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Posted

I'm sorry guys, I've just been extremely busy these past couple of days. My brain is totally focused on something, and roleplaying sort of took a backseat. I also got a bit of bad news this afternoon, so that's made me a little upset as well. Sorry to my fellow questers.

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Posted

I have to apologize to players in Bricksandpart's quest (#25). He is going totally behind my back by introducing these new rules and mechanics, and I've now confronted him about it. Depending on his choice, the quest will either soon continue with the normal rules, or it will be terminated.

While I appreciate the creativity of the Quest Masters, I do require they approve their new ideas with me. Especially the battle mechanics have been carefully balanced, and totally revamping them without my approval is just crossing the line too far. B&P did not even ask me if he could change the battle system.

I hope everyone agrees with my decision. I don't want to be seen as a dictator, but I need to keep this game within certain borders to keep it fair and fun to everyone. :sceptic:

EDIT: In other news, here's a new batch of effects that will be added to the official rules:

Negative effects:

Cursed – The target loses 3 maximum health each round until only 1 health remains, the effect is remedied or the battle is over.

Weakened – The target causes halved damage (rounded up) for the next three turns or until the effect is remedied.

Fragile – The target takes double damage for the next three turns or until the effect is remedied.

Slowed – The target can only act once every other round until the effect is remedied or the battle is over.

Minimized – The target is reduced to a microfig for three rounds, decreasing their power, max. health and max. ether to 10% of the normal value (rounded up).

Positive effects:

Immune to [Element] – The target does not take damage from attacks that are of the specified element.

Immune to Magic – The target does not take damage from elemental attacks or attacks that consume ether.

Immune to Physical – The target does not take damage from non-elemental attacks.

Immune to [Effect] – The target is not affected by the specified effect.

Immune to Effects – The target is not affected by any other effect, whether they are negative or positive.

Posted

EDIT: In other news, here's a new batch of effects that will be added to the official rules:

Negative effects:

Cursed – The target loses 3 maximum health each round until only 1 health remains, the effect is remedied or the battle is over.

Weakened – The target causes halved damage (rounded up) for the next three turns or until the effect is remedied.

Fragile – The target takes double damage for the next three turns or until the effect is remedied.

Slowed – The target can only act once every other round until the effect is remedied or the battle is over.

Minimized – The target is reduced to a microfig for three rounds, decreasing their power, max. health and max. ether to 10% of the normal value (rounded up).

Positive effects:

Immune to [Element] – The target does not take damage from attacks that are of the specified element.

Immune to Magic – The target does not take damage from elemental attacks or attacks that consume ether.

Immune to Physical – The target does not take damage from non-elemental attacks.

Immune to [Effect] – The target is not affected by the specified effect.

Immune to Effects – The target is not affected by any other effect, whether they are negative or positive.

Sandy would it be possible to get a rename on the "Cursed" effect? I'm currently using that name to represent an effect which is the opposite of the "Lucky" effect as a special damage and a possible weapon effect. "Unlucky" just doesn't have the same ring to it. :tongue:

Posted

Sandy would it be possible to get a rename on the "Cursed" effect? I'm currently using that name to represent an effect which is the opposite of the "Lucky" effect as a special damage and a possible weapon effect. "Unlucky" just doesn't have the same ring to it. :tongue:

Bystander here, would "Jinxed" work? It has a better ring to it than "Unlucky," but does sound as severe as "Curse."

Posted

Sandy would it be possible to get a rename on the "Cursed" effect? I'm currently using that name to represent an effect which is the opposite of the "Lucky" effect as a special damage and a possible weapon effect. "Unlucky" just doesn't have the same ring to it. :tongue:

Bystander here, would "Jinxed" work? It has a better ring to it than "Unlucky," but does sound as severe as "Curse."

I agree with Tanma. "Jinxed" sounds more like the opposite of "lucky" than "cursed". :wink:

Posted (edited)

I hope everyone agrees with my decision. I don't want to be seen as a dictator, but I need to keep this game within certain borders to keep it fair and fun to everyone. :sceptic:

I agree. I am sure you can tell by the objections I posted in the thread. IF the quest is canceled, do the players get to keep the exp and loot?

Edited by UsernameMDM
Posted

Is the quest going to be cancelled or would you QM it? If B&P QM's, will the battle be won?

The quest will continue under Bricksandparts' hosting, but I've asked him to change the battle to follow the normal ruleset.

Posted

"You certainly did it", the dashing Veteran said with a big smile. "You, Ellaria Arbour, can now without a doubt call yourself a true druid."

Crap! I wanted to become the first Druid of Heroica! :cry_sad: Not to worry though, I only want to be a dark druid anyways. :devil:

That leads me to a question I've had. Could someone train in a class but give it another name, for instance: Dark Druid (Druid), or Warlock (Witch), or Samurai (Knight)?

~Insectoid Aristocrat

Posted (edited)

Two questions:

When players have (for example) +3 power... where do QM's factor that in during damage calculation? After WP and Lvl have been multiplied and added, but before elemental advantage/row have been applied? Or elsewhere?

If someone were to target a fellow hero with a weapon and roll a damage or special damage, what happens?

The second one has been answered already. :blush:

Edited by Zepher
Posted

'Power' is not actually a stat that's calculated into Damage. Power is just WP+Level, and is a stat that represents the base Damage a character can do in a Hit. I usually treat "+n Power" as "+n WP".

Posted

That leads me to a question I've had. Could someone train in a class but give it another name, for instance: Dark Druid (Druid), or Warlock (Witch), or Samurai (Knight)?

No, please don't do that. It'll only cause confusion.

When players have (for example) +3 power... where do QM's factor that in during damage calculation? After WP and Lvl have been multiplied and added, but before elemental advantage/row have been applied? Or elsewhere?

The extra power is added to the base power, and is affected by the various multipliers. So a Level 10 mage with 10 WP and 2 extra power would cause 44 damage with a fire spell against an icy enemy, for example.

Posted

Alright, but let's say a barbarian rolls an extra critical hit with a fire weapon against a ice monster. That's (WPx3 +lvl)x2... so where does the +3 play in? Does it become: ((WPx3 +lvl)+3)x2? Or like BD said, does it become: ((WP+3)x3 +lvl)x2.

Posted

Alright, but let's say a barbarian rolls an extra critical hit with a fire weapon against a ice monster. That's (WPx3 +lvl)x2... so where does the +3 play in? Does it become: ((WPx3 +lvl)+3)x2? Or like BD said, does it become: ((WP+3)x3 +lvl)x2.

The extra power is not WP, so out of your examples it would be the first option. Critical hits only multiply the weapon power, but elemental strengths multiply the entire power of the attack.

STATISTICS TIME!

I just chose the players to my new quests, so I also had to consider which of them would be suitable party leaders. I went through the list of quests in the Library-topic and saw that actually very few players have acted as party leaders, and some people have gotten the priviledge several times. Female characters also tend to get chosen as party leaders more often in proportion to their low number. Here's some statistics about that:

Alexis Fenral: 1

Althior Emorith: 1

Atramor Gibbin: 1

Bartholomew Docken: 2

Benji Carvenhall: 1

Cinna the Dark: 1

Cronk: 2

En Sabah Nur: 2

Eric: 1

Guts Holla: 1

Knifk: 1

Lawrence Boomingham: 1

Maurice Ratibor: 1

Nerwen Calmcacil: 1

Nyx: 2

Rufindel Galadhras: 1

Sarick Lanse: 2

Skrall: 3

Sorrow: 1

Sylph Solanum: 1

Tarn Valco: 2

Tesni Hightribe: 2

Thothwick: 1

Tomas: 2

This is in no way meant as a slide to anyone, these are just some neutral observations. As far as I know, all party leaders have done a fantastic job so far. :wink:

Posted (edited)

All Rogue Quest! :sweet: And not only that, but both Guts and Dak have a rivalry, and Dyric gets along with nobody. They're going to be killing eachother over the loot... :laugh:

Edited by CallMePieOrDie
Posted

They are interesting stats. I think there are people who just seem to fit the role better than others. Docken, Thothwick, Skrall, and Tarn, for example, all strike me as people who would be trusted to hold together teams... though there are a number of people there who I don't see as holding together teams and have done it just fine. :thumbup::tongue:

As for the parties for the new quests - they both look great! I'm really looking forward to the character interactions, especially the three rogue quest as they're all characters who I can see getting along well AND getting along extremely poorly.

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