<div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Admittedly, it was probably a stupid idea to do any sort of number thing and withholding most of the information from the players. I thought it would work fine, but then it didn't. Especially considering the system relied on AP to keep things balanced, and then I just went and said it wasn't necessary to follow... which turned out completely wrong.<br/>So while we wrap things up with this fight, I'm gonna try to work out an altered system that wouldn't be as convoluted as this, and suggest a few adjustments for all the characters so that efficiency doesn't have to be sacrificed for fluff, or vice versa.<br/>What this means, however, is that we're going to have to follow the combat rules more closely. Which seems to be for the best, but I thought I should warn you anyway.<br/><br/>Wilnomna recovers 2 hp from the potion and is no longer knocked out.<br/><br/><span style="font-weight: bold">Human B</span><br/>Saving throw vs pinned: 4 +5 vs 6 +6 - failed. Bandits remains pinned.<br/>Saving throw vs disarm: 1 +9 vs 1 +11 - failed. Bandit drops his weapon.<br/><br/><span style="font-weight: bold">Anya</span><br/>Hits human B. Accuracy 5 +5 = 10. Dodge 8 -4 (cannot move) = 4. Critical hit.<br/>Attack 5 +4 = 9. Defense 1. Critical failure, maximum damage dealt.<br/>Damage 7*2. Armor 3*2. Cripple 8. Human B suffers -1 PHY, -1 AGI, -1 MIN, -1 PER.<br/>Human B is knocked out for 2 turns.<br/><br/>Unable to defend himself, human B is beaten into submission. Combat end!</div></div></div><br/><br/>Being more or less ignored by the rest of the party did not fill the remaining marauder with enthusiasm. He was already in a pretty bad spot, even if he weren't the only one left, but they just seemed to treat him like he had already been dealt with. Given how his previous attempts to get free didn't end with anything, they probably thought he was already as good as eaten. Which probably wasn't too far from the truth, he realized as much. Panicking, he continues to thrash, trying to push the shark girl off, but to no avail. She holds him firmly, pummeling him relentlessly whenever she gets a chance, probably angry that he had managed to avoid her for as long as he had. Her blows probably end up breaking a rib or two, in addition to leaving claw marks, and when she hit his head, the weight of her blow left him stunned. With his struggles ending, Anya continues to rough him up for a few moments longer, just to make sure he wasn't going to get up anytime soon.<br/><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">I updated the opening post of the OOC topic (<a class="postlink" href="https://aryion.com/forum/viewtopic.php?f=19&amp;t=45517&amp;p=2427270#p2427270">here</a>) with the new rules. It would be nice if everyone gave it a read and, once again, shared their thoughts on it. There's still room for adjustments until the next time combat occurs, so don't be scared to give suggestions if you have any.<br/><br/>There is a lot more text now, but a lot of it is what you already knew, explained better. Here's a summary of changes:<br/>1. Properly added saving throws, status effects and advantage/disadvantage as part of the system. Rather than rolling multiple times and taking one result, advantage is rolling 2d6 in place of 1d6, and disadvantage is an automatic roll of 1.<br/>2. Changed Accuracy/Evasion and Attack/Defense into one Offense/Defense system with a single die roll. You'd likely have to read it to understand it, though. Armor was renamed to protection.<br/>3. From now on, we are going to use the 2 AP per turn rule. However, since play by post has specific limitations, turn order is not going to be used (with PCs going in any order and usually prior to enemies).<br/>4. Replaced Stamina with Fatigue. Mostly the same thing, but going over limit is now allowed, with specified penalties.<br/>5. Re-introduced the encumbrance system. It will affect some things related to movement, defense and fatigue depending on your gear.<br/>6. Updated vore mechanics. They are the same effectively, but things are defined now. Less conventional types of vore would require a separate talent and/or ability.<br/>7. Added some combat-related things to serve as reference. Mostly basic actions that <span style="text-decoration: underline">anyone</span> can take.<br/>8. Skills now exist in a range of levels 1 to 3, and their effects are better defined.<br/><br/>Also, I'm going to contact each of you via PM so we can work on your character profiles a bit.</div></div></div>