Wednesday, July 10, 2013

And Boroge is ... a Hydra

Picture speaks for itself. I can check dexterities later, or you can save me the time:



Slowly, but surely, my artwork improves.
 As the creature moves very slightly forward, perhaps a hex and a half, two of the heads move in Ahmet's direction. The party hears the second head from the right say to the right-most head, "Watch out, there's some ugly little beastie around that corner."

The rightmost head will turn towards Andrej. The middle head will look at Lukas and say, without attacking, "Why must you fools always disturb us? Did we eat your child?"

The first head snaps out at Ahmet - but through a particularly bad coordination, the second head moves so quickly and ruthlessly that it smacks the first head out of the way. As a result, the first head rolls a "1" to hit ... but the second head rolls a natural "20." The hydra rolls to see if it is triple damage, and it is not - however, twice 9 damage is 18, that the creature does on its first round against Ahmet. Ahmet is stunned, and staggers back to 2213. He has a wound now, that will bleed 1 hit point damage per round until it is healed or bound (noted by a red star).

The head attacking Andrej rolls a 17, hitting Andrej rather definitely and causing 6 points of damage. This doesn't stun Andrej.


The party can take what action they will. It will require 1 movement point for Maximillian to discharge his spell; he can then move up to 3 afterwards, but can't physically attack the same round he discharges a spell.

To hit one of the creatures heads in direct melee, Party members must be in 2308, 2309,2310, 2311, 2312 or 2408. The head partly in 2312, that struck Ahmet, is already pulling back to 2412. It is possible to move into the 2500 column, but not to do so and attack.

Remember, because of the water, it requires 2 movement to enter a new hex. It does not cost a movement point, however, to retreat from a hex next to the heads (as it normally would for melee), and although the creature is huge, unless you are next to the body there is no incidental damage.

All good?

40 comments:

Maximillian said...

(A talking hydra, no less.)

I let loose my spell whenever it is done, and then throw my bola. I expect that takes some time to do?

Maximillian said...

Oh, and my dex is not enough to help, a 13

Alexis Smolensk said...

I'm sure you're excited, you're first combat, but just so you know Maximillian ... nothing you say about what your character does matters or counts until it is your move in the combat. Best to withhold your stated actions until AFTER you let the hydra take its action.

Maximillian said...

OK, yes, I'm excited.

Lukas said...

For multiple reasons, looks like 5 in this case.

James C. said...

Dex not helping me.

A hydra... it was on my shortlist but I was leaning more toward pack of trolls or ogres when I imagined something coming out of that cave.

It's on.

Ahmet said...

Ahmet has DEX 14, Enrico DEX 11.

This could get very ugly...

Andrej said...

It could, yes.

Lukas said...

I have a 16. Don't worry guys I got this. I'll make a break for the rope while you hold them off.

Alexis Smolensk said...

Then the hydra will be going first.

I'll update the post above to reflect that, rather than produce another post; the hydra is free to move forward, so we may expect it to be in a slightly different position (I'll post a second picture).

The hydra's heads are depicted to be slightly recoiled; they are able to strike at any hex adjacent to the hex they appear to be in. Moreover, I am also free to turn the heads to attack outwards to the sides, if the hydra finds itself in the center of the room.

The heads are a much higher armor class than the body ... so of course the body is the vulnerable spot. It's difficult to hit the body, however, without a missile weapon, or getting around the hydra's flank.

I wondered a bit last night about how to work out its hit points. As a whole, the hydra weighs about a ton; if it attacks as a 5 hit dice, it should have (according to my mass/hp system) a 1d12 + 1d10 per hit die. However, we all know a hydra's heads attack individually, and that individually they ought to be killed. So that makes me think each individual head can be treated individually, as a total hit points, and that attacks to the body can be distributed to all the heads (perhaps equally, perhaps randomly). Obviously, though, they wouldn't be 5 1HD monsters; each head attacks at 5 hit dice, so the heads would each be like a 5HD monster weighing 1/5th of the total body weight.

Worse, when the creature moves its body, that body movement does not count against the head movement; so the body can move its full movement forwards, and the heads can each always attack. So there's that to consider.

Want to run now?

I'll update the post. I'll let you know in a comment that I have.

Andrej said...

Yes, let's run now, though I wouldn't mind hearing a final determination on how you're treating the hit points. I like your idea of 5 individuals and attacks against the body being distributed, if that matters.

Rather then the previously proposed three person front, our current dispersed manner would make a nice wolf-pack attack approach...

Lukas said...

Wait, we're actually fleeing? Ok, if you want... of coarse we're slowed by the water mind...

Alexis Smolensk said...

Lost initiative, so the hydra already attacked.

Post is updated.

Thanks Andrej, we'll go with five individuals and body damage distribution.

Ahmet said...

That was fast. Good luck you guys :)

Lukas said...

So, we can go now? I think...
Lukas will draw and chuck a dart at the body of the beast.

6 Hexes should place the body at close range for a dart.

13 to hit (11 +2)
3 to damage

He will also say, "I can tell which one the clumsy one is!"

Then move backwards one hex.

I believe with his unarmored self he should have enough movement for one hex. 1910 would be the hex I want.

Alexis Smolensk said...

Lukas is 4th and his THACO should be 20 as a mage, so the dart hits. Damage distributed.

His unarmored self moves 5; so 2 movement to throw the dart leaves him with 3; to move the hex leaves him with 1 extra movement. If he wants time to shout four words at someone.

Lukas said...

Revised... "That's the clumsy one!"

Andrej said...

Andrej swings Aksion Spacimo at the head directly in front of him:

to hit: 15 (THAC0 18)
dmg: 6

Sofia draws and throws a dagger at the same head (can you remind me of the ranges on a dagger? She's 4 hexes away, so I should be safe for this throw):

to hit: 9
dmg: 4

Sofia then moves to hex 1809 (2 hexes).

Andrej said...

(OOC: I'll be unavailable for about an hour and a half starting now)

Lukas said...

Are the heads going to be easy to target consistently? If so can we number them? (Not as necessary for the green one, but this way I can call the correct head.)

Maximillian said...

I will let loose the spell and move to 1908. With my final movement point I will ready my bola.

Alexis Smolensk said...

Maximillian's faerie fire drops the AC of the monster by two, but still Andrej doesn't hit one of the heads (presuming he didn't forget to include his +1 to hit on his die roll). Sofia's dagger also misses, though the body is also 2 less an armor class.

The way I will calculate the experience, if someone hits with the benefit of the faerie fire, when they wouldn't normally have hit, I will give a bonus of half the damage x.p. to Maximillian. This will not affect the 10 x.p. per point of damage gained by the character that hits.

I need only hear from Enrico at this point.

Noted that Andrej is gone for awhile.

Alexis Smolensk said...

Oh, I actually meant four MORE words, Lukas; not a tightening of what you said.

Lukas said...

Oh no, I'm good, thank you for the thought however.

I will be honest, I do somewhat regret I cannot interview the beast. Would make for a great book to seek out intelligent speaking monsters and interview them.

Ahmet said...

Sorry, been awhile since we've done this...

Enrico, in ring mail and shield, STR 17, has how many movement points?

Assuming he has 4 MP, he advances two hexes to 2308 (2 MP) and attacks the head in 2409 (2 MP) with his scimitar.

If he only has 3 MP, he advances one hex to 2307 (1 MP) and throws a hand axe (2 MP) at the body.

To hit: 3

Fudge.

Andrej said...

Actually, my hour away was delayed and should now only be 30-45 minutes but begins now...

Well, the heads are better than AC 3.

Alexis, if Andrej casts a Bless or Aid, providing one with a +1 to hit, is XP similarly calculated?

Lukas said...

2 MP to move into a new hex Ahmet.

Ahmet said...

Oh, because of the water. Right.

OK, if he has 5 MP he moves into 2308 and attacks the head with his scimitar.

If he has 4 MP he moves into 2307 and throws his hand axe.

If he has 3 MP he has to stay where he is and throws the hand axe.

Lukas said...

My goal is to get some distance, then use my magics to help target whatever head is taking the most damage.

I'm going to throw darts as long as I'm not getting a penalty then start casting.

I only have 2 damage spells.

Also, question, could a sleep spell directly target a head using the 5HD each? I'm looking to disable some heads...

Alexis Smolensk said...

Enrico's movement in ring mail and shield is 4.

I presume he moves to 2307 and throws. He misses with the hand axe (already realized, I know). There's a possibility you may never find that hand axe again.

Andrej, regarding bless/aid ...

Yes, going forward we'll have to interpret that the same way. I've been working on new ways to move a bit more experience into the spellcaster camp.

The basic ranges for a number of the weapons will be available on the wiki this week. For this round, you're all close enough not to suffer penalties.

I'm going to be AWOL a couple of hours. Get back around 4 EST, 1 PST.

Maximillian said...

(I do want experience, but that's not really in keeping with the rest of your experience system. Also, while it's easy to figure out with this spell, or Andrej's bless, what about Lukas' sleep? For that matter, if andrej heals someone who would have died, how much of their subsequent damage should he be entitled to? You already distribute the experience from damage received to the party, maybe you should also distribute the damage caused?)

Andrej said...

(OOC: Healing could actually be an easy one, just give xp per point healed. You could even restrict to only points healed on others preventing a cleric from double-dipping by healing himself and rejoining a combat to earn more. Sleep, again, you could treat the same as above. Just assume any damage delivered to a sleeping opponent provides XP to both the deliverer and the caster. Using a sleep without causing corresponding damage would continue to provide no reward.)

Maximillian said...

(Double-dipping seems legitimate to me, my point was that if I get exp for doing something as simple as lighting up an opponent, xp for the straight hp healed seems _too low._)

Lukas said...

You get about 5% damage done in XP Maximillian. Think about it that way. They have to roll one of two of the results on an attack roll. This means it's less if folks damage the enemy without attack rolls.

Assuming the creature has 100 hp and its all attack rolls, you just got 5 dmg for one spell.

Lukas said...

(Math for those that care 2/20 chance to get XP = .1 multiplier, 50% damage dealt = .5 multiplier, total .05)

Lukas said...

(The trick is I think Alexis is offering compensation for 'wasting' a turn in combat not doing damage, when what you do actually is very useful.

This means if I cast material outside combat I don't expect to get any kind of XP as there is no risk.

Therefore, I could see battle healing being beneficial, but not outside combat...)

Alexis Smolensk said...

(OOC: If we're going to put things in brackets, please include the "OOC" for out of campaign.

The experience system has to be flexible, Maximillian; there are several ways already that I have marginally played with it; in this case, it makes sense, since no damage at all would have been done without the spell, while the person doing the actual hitting wouldn't notice any 'difference' in the hitting process ... and therefore, not less experience.

Trust me, 5 hp per damage done in this situation is a very small increase.

I don't want to give any x.p. for healing, or anything that solely benefits the party - damage against enemies benefits the party, but also does damage. Note that if Andrej uses the spell to curse enemies, causing them to cause less damage, he actually robs the party of experience ... to the tune of 40 xp per hit. Yet I've never had a cleric using a prayer spell, or a bard using martial music, let that bother them.

It's not that easy to light up the opponent, Maximillian; you have to get the spell off, and choose not to cast some other spell, risk having the spell broken and wasting a round or two, etc. It all evens out. Exactly Lukas's point.

Alexis Smolensk said...

I will try to get up a new post today if I can.

Alexis Smolensk said...

The next post is up.

Maximillian said...

Ok, I will certainly take the extra xp.