One Night in Xag: Part Ten
Chapter: Season Six
Next time: FIGHTING.
I streamed this one too. It was fun and the folks watching made it a very pleasant experience (thanks, guys).
Next time: FIGHTING.
I streamed this one too. It was fun and the folks watching made it a very pleasant experience (thanks, guys).
Comments are closed.
HOVER-TEXT: What? You don’t break the panels around you when you roll a 1? Is that just me? Shit…
Isn’t Cockbanging Dickshit the name of your death metal Lawrence Welk tribute band?
I personally like 1s on initiatives. It’s like going at the top of the round. Being in the middle is worse.
My preference is
1st Going first
2nd Going last
3rd Going after enemies
4th Going before enemies
Cause nothing screams aggro like killing an opponent and having the other four turn to you and you go “Oh nuts.”
I tend to agree. Playing with a group that got super competitive over initiative, I realized that after the first round it doesn’t really matter. Unless you happen to have an awesome nova strike ability, you aren’t likely to actually thin the field before the enemies go.
Also, don’t charge. Sit tight, ready some actions, and make the enemies spend their move actions coming to you.
This actually really depends on the game you’re in. If we’re talking Pathfinder or D&D 3.5, it’s a game of rocket tag through and through. Indeed, that term gets used on the Pathfinder forums a LOT.
Long story short, spellcasters who go first CAN take out whole groups of enemies from level 1 onwards, at first via spells like Color Spray and Sleep and later via other control-oriented spells. A properly-built, properly-equipped martial character can potentially bring a major enemy into the “FINISH HIM” zone, or just outright butcher the opponent at low levels (thanks to low hit die).
Likewise, if the ENEMIES go first – again, especially at low levels – their archers can take out your Wizard or Bard before the fight even begins, or they might move into more advantageous positions or brace against the obvious charge your fighter types are about to make. Or the enemy spellcasters can cast THEIR spells on your party…
Yeah, 3.5 / Pathfinder really is built around going first and doing really mean things as fast as you can and expending all the resources necessary to do so. It’s one of the reasons I don’t play those games anymore. 5E, Fantasy Age, and other games are way more fun.
I wouldn’t say don’t charge. It all depends on the situation, and the character.
For instance, a Pathfinder game I was a part of a few months back included a Paladin-Cavalier on a griffin, and a Barbarian Titan Mauler whose most used combat technique was “Charge and Maul”. They often would wipe half the enemies in one turn, due to how brutally they eviscerated their targets and the stupidly high will save the enemies had to make against watching their companions be brutally destroyed.
Which I’ve recently learned is not a mechanic in the base game.
I tend to agree with you guys, the only times when a super high initiative tends to get really brutal is with Nuke or power hit characters. I.E. high level wizards or a Kineticist with extended range (or air/lightning school) (http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist#TOC-Utility-Wild-Talents) My buddies usually got a little irked when I would nat on initiative and then take out at least one character (two now that BAB is high enough) on the first round
Personally I don’t mind rolling a 1 for initiative, but that’s due to the fact that I have a +10 initiative modifier (Alert feat +5 and +5 Dex mod in 5e).
A 1 for Brett? You mean he doesn’t take the Unreactive Flaw all the time?
For me a natural 1 for initiative actually results in a -5. (I at least put enough into DEX to not have a negative mod)
And here I was expecting Brett’s reaction to be the name of a cover band.
Implying Cockbanging Dickshit ISN’T a great name for a cover band?
Hehe is Brett Breaking the 4th wall a bit on that last panel LOL I know he is Santa and all…
I remember being in a group where a guy rolled a one only with him it was even worse. He then rolled a critical failure on top of that. The failure ended up mucking up all the other attacks as he then became the target of all the other attacks and was accidentally killed by the group who were then killed because he was dead and they needed him to survive.
Glad to see the Old Brett beneath the New Brett chasis. Also added a new swear to my repetoir.
Eh could be worse. sometimes going last is for the better.
looks like Brett pulled a Jerry Holkins on that one.
So… Is he going last? Or does he skip his first turn and then still go last?
I like that Carlos looks like he’s looking at the broken panel worriedly.
Heh – a 1 for init has been referred to as Cleric initiative for a very long time in my circles …. and I don’t always play a Cleric.
The problem of going last is that you are flatfooted and that always means that things will go bad for you. You hope that you don’t go down before you get a chance at an action of any sort besides “I fall Down and start bleeding out” or “I fall down here, and here and here”.
We refer to modified 20’s as “fake 20’s,” around our table. =D