CTF Game 3: MVP voting closed. That's a wrap!
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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
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.
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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
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.
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.

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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
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.
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.
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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
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.
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.
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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
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.
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Re: CTF Game 3: Turn 7 (The Running Of The Flag)
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.
As long as what the dice decided is written there, I don't mind if the sory is told slightly differently.
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CTF Game 3: Turn 8 (Flag Charge!)
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.
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...
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.
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.
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.
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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
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
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.
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Re: CTF Game 3: Turn 8 (Flag Charge!)
It doesn't affect the outcome but yells should have a penalty for interrupted tackle.
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Re: CTF Game 3: Turn 8 (Flag Charge!)
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.
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.
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Re: CTF Game 3: Turn 8 (Flag Charge!)
It's okay. Take your time!
And a speedy recovery...!
And a speedy recovery...!
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Re: CTF Game 3: Turn 8 (Flag Charge!)
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.

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Re: CTF Game 3: Turn 8 (Flag Charge!)
Hides Cloth has only one...
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Re: CTF Game 3: Turn 8 (Flag Charge!)
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. 


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Re: CTF Game 3: Turn 8 (Flag Charge!)
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
Yeah, the dice are the MVP...
But our superior tactics will make up for that. :p
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CTF Game 3: Turn 9 (The Meeting Of The Flags)
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.
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.
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.
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.
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!

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
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 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
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
Score: 17 to 11!

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- Patdragon
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Well drat!
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- Karn, Silver golem
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
The crowding penalty! Argh!
Pity.
Pity.
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
That's two tussles for Stands decided by a crowding penalty. Stay far apart if you don't want him to win.
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Or have the teamwork feats.
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Come here, one of us gets XP that way... :)
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Das hättste gern. 

Last edited by Nerre on Thu May 14, 2015 4:45 pm, edited 1 time in total.

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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
At least buy him dinner first.Nerre wrote:You can crowd with me anytime.
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
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.
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Re: CTF Game 3: Turn 9 (The Meeting Of The Flags)
Quickly, everyone tackle/sprint into C3!