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Posted

As if they're not already? :wacko: It's inherent in the system, SP has no direct downsides and is useful to everyone. Of course, smart QMs can use SP against the Heroes (I seem to recall a certain dragon that flamed Heroes' SP-granting items, making them burn the Hero for damage equal to the SP, ignoring row and SP. Or was that Endgame's Phoenix from 46? I forget. :blush: ), so it's all good. :wink:

It actually just disabled their SP and burned them, but yes, that sounds about right. :blush:

I have something similar-ish planned for later in 48. :devil:

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Posted

You do make a good point about Curesd, though. IMO, Cursed would be a lot more effective if it were tied to the WP of the weapon that deals it; when enemies attack Heroes, of course, 3 max damage per turn is devastating; when Heroes attack enemies, on the other hand, it's overshadowed by the damage output of a Level 1 Hero. Even among venoms and poison-like effects, there are PLENTY of effects that deal more damage per turn (i.e. Bleeding, which is very well used, and Deadly Poison, which for some reason never gets used on enemies in the HP range where it would really speed up the fight). Add to it the fact that it affects MAX HP instead of current and max HP, and it becomes a lot less threatening than it should be.

Yes, I've been calling for an edit to that effect for a long time now. :tongue: Or if it's going to be an effect that is essentially only applicable to heroes, just get rid of the essentially useless artifact or change it. But I guess it does have RP value.

Which QM added the Dancing Shoes? How do they work when Hastened? Do the turns stack? I.E. If the user rolls 2 misses does he then get two more goes? Do they have the Lucky effect if the user is currently under it? Is it the next turn immediately or during the next round of battle? If so, if the party flees is it an effect that disappears after a battle? So many questions!

Zepher created the item in Quest... 43? The item allows a reroll on Miss rolls, so yes, a Hastened Guts can have up to four turns, I believe. Since you're rerolling entirely, I would say that any effects or conditions on the hero still apply. The turn gained from the shoes is rolled directly after the miss roll. It's a permanent effect from an artifact, so it does not go away after battle.

Feel free to correct me on any of that, Zeph/Scuba/anyone. :classic:

Posted

OK, so since people don't seem to understand my strategy, here's a long rant on general battle strategies.

No matter how you slice it, the fewer enemies there are in battle, the better off your party will be. Thus, when a party outnumbers their enemies, they should have one party member on each enemy (to prevent Free Hits), preferably their weakest Power-wise, and then focus their heaviest hitters on a single target, so that there's a high likelihood of taking the enemy down. If we focus our fire properly, there's a good chance we could take down one of the Chaos Beasts this Round. :wink:

Posted (edited)

Quest 39... I think? Guffington's quest.

Anyway, they allow for an extra turn when one roll's misses (the reroll of a miss is a marksman's monocle, which Scuba invented :grin: ). It allows for an extra action the following round! So a hastened hero would get THREE turns the following round.

Edited by Zepher
Posted

If we focus our fire properly, there's a good chance we could take down one of the Chaos Beasts this Round.

Equally, no matter how you slice it, there is a certain amount of HP that has to be whittled away from the enemy for us to win the battle.

Given that we grossly outnumber the foes, taking one down this round matters very little, however, at the point where all the enemies are at full health, it makes the most sense to spread the damage around at first so that all damage is used and no hit points are lost on just killing one beast. By which I mean a heavy hitter coming in last to one beast and taking its last 10 health off with what would have otherwise been a devastating blow.

Posted

Equally, no matter how you slice it, there is a certain amount of HP that has to be whittled away from the enemy for us to win the battle.

Given that we grossly outnumber the foes, taking one down this round matters very little, however, at the point where all the enemies are at full health, it makes the most sense to spread the damage around at first so that all damage is used and no hit points are lost on just killing one beast. By which I mean a heavy hitter coming in last to one beast and taking its last 10 health off with what would have otherwise been a devastating blow.

Hmm...fair enough. I still say we're better off with the Explosive Staff in Atter's hands and the Cat O'Nine Tails in Dyric's, though. :wink:

Free Hit:

Elfie the Skeleton on Adam - 3 damage

Adam has SP:7 now, so the Free Hit does no damage; thus, Adam should be at 31 Health. :wink:

Posted

QM Note: I haven't been rolling for Special Guard. I guess it was added between the Quests I've hosted? I had a look at the description and it's clearly referring to negative status effects (such as Weakened, Stunned etc) so would not apply in this case. I'll roll for it in future though.

Special Guard for clerics has been in effect since the beginning, I believe, although it was nerfed at some point or other. :classic:

Posted

Special Guard for clerics has been in effect since the beginning, I believe, although it was nerfed at some point or other. :classic:

Originally it was guaranteed to succeed; Clerics weren't affected by negative effects. It was nerfed to a chance of success.
Posted

So as the creator of the item I should go with what Zeph said rather than JimB but thank you for your input Jim, what you saiid was the way I thought it would work.

Yes, that's right, I got the item mixed up. Don't listen to me. :blush::tongue:

Posted

Adam has SP:7 now, so the Free Hit does no damage; thus, Adam should be at 31 Health. :wink:

My mistake sorry. I'll fix that later when I have time to do the next round of the battle.

Posted

The Chaos Beasts all got Stunned, I don't think any of the Special Damages or Damages after Arthur rolls Shield take place.

Posted

In Quest 50, Tarn's Lion's Heart seems to be preventing rolls of Defended Damage and Special Damage. I think it's the rest of the current round, then the following.

Posted (edited)

Yes, but that weapons stuns them immediately, this description specific says "stuns them for the next round". :wink: It's the rules of my quest - you use the wording of the rules to try to best me, I use them exactly as written. Though the final call is Sandy's, so if she says otherwise, then it's otherwise. I can't imagine it is though, a shield that makes every enemy ineffective for two whole rounds seems largely unlikely.

Edited by Zepher
Posted (edited)

Yes, but that weapons stuns them immediately, this description specific says "stuns them for the next round". :wink: It's the rules of my quest - you use the wording of the rules to try to best me, I use them exactly as written. Though the final call is Sandy's, so if she says otherwise, then it's otherwise. I can't imagine it is though, a shield that makes every enemy ineffective for two whole rounds seems largely unlikely.

Bah, you weren't complaining when it stunned enemies throughout both rounds in Quest 28. :tongue: I'm not trying to best you with the rules, I'm just saying I think this is the way it's supposed to be work. :classic:

Edited by CallMePie
Posted

Well, we'll wait and see. :classic: For the time being, you should be able to plan the next round even if that is the case, because none of you got that hurt even if they aren't stunned! Whenever I'm not sure I follow the letter of the law, and it specifically says the next round, so that's what I'm going with for the time being. If that's not the case, I'm probably going to look for a way to nerf it, because two rounds of a battle perfectly safe of harm is like... Guardian Angel x2 + gold. Actually, come to think of it, right now it is Guardian Angel + gold exactly... :sceptic:

Posted

Enemies can be Immune to Stunned, though.

....Not that there's a lack of those. We don't need any more enemies Immune to Stunned. :look::tongue:

Posted

Well, we'll wait and see. :classic: For the time being, you should be able to plan the next round even if that is the case, because none of you got that hurt even if they aren't stunned! Whenever I'm not sure I follow the letter of the law, and it specifically says the next round, so that's what I'm going with for the time being. If that's not the case, I'm probably going to look for a way to nerf it, because two rounds of a battle perfectly safe of harm is like... Guardian Angel x2 + gold. Actually, come to think of it, right now it is Guardian Angel + gold exactly... :sceptic:

Welcome to my world of Quest 28, I swore never to take a sorcerer ever again. :laugh:

Posted (edited)

If Sandy can break Barty "The Rock" Docken, I'm sure I can break Arthur "The Stunning Stunner" Regulus. Like I said, this is just a warm up battle to introduce the concept of the Spires. After this... things get MUCH more challenging. :devil:

Edited by Zepher
Posted

If Sandy can break Batry "The Rock" Docken, I'm sure I can break Arthur "The Stunning Stunner" Regulus. Like I said, this is just a warm up battle to introduce the concept of the Spires. After this... things get MUCH more challenging. :devil:

Why do I have this nagging feeling that we're going to be splitting up and going after these spires. :look: Besides who keeps doors to chaos slightly open anyways, it's like leaving the faucet running just a little bit. Eventually the tub's going to overflow and the whole house is going to flood. :hmpf_bad:

Posted

Long as it's not specifically biting me in the butt, I'm fine either way. :tongue:

And there in lies the challenge of good QMing, allowing each class to shine and make use of its advantages without allowing it to become too overpowered that it makes battles a walk in the park.

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