<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;">Hey, guys. Remember before the actual RP got started, I asked if anyone had any questions, or input on what they wanted to see? Remember how, for various reasons, almost two weeks passed between that moment and the RP actually starting? Not that its beginning was a cut off point for questions and ideas or anything. Remember how I got exactly zero of said questions/ideas? Good times, good times.<br/><br/>Jermayan, it was obvious to you, who made the character. Much less obvious to everyone else. Terms like "unarmed", "hand-to-hand" and "brawling" would have carried your idea across a lot better, to be fair. Grappling sounds just specific enough to be a deliberate exclusion of hitting something.<br/>As for that unmodified 1, it was what came up on the dice, and as I said before, I didn't consider "grappling" to be a relevant modifier for that situation. Simple as that. If you'd like, we can alter it (meaning your skill set), effective once this fight ends.<br/><br/>That said, seriously, all you needed to do was ask. Preferably sooner, but "at all" would have been nice, instead of blaming me. I did not fudge any rolls (as I felt that would be disrespectful) and it ended up causing more trouble than I expected out of this encounter. Here's hoping this will not become a persistent problem moving forward.<br/><br/>But, if what you are after is winning, then I can easily say we will not have a fun time together. I don't have the goal of killing any PCs off, but I have even less interest in having them steamroll everything in their way. There would be no point of any game mechanics if that were the case anyway, since it would just be easier to make them inherently superior through narrative alone.<br/><br/>Anyways, I am going to add the updated combat mechanics (which we are going to use from now on) in the other (OOC) topic. I would appreciate it if you could give me some input on it. Here's the link if you need it: <!-- m --><a class="postlink" href="https://aryion.com/forum/viewtopic.php?f=19&amp;t=45517&amp;p=2458287#p2458287">http://aryion.com/forum/viewtopic.php?f ... 7#p2458287</a><!-- m --><br/><br/><span style="font-weight: bold">Ferya</span><br/>Tosses stone at Tigress. Accuracy 3 +5 +2 (duelist) = 10. Dodge 11. No hit.<br/>Distraction 5 +5 (d6 + AGI) vs 2 +5 (d6 + PER) = success.<br/><br/>Attacks Tigress. Accuracy 1 +5 +4 +2 = 12. Dodge 11. Hit.<br/>Offense 5 +4 +2 = 11. Defense 2 +4 -2 (enemy close) = 4. Defense failed.<br/>Damage 2 +3 = 5. Armor 0. Wound 5.<br/>Tigress is knocked out.<br/><br/><span style="font-weight: bold">Elisia</span><br/>Casts Implosion.<br/><br/>Dwarf: Accuracy 5 +6 +3 = 14. Dodge 8. Hit.<br/>Saving throw 2 +3 (d6 + MIN) vs 5 +6 (d6 + MIN) = critical failure, take max damage.<br/>Damage 12 (2dMIN). Armor 7/2 = 3. Wound 9.<br/><br/>Archer: Accuracy 4 +6 +3 = 13. Dodge 10. Hit.<br/>Saving throw 4 +3 vs 6 +6 = failure, take full damage.<br/>Damage 8. Armor 3/2 = 1. Wound 7.<br/>Archer is knocked out.<br/><br/><span style="font-weight: bold">Alex</span><br/>Attacks dwarf. Accuracy 4 +5 +6 = 15. Dodge 8. Hit.<br/>Attack 1 +6 = 7. Defense 5 +4 = 9. Partial defense.<br/>Damage 8 +3 = 11. Defense 4 +7 /2 = 5. Armor 7. No damage.<br/><br/><span style="font-weight: bold">Anya</span><br/>Tackles Human B. Accuracy 4 +5 +4 = 13. Dodge 8. Hit.<br/>Attack 2 +4 = 6. Defense 4. Defense failed.<br/>Knock down saving throw: 1 +5 vs 4 +6 - failed.<br/>Human B takes 4 fatigue damage.</div></div></div><br/><br/>The tigress saw the stone coming and dodged it, narrowly, but without exerting herself too much. She smirked, taking it to mean that the lizard girl was afraid to face her in a straight fight, and took a large step forward, intending to strike at an opponent who was preparing to flee. Only to be surprised as Ferya charged straight at her, instead. She reacted quickly, putting her weapon in a defensive position and taking a step back, but it wasn't nearly fast enough to give her the range advantage back. Ferya's attack was fast and decisive, her sword stabbing the taller female in the abdomen. The taller bandit stumbled back a few steps, holding the wound with one hand, and attempted to swing her halberd. But instead it just dropped from her hand as she collapsed onto her knees, and then on the ground.<br/><br/>Finally returning to her senses after falling off the centauress, which was no better than falling off a horse, Elisia decided it was time to show this group she wasn't just talk. Her magic had already helped them out before, probably without them realizing it, but she didn't really need others to rely on. Of course, if she did, she might not have been able to survive this long on her own, but with the luck she was having, she probably looked a little helpless. Well, that just wouldn't stand. Using the opportunity created by her half-salamander companion, she started casting.<br/><br/>It was rather obvious that she was preparing a spell. However, the dwarf was too busy with Alexandra, whom he had to look up at, to really pay attention to what was happening beneath his feet. The archer did notice the ominous magic circle, but instead of taking care to leave it, decided to nock an arrow, aiming at the elf, hoping to interrupt her spell. She had Elisia lined up, but she took a little too long aiming, since missing was not an option. The accumulation of arcane energy created a significant explosion, sending the arrow flying in a completely different direction. As the dust settled, the collapsed form of the half-elven bandit was revealed, unmoving and badly battered.<br/><br/>The dwarf remained standing, but it was obvious he did not come out unscathed. His armor did not seem seriously damaged, but magic could effectively hurt people regardless. Alexandra swung her sword at him, hoping to finally put him out of comission, but he was not beaten just yet. Quickly raising his axe toward her, he manages to redirect her blow somewhat. With the reduced force behind this attack, his armor is enough to stop her weapon just short of hitting his flesh. But this is no cause for him to triumph as he notices his companions falling one after the other. The only one who could still fight was the human, but with the fish-girl pinning him to the ground, it probably wasn't going to last long.<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;"><span style="font-weight: bold">Dwarf</span><br/>Tosses mud at Alex. Accuracy 2 +5 = 7. Dodge 11. No hit.<br/>Distraction 3 *2 (mud is effective) +3 vs 6 +6 - failed.<br/><br/>Alex gets a free attack on dwarf. Accuracy 1 +5 +6 = 12. Dodge 8. Hit.<br/>Attack 3 +6 = 9. Defense 3 +4 = 7. Defense failed.<br/>Damage 6 +3 = 9. Armor 7. Wound 2.<br/>Dwarf is knocked out.<br/><br/><span style="font-weight: bold">Human B</span><br/>Struggles to push Anya off.<br/>Saving throw 1 +5 vs 4 +6 - remains pinned.<br/><br/>Attacks Anya. Accuracy 3 +4 +4 -5 (pinned) = 6. Dodge 10. No hit.</div></div></div><br/><br/>This led him to make a very important decision. Quickly reaching down, he scooped up some of the mud and tossed it at Alexandra's face, immediately bolting away in the direction of the toppled wagon as he did. Unfortunately for him, this didn't prove as effective as he had hoped. While she was dirtied, the centauress managed to avoid the mud from obstructing her vision, and she recovered from this obvious distraction quickly enough to land a strike on the fleeing dwarf. Too confident in his own success, he failed to defend himself from the swift retribution. His armor, while rather effective at stopping the sword, did not protect him completely. Alexandra's sword pierced through, leaving a significant wound on his back. This strike was not severe in itself, but with the magic strike from before, it was enough. The dwarf took another two shaky steps before falling over, defeated.<br/><br/>With the shark girl on top of him, and all his companions down, the remaining bandit panics. He desperately tries to push her off, but he cannot muster enough strength. Screaming in desperation, he attempts to strike her with his club again, but from this position, he doesn't manage to land a hit. All she has to do is shift her body slightly and his swing goes wide.<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;">By the way, I don't really have a system for it in place (since it's kind of a big pain to balance), but I think everyone (to keep things fair) should "level up" after this fight. I'm thinking a skill point or an ability, to touch up on weaknesses or capitalize on strengths. That is apart from some adjustments some of you have expressed an interest in making.</div></div></div>