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Posted

Haldor, please heal Tesni this round. Cronk is extra effective against demons or Cronk would do so Cronk's self.

Haldor has a light elemental weapon too. :wink:

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Posted

Khorne, how exactly was the Wild Tribesman injured in your quest's 1st round of battle?

Well, Siercon did 25 damage (WP:11 * 2 + level 3) so he took out the Minotaur Warrior in one hit (total point value of 16). He is then left with 9 damage points. The damage that's left over from the attack spills over the next enemy in line (in this case the Tribesman), right? Or am I wrong? :look:

Posted

Well, Siercon did 25 damage (WP:11 * 2 + level 3) so he took out the Minotaur Warrior in one hit (total point value of 16). He is then left with 9 damage points. The damage that's left over from the attack spills over the next enemy in line (in this case the Tribesman), right? Or am I wrong? :look:

It does not... :look:

Posted

Well, Siercon did 25 damage (WP:11 * 2 + level 3) so he took out the Minotaur Warrior in one hit (total point value of 16). He is then left with 9 damage points. The damage that's left over from the attack spills over the next enemy in line (in this case the Tribesman), right? Or am I wrong? :look:

No, he just kills the one and the rest of the Damage dealt is lost.
Posted

Well, Siercon did 25 damage (WP:11 * 2 + level 3) so he took out the Minotaur Warrior in one hit (total point value of 16). He is then left with 9 damage points. The damage that's left over from the attack spills over the next enemy in line (in this case the Tribesman), right? Or am I wrong? :look:

Actually it only applies to the enemy targeted so the Minotaur Warrior only receives the strike even though it is more powerful than his current health, leaving the tribesman unaffected.

Posted

It does not... :look:

No, he just kills the one and the rest of the Damage dealt is lost.

Oh, okay. In that case, the Tribesman didn't get hurt after all. I'll go change it. Thanks guys :thumbup: .

Posted

Oh, okay. In that case, the Tribesman didn't get hurt after all. I'll go change it. Thanks guys :thumbup: .

No problem, everyone's first battle from a QM perspective is generally a little confusing. Great line-up though, I am thoroughly enjoying the presentation of the quest thus far. :thumbup:

Posted

No problem, everyone's first battle from a QM perspective is generally a little confusing. Great line-up though, I am thoroughly enjoying the presentation of the quest thus far. :thumbup:

ALL my battles from a QM perspective are generally confusing. :sadnew::tongue:

Posted (edited)

And... Not that this makes a difference for the last kill, but I believe my WP=8... So that would be 8*2+3=16 (still enough to kill the Minotaur, but not 25.) But if I'm wrong, awesome! :D... anyone, anyone, please ;)

I might have made this confusing in my stats, where I just put "11" Should I change this to denote (8WP+lvl 3)? Or am i just in general missing something?

P.S. It's probably already out there, but it would be cool to have an item that did roll over damage... Just a thought.

Edited by Siercon and Coral
Posted (edited)

And... Not that this makes a difference for the last kill, but I believe my WP=8... So that would be 8*2+3=16 (still enough to kill the Minotaur, but not 25.) But if I'm wrong, awesome! :D... anyone, anyone, please ;)

Normal power (which is level + WP, which you have correct) applies to normal Spells and Hits. If you land a Greater Spell or a Critical Hit, it's WP x 2, which is 16, + your level of 3. That's 18 damage, and in hindsight that's the damage you should've dealt during Round 1. But your last attack did do the correct damage.

Edited by CallMePie
Posted (edited)

Normal power (which is level + WP, which you have correct) applies to normal Spells and Hits. If you land a Greater Spell or a Critical Hit, it's WP x 2, which is 16, + your level of 3. That's 18 damage, and in hindsight that's the damage you should've dealt during Round 1. But your last attack did do the correct damage.

:facepalm: Argh, what foolish mistakes from my side. Oh well, that's why I wanted a first small skirmish to get the hang of the battle system before you guys start encountering the real enemies. I'm sure I won't make as much mistakes again in the future :classic: .

EDIT: Looking back at my first battle as a QM, I think QM'ing huge battles like those in the Dastan quests must be just pure insanity ! All those numbers, attacks and special effets :wacko: .

Edited by Khorne
Posted

:facepalm: Argh, what foolish mistakes from my side. Oh well, that's why I wanted a first small skirmish to get the hang of the battle system before you guys start encountering the real enemies. I'm sure I won't make as much mistakes again in the future :classic: .

EDIT: Looking back at my first battle as a QM, I think QM'ing huge battles like those in the Dastan quests must be just pure insanity ! All those numbers, attacks and special effets :wacko: .

You're doing great! :D Don't beat yourself up :) We're having a blast, thanks so much for the work your putting in it!

This is another general question... Lots of people have specialized weapons. Names mainly. The great sword of hellfire, or some such names. The ones that are given out in quests are pretty obvious, but I was wondering if there was some sortof system where if you brickbuilt your own weapon in the same class and gave it a name, it would essentially transfer its stats just look different. Is this something that happens, or should I just wait for the perfect weapon to be invented by someone else?

Example: Siercon is not going to wield a lullaby wand forever (doesn't suit him). If I brickbuild a staff, can it just have the exact same stats if I embellish it with a picture and a story? Like staff of the somniac or something...

This applies to others too, Steph and I have many purist brickbuilt weapons that we havent posted online yet, that are around the complexity of our compound bow, and we'd be happy to personalize a variety of weapons if people would like?

Thanks!

Posted

Are we going to see the Expert/Master classes in the Training Room soon? I'm eager to see the finalized ones. :classic:

Before the end of the month, that's at least my deadline. I just have stuff going on in real life (nothing negative, just busy with work and events), and with Heroica RPG, I have two quests to run and one to play in along with the usual management.

So please have patience.

Posted

This is another general question... Lots of people have specialized weapons. Names mainly. The great sword of hellfire, or some such names. The ones that are given out in quests are pretty obvious, but I was wondering if there was some sortof system where if you brickbuilt your own weapon in the same class and gave it a name, it would essentially transfer its stats just look different. Is this something that happens, or should I just wait for the perfect weapon to be invented by someone else?

Example: Siercon is not going to wield a lullaby wand forever (doesn't suit him). If I brickbuild a staff, can it just have the exact same stats if I embellish it with a picture and a story? Like staff of the somniac or something...

For aesthetic purposes, you are allowed to change the appearance of your weapon as long as it remains in the same weapon type. (for example, I reforged my Scarab Shield into a traditionally-shaped shield, but I can't change my Frozen Saber, a broadsword, into a longsword - changing the weapon type changes the variety of classes that can use the weapon) In your case, you cannot change a wand into a staff, because a staff is also useable by a Cleric, and a wand is not. You can change the appearance of your wand, but it must remain a wand.
Posted

OoC: :angry: Damn dice.

Round 4 Knight of Ennon Battle

Cronk v. Knight - Shield

Tesni v. Knight - Critical Hit - Critical Hit (([14x3]+24)x2-5=127)

Alexis v. Knight - Shield

Alexis v. Knight - Aim ([10x2]-5=15) (1 ether spent)

Arthur uses Scroll of Frailty on Knight of Ennon - Success

Haldor v. Knight - Critical Hit (([12x3]+18)x2-5=103)

Bye bye, Knight of Ennon, thanks to Zepher's AWESOME die. :laugh:

Posted

Note to all Quest Masters!

I've said this before, but I will have to repeat it again. When creating weapons for your quests, please follow the standard weapon types. This is especially important because the expert classes will come into play soon. The comprehensive list is below, which I will update into the official rules soon:

Axes
(suitable for barbarians, alchemists and beast warriors)

Bows
(ranged, suitable for rangers and beast warriors)

Broomsticks
(ranged, suitable for mages, clerics and necromancers)

Clubs
(suitable for barbarians, alchemists and beast warriors)

Crossbows
(ranged, suitable for rangers and beast warriors)

Daggers
(suitable for mages, rogues, alchemists and harlots)

Greatswords
(suitable for barbarians, knights, necromancers and beast warriors)

Halberds
(suitable for barbarians, knights, dragoons and skirmishers)

Hammers
(suitable for barbarians, clerics and alchemists)

Hand Cannons
(ranged, suitable for rangers and cannoneers)

Instruments
(ranged, suitable for minstrels)

Lances
(suitable for knights, dragoons and skirmishers)

Longswords
(suitable for knights, rogues, beast warriors and skirmishers)

Maces
(suitable for clerics, knights, necromancers and alchemists)

Scythes
(suitable for rogues, necromancers and alchemists)

Shields
(protective, suitable for knights, dragoons and skirmishers)

Spears
(suitable for barbarians, dragoons and skirmishers)

Staves
(suitable for clerics, mages and necromancers)

Throwing Weapons
(ranged, retrievable, suitable for rangers, rogues and beast warriors)

Wands
(suitable for mages and necromancers)

Whips
(suitable for rogues, necromancers, beast warriors and harlots)

There are at least two more expert classes coming up that need to be added to the suitabilities, but otherwise this list should be final.

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