm sure there is a plan, but I'm curious. If we are all on the same board, how do you tell which of the six ranger pucks belong to which rangers?


The simple solution is: Instead of each class having a different color band for the new magnetic sliders, just have all members of one team be of a given color.

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True Horde Guidelines 7 years 2 weeks ago #32

Incognito wrote:

Kirk Bauer wrote: I'm sure there is a plan, but I'm curious. If we are all on the same board, how do you tell which of the six ranger pucks belong to which rangers?


The simple solution is: Instead of each class having a different color band for the new magnetic sliders, just have all members of one team be of a given color.

If we are all landing on the same board then let me know and I will bring extra colors.

Ed
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True Horde Guidelines 7 years 2 weeks ago #33

This is a question about Paladin's Guard in the scenario where the monster has multiple attacks.

If the Paladin is guarding Wizard and Druid with Amulet of Guarding, and the Jeffegorgon attacks the entire party with a melee attack (for instance), are 3 attacks resolved against the Paladin, or just 1?

In general I'm not sure if guarding can cause attacks to "stack" up against the paladin.

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True Horde Guidelines 7 years 2 weeks ago #34

Matthew Hayward wrote: This is a question about Paladin's Guard in the scenario where the monster has multiple attacks.

If the Paladin is guarding Wizard and Druid with Amulet of Guarding, and the Jeffegorgon attacks the entire party with a melee attack (for instance), are 3 attacks resolved against the Paladin, or just 1?

In general I'm not sure if guarding can cause attacks to "stack" up against the paladin.


Yes, it would be 3 attacks.

Looking at it another way, suppose the monster had 3 different attacks. It attacks the Wizard (which gets guarded). It then attacks the Wizard again (which gets guarded). And attacks the Wizard a third time (gets guarded).

Or if it attacked the Wizard, then the Druid, then the Paladin all sequentially. In those cases, the Paladin would also take 3 attacks.

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True Horde Guidelines 7 years 2 weeks ago #35

Incognito wrote:

Matthew Hayward wrote: This is a question about Paladin's Guard in the scenario where the monster has multiple attacks.

If the Paladin is guarding Wizard and Druid with Amulet of Guarding, and the Jeffegorgon attacks the entire party with a melee attack (for instance), are 3 attacks resolved against the Paladin, or just 1?

In general I'm not sure if guarding can cause attacks to "stack" up against the paladin.


Yes, it would be 3 attacks.

Looking at it another way, suppose the monster had 3 different attacks. It attacks the Wizard (which gets guarded). It then attacks the Wizard again (which gets guarded). And attacks the Wizard a third time (gets guarded).

Or if it attacked the Wizard, then the Druid, then the Paladin all sequentially. In those cases, the Paladin would also take 3 attacks.


Looks like we a re going to have some dead Paladins. Really though, if I am playing the Elf Wizard (which is the current plan) its AC is 28, and I have the Hat of Escape, and a Stoneskin (I forget the name if ti at the moment) cloak, plus plenty of stoneskin scrolls (I can cast two scrolls per round if hit one can always be a SS scroll) So do I really need the Paladin defending me?

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True Horde Guidelines 7 years 2 weeks ago #36

[in a pious voice]
Any TRUE Paladin would consider it an honor dying to save a fellow member of the team... especially if it were to save the life a fellow team member -- especially if in the attempt to defeat True evil.
[end of rediculous pius voice]

lol!

Hopefully the pally has maxed out AC to make only a true 20 roll the only way to hit... depending on attack bonus of the creature.

Why else have the sacrifice ability...

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