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Author Topic: Delinquent Players Help  (Read 70288 times)

10ebbor10

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Re: Delinquent Players Help
« Reply #210 on: March 11, 2014, 03:23:20 pm »

By using your service revolver, most likely.
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Avis-Mergulus

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Re: Delinquent Players Help
« Reply #211 on: March 11, 2014, 03:29:04 pm »

the heavy rifle has way longer range.
Obviously, which is why you use the bombs as propellant for other bombs, to increase the range. How are we supposed to beat a rifle by throwing things at a swift object without resorting to stupid-crazy?
I'll just go and assume you're serious. First, no way to aim, so to-hit penalty like a bad mother. Second, the process results in an initiative autofail (or, at least, heavy init penalties) anyway. Third and most important, the bombs have impact fuzes. The blast wave of the first bomb would inevitably detonate the second. And you have no way to detonate the first one in mid-air anyway. Short of shooting it. Hmmm...
Well, anyway, their fighter plane intercepted the enemy and shot it to fuck, which makes sense.
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GreatWyrmGold

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Re: Delinquent Players Help
« Reply #212 on: March 13, 2014, 01:50:55 pm »

By using your service revolver, most likely.
Any pistol, of any design, comes into serious range problems when fired by a human. Go us!
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
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LeoLeonardoIII

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Re: Delinquent Players Help
« Reply #213 on: March 14, 2014, 01:02:17 pm »

The main thing is to not die with bullets in your gun or your sword in its sheath. Go for it!
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RAM

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Re: Delinquent Players Help
« Reply #214 on: March 14, 2014, 02:22:53 pm »

Well, yes, impact detonation would turn it into a flame thrower instead of a cannon, which would be entirely inappropriate for the task at hand, and, incidentally, make the bombs completely inappropriate for use against aircraft, but very effective for use in land denial. So the only justifiable alternative is to stand atop the plane, draw a cutlass, and charge.
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GreatWyrmGold

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Re: Delinquent Players Help
« Reply #215 on: April 12, 2014, 09:25:20 am »

Alright, I've got a situation in my game Thawed, in that one of the players (one ragnarok97...something) is failing to post. And we had such a good rhythm...

Anyways, the character is a former pirate captain who can create and control hydrogen. She was drafted into a new unit of assorted magicians to fight a sorceress-queen who froze the world a couple years back (this is the first year anyone's been strong enough to fight her). Currently, they're on clean-up for a pretty successful (if brief) mission to destroy some of the queen's minions, during which they accidentally killed or wounded a number of their own soldiers. Also, one of the members of the group is running away, but she's pretty much gone.
She's put out the fires with the help of the survivors, despite her own incompetence. What does she do now?
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kj1225

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Re: Delinquent Players Help
« Reply #216 on: April 12, 2014, 09:26:37 am »

Take a nap.
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RAM

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Re: Delinquent Players Help
« Reply #217 on: April 12, 2014, 10:14:28 am »

Destroy the evidence, with fire!
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Lyeos

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Re: Delinquent Players Help
« Reply #218 on: April 12, 2014, 10:48:26 am »

Apologize profusely for the tragic accident that happened.
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lemon10

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Re: Delinquent Players Help
« Reply #219 on: April 17, 2014, 03:31:53 am »

There are three mages and a wood golem stuck in a room with a ancient fire element construct.
One of these mages is probably going to be unavailable for at least the next few days

His (available) spells are: Chain Lightning, summon a magma hammer over two turns, summons a sword of razor sharp glass (nearly) instantly, self-healing, summon whirlwind (around self) and diverge mind (lets him cast two weaker spells next turn).
He is completely unharmed, as well as having no items to use, nor can he use any magic other then these spells. His physical capabilities are pretty pathetic, and unless augmented by spells (or a good weapon) physical combat isn't even worth considering.

What should he do?

The thread (and the current turn) is here and the mage in question is mastacheese's Cromwell.
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darkpaladin109

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Re: Delinquent Players Help
« Reply #220 on: April 17, 2014, 04:09:14 am »

Summon whirlwind to blow away the fire elemental.
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a1s

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Re: Delinquent Players Help
« Reply #221 on: April 17, 2014, 06:52:19 am »

diverge mind. That way he will have more tactical freedom when he gets back, and noone will fan the fire(elemental.)
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Remuthra

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Re: Delinquent Players Help
« Reply #222 on: April 17, 2014, 06:54:18 am »

Attempt to pacify the fire elemental by singing "We Didn't Start the Fire".

mastahcheese

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Re: Delinquent Players Help
« Reply #223 on: April 17, 2014, 08:14:21 am »

Use my action.
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GreatWyrmGold

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Re: Delinquent Players Help
« Reply #224 on: April 17, 2014, 10:13:19 am »

There are three mages and a wood golem stuck in a room with a ancient fire element construct.
Hm. I don't think the wood elemental's going to have a good time.

Attempt to pacify the fire elemental by singing "We Didn't Start the Fire".
That sounds like a hilarious action.
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.
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