![]() When everybody has 0 stress, there's no further benefit to stalling. That cures an affliction off the Vestal (from 124 stress to 0, by game rule), 25 each off the other 3, and all of the stress from the 1st warning. That gets you to the mid-teens in rounds.Ī well-equipped Jester (14 per turn) + Crusader (8 per turn) = 22 stress per turn * 10 turns of stalling = 220 stress cured. Yaay! It can't reasonably give you a 2nd warning while it has 2 reinforcements alive.įinally, when you're down to only 1 reinforcement left alive, you can toy with it for +1 more round. ![]() (You might skip the warning and go straight to the reinforcements.) They stop the clock, and now the game engine must reasonably give you another 3-4 rounds of combat (haha) to finish them off. I just lump that into the stress to be healed.Īt end-of-fight + 6 rounds or so, 1 wave of 2 reinforcements show up. So I toy with the last 1.Īt end-of-fight + 3 rounds or so, one party member may give a warning like "we should not dilly-dally", and everybody gets about +6 stress. But I may want to heal down about 70 stress.
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