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i think what spoops is referring to is having this nonstop stream of in party (A/B/C/D), C flees and the moment he's gone E joins instead. then when D starts losing his buddy F swaps out with him. then when they finally have A on the ropes he flees and is replaced by G, and so on and so forth.
- Tue Sep 11, 2018 11:13 pm
- Forum: Suggestions
- Topic: Additions to the Flee Rules
- Replies: 37
- Views: 889
It's also to note that the protagonist side will almost always be larger, which is already an advantage in itself (and the fact that they get two chances to win, while the antagonists have to win twice or survive long enough, thus having harsher restrictions inherently). I'd only be okay with chang...
i bring the flee mechanics up because they apparently play a major part in the current fleeing rules. the specific situation mentioned brings up a major issue with the '4v4' etiquette that's used as opposed to forcing each member of a party to go 4v1 when facing 16 people, for example. that might be...
needs the mechanics changed incidentally; there's literally no way to stop someone from fleeing a fight if they have a certain cel+luc. can't chase someone past the edge of the map but you can 100% flee even if you're immobilized with 3 guys surrounding you
- Sat Sep 01, 2018 5:48 pm
- Forum: Bug Reports
- Topic: Quick Draw's extra round and back stabs Topic is solved
- Replies: 3
- Views: 126
it's actually based on whether they still have 6+ momentum, not turn order (so you could use it vs someone faster if they skipped for example, or as a tactician with On My Mark). since they don't get a turn this round they aren't granted any momentum, which is why that happens. it's almost certainly...
katanas as casting tools would be way too wild, but sheathe sword not ending your turn just sounds like a nice idea in general (as long as basic attacks/weapon skills and movement cause you to lose the quickdraw status). cursed item sounds appropriate to its flavor, would the balance be impacted too...
- Sun Aug 19, 2018 7:46 pm
- Forum: Suggestions
- Topic: Shield Throw - A skill for all heroic protectors of the realm
- Replies: 1
- Views: 111
alt: the shield becomes a projectile-blocking dense object in the tile where it lands, and for X rounds or until it takes enough damage you can't use your offhand slot
in-game distance is an abstraction resulting from a tile-based system and the visual distance between two people on your computer screen doesn't necessarily represent a real world equivalent based on their sprite size and the size of other things like trees or flowers. in short: it's not bad rp to s...
Snake wrote:Doesn't Talvyd knockdown before applying damage? I'm never successful on dodging it with Snake Dancer.
I'm honestly not sure but if you aren't enchanted with Talvyd it doesn't knockdown anyway.