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Posted

Also, while we're on the subject of what makes a good Quest: I think I've most enjoyed the Quests where there's time allotted for unstructured roleplay. Not necessarily structured roleplay (i.e. "you have to roleplay to get the necessary information so you can move on"), but some space in between battles to say "I will have the penne a la arabiata So, what's the non-Heroica world been doing while I was out bashing skulls?" It's a good change of pace, and helps to make up for the fact that we, as Heroes and players of this game, already have some inkling of what's going on with each other even if we don't know the specifics (thus slightly dampening some of the roleplaying possibilities).

In #42, Sarge, Pretzel and Erdy had about 3 pages of walking and talking. Quest#42 was epic. It was just so wacky and hilariously fun.

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Posted

Has it ever been discussed, whether rolls of Deflected Counter, Free Hits, or Counter-strike ever take a weapon's effect or gems into account?

Battle skills with "Counter" in their name take weapon effects into account, since they deal normal hits. However, Counterstrike Gloves do not, since the hit originates from the gloves, not the weapon. I don't see how Free Hits would be affected, since they're enemy attacks...

Posted

Battle skills with "Counter" in their name take weapon effects into account, since they deal normal hits. However, Counterstrike Gloves do not, since the hit originates from the gloves, not the weapon. I don't see how Free Hits would be affected, since they're enemy attacks...

I should add encouraged to that list as well. Basically, I'm wondering whether Atramor's Free Hit (or any counter for that matter) from his Expert Class take into account his gem and WP increase as well as Dual Hit.

Posted

I should add encouraged to that list as well. Basically, I'm wondering whether Atramor's Free Hit (or any counter for that matter) from his Expert Class take into account his gem and WP increase as well as Dual Hit.

I think a Regulator's Wild Mind deals a normal hit (WP+level), so yes the Dual Strike and darkness-elemental would be considered.

Encouraged does not affect Counterstriking, though.

Posted

Battle skills with "Counter" in their name take weapon effects into account, since they deal normal hits. However, Counterstrike Gloves do not, since the hit originates from the gloves, not the weapon. I don't see how Free Hits would be affected, since they're enemy attacks...

Well, some enemies DO deal elemental damage on Damage and Free Hits (or at least they should--it's nice when it happens, since it makes elemental immunities actually worth it outside of Special Damage rolls on Sandy Quests :wink: ). Obviously it would ONLY matter for the purpose of immunities, but still. :sweet:

Posted

Sorry to double-post, but important question: can multiple items be traded in one turn (for both giver and receiver), or does it take one turn (for both giver and receiver) per item? I think it's the latter, but I'm not sure and need confirmation.

Posted

Sorry to double-post, but important question: can multiple items be traded in one turn (for both giver and receiver), or does it take one turn (for both giver and receiver) per item? I think it's the latter, but I'm not sure and need confirmation.

The latter. :thumbup:

Actually, I've played it so that you can trade several items at a time between two players. The FAQ only says this:

Q: Can I give items to another ally during a battle?

A: Yes, but it will cost a turn for both of you.

  • 3 weeks later...
Posted

Alrighty then, how does this sound for Shaman's modified Shield skill?

SHIELD:
Blood Ritual
– The shaman performs a rite that heals all allies to full health by transferring health from the enemy with most health. The transferred health is equal to the amount of health each ally has lost in total. This does not deplete ether.

I basically made the skill heal the entire party fully and damage the enemy with the most health at the same time. To counter this, it does not have an effect if the party that is already at full health. There are no other negative effects to the skill anymore.

Found this in R&D.

So no, it doesn't transfer effects. :classic:

Posted

Really, I thought it was like sentinel in that it didn't take into affect until the next turn?

Nope, it takes effect immediately and lasts through the next turn; it's both a blessing and a curse for the user. :wink: (See: several instances for Docken in the Fields of Glory, specifically one in which he uses a Health Core to restore full Aura health in order to survive the Free Hits from the enemies, something that wouldn't be possible with a one-turn/next-turn Aura.)

Posted

Nope, it takes effect immediately and lasts through the next turn; it's both a blessing and a curse for the user. :wink: (See: several instances for Docken in the Fields of Glory, specifically one in which he uses a Health Core to restore full Aura health in order to survive the Free Hits from the enemies, something that wouldn't be possible with a one-turn/next-turn Aura.)

I'd like a Sandy ruling on this (unless of course the example you gave was a FoG run by Sandy), otherwise I've been running Wardens for their entire existence, and I've hosted Docken, unless of course this is a new ruling, I can see it being interpreted either way from the training room.
Posted

See Quest #85. This example even has two simultaneous Auras, and it does start the round of and continues through the end of the next round.

Edit: And here's an example with just a Warden's Aura, not from the Pheles Rod. Docken absorbs damage for Namyrra the same round that Aura was rolled.

Posted

See Quest #85. This example even has two simultaneous Auras, and it does start the round of and continues through the end of the next round.

Edit: And here's an example with just a Warden's Aura, not from the Pheles Rod. Docken absorbs damage for Namyrra the same round that Aura was rolled.

Very well. Just as a note, if the Training Room could be adjusted to be a little more clear to help avoid confusion in the future, that'd be great. :classic:
Posted

Very well. Just as a note, if the Training Room could be adjusted to be a little more clear to help avoid confusion in the future, that'd be great. :classic:

I'll see what I can do about it.

But the general rule is that all effects come into effect immediately EXCEPT Sentinel and Guardian Angel which specifically state they only affect the next round.

Posted

I'm not sure it makes a lot of sense that a character can use a wepon with power over 5x their level. I don't know if it is something that could/should be changed, but wanted to at least bring it up.

In a video game (for instance) you'd be able to pick up the weapon but not use it until you were a certain level that was closer to the weapon power. The reason this is done is because level enemies are based on character level and I think that does tranfer over to how the QM has to make battles here. A low level party will tend to have low level enemies which makes pefect sense but it doesn't make sense when one character can wipe out an enemy with one simple "hit" because of an insanely high powered weapon.

Posted (edited)

I'm not sure it makes a lot of sense that a character can use a wepon with power over 5x their level. I don't know if it is something that could/should be changed, but wanted to at least bring it up.

In a video game (for instance) you'd be able to pick up the weapon but not use it until you were a certain level that was closer to the weapon power. The reason this is done is because level enemies are based on character level and I think that does tranfer over to how the QM has to make battles here. A low level party will tend to have low level enemies which makes pefect sense but it doesn't make sense when one character can wipe out an enemy with one simple "hit" because of an insanely high powered weapon.

Skyrim is a great exception, where anyone can use any weapon or armour however it's pretty much built into the game that low level characters can't get hold of high level weapons. In an MMORPG, for example, there have to be level restrictions, Because enemies are set unless you have a really great instanced scaling system And items can be traded. However enemies are flexible in this because we are human and can change the planned battle specifically for the party. If a low level character has a highlevel weapon can't the QM just scale the battle, or at least some of the enemies, up?

Edited by Pyrovisionary
Posted

Skyrim is a great exception, where anyone can use any weapon or armour however it's pretty much built into the game that low level characters can't get hold of high level weapons. In an MMORPG, for example, there have to be level restrictions, Because enemies are set unless you have a really great instanced scaling system And items can be traded. However enemies are flexible in this because we are human and can change the planned battle specifically for the party. If a low level character has a highlevel weapon can't the QM just scale the battle, or at least some of the enemies, up?

It get's tricky because while you can compensate for one hero by increasing say an enemy's health, if that hero goes down or instead decides to focus on picking off all the lower health enemies then it becomes a problem for the rest of the party who don't have such high WP. Honestly the same argument could be said about SP.

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