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 Post Posted: Sat Apr 08, 2006 9:48 am 
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OK here it is. The following link is for the Battlefield layout
http://www.darkemerald.org/WBW/images/WBW06_shiplayout.jpg



WBW 06

Team Sign-Ins: 9am-9:30am @ War Field
Only the captain of the team needs to be present to sign-in. Each captain must provide:
1. A unique banner which should display your company/household/team symbol.
2. Two copies of every magic-users spell list. You may NOT change spell lists between rounds.
3. A complete listing of all team members. Members not on this list will be unable to participate.


Team Composition Rules:
1. Teams are comprised of 14 people and up to four alternates.
One person from ea team may choose a monster from the predestinated list provided.
2. Alternates may be swapped into the active line-up between rounds.
3. Team members (including alternates) are assigned classes before the tournament starts and may not switch classes.
4. Your team may have one of each magic using class.
5. Teams may have no more than two bows.
6. Teams may have only one siege weapon mounted on the aft castle of ea ship.
7. Players may only sign up with one team, though pages may be shared
8. Teams do not have to all be from the same company, household, kingdom, etc. There merely need to all play together and present a banner with a unique symbol
9. Banners must be a MINIMUM of 2' x 3' (2 feet by 3 feet) in size and reflect your company/household/team's symbol on it.
General Tourney Rules:
1. Tournament will be Double Elimination style.
2. Teams must be ready and in the On-Deck circles for head count and safety check at the start of the round preceding theirs. When two teams leave to take the field, the on-deck teams immediately step into the circles.
3. The tourney field will be 150ft across. But unless your team has the ability to leave the ship. Entering the water in more than 2 pts of armor will result in a death. If you step into the armor with no armor or up to 2 pts will result in a 10 count to climb back aboard your ship at a designated ladder.
4. The battle can be determined in two ways:
A. One team completely eliminating the other
B. One team raising and keeping it's flag at the aft-castle of the ship for three consecutive minutes
5. Stepping out of bounds will result in a player being unable to move their feet for ten seconds and being returned to the point where they crossed the boundary.
6. Good sportsmanship with be expected and enforced. Arguing with the reeves or getting into altercations with other players will result in that person being ejected from the tournament and their team will be forced to play short a position.
8. Each team may have up to four pages. These pages may only be used to retrieve your teams spent balls and projectiles.
9. You may not use other teams magic balls, projectiles, or equipment.
10. Transform and Reincarnate may not be used. Monsters may only be selected from the predestinated list.
11. No mass spells may be used.
12. The Aft castle on each ship is considered a base for the purposes of magic and class abilities with the exception of Visit.
13. Your Banners are considered a game item.
14. Dead players must immediately take a knee and put their weapon on their head. You may not move from where you are when you die unless Summon Corpse is used or to avoid mundane danger/impeding play.
15. All rules disputes will be settled by the War-O-Crat, who will not be playing in the tournament.
16. All sneaky, underhanded, or questionable rules interpretations or tactics should be cleared with the War-o-crat BEFORE attempting to use them.
17. Pole arms will have a length restriction of 1 per team over 6’ with a max length of 10’. All pole arms 6’ or less are unrestricted.


Banner Wars Monster Choice List
(note: All must be in full garb to play. Awards will be given for best garb in the War.)


The Following Creatures may be chosen in place of any one team member for free.
Any restrictions to bows or poles apply here. The level of monster played is the highest existing level of the player taking that position. I.e.… 3rd lvl warrior plays a 3rd lvl monster. 6th lvl wizard plays 6th lvl monster.

Pegasus
Garb: A pair of white feather wings and white fur leggings.
Player lives per life: 2
Type: Mystical Beast
Q/M Ratio: 1/1
Armor: 1 point of natural armor.
Weapons: 2 natural short hacking or bludgeoning weapons (no stabbing allowed). These represent hooves.
Immunities: Control
Natural Lives: 3
Abilities & Traits:
Many-Legged
Natural Flight
Magic-Like Ability: Awe (1/life)
Levels
1st No additional abilities
2nd Mount: May carry one rider.
3rd Awe becomes (2/life)
4th Magic-Like Ability: Charm (1/game)
5th Charm becomes (1/life)
6th Awe becomes (3/life)
Description: Pegasus are one of the most
beautiful and well known creatures. These
winged horses are extremely intelligent beasts and
sought after by every facet of society for many
reasons, not all of which would benefit the
Pegasus. They generally choose to ignore most
other races, though pegasi will go out of their
way to annoy harpies.

Orc, Southern
Q/M Ratio 1:1
Armor: 1 point natural. May use any shield.
Attacks: As Warriors.
Abilities: May use any throwing weapons.
Lives: 4 (Unlimited lives if there is a totem present
(quests only)).
Levels:
1st No additional abilities.
2nd Improve Weapon (Warrior, 1/game).
3rd May use shortbows. 1 extra life.
4th May wear additional armor up to 4 points.
5th Improve Weapon 1/life. Improve Shield
(Warrior, 1/game).
6th Repair (Warrior, 1/life).

Daemon, Spike
Q/M Ratio 1:1
Armor: 1 point natural.
Attacks: As Warrior and throwing daggers.
Abilities: Immune to fire.
Lives: 2
Levels:
1st Improve Weapon (Warrior, on all weapons).
2nd Spikes become poisoned.
3rd Armor becomes 2 points.
4th Immune to death magic, charms, and
controls.
5th Armor becomes 3 points.
6th Pyrotechnics (Wizard, 1/game).

Goblin Warrior
Q/M Ratio 1:1
Armor: 1 point natural armor; can wear 2 additional
points. May use a small shield.
Attacks: Short melee weapons, short bow, polearms,
javelins.
Abilities:
1) Vanish (Brownie, 1/life).
2) Detect Magic (U)- can track magic- using
classes, monsters and Faeries.
Description:
Ugly with green molten skin. They are always trying
to find treasure and will hunt down Faeries at any
cost. They are extremely greedy and not to smart,
which makes them easy to bribe.
Vulnerabilities:
They fight in disorganized packs with no strategy
and are fearful of magic.
Lives: 6
Levels:
1st Flame Arrow (Archer, 1/life).
2nd +1 damage with arrows.
3rd Poison Weapon (Assassin, 1/game).
4th Armor Piercing Arrow 1/game.
5th Poison Weapon 1/life.
6th Vanish 2/life.

Siren
Garb: Seductive gray, blue, or green dress. Aquatic looking if possible. Suggested: Blue and green glitter makeup.
Player lives per life: 1
Type: Mystical Humanoid.
Q/M Ratio: 1/1
Requirement: Suggested to be female to play a Siren
Armor: None
Weapons: Single Dagger.
Immunities: None
Natural Lives: 3
Abilities & Traits:
Magic-like Abilities: Circle of Protection (1/life), Yield (2/life)
Vulnerabilities:
Bound: Sirens are bound to within 50 ft of a single object that is chosen each life. Denote the chosen object to a reeve.
This item cannot be one that is moveable (very large rock, tree, body of water, etc).
Levels
1st No additional abilities.
2nd 1 point of armor can be worn.
3rd Circle of Protection becomes (2/life).
4th Yield becomes (3/life).
5th Circle of Protection becomes (3/life).
6th Gain any two bardic Verbal Spells.
Description: These beings are a race resembling human females, but are something very inhuman. They sing most of their
lives, luring unsuspecting travelers to their doom. To help them along, they are both incredibly seductive and extremely beautiful.
Both assets they use to give them an advantage over a weary victim.

Brownie
Garb: Brown tunic or tabard with two green scout sashes. Suggested: Pointed ears, exaggerated smile. Very short
people, as brownies are 18 inches tall.
Player lives per life: 2
Type: Mystical Fey Humanoid
Q/M Ratio: 1/1
Armor: 1 point natural armor with up to 3 additional points of normal armor.
Weapons: May use a single dagger or short sword.
Immunities: Control. (save for Bardic Charm)
Natural Lives: 3
Abilities & Traits:
Magic-like Abilities: Flight (1/life), Lost (1/life), Teleport (1/life)
Innate Abilities:
Camouflage (1/life)
Blend (Unlimited)
Levels
1st No additional abilities
2nd Camouflage becomes 2/life
3rd Lost becomes (2/life)
4th Flight becomes (2/life)
5th Lost becomes (3/life)
6th Flight becomes (unlimited)
Description: A small (18 inch tall) being that is a distant relative of elves and leprechauns. They are usually very shy and leery of
strangers, but can be helpful if treated well. They have pointed ears, and long pointed noses. Being creatures of the woods,
typically wear clothing of brown, green, and other earthly tones.








The Following Creature Lists are submitted for the Corsair Cash Option
that the Autocrat is putting together. With the following contribution Your monster may be upgraded to one of the following.


50$ Contribution

Skeleton
Garb: White skull mask or face makeup and black tunic. Suggested: skeleton-like painted gloves, anything that makes you look
more skeletal.
Player lives per life: 1
Type: Undead Humanoid
Q/M Ratio: 2/1
Armor: up to 2 points of normal armor. Any shield can be used.
Weapons: Melee weapons.
Immunities: Control, Death, Poison
Natural Lives: 1
Abilities & Traits:
Bone
Regeneration (from death)
Levels
1st No additional abilities
2nd Normal armor increases to 3 points.
3rd Natural lives increase to 2.
4th Normal armor increases to 4 points.
5th May use javelins.
6th Natural lives increase to 3.
Vulnerabilities:
Weak: Limb shots kill skeletons.
Lightning Bolt and Call Lightning: These act as an Iceball (frozen for a 100 count) on a skeleton due to fused limbs. They cannot be
used to kill a skeleton.
Resurrection: If used on a skeleton (save those summoned by the spell Transform), this forces the skeleton to play out that life
as a warrior of the same level as the skeleton.
Description: Skeletons are the animated bones of a corpse. They are mindless and follow the directions of their creators
without fear or question. They tend to interpret orders in the most literal way.

Elf
Q/M Ratio 2:1
Armor: Up to 3 points. May use a small shield.
Attacks: As Archer.
Abilities:
1) Tracking (Scout).
2) Immune to Sleep and Charms.
Description:
Elves are a long lived, virtually immortal race.
They are beautiful, lithe of form and graceful in
movement. All have pointed ears and large,
slanted eyes. They are very attuned to nature and
have a high respect for it. As such, they will
usually treat Druids and Scouts well, unless given
a reason to do otherwise.
Lives: 3
Levels:
1st +1 damage to all arrows. Reusable Stun and
Flame Arrow.
2nd Pass Without Trace (Druid, 1/game).
3rd Reusable Armor Piercing Arrow. Improve
Weapon (Warrior, 2/game).
4th +1 damage to arrows (+2 total). Entangle Trap
(Scout, 1/life).
5th Pass Without Trace 2/game. 5 points druid
magic for levels 1-3.
6th Improve Weapon 1/life. 5 points druid magic for
levels 4-6.

Drow
Q/M Ratio 2:1
Armor: 2 points natural. May use a small shield.
Attacks: Short swords, throwing daggers, and any bows.
Abilities:
1) Improve Weapon (Warrior, 2/game).
2) Immune to Poisons, Sleep and Charms.
Description:
The Drow are an evil offshoot of normal elves. They
have the same basic form yet have black skin and
silver or white hair. They are masters of deception
and not to be trusted for an instant.
Lives: 3
Levels:
1st No additional abilities.
2nd +1 damage to all arrows. Poison Weapon
(Assassin, 1/game).
3rd Antidote to Poison (Assassin, 1/life).
Improve Weapon 1/life.
4th 5 points of 1st level wizard magic. Teleport
(Assassin, 1/game).
5th 5 points of 2nd level wizard magic. Teleport
1/life.
6th 5 points of 3rd level wizard magic. Extra
Assassin ability.


Dwarf
Q/M Ratio 2:1
Armor: 1 point natural. Up to 4 additional points may
be worn. May use a medium shield.
Attacks: Any melee weapon up to 3 ft. and throwing
axes/hammers.
Abilities:
1) All axes are considered red.
2) Barbarian immunities. Also immune to
Poison.
Description:
Dwarves are a short, stocky, human-like race
renowned for their mining and blacksmithing
abilities. They are very wise and the males have
long beards. Honor is regarded very highly
among this race.
Lives: 4
Levels:
1st No additional abilities.
2nd Improve Weapon (Warrior, 1/game).
3rd Berserk on last life (Barbarian).
4th Mend (Wizard, 1/life). +1 point to any armor
worn.
5th +1 life (total of 5). Improve Shield (Warrior,
1/game).
6th May fight after death (Barbarian berserk).
Throwing axes are red.

100$ Contribution

Daemon, Winged(Must Have Anti-Paladin to take this)
Q/M Ratio 3:1
Armor: 2 points natural. May use a small shield.
Attacks: Short swords.
Abilities:
1) Flight (Wizard, unlimited) by saying "I take
to flight."x5..
2) Weapons are considered
Bladeshaped/Bludgeoned (Wizard). This
means they are also considered magical.
Lives: 2
Levels:
1st No additional abilities.
2nd Poison weapon (Assassin, 1/game).
3rd Regenerates armor and limbs in a 60 count.
4th Armor becomes 3 points.
5th Protection from Death, Charms, and
Controls.
6th Reanimate (Wizard, 2/game) into a Zombie
(non-viral, cannot be transmitted).

Angel, Winged (Must Have Paladin to take this)
Q/M Ratio 3:1
Armor: May wear up to 4 points. May use any shield.
Attacks: As Warrior.
Abilities: Flight (Wizard, unlimited) by saying "I take
to flight."x5.
Lives: 2
Levels:
1st Improve Weapon (Warrior, 1/life).
2nd Improve Shield (Warrior, 1/game).
3rd Mend (Healer, 2/life).
4th Heal (Healer, 2/life).
5th Weapons considered Red (may still use
Improve Weapon on them).
6th Heal unlimited.

Merfolk (Any Group)
Q/M Ratio 3:1 (QUEST)
Armor: None. May use a small shield.
Attacks: Dagger, javelin, trident, and throwing weapons.
May use Red versions of these.
Abilities:
1) Regeneration: Wounds in a 30 count if in water.
2) Submerge by saying "Submerge!" Considered
under water and con not be attacked (unless
scenario dictates otherwise).
3) Immune to all charms, controls, Confusion, and
Ice based spells.
4) Yield, Hold, and Shove (Wizard, unlimited).
Description:
These are beautiful creatures with the torso of a
person and the tail of a fish. They will normally help
a lost ship or drowning sailors. If the must, they
defend very fiercely.
Vulnerabilities: May not run when out of water.
Lives: 3
Levels: none.


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 Post Posted: Sun Apr 09, 2006 8:19 am 
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falamar";p="874 wrote:
OK here it is. The following link is for the Battlefield layout
http://www.darkemerald.org/WBW/images/WBW06_shiplayout.jpg


Good layout, good distances. When I first heard about WBW 2006 being a
ship battle, I was concerned about 20-30 people fighting in a very confined space. As it stands, there's plenty of space, just restricted
points of access for getting otno each ship.


Quote:
5. Stepping out of bounds will result in a player being unable to move their feet for ten seconds and being returned to the point where they crossed the boundary.

I am curious how to resolve "out of bounds" with "in the water" rules.

Quote:
17. Pole arms will have a length restriction of 1 per team over 6’ with a max length of 10’. All pole arms 6’ or less are unrestricted.

Polearms have to be at least 5 feet long to be polearms, so you'll have unlimited polearms between 5' and 6' long, and one between 6' and 10'
in length? Why is this restriction in there? The "no man's land" between each ship is 20 feet across, and the ships are only directly facing each other for 50 feet thanks to the "no play" area on each bow.

Quote:
The Following Creatures may be chosen in place of any one team member for free.

Orc, Southern

Daemon, Spike

Goblin Warrior

What supplement are these out of, please?

Quote:
The Following Creature Lists are submitted for the Corsair Cash Option
that the Autocrat is putting together.

A cynic might think the autocrat is looking to recoup costs of Banner Wars since the main rules describe us as "not for profit" and "free." Are these monies going into the RGK's coffers or EH's?

Quote:
50$ Contribution

Elf

Drow

Dwarf

What supplement did these writeups come from?

And have you looked at the Dor Un Avathar 8.0?


Quote:
100$ Contribution

Daemon, Winged

Angel, Winged

Once again, where did these writeups come from?

Quote:
Merfolk (Any Group)

1) Regeneration: Wounds in a 30 count if in water.
2) Submerge by saying "Submerge!" Considered
under water and con not be attacked (unless
scenario dictates otherwise).
3) Immune to all charms, controls, Confusion, and
Ice based spells.
4) Yield, Hold, and Shove (Wizard, unlimited).


This is a broken monster. There's nothing forcing the Merfolk
to ever NOT be submerged. A Merfolk could eliminate a entire team
by themselves by sitting in the water between the ships and Yielding
the opposing team out of their base or off the gangplanks.

Might as well toss Water Elementals and Sea Giants on this $100 list too.

And I didn't see the rule requiring each team to contribute at least two
reeves. That's a good rule. If each magic user has a reeve assigned to them, that's a reeve tracking what the spellcaster is doing, and who
has been affected by a spell.

http://www.stormhavenonline.org/documen ... athar8.pdf

Rayel
EhGMR-S06

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 Post Posted: Sun Apr 09, 2006 3:48 pm 
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The Dor Un Avathar I had was the one posted on our website. I didn't have this 8.0 one. Can someone plz post it to the EH website. And all of this is up for discussion. I will be looking over the new Dor Un Avathar to find the best thing to do.

Out of bounds would be the same as the other out of bounds rules. The only differance is that only people or monsters that can leave the ship could ever leave the bounds.

I'm willing to hear discusions on the pole arms

All the Contributions go to the kingdom. The Corsair Cash deal is a thing that the Autocrate is doing that will encompass thae event as a whole, for kingdom fund raising(tourny's etc...) Please refere to him for further details.


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 Post Posted: Sun Apr 09, 2006 5:52 pm 
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falamar";p="876 wrote:
The Dor Un Avathar I had was the one posted on our website. I didn't have this 8.0 one.

The Dor 8.0 can be found here:

http://www.stormhavenonline.org/documen ... athar8.pdf

Elves, Drow, and Dwarves are in there, for those
that want that, as is Scalor (more for flavor
than anything). Water Elemental or Sea Giant
would be $100 monsters. Oh, and Drow are
labelled as "Deep Dweller."

Merfolk, however, is broken. It's a quest monster and would dominate this scenario due to its magic
and ability to become invulnerable by saying
"submerge."

With the bridges/gangplanks being 5 feet by 20
feet, that's a lot of space to be covered. The size
of the field, and especially the gaps between the
ships, would be enough (in my opinion) to permit
longer poles.

I've heard that the $50 or $100 references
"in game" credits, like the money Sutra handed
out at birthday bash. From what you're writing,
it seems like a legal tender cash contribution
is being suggested for monster upgrades.

Now, I recognize that $100 between 18 people
is less than $6 each, and that you have to have
SOME way to regulate how monsters are assigned
to teams, but this is arguablly buying your way to
victory. If you've got the cash, and your opponent
doesn't, they're going to credit your victory to the
size of your wallet.

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Rayel


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 Post Posted: Sun Apr 09, 2006 7:34 pm 
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Like I said plz talk to the autocrat on the corsair cash thing. From what I hear there will be ways to generate it during the event aswell. But like I said this isn't my area. But I will be going over all the war issues.


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 Post Posted: Sun Apr 09, 2006 8:00 pm 
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Sir Falamar,

At the Tri-Kingdom Midreign, I heard clarification that the monsters will be bought not with US currency, but with "Corsair Cash" (I appreciate hearing that news, and would generally encourage efforts to make that distinction more clear in future communications). I also hear that this "Corsair Cash" is going to be handed out all through the next reign, not just at Banner Wars.

Assuming both pieces of news are true, will a team comprised entirely of foreign ambassadors have sufficient opportunity to acquire 100 units of "Corsair Cash" during Friday of Banner Wars (which would really be their only reasonable chance at it)? Assuming a maximized team of 14, that works out to about 7 units of "Corsair Cash" per person.

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~ R. K. Milholland

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 Post Posted: Tue Apr 11, 2006 6:44 am 
 
War-o-crat,

Nice lay-out on the boats.

A few questions for the war-o-crat:
• Where are ladders located at on the boats that allow you to get out of the water?
• If you use a monster that cast magic, do they count against you caster allotment?
• Do the teams start out anywhere in the Aft-castle?
• Can you shoot and/or cast magic through the “no play” prow of the ships?
• Is there a time limit on the matches and if so how is a victor decided?


Thanks for your time,
Sir Sparhawk Kingfisher


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 Post Posted: Tue Apr 11, 2006 6:54 am 
 
To the Autocrat,

There has been a great deal of confusion surrounding the “Corsair cash option”. Could you please clarify before the inter-kingdom rumor mill puts an unfavorable spin on the event. It would be a shame for an event with such a strong history to suffer because of what may be a misunderstanding.


Sir Sparhawk Kingfisher


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 Post Posted: Wed Apr 12, 2006 12:24 am 
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Would it be possible to expand the width of the planks? 5' across makes for 1 fighter and the entire battle becomes a slow stale process instead of a fluid battlegame.

Also, I still feel the moster options are uneven and perhaps unneeded. the terrain change element will be new for the players and reeves, adding monsters seems to make it overly complicated. Just my 2 cents.

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Forest Evergreen

Puppet Master of the EH

"Of course you are Forest. You're like the Mr. Burns of EH." - Finn

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 Post Posted: Wed Apr 12, 2006 1:33 pm 
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The addition of monsters and buying upgraded monsters is multifold. It has been tradition for WBW winners be held as the example of the brightest and best represented in a company war tournament style contest. If this is the case then to help add a more realistic fantasy type of scenario the monster involvement would represent a company allying itself with available monsters of the lands and hiring better monsters would be represented as funding the war effort in your favor.
So if this is a contest of the brightest and best then let in be on multiple levels.
If you company/team wishes to represent themselves by demonstrating this idea then they can do this in 3 different ways.
1. Include no monsters and no upgrades on your team and win on skills unrelated to such.
2. Include a non upgraded monster and demonstrate some skills playing a monster class to aid your company/team winning (while also showing off some A&S/roleplay skills relating to the monster class)
3. Include an upgraded monster and demonstrate some skills playing a monster class to aid your company/team winning (while also showing off some A&S/roleplay skills relating to the monster class and a spirit of the “Amtgard Dream” in optioning to contribute to Amtgard financially as well as contributing to the fantasy war theme)

The optional donation/upgrade will not keep anyone from competing and for those who would come and say that it would be an unfair advantage and refuse the spirit of this war theme by selecting not to upgrade I would expect that you demonstrate the brightest and best company/team aspect by adapting and overcoming.
And yes it will be real monies/cash and it will go to the EH coffers and from there can be used towards the RGK or next WBW but that would be only determined by an allthing.
(I would personally like to see the monies go toward a TWF feast hall but that would be for the people to decide)


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 Post Posted: Wed Apr 12, 2006 2:42 pm 
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Rayel wrote:


Dor 8.0 has not been approved by the Circle of Monarchs.
If it does pass before Banner Wars, then use it.


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 Post Posted: Wed Apr 12, 2006 6:31 pm 
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Clio";p="927 wrote:
Dor 8.0 has not been approved by the Circle of Monarchs.
If it does pass before Banner Wars, then use it.


Well.

Here's a question...

If Dor 8.0 is not official, and Dor 7.0 and the Our Un Avathar are based in outdated rules, are we stuck with just the monsters in the back of Rulebook 7.0?

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 Post Posted: Wed Apr 12, 2006 8:31 pm 
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Haha Holy shite....... Where do I find out about that lol


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 Post Posted: Wed Apr 12, 2006 11:28 pm 
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I like the pole arm rule. I think the planks should stay at 5 feet. fuck that rules clarifications concerning monsters! use what Falamar has out...... although.... if both teams raised their flags at the same time and no one did any fighting then... both teams would win or draw.... so I think it should be your opposing teams flag that needs to be raised in order to win. and to Forest.... much fast paced play could be scoured out of this war theme. i see many angles.... welll, at least one good one.


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 Post Posted: Thu Apr 13, 2006 7:00 am 
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Joined: Thu Feb 02, 2006 7:25 pm
Posts: 224
Look the being able to buy monsters is fine $100 dollars is a little steep, add in the fact that it gives you access to an undefeatable creature. You have a recipe for disatster. I could care less as none of this affects me, as I will be helping my wife run a Kids Quest if we are able to go. Yet i think you all should take a long hard look at what you are actually planning maybe go to a park and try a test run out. The monsters you have picked are either under powered or extremely overpowered. I understand wanting to bring some sort of RP to the event. If you truly want to do that then the "Corsair Cash" was a much better idea. You could even sell Corsair Cash for real cash, but the abiltiy to upgrade should not rely on your financial status. I know several people that just making it to WBW is going to drain them yes to the point that another $6 will make it not worth the trip.

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Baronet Typhus Deathcaller
Guildmaster of Healers
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Kracker Baron


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