admin 330 Posted January 30, 2013 Amarth Amon (Brian Posehn), Blackee Green (Blaine Capatch), Mildred Maxton (Sarah Guzzardo), and Bartho Shett (Ken Daly) have successfully made it inside the collector’s base with the help of Tras and Carn (Mr. Sark). They’ve been careful not to get spotted until they reach the catwalk. Now they must roll to see if they can reach a running collector before he warns others of their presence. Will luck be on their side or will they roll botches? Plus, the gang makes a proposal to create a time capsule and recalls an old adventure featuring Gerry Duggan and a treasure guarding dragon. It will get filthy. Share this post Link to post
VampiresVampiresVampires 303 Posted January 30, 2013 iTunes is KILLING me! Share this post Link to post
Cabbagehead 61 Posted January 30, 2013 Haha, what an awesome finish! Vorpal Botch ftw! Share this post Link to post
beerwolf 11 Posted January 30, 2013 Thanks to the effing nerds on here, we spent 50 minutes rolling to attack 3 people. Share this post Link to post
Uncle Monty 6 Posted January 30, 2013 Don't be bummed guys, I nearly shat my breeches several times laughing at this episode. I do hope you catch them though. Share this post Link to post
FreelanceSculptor 3 Posted January 30, 2013 Oooff! Four 1's in a row. Always brutal when the dice gods curl one out on your chest. In theory you should be able to take some ridiculous risks next session since statistically your more likely to roll higher...or Amarth could just end up legless rolling around on a skateboard. Thank you for entertaining me while I work guys! Share this post Link to post
Skeevins 322 Posted January 30, 2013 All those botches were Ell Ryan trying to keep you guys from murdering unarmed civilians. The dirty ghost hippie. 2 Share this post Link to post
choochoo_the_wonder_slut 740 Posted January 30, 2013 They're just setting the scene for Gerry to swoop in unannounced and save their ass like Han Solo at the end of Episode IV. 1 Share this post Link to post
WinterCraig 25 Posted January 30, 2013 Can you Lawful Evil pricks complaining about the lack of strict 4e rules please go jerk it to some Starship Enterprise blueprints so Sark can get back to running a smooth, quick game befitting this group's play style? Thanks, -America 5 Share this post Link to post
choochoo_the_wonder_slut 740 Posted January 30, 2013 Meh, sounds to me like they're just trying to learn the new rules together. I doubt they have many fucks to give when it comes to what a few people say on the interwebs about their gameplay. It's still funny as shit, like how Ken nonchalantly remembered he could breathe fire on that poor beat up bastard. That dude did not have a good day. 1 Share this post Link to post
Dcsein 0 Posted January 30, 2013 I might be wrong, but aren't you supposed to roll initiative at the beginning of the encounter? You don't have to do it evey turn. Share this post Link to post
Snake 165 Posted January 30, 2013 I wish El Ryan were here just so we could see a Spirit Bear Botch. That part about him trying to sneak up on the dragon was killing me - the ending could have gone better but still, what a great episode Share this post Link to post
Snake 165 Posted January 30, 2013 Oooff! Four 1's in a row. Always brutal when the dice gods curl one out on your chest. In theory you should be able to take some ridiculous risks next session since statistically your more likely to roll higher...or Amarth could just end up legless rolling around on a skateboard. That is actually called "Gambler's Fallacy." They are just as likely to roll horribly the next game as they are to roll well. Never think this way in a casino, it's how people go broke right fast 4 Share this post Link to post
Zack21 3 Posted January 31, 2013 That is actually called "Gambler's Fallacy." They are just as likely to roll horribly the next game as they are to roll well. Never think this way in a casino, it's how people go broke right fast That is the nerdiest bit of poker information I've ever heard . . . And I can think of no better place to have read it. Also, this episode = good times and a near complete party wipe out. I was kind of hoping that Mildred would trip over the railing and accidentally hang herself (mind you I actually enjoy all the characters). A botch death would have been for some crazy entertainment though, possibly one involving a dog dick and jizz on some tits. Share this post Link to post
Silly Lacy 102 Posted January 31, 2013 I was screaming with laughter listening to this on my drive home from work tonight. I can't wait to hear the time capsule notes. I find myself wondering what we might know if some questions were asked before they start killing everything. Can we get 2 shows a week? I always listen to this podcast as soon as I download it and then I'm sad that I can't have a new one for a whole week. Share this post Link to post
PudgeDemon 65 Posted January 31, 2013 I love this goddamn podcast thing!!! So great!!! Share this post Link to post
ThomasGoodwin 10 Posted January 31, 2013 Yes Dcsein I think you are right. The 4th Edition rule book stays that Before the first round of combat, you roll initiative. It doesn't say that you have to roll initiative everytime. I really did enjoy, though perhaps sadistically, all the botched rolls this time. I think that if you take out the surpurfluous initive roles you will have the right balance. I found a really great blog with ideas on initative and how to perserve the role playing narative. http://theiddm.wordpress.com/2011/11/18/role-for-initiative/ 1 Share this post Link to post
Ryan Riddell 110 Posted February 1, 2013 Is there any way we can do user submitted Blaine Ads? "This break is brought to you by Applebee's: We'd microwave your steak if it were possible!" EDIT: Should we make a thread for it? 2 Share this post Link to post
ThePinkPhantom 20 Posted February 1, 2013 Botchapallooza or The Ballad of The Runner and The Deuce Our heroes stalked their enemies and would not go away; Planned to ambush stealthily within a stairway. Strip the clothes from victims' hides, Then pitch the bodies off the side, But they didn't count on The Runner and The Deuce. The Runner and The Deuce sensed something was amiss. When the heroes charges, in their pants they pissed! The Deuce stood his ground to fight, The Runner took to instant flight, So began the epic of The Runner and The Deuce. Heroes pursued The Runner, but it all went wrong. Bobbled, botched, and missed like they'd been pulling on a bong! Mildred her own feet did tie, Blackee Green's spells went awry, And Amarth gouged his own leg, as The Runner's luck held true! Bartho's swings at The Deuce also went astray. Deuce got a little crispy, then also ran away. A dragonborn in pursuit, And Mildred turned to chase him too; All in hopes of catching, the one known as The Deuce. Amid a flurry of 1's and 3's, our heroes were dismayed; It looked as if their quarry, just might get away! But they would not yield the day, This fucking game they still will play, Tune in next week to find the fate of The Runner and The Deuce! (Same Ell Ryan time. Same Ell Ryan podcast.) 4 Share this post Link to post
ickubus 2 Posted February 1, 2013 Someone look up "Action Point" in the players handbook. Its great for when you need a botch-aid. Share this post Link to post
Gym Sockerman 1326 Posted February 1, 2013 No mere mortals could be so thoroughly bested by fleeing civilians. What's really going on here? Share this post Link to post
BigNerd 1 Posted February 1, 2013 Someone look up "Action Point" in the players handbook. Its great for when you need a botch-aid. Yep. I've recently been turned on to this show by another nerd buddy, and I think it's great! But imho they are making D&D 4E wayyy harder than it has to be. A lot of D&D nerds actually don't like 4E because they feel it's too simplified and streamlined. As mentioned, each player gets one action point daily that they can use either for a free reroll on any one roll, or an additional attack during combat. If a party completes two seperate combat encounters during the same day, the action point is refilled. All players get a very limited number of "at will" powers they can use at any time, along with encounter powers that can be used once during an encounter, and a few daily powers that can be used once each in between 6 hour full rests. If you've ever played a game like WoW or EverQuest, think of the cooldowns on your row of action buttons. It is always advised to use your dailies as they are more powerful in general and most still have an effect on a miss (half damage, dazed etc). It's easy and compact enough that each player usually has a single sheet in front of them listing all of their available powers. As the player progresses, they replace old powers with new, so they will never have a huge confusing list of powers to wade through. Skill challenges are a great way to use rolls and advance the narrative outside of a traditional combat setting. My personal favorite way that I've seen them used is: the DM describes a situation to the party (ala the chase in this episode) based on initiative rolls, each player in turn states what action they are going to do using which of their abilities ( like Mildred could have said Athletics for her rope trick) and then rolls to beat whatever skill level (number) the DM has picked for the challenge. The next player cannot use the same ability as the previous player, and no player can use the same ability twice in a row. The number that must be beaten on a roll is the same for each player during the challenge the challenge resolves positively on 5 successes or negatively on 3 failures (fluctuates with party size) And when I say traditional combat setting, I mean when the DM leads the party into a planned combat encounter that is part of the narrative that they cannot avoid. 4E relies heavily on miniatures, maps, and "squares". When Blackie said his speed was 7, that means he can move 7 squares on the map with his move action during combat. The combat scenario in this episode is very hard to pull off as the enemies are technically constantly fleeing from the "map", and the players have to use most of their turn keeping pace. Plus in this scenario the enemies never returned fire. It might have been easier to handle for the DM and the players if it were approached as a skill challenge due to the impromptu setting. And finally speaking of combat, each player gets 3 actions per combat (with stipulation): a minor action (pulling out weapons or potions, throwing a weapon to an ally, etc) an standard action/attack roll (basic weapon, at will power, encounter power, or daily power) a "move" (moving up to an enemy, away from an enemy, or using a "shift"*) (a shift moves you one square in any direction without the consequences of being vulnerable to an opportunity attack in some cases) Plus two more possibilities for a turn: using your action point to attack again rolling a "saving throw" to remove a negative effect you have incurred from combat, such as slowed, dazed, petrify etc. This post isn't meant as a criticism, or advice as to how to run your show! I'm just a fellow nerd who wanted to shed some light on 4E rules for any listener or party member who felt a little foggy on what the heck was going on. ps - I forgot to talk about Healing Surges and marks! The 3 fighters in this party really need to understand "marking" their targets, it makes fighters even more awesome! But my lunch break is almost over. Google them! -BigNerd Share this post Link to post
clancy 94 Posted February 1, 2013 I love when Sark pointed out, "sound the alarm...or they could just continue on to work where they were headed!". I can't wait to see how Gerry will be reintroduced into the game. I have to imagine it will be similar to a scene in the movie, "The Gamers". The Gamemaster: Guys, please! I want you to roleplay this. Remember you've never met this guy before, the last guys you met tried to kill you, and you're standing in the ruins of an evil, cursed castle. Just act appropriately. Magellan: Hello, I'm Magellan, a traveling mage. I notice your group has no wizard. Rogar, the Barbarian: You seem trustworthy. Would you care to join us in our noble quest? Magellan: Yes. Yes I would. 1 Share this post Link to post
Cheyenne 14 Posted February 1, 2013 Hi all My name is Cheyenne. I'm a longtime DnD player, RPG Gaming artist-designer, longtime Earwolf Listener and first time poster. I love the podcast -- and I've been trying real hard to not be "this guy" but after everybody kind of got screwed in this episode I felt compelled to sign up so I could post... <nerdvoice/> Instead of moving twice and getting no attacks -- combatants can (in 4th ed) move, and then make a Charge Attack which would let them move again AND make an basic attack and the end of this second move (with a +1 to hit) Also, anyone within 5 feet of an enemy, can not make a full move away from that enemy without without giving the enemy a free Opportunity Attack. So... the folks that got up to the fleeing cat-walker should have got attacks when he ran away -- and anyone that ran past the second gent on the catwalk, would have been vulnerable to an attack as they moved past. </nerdvoice> That said; the Dnd combat rules (of any generation) are gruesomely boring and often promote ROLL playing over ROLE playing Chey ARCANETIMES.COM -- The Art of Cheyenne Wright 1 Share this post Link to post
BigNerd 1 Posted February 1, 2013 Great post Chey. And while some people say "bah, rules!", most people who've been around games feel it's easier to roleplay and smoother overall when you know what you can do and what can get you killed! -BigNerd Share this post Link to post