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 Post Posted: Thu Apr 13, 2017 2:44 am 
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Okay, so a few questions about everything...

Combat score- Your combat score will no longer affect your damage dice. It will affect your attack rolls and give you a bonus to damage. If using a weapon two handed (or a Great Bow) you use one and half this score rounded down.

Does this mean with a two handed weapon, your combat score of 4 would multiply up to 6, and then you'd get a +2? Or that your combat score of 4 would give you a +1, which multiplies to +1.5, rounded down to +1?

Also, I feel like all melee weapons should go up 1 damage dice, so that their 1 handed is 1d10 and their two handed is 1d12. Being melee v ranged, even if you need to put a special into it, is a serious drawback.

I wonder if there'll be 'skill synergies' like in DnD 3.5. I wonder if anybody remembers what those things were.

For infantry, do we need to vote on which ones we have to choose between? Or can we just pick any of them to pop? If so, could you tell us which 'selections' there are that we're picking 'between'?


Last edited by RocketSeraph on Thu Apr 13, 2017 2:52 am, edited 2 times in total.
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     Post Posted: Thu Apr 13, 2017 2:49 am 
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    SeraphRedux wrote:
    Okay, so a few questions about everything...

    Combat score- Your combat score will no longer affect your damage dice. It will affect your attack rolls and give you a bonus to damage. If using a weapon two handed (or a Great Bow) you use one and half this score rounded down.

    Does this mean with a two handed weapon, your combat score of 4 would multiply up to 6, and then you'd get a +2? Or that your combat score of 4 would give you a +1, which multiplies to +1.5, rounded down to +1?

    Also, I feel like all melee weapons should go up 1 damage dice, so that their 1 handed is 1d10 and their two handed is 1d12. Being melee v ranged, even if you need to put a special into it, is a serious drawback.

    I wonder if there'll be 'skill synergies' like in DnD 3.5. I wonder if anybody remembers what those things were.

    For infantry, do we need to vote on which ones we have to choose between? Or can we just pick any of them to pop? If so, could you tell us which 'selections' there are that we're picking 'between'?



    combat score of 5 +1 two handed 1.5 rounded down.

    As for increasing damage dice I think I happy where they are, if it is a serious craw back as we play I will increase them

    I remember skill synergy from 3.5 and not sure yes. Also side not if their is a skill you want included like bluff, concentration, or something else let me know

    Each type of infantry has 2 or 3 options vote on one.

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     Post Posted: Thu Apr 13, 2017 2:53 am 
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    Anyway, my favored units are...
    2 handed spearmen
    2 handed stabbers (I assume the two handed ones get skill points, they're just not put there)
    Archers (Wait, does this mean 'our' archery specials are 8 range as well now?)
    Fast Scout

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     Post Posted: Thu Apr 13, 2017 3:01 am 
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    SeraphRedux wrote:
    Anyway, my favored units are...
    2 handed spearmen
    2 handed stabbers (I assume the two handed ones get skill points, they're just not put there)
    Archers (Wait, does this mean 'our' archery specials are 8 range as well now?)
    Fast Scout



    No just the shortbows. I think it makes sense that knights and warlords can shoot farther if only a little

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     Post Posted: Thu Apr 13, 2017 10:16 am 
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    cypermancer wrote:
    combat score of 5 +1 two handed 1.5 rounded down.

    I don't understand this answer. Is the combat score or damage bonus multiplied by 1.5? And does leadership add to the score for this purpose or does it have it's normal damage bonus? Does it do both?

    One results in:
    Two handed table:
    0-3: +0
    4-6: +1
    7-8: +2
    9-11: +3
    12-14: +4
    15-16: +5
    17-20: +6

    The other results in:
    0-4: +0
    5-8: +1
    9-12: +3
    13-16: +4
    17-20: +6

    First one seems more reasonable to me.


    Last edited by Requiem_Jeer on Thu Apr 13, 2017 10:32 am, edited 3 times in total.
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     Post Posted: Thu Apr 13, 2017 10:24 am 
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    I think a sweeping update under the guise of 'Here are your new character sheets folks' would probably suffice here.

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     Post Posted: Mon Apr 17, 2017 11:51 pm 
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    added 6 new skills, feel free to check them out, and yes you can take some of them if you have not figured out your skill yet.

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     Post Posted: Tue Apr 18, 2017 2:25 am 
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    Sorry for my absence. Due to real life commitments I will be on hiatus for atleast the next few weeks

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     Post Posted: Fri Apr 21, 2017 12:37 am 
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    We haven't heard anything from Appolion for a while.

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     Post Posted: Fri Apr 21, 2017 4:05 am 
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    Deck of Cards wrote:
    We haven't heard anything from Appolion for a while.


    They were pregnant no?

    I get names mixed up but as I recall they were close to due?

    On a side note. I am quite busy this weekend so will not be posting as much.

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     Post Posted: Sat Apr 22, 2017 4:12 pm 
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    :shock:

    We have a volcano!

    I am going to make an expedition out there to study the natural stuffamancy of that hex.

    Hmm... if it erupts, we are down hill from it. Lava flow and all that.

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     Post Posted: Sat Apr 22, 2017 6:37 pm 
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    I think my final Skill List is gonna be...

    Diplomacy: 3
    Sense Motive: 3
    Knowledge: Ferals: 3

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     Post Posted: Sat Apr 22, 2017 6:45 pm 
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    Also, Markgraf is a title not a name.

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     Post Posted: Sun Apr 23, 2017 12:50 am 
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    Okay seriously, what do people want to do here. Do we just basically ignore these guys for a turn, complete our extra scouting, let this diplomacy go through?

    Or do we just kill them all because this is erfworld and peaceful solutions lead to starvation.

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     Post Posted: Sun Apr 23, 2017 1:00 am 
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    We are not yet secure enough that a pissed off tribe of nat allies couldn't do serious damage to our only city... I am in favor of diplomacy, even if it's just a stall tactic until we're better equipped to kick their arses

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     Post Posted: Sun Apr 23, 2017 1:24 am 
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    On the other hand, they might be 'trying' to stall for time, to better scout us. Either for ill or for good. They might have their chief deliberately hard to contact as a 'true' stall tactic.

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     Post Posted: Sun Apr 23, 2017 1:49 am 
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    You're right of course... I just think attacking would damage our standing with the local elf populations. There is a whole city of elves who could overwhelm us with numbers if they thought they needed to, and wiping out the Shady elves here might convince them of that.

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     Post Posted: Sun Apr 23, 2017 3:39 am 
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    I am always in favour of action

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     Post Posted: Sun Apr 23, 2017 4:49 am 
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    Print Book 2 & Draw Book 3 Supporter Shiny Red Star Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter This user is a Tool!
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    I vote wait, Diplomacy rolls went well

    And I like their signamancy (Wheel of Time), I want them to be our Natural Allies

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     Post Posted: Sun Apr 23, 2017 6:44 am 
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    Yeah, blindly attacking ill cause us to have really bad negotiations with all other people in th area (given they'll spread word 100%). That is a major consideration.

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