Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: BoG
PostPosted: Sat Jun 23, 2007 12:15 pm 
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I feel if this spell commits the hellion to stay and fight till the death it should do the same to the paladin. It should be the draw back for using this spell because the paladin’s lord should expect his follow not to run in fear but to stay and fight to make sure the evil one is killed.

Edit: If nothing else the nimbus of light should fade the moment the paladin attempts to flee.


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PostPosted: Sat Jun 23, 2007 3:54 pm 
Agreed.

Why are they fleeing anyway? If I was a light IMM and saw my paladins fleeing from battle, I'd end them.


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PostPosted: Sat Jun 23, 2007 4:38 pm 
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ilkaisha wrote:
Agreed.

Why are they fleeing anyway? If I was a light IMM and saw my paladins fleeing from battle, I'd end them.


I'm not really QQing about what happened, but I have the log of him fleeing from me four times. The first time I can understand because he walked into a [REDACTED] storm, but the others, especially when he started the attack, he would BoG and if it went wrong would flee, then come back and to me that was shady. I’m not sure but doesn’t that break their vows?

Really, I died because I forgot to put up some spells, my mistake, plus, he's without a doubt good at pk.

I just disagree with how the spell currently functions. It allows the paladins to flee while the victem still suffers from the spell's affect of having to stay and fight until a victor comes forth, which means no fleeing, recall, or word of recall.

That’s my real beef, not the player per se.


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PostPosted: Sat Jun 23, 2007 6:06 pm 
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SK Character: That'd be telling
Personally, IC I would make damned sure that everyone new that xxx Paladin had fled from a combat they initiated and take it up with the HF of that religion.

Fleeing when outnumbered in an ambush is a little more acceptable, but not if they initiated.

I agree though, if a Paldadin tries to flee then why should the hellion still be affected.


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PostPosted: Sat Jun 23, 2007 10:21 pm 
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Location: In the palm of the left hand black
Whats fun is when the paladin runs away but you still cant move and have to fight his comrades.


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PostPosted: Sat Jun 23, 2007 10:26 pm 
Same is with taunt or various cabal spells, or snare. My suggestion is to wear more saves.

I only recall being nimbused a hand full of times as my hellion when fighting paladins. They'd usually glance off.

Edit:

Quote:
The first time I can understand because he walked into a [REDACTED] storm, but the others, especially when he started the attack, he would BoG and if it went wrong would flee, then come back and to me that was shady. I’m not sure but doesn’t that break their vows?


Oh, and as long as he came back to fight and didn't run away, it's kosher. The same with a hellion. You are allowed to flee the room but you can't flee from the fight. Just because you rp honor as a knight of either light or dark, doesn't mean you need to die stupidly. Take a note from cannibal's book, he used to flee as slayne all the time, wait a tick, and come back in cleaving.


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PostPosted: Sat Jun 23, 2007 11:46 pm 
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He didn't come "right" back to the fight. It wasn't until we ran into each other again that we fought.


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PostPosted: Sat Jun 23, 2007 11:58 pm 
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SK Character: Amberdin, Ashiya, Zinnya
Quote:
Personally, IC I would make damned sure that everyone new that xxx Paladin had fled from a combat they initiated and take it up with the HF of that religion.


I see fleeing from the room to come back again, rinse repeat as maneuvering for a better position in combat, not fleeing in terror. He did kill you in the end, which means he fled no battle at all, at least not in the cowardly sense of it.


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PostPosted: Sun Jun 24, 2007 11:21 am 
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SK Character: That'd be telling
Not sure I agree with these 'flee' is okay tactics. The fact you type 'flee' and get a big bold 'RUN AWAY!' message indications slightly more than vieing for a better position. If it were the way you have stated Pallies would have access to retreat and/or skirmish.

If a Pallie leaves the room I would think that constitues running away with your tail between your legs because you are about to die.


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PostPosted: Sun Jun 24, 2007 11:41 am 
wortsenawl wrote:
Not sure I agree with these 'flee' is okay tactics. The fact you type 'flee' and get a big bold 'RUN AWAY!' message indications slightly more than vieing for a better position. If it were the way you have stated Pallies would have access to retreat and/or skirmish.


So everyone but a mercenary has to flee in horrible terror?

Flee is simply a way to get out of combat as quickly as possible. Retreat is a refined sense of how to do it.

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If a Pallie leaves the room I would think that constitues running away with your tail between your legs because you are about to die.


So, you're saying, if you get engaged by a wilderness mobile and a room away a child is being tortured and you have seconds to save him/her, that fleeing off the wilderness spider to go into that other room is cowardly?

Or what if there are 50 undead that jump up on you, and fleeing away would allow you to crossbow the necromancer and succeed, whereas dying would allow the necro to ravage a village and kill innocents?

I don't think anyone seriously would sit here and say "no, don't flee and regroup to get better position to win the fight, just sit there and die, no matter the odds." That's abundantly silly.

Even duellists allows you to flee if you don't leave the area in a duel to the death.


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