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Posted

Does healing from the back row only heal half as much?

Attacks (or heals) on heroes do normal damage (or healing), regardless of their respective rows.

Think of it this way as a chain of overlapping circles (like the Audi logo!)

|Heroes-ba|ck He|roes-fro|nt En|emies-fro|nt En|emies-back|

You do normal damage to overlapping circles and half damage to circles further away.

Whichever row you're in as a hero, it's adjacent to the other heroes' row.

Posted

Is hack&slash the only way to gain experience?

Some quests also offer level-ups as rewards upon completing them, but so far yes, this game is built upon battles. I'm open to creative suggestions, though.

I'd also like to make an announcement: I will be away on a travel from Friday to Monday with little to no access to internet, so my quests will be on (another) break during that time. In case you're interested, me and my boyfriend are spending the New Year in the romantic Venice. But I will be online as much as possible tomorrow to get the quests moving on. They will return to full swing on January, in any case. :wink:

Posted (edited)

Some quests also offer level-ups as rewards upon completing them, but so far yes, this game is built upon battles. I'm open to creative suggestions, though.

Since Level is used primarily for battling, I think it's only fair if the only way to gain experience for it is to battle.

*Currently*, character level is only used in battle. It has so much potential, though! Well, okay, in keeping things fairly simple, it doesn't have *so much*, but you get the idea.

-Rumors tell of an ancient incantation that, when recited, can shatter even the most powerful of magical barriers. Just so happens that the warlock, whom the party had set out to vanquish, knows a *particularly* powerful shield spell, and stood behind it, laughing, as he battered the party within a stud of their lives the last time they met. The rumors also mention an elder wizard, as old as the incantation itself. Upon finally finding him, he refuses to teach the incantation to anyone who isn't an experienced mage themselves (read: certain level). The party can either go and try to break through the warlock's shield with brute force, which would eventually work, or they could go hunting for monsters to gain those last few levels and push their mage to the required level to learn the spell. **Caveat: The spell would be in the form of a scroll-item, and would be exhausted upon use, so no concerns about it leaving the quest and bothering any other QMs, heh.

-While spelunking through some underground ruins, the party finds themselves in a burial chamber. A statue standing watch over the tombs holds in its hands a large greatsword. Or, at least, something that used to be a greatsword. It is now as decrepit as the bodies it guards: its blade dulled and eaten away by rust and time, empty sockets on its hilt, and any enchantments that once coursed through its metal have long since disseminated. Back on the surface, the party continues on whatever quest they may have been on. Over their travels, if they explore enough, they may catch wind of a legendary weaponsmith who lives his life as a hermit, and will only restore the blade for a truly great warrior; a mystic who knows where to find the scrolls used to enchant the sword to its full power, for a price, of course, but warns that it would take an experienced mage to channel the required amount of magick into the blade even once the scrolls have been found; and a local thieve's guild who are in possession of, or know how to acquire, gems that would fit the sockets on the hilt, but will only help the party if the party can help them in return, and their tasks require a quick-fingered rogue, with each task requiring that the rogue be more experienced than the last time.

**Don't commit any of that to memory--I may or may not be drawing from my own idea pool, and would hate to spoil any future quests :tongue:

Additionally, I don't think experience gain should be limited to combat, either. Perhaps the party, soon to be setting off for an unexplored region, was approached by an aspiring cartographer, a young man who requested that they map the new land for his research. Depending on how thoroughly the party explores and maps the region, at quest's conclusion, the cartographer will reward them with anything from a few coins, to a full battle's worth of experience! Of course, going into it, the party has no idea what the rewards could be, nor are they ever told. This would provide an incentive to explore the land created for them, offering a reward for time spent traveling. It could work as an alternative to, or alongside, a system such as the one BrickDoctor used in Q4, with the "# of Days spent traveling" and chance for a battle each night.

I'd also like to make an announcement: I will be away on a travel from Friday to Monday with little to no access to internet, so my quests will be on (another) break during that time. In case you're interested, me and my boyfriend are spending the New Year in the romantic Venice. But I will be online as much as possible tomorrow to get the quests moving on. They will return to full swing on January, in any case. :wink:

Have a good trip! I'll be in Hawaii with the family from the 3rd to the 17th-ish (can't remember the exact day, somewhere around then). I should have good internet access for the duration, but if my activity drops off, you'll all know why.

Edited by swils
Posted

Some quests also offer level-ups as rewards upon completing them, but so far yes, this game is built upon battles. I'm open to creative suggestions, though.

Why don't we have V-cards sold in the marketplace? If Haldor got them everyone should! :laugh:

Posted

*Currently*, character level is only used in battle. It has so much potential, though! Well, okay, in keeping things fairly simple, it doesn't have *so much*, but you get the idea.

-Rumors tell of an ancient incantation that, when recited, can shatter even the most powerful of magical barriers. Just so happens that the warlock, whom the party had set out to vanquish, knows a *particularly* powerful shield spell, and stood behind it, laughing, as he battered the party within a stud of their lives the last time they met. The rumors also mention an elder wizard, as old as the incantation itself. Upon finally finding him, he refuses to teach the incantation to anyone who isn't an experienced mage themselves (read: certain level). The party can either go and try to break through the warlock's shield with brute force, which would eventually work, or they could go hunting for monsters to gain those last few levels and push their mage to the required level to learn the spell. **Caveat: The spell would be in the form of a scroll-item, and would be exhausted upon use, so no concerns about it leaving the quest and bothering any other QMs, heh.

-While spelunking through some underground ruins, the party finds themselves in a burial chamber. A statue standing watch over the tombs holds in its hands a large greatsword. Or, at least, something that used to be a greatsword. It is now as decrepit as the bodies it guards: its blade dulled and eaten away by rust and time, empty sockets on its hilt, and any enchantments that once coursed through its metal have long since disseminated. Back on the surface, the party continues on whatever quest they may have been on. Over their travels, if they explore enough, they may catch wind of a legendary weaponsmith who lives his life as a hermit, and will only restore the blade for a truly great warrior; a mystic who knows where to find the scrolls used to enchant the sword to its full power, for a price, of course, but warns that it would take an experienced mage to channel the required amount of magick into the blade even once the scrolls have been found; and a local thieve's guild who are in possession of, or know how to acquire, gems that would fit the sockets on the hilt, but will only help the party if the party can help them in return, and their tasks require a quick-fingered rogue, with each task requiring that the rogue be more experienced than the last time.

**Don't commit any of that to memory--I may or may not be drawing from my own idea pool, and would hate to spoil any future quests :tongue:

Additionally, I don't think experience gain should be limited to combat, either. Perhaps the party, soon to be setting off for an unexplored region, was approached by an aspiring cartographer, a young man who requested that they map the new land for his research. Depending on how thoroughly the party explores and maps the region, at quest's conclusion, the cartographer will reward them with anything from a few coins, to a full battle's worth of experience! Of course, going into it, the party has no idea what the rewards could be, nor are they ever told. This would provide an incentive to explore the land created for them, offering a reward for time spent traveling. It could work as an alternative to, or alongside, a system such as the one BrickDoctor used in Q4, with the "# of Days spent traveling" and chance for a battle each night.

The Quest I'm slowly thinking up actually has a system like that (though as yet, I haven't set any rewards, I'm still trying to ascertain the impact of loot drops on gameplay and combat, something that won't happen until I experience it for myself [hint, hint :wink:]). My Quest involves sub-Quests and side-Quests (these have VERY different uses, requirements, and effects on the Quest), which could, theoretically, offer any kind of logical reward, including level-ups as you suggested. Perhaps we should move this discussion to the QM's lounge (or PMs if you're particularly intrigued)?

Have a great trip, Sandy, relax and forget about us for once. We'll get along fine while you're gone... :devil_laugh::devil:

Posted

Have a great trip, Sandy, relax and forget about us for once. We'll get along fine while you're gone... :devil_laugh::devil:

I'd like to believe so, but the last time I was away for a longer period of time, you guys started to fight each other in the Heroica Hall. :tongue:

So I really hope I don't see this game wrecked by the time I get back. :wink:

Posted

I'd like to believe so, but the last time I was away for a longer period of time, you guys started to fight each other in the Heroica Hall. :tongue:

So I really hope I don't see this game wrecked by the time I get back. :wink:

You just need to have a Viceroy. :tongue:

Posted

Some quests also offer level-ups as rewards upon completing them, but so far yes, this game is built upon battles. I'm open to creative suggestions, though.

Ok Good to know in any case.

The way I've seen it done/done it myself while hosting table-top RPG games is that the players can gain experience for defeating the obstacle (usually a monster). It doesn't matter how they defeat it, but moving past it in some way would gain some experience. For example, if the obstacle is guard and the players sneak the key from him instead of defeating him in battle...in my game the players would still get the experience as they would have in battle because they have succeeded getting past that obstacle and onto the next phase of the quest. The major difference being that if you defeat a creature in battle it usually drops some loot which of course you don't get if you sneak past it.

Just an idea. :classic:

Posted

@Quest 14: Don't you guys know that trick? Cinna was obviously supposed to meow. :tongue:

Seven Brides for Seven Brothers immediately came to mind. Gideon was the sickest sounding cat I ever heard.

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