Endgame Posted December 11, 2013 Posted December 11, 2013 No such thing thing as overdoing - after all, there's no kill like overkill! Quote
Flipz Posted December 11, 2013 Posted December 11, 2013 No such thing thing as overdoing - after all, there's no kill like overkill! I approve of this message. Quote
Flipz Posted December 12, 2013 Posted December 12, 2013 (Ugh, double post--can't be helped.) Sandy, are Earth and Rock enemies the same thing, the way Dark and Demon are? Quote
JimBee Posted December 13, 2013 Posted December 13, 2013 On what Chromeknight mentioned earlier about the Poisoned-effects: I fully agree about just doing "Deals Poison:10," or "Poison:100" rather than Poisoned and Badly Poisoned and whatever other continuous HP-eating effects we invent as heroes grow stronger. It will simplify things a lot, and we can just have "Immune to Poison" cover all of those. And yes Bleeding would be different since it can be healed by Remedy or returning to full health, but the same concept would still apply for "Bleeding: 10," etc. Quote
Kintobor Posted December 13, 2013 Posted December 13, 2013 How do we deal with Witches then? Do we have weapons that affect a witch's poison damage? I don't want any Monty Python reference's either! We don't burn witches! Quote
Waterbrick Down Posted December 13, 2013 Posted December 13, 2013 How do we deal with Witches then? Do we have weapons that affect a witch's poison damage? I don't want any Monty Python reference's either! We don't burn witches! On going poison damage equal to the witch's WP/2? Quote
Flipz Posted December 14, 2013 Posted December 14, 2013 On what Chromeknight mentioned earlier about the Poisoned-effects: I fully agree about just doing "Deals Poison:10," or "Poison:100" rather than Poisoned and Badly Poisoned and whatever other continuous HP-eating effects we invent as heroes grow stronger. It will simplify things a lot, and we can just have "Immune to Poison" cover all of those. And yes Bleeding would be different since it can be healed by Remedy or returning to full health, but the same concept would still apply for "Bleeding: 10," etc. On going poison damage equal to the witch's WP/2? I like both of these ideas. It adds flexibility without adding complexity, which is ideal from a design perspective for an open game. Quote
JimBee Posted December 15, 2013 Posted December 15, 2013 Or just have different Witch's Talismans with varying rarity and power. The regular Witch class deals Poisoned:1 hits, and with the original Talisman equipped they deal Poisoned:10 hits. A boss could drop an Expert Witch's Talisman, that deals Poisoned:20. Again, having this Poisoned:X system would bridge the gap between effects that don't translate well between heroes and enemies, as well as prevent them from becoming obsolete. Nowadays, the basic Poisoned (Poisoned:1) effect is not going to do much for any enemy other than ones in the easiest areas of the Fields or on very low-level quests. Rather than create a myriad of new poisoned-effects (Badly, Extremely, etc. etc.), just modify the existing one to be able to include any amount of damage. Quote
Flare Posted December 15, 2013 Posted December 15, 2013 The Poisoned:X idea is a really great one - it opens up tons of new opportunities yet it simplifies rather than complicates. I'm in full support. Quote
Sandy Posted December 15, 2013 Author Posted December 15, 2013 Sandy, are Earth and Rock enemies the same thing, the way Dark and Demon are? That was just a slip. The enemy type is "officially" called Rock, I just worded it out wrong. On what Chromeknight mentioned earlier about the Poisoned-effects: I fully agree about just doing "Deals Poison:10," or "Poison:100" rather than Poisoned and Badly Poisoned and whatever other continuous HP-eating effects we invent as heroes grow stronger. It will simplify things a lot, and we can just have "Immune to Poison" cover all of those. An interesting suggestion, but I'll leave any potential changes to next year. It will take some work to implement the change, and I really don't have any energy or extra time for that now. Quote
swils Posted December 15, 2013 Posted December 15, 2013 I'd imagine that dragoons aren't allowed to switch weapons/rows while waiting on their "Take Flight" to land, are they? Quote
CMP Posted December 15, 2013 Posted December 15, 2013 I'd imagine that dragoons aren't allowed to switch weapons/rows while waiting on their "Take Flight" to land, are they? On a semi-related note, do dragons themselves take row into effect on rolls of Dragon Aid or Dragon's Wrath? Quote
Flipz Posted December 16, 2013 Posted December 16, 2013 Do permanent effects get replaced onto the Hero at the beginning of the Round or the beginning of their turn? Because if it's the former, De'kra should be able to take his action in Round 4, and the alternation of Slowed should take place from there (i.e. unable to act Round 5, able to act Round 6, etc.). Quote
Chromeknight Posted December 16, 2013 Posted December 16, 2013 What is the interaction between a permanent effect. (Eg, Nerwen's Minotaur axe perma-slow) and tiger balm (removes negative effects). Please Father Grogmas, Nerwen would like a scroll of slowed... Quote
CMP Posted December 16, 2013 Posted December 16, 2013 What is the interaction between a permanent effect. (Eg, Nerwen's Minotaur axe perma-slow) and tiger balm (removes negative effects). Tiger Balm would prevent the effect for one battle, I think, if Quest 75 was any indication. Tiger Balm doesn't remove negative effects, it makes one immune to all effects, which incidentally worked out pretty well for us. Quote
Sandy Posted December 16, 2013 Author Posted December 16, 2013 I'd imagine that dragoons aren't allowed to switch weapons/rows while waiting on their "Take Flight" to land, are they? If you mean "High Assault", it's the same attack that just lasts until the next round. So you cannot switch weapons or row in the meanwhile. On a semi-related note, do dragons themselves take row into effect on rolls of Dragon Aid or Dragon's Wrath? Row is taken into effect to keep things simple. Imagine that the dragons are standing/hovering right next to the Dragoon. Do permanent effects get replaced onto the Hero at the beginning of the Round or the beginning of their turn? Because if it's the former, De'kra should be able to take his action in Round 4, and the alternation of Slowed should take place from there (i.e. unable to act Round 5, able to act Round 6, etc.). That's getting into semantics, there... But I'd say from the beginning of the round. Slowed prevents taking any kind of action every other round. What is the interaction between a permanent effect. (Eg, Nerwen's Minotaur axe perma-slow) and tiger balm (removes negative effects). As CMP said, Tiger Balm makes the user immune to all effects for one battle, including permanent effects. It doesn't outright remove the effects, though, just makes them null for that one battle. Remember that Tiger Balm also applies to positive effects as well. Quote
JimBee Posted December 16, 2013 Posted December 16, 2013 That's getting into semantics, there... But I'd say from the beginning of the round. Slowed prevents taking any kind of action every other round. So if a hero were Hastened and Slowed at the same time, they would get two turns every other round, or one turn every single round? Quote
JimBee Posted December 16, 2013 Posted December 16, 2013 I wouldn't have asked if I thought I knew the answer. Quote
Scubacarrot Posted December 16, 2013 Posted December 16, 2013 I mean, it's a single turn every round, surely. Quote
UsernameMDM Posted December 16, 2013 Posted December 16, 2013 (edited) So if a hero were Hastened and Slowed at the same time, they would get two turns every other round, or one turn every single round? I think that just happened in our last battle with Bagnav. I would say 2 turns every other round since the literal effects say slowed takes away ever other turn and hastened is two actions in a round. Edited December 16, 2013 by UsernameMDM Quote
Waterbrick Down Posted December 16, 2013 Posted December 16, 2013 So if a hero were Hastened and Slowed at the same time, they would get two turns every other round, or one turn every single round? I believe the unstated understanding has always been that hastened cancels out slowed, encouraged cancels out weakened, lucky cancels out jinxed, and so on. Quote
Scubacarrot Posted December 16, 2013 Posted December 16, 2013 I believe the unstated understanding has always been that hastened cancels out slowed, encouraged cancels out weakened, lucky cancels out jinxed, and so on. I thought that was actually stated somewhere. Quote
UsernameMDM Posted December 16, 2013 Posted December 16, 2013 I believe the unstated understanding has always been that hastened cancels out slowed, encouraged cancels out weakened, lucky cancels out jinxed, and so on. Maybe we need a table for such? Quote
Scubacarrot Posted December 16, 2013 Posted December 16, 2013 Maybe we need a table for such? This is a thing that I've noticed more and more. Do we really, really need to lay down every single thing? Can QM's not be allowed to rule things for themselves anymore? As long as a QM is consistent in his own quest so players know what to expect, does every single little tiny thing have to be documented? It's a moderately sized pet peeve of mine. Quote
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