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	<id>https://dq-nz.org/dqwiki/index.php?action=history&amp;feed=atom&amp;title=Talk%3ASummonables</id>
	<title>Talk:Summonables - Revision history</title>
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	<updated>2026-06-16T20:34:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:Summonables&amp;diff=99652&amp;oldid=prev</id>
		<title>Stephen: Text replacement - &quot;Ã—&quot; to &quot;x&quot;</title>
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		<updated>2024-02-08T19:52:59Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;Ã—&amp;quot; to &amp;quot;x&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:52, 8 February 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot;&gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So makes a multi-hex cresture tougher exactly? A check search for &amp;#039;multi-hex&amp;#039; gives:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So makes a multi-hex cresture tougher exactly? A check search for &amp;#039;multi-hex&amp;#039; gives:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*3.4 Close &amp;amp; Grapple: Multi-hex figures may not be Repulsed, but the defending figure may avoid the attack by succeeding in a 1 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ã— &lt;/del&gt;AG check.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*3.4 Close &amp;amp; Grapple: Multi-hex figures may not be Repulsed, but the defending figure may avoid the attack by succeeding in a 1 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;x &lt;/ins&gt;AG check.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*3.15 Multi-hex Figures: A multi-hex figure may freely pivot or move into any hex occupied by a 1-hex figure. The smaller figure is knocked prone automatically and the figure may then attempt to trample with a Base Chance of 40%, doing (D10 + size of the monster in hexes) damage. Trampling is C-class damage. Subsequent attacks on the prone figure use the Trample Base Chance and damage in the Bestiary. A multi-hex figure in close with smaller figures does not automatically fall prone.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*3.15 Multi-hex Figures: A multi-hex figure may freely pivot or move into any hex occupied by a 1-hex figure. The smaller figure is knocked prone automatically and the figure may then attempt to trample with a Base Chance of 40%, doing (D10 + size of the monster in hexes) damage. Trampling is C-class damage. Subsequent attacks on the prone figure use the Trample Base Chance and damage in the Bestiary. A multi-hex figure in close with smaller figures does not automatically fall prone.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Is it reasonable and practical to have all or part of the multi-hex advantages not apply? Maybe a 2xAG check to avoid the Close, and 2xAG to move back rather than falling prone? Just throwing the idea out there, it&amp;#039;s quite possibly rubbish.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Is it reasonable and practical to have all or part of the multi-hex advantages not apply? Maybe a 2xAG check to avoid the Close, and 2xAG to move back rather than falling prone? Just throwing the idea out there, it&amp;#039;s quite possibly rubbish.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Stephen</name></author>
	</entry>
	<entry>
		<id>https://dq-nz.org/dqwiki/index.php?title=Talk:Summonables&amp;diff=44606&amp;oldid=prev</id>
		<title>Mandos at 19:43, 20 September 2006</title>
		<link rel="alternate" type="text/html" href="https://dq-nz.org/dqwiki/index.php?title=Talk:Summonables&amp;diff=44606&amp;oldid=prev"/>
		<updated>2006-09-20T19:43:22Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Earth Elementals ==&lt;br /&gt;
&lt;br /&gt;
; Hex Size&lt;br /&gt;
Is a big Earth Elemental a multi-hex creature? How many hexes does a big elemental occupy.&lt;br /&gt;
: They will be as tall, in feet, as their Endurance. EN 5-50&lt;br /&gt;
An Elemental between 5 and 10 feet tall is quite reasonably a one-hex creature.&lt;br /&gt;
&lt;br /&gt;
Between 10 and 20 feet tall they should be occupying more than one hex, but it could be reasonably played that half their height is underground and what shows only occupies one hex.&lt;br /&gt;
&lt;br /&gt;
Between 20 and 50 feet a one-hex elemental is a joke.  Either they are the ultimate bean pole or they are ice bergs with 7/8ths of their mass underground.&lt;br /&gt;
&lt;br /&gt;
I see a couple of options:&lt;br /&gt;
# Reduce their height.  E.g. Earth Elementals are half their EN height in feet (min 5&amp;#039;) and no more than the top 10&amp;#039; will emerge from the earth.&lt;br /&gt;
# Earth Elementals occupy more hexes with higher EN rather than just getting taller. E.g. 1 hex and 5&amp;#039; tall per 10 EN.&lt;br /&gt;
# Fixed height regardless of Rk or EN.  E.g. EEs are 15&amp;#039; tall, emerging 10-15&amp;#039; out of the ground.  The problem is that height/size is a convenient clue for players as to exactly how much trouble they are in.&lt;br /&gt;
&lt;br /&gt;
The only problem is that because of the way that combat and multi-hex creatures work, height doesn&amp;#039;t matter but as soon as EEs become multi-hex they become much tougher.&lt;br /&gt;
It is not my intention to make them tougher, just to make them reasonable in appearance.&lt;br /&gt;
&lt;br /&gt;
-- [[User:Stephen|Stephen]] 16:26, 20 Sep 2006 (NZST)&lt;br /&gt;
&lt;br /&gt;
So makes a multi-hex cresture tougher exactly? A check search for &amp;#039;multi-hex&amp;#039; gives:&lt;br /&gt;
*3.4 Close &amp;amp; Grapple: Multi-hex figures may not be Repulsed, but the defending figure may avoid the attack by succeeding in a 1 Ã— AG check.&lt;br /&gt;
*3.15 Multi-hex Figures: A multi-hex figure may freely pivot or move into any hex occupied by a 1-hex figure. The smaller figure is knocked prone automatically and the figure may then attempt to trample with a Base Chance of 40%, doing (D10 + size of the monster in hexes) damage. Trampling is C-class damage. Subsequent attacks on the prone figure use the Trample Base Chance and damage in the Bestiary. A multi-hex figure in close with smaller figures does not automatically fall prone.&lt;br /&gt;
Is it reasonable and practical to have all or part of the multi-hex advantages not apply? Maybe a 2xAG check to avoid the Close, and 2xAG to move back rather than falling prone? Just throwing the idea out there, it&amp;#039;s quite possibly rubbish.&lt;br /&gt;
--[[User:ErrolC|Errol]] 17:50, 20 Sep 2006 (NZST)&lt;br /&gt;
&lt;br /&gt;
I use 5+Rank feet tall. 25ft is still pretty keen for a one hex creature but is more reasonable than the current rules :-)&lt;br /&gt;
&lt;br /&gt;
--[[User:Mandos|Mandos]] 07:43, 21 Sep 2006 (NZST)&lt;/div&gt;</summary>
		<author><name>Mandos</name></author>
	</entry>
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