Thevshi Posted February 1 Posted February 1 Well, should look at our house rules for grapple, we changed things. (such as the concentration check)
Huckleberry Posted February 1 Author Posted February 1 Hmm. I think maybe I can answer my own questions. Maybe, "your Grapple check" only refers to a Grapple check you make on your standard action, not the grapple check you make in the contest when someone else initiates. Strange language, but I think I get it now.
Thevshi Posted February 1 Posted February 1 Well, that is what it would mean in the rule book, but like I said, I believe our changes deleted that line. You can either make the concentration check and use your standard action to activate some power to try to escape, or use the standard action to oppose the grapple again.
Huckleberry Posted February 1 Author Posted February 1 Thanks for pointing out the house rules! So, Ruin will try to escape, rolling 12. Rot tries to hang on, with a 7. So, Rot pins Ruin, but then she breaks free. I'll post on the staff's phone call and the girls' wrasslin' and then it will be Bernadette's turn.
Thevshi Posted February 2 Posted February 2 Okay, Multi-Girl will again try to establish a grapple, doing much better with a 21 on her attack roll. She gets a 28 on her grapple check!
Huckleberry Posted February 3 Author Posted February 3 Ruin rolls a 22, which is a natural 20, but I believe still fails by 6, which I think means Multi-Girl pins her. Sorry about the misread on Bernadette's preferred problem-solving approaches. We can do this as a beat-em-up, and have Ruin be more readily KO-able.
Thevshi Posted February 3 Posted February 3 Yeah, this is a situation where a nat 20 does not help (other than to do the best she can). It's good, we can keep going forward Will make an IC post to pin her.
Huckleberry Posted February 8 Author Posted February 8 Alright, Consuelo will help Bernadette keep a hold on Ruin, which I believe will give Multi-Girl a +2 to her Grappling checks. Ruin will forgo grappling and try to area effect disintegrate Multi-Girl . . . which brings up the question: what about the Reflex save for Bernadette? Can she make a reflex save vs an area effect while grappling Ruin? I have a vague recollection of reading something about a character that can move can make a reflex save. So I guess Bernadette could move by either letting go of Ruin or making an opposed strength check to drag her with her? Not sure about the rules here, could use some help. Either way, it would be a rank 8 toughness drain and a rank 8 damage against Bernadette. The Albright employee (whose name is Carnelia) will be running off to try to get more help, which I'll describe IC after the rolls are resolved.
Thevshi Posted February 8 Posted February 8 Ruin would need a concentration check to be able to pull it off DC 20
Huckleberry Posted February 8 Author Posted February 8 I noticed in the house rules it is suggested to use a DC 20 concentration check to escape using a power. Are you saying now that also applies to damage the person grappling the character with a power?
Thevshi Posted February 8 Posted February 8 Yes, to use a power while pinned and helpless (the person is at a major disadvantage, disoriented, etc).
Huckleberry Posted February 8 Author Posted February 8 So, since in the house rules, escaping is a move action, Ruin should really use her move action to try to escape, then use her standard action to disintegrate . . . if she can pass a DC 20 concentration check - right?
Huckleberry Posted February 8 Author Posted February 8 So, Ruin gets a 20 for her escape attempt. With Skill Mastery, she will have an automatic 25 for concentration.
Thevshi Posted February 8 Posted February 8 Multi-Girl gets a 33 on her grapple check. There is nothing that says you have to move to make the reflex check (and I am not finding anything that says someone grappling someone takes a penalty on one)
Huckleberry Posted February 8 Author Posted February 8 Right on. Looks like Reflex save, fortitude save, Toughness save then.
Thevshi Posted February 8 Posted February 8 Okay, Bernadette misses the reflex check with a 13. And missed the Fort save by 3 with a 15 , but still makes the toughness save with a 26
Huckleberry Posted February 8 Author Posted February 8 Nice. So looks like just a 3 point Toughness Drain for Multi-Girl, which should return at 1 point per round. I'll get a game post up.
Thevshi Posted February 11 Posted February 11 Okay, Multi-Girl will maintain the pin, which is a free action. The duplicate will move into the room and get within five feet of Ruin to be ready for next round.
Huckleberry Posted February 13 Author Posted February 13 Consuelo will keep helping Bernadette for the +2 to her grapple check. Ruin will lash out with disintegration, only this time targeting both Multi-Girl and her double. So, DC 18 Reflex save for half effect then rank 8 Toughness Drain and rank 8 damage for each. Carnelia will dash off down the hallway to try to get more help while the heroes continue to try to contain Ruin.
Thevshi Posted February 15 Posted February 15 Okay, Duplicate gets a 28 on the reflex save. DC 14 on the Fort save v. Drain: 17; DC 19 toughness: 17, so a bruise. Multi Girl gets a gets a 21 on her reflex save. DC 14 for the Fort save: 28; DC 19 Toughness: 12, don't want to lose the pin, so will spend her HP to reroll, which will auto succeed as the lowest she can roll is 21. Multi-Girl will free action maintain the pin. The Duplicate will power attack -2atk/+2 dam (for +15 base) and use her full round action to deliver a coup de grace, which auto hits for a critical hit, meaning she does +20 damage, even halved that is still +10, if Ruin is not knocked out, she still must make a DC20 Fort save, or still be knocked out.
Huckleberry Posted February 17 Author Posted February 17 Out of morbid curiosity, what's the DC 20 Fortitude save for?
Thevshi Posted February 17 Posted February 17 It is part of the rules for a coup de grace, even if the normal toughness save does not knock the target out, failing the fort save means they are knocked out.
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