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Rahal Gerrant - Balmung - 188 DRK
Reiko Takahashi - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
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Re: Important Notices
Mezlo you gained 1,100 XP, a pouch of Fire Dust and a pair of Hellhound Testicles.Rahal Gerrant - Balmung - 188 DRK
Reiko Takahashi - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
Haters Gonna Hate
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Re: Important Notices
Originally posted by Firewind View PostMezlo you gained 1,100 XP, a pouch of Fire Dust and a pair of Hellhound Testicles.
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Was Armando ok with me taking the testicles or did I need to force missle him?75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
RANK 10 Bastok
CoP: Done
ZM: Done
ToA: Done
Assault rank: Captain
Campaign Medal: Medals
Wotg: Complete the quests already and I'll start
Originally posted by EtraThis thread brought to you by Malacite's lack of understanding.
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Re: Important Notices
The Hellhound was already dead and when I said that the EAW was going to do that, everyone agreed it seemed appropriate and you would approve.
The EAW also got to flip off Vince (Cid) and Lili for kill stealing (killing the Hellhound and remaining a Living Action Wizard then getting revenge for Kill Stealing later seemed more like something an Evil guy would do) and I got to yell "Mezlo's casting Gravity Bow!" at everyone a few times.Rahal Gerrant - Balmung - 188 DRK
Reiko Takahashi - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
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Re: Important Notices
I'm fairly sure I had Mezlo give Jarre the finger too because of that.Rahal Gerrant - Balmung - 188 DRK
Reiko Takahashi - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
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Re: Important Notices
I remember Mezlo giving the finger to someone, but I don't recall who.
It was probably to whoever finished off that firebat, because it happened shortly after I failed to backhand it for its last hit point.Server: Midgardsormr -> Quetzalcoatl -> Valefor
Occupation: Reckless Red Mage
Name: Drjones
Blog: Mediocre Mage
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Re: Important Notices
Next session it is mandatory that everyone be in attendance. If even 1 person cannot make it, we will postpone the session.
Anyone needing to leave early should notify the group ASAP here in Important Notices prior to the session date and time in order for me to appropriately scale the session to their time restrictions.
Next session is a MAJOR STORY RELATED SESSION. I cannot stress that enough. It will not only be fun, but also incredibly challenging. Bring your "A" game.
In addition: Combat/Encounters up to this point have been long and dragged out. They have also been loaded with metagame. In the next sessions I urge you to remain in character and not to have conversations outside of character. This is for your own benefit and total immersion into the scenario I have laid out. Also if I may ask that you all refrain from wasting what precious time we have to play talking about non-game-related topics. I would like... if possible... to fit the entirety of what I have planned into 1 session. To do this I need strict compliance to these requests I have made.
Do I have everyone's compliance?
Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO
Yyg's Blog: Tree of Awesome!
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Re: Important Notices
Originally posted by YygdrasilDo I have everyone's compliance?
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Re: Important Notices
Or just... less thinking... more doing. More often than not, your first instinct is the one your character would choose to do. communication can be made on the fly between turns.
I've been overly generous with the party in regards to conversations held during combat.
AKA: Should we get up to that ledge? We should, right? Can we throw a rope that high? How about if we enlarge person and then throw someone up? I bet we could do that? You guys wana try or should we just wade our way through? Who's up for the "toss Lily to the platform" idea and who's against? Show of hands? Ok then... we'll throw her up.
Meanwhile... Tusk and his forces are gridlocked in their initiative order and can't act.
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Also: For the love of god... straighten out your macros, people. Your attack rolls and damage rolls should not be lumped into 1 macro. It puts needless information on the screen in the event that you miss your attack... and it confuses things when you crit... forcing us to back-pedal anyway.
LASTLY: Understand your own abilities, spells and feats. Read them, research them and be prepared to vocalize their effects to me during the session. I don't have a cataloged knowledge of everything in the players handbook, nor should anyone... that's just too much crap to try and remember. Our debate over the proper use of Combat Patrol could have been avoided if it's use was better understood and less assumed when the session began.
It's your character, you designed it, I expect you to know how he/she works by now. If you don't know yours backwards and forwards... make sure you do between now and next session.
Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO
Yyg's Blog: Tree of Awesome!
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Re: Important Notices
Two points:
- I think me and Cid are the only people that actually do what our characters would do without tons of talking which is why our turns tend to be pretty quick. The only times our turns get dragged out is because 1) Someone is talking through it 2) Someone is interrupting us yelling out metagamey "Why don't you do Y instead of X?" stuff.
- Damage Rolls are lumped in with Attack Rolls with my macros because: 1) It's faster than having to dig up the damage rolls separately 2) There's not enough Space on the bar to have every single thing available. It's a compromise between space and efficiency ESPECIALLY for Spellcasters who can't possibly have space for every single spell that they might actually think they might prepare. I'll take away the damage rolls if you accept I'm going to have to take extra time in my turns to look up damage rolls for each Weapon/Spell/Ability and figure out the possible modifiers that are in play instead of just rolling a single macro and occasionally having to roll a second attack roll and second or third damage roll.
As for availability this weekend. I'm going to have to play it by ear since it's my little sister's birthday on Friday and I have no fucking clue as to if anything is happening on the Saturday.
But anyway I'm fine with complying, I've been begging for ages for people to cut down on metagaming, and overthinking and overcomplicating things for a while.Rahal Gerrant - Balmung - 188 DRK
Reiko Takahashi - Balmung - 182 AST, 191 BLM, 182 SCH, 188 SMN
Haters Gonna Hate
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Re: Important Notices
Originally posted by YygdrasilLASTLY: Understand your own abilities, spells and feats. Read them, research them and be prepared to vocalize their effects to me during the session. I don't have a cataloged knowledge of everything in the players handbook, nor should anyone... that's just too much crap to try and remember. Our debate over the proper use of Combat Patrol could have been avoided if it's use was better understood and less assumed when the session began.
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Re: Important Notices
Originally posted by Firewind View PostTwo points:
I think me and Cid are the only people that actually do what our characters would do without tons of talking which is why our turns tend to be pretty quick. The only times our turns get dragged out is because 1) Someone is talking through it 2) Someone is interrupting us yelling out metagamey "Why don't you do Y instead of X?" stuff.Server: Midgardsormr -> Quetzalcoatl -> Valefor
Occupation: Reckless Red Mage
Name: Drjones
Blog: Mediocre Mage
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Re: Important Notices
Originally posted by Firewind View Postthink me and Cid are the only people that actually do what our characters would do without tons of talking which is why our turns tend to be pretty quick.
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Originally posted by Yygdrasil View PostNext session it is mandatory that everyone be in attendance.
Do I have everyone's compliance?75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
RANK 10 Bastok
CoP: Done
ZM: Done
ToA: Done
Assault rank: Captain
Campaign Medal: Medals
Wotg: Complete the quests already and I'll start
Originally posted by EtraThis thread brought to you by Malacite's lack of understanding.
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