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Posted

I get the sense that if this were implemented, people would cry, "Oh noes they nerfed Rogues again!!!". The ability to pay for expensive upgrades is that class's main strength. Although, on the other hand, this could cap the snowball effect of those more powerful weapons leading to even more Gold being gained, and would encourage the use of more consumables and a larger variety of equipment that's shared with the party, which could be a good thing, even if it doesn't necessarily fit the typical roleplay style for the class.

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Posted (edited)

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.

Dammit, didn't think of it like that, :facepalm:This is why I need to host a quest before trying to suggest rules! :blush:

On another, completely different note. I can't wait to see what happens when we all hit level 30, because some of the classes are veering away from combat. Alchemists, create potions. These can be sold to Portia, given to party members, etc. And then Minstrel. Minstrel is based around singing songs to defeat enemies and buff allies. But they also have Diplomacy and, perhaps in Rp, could use their songs to lots of ends. I really want to see a merchant alchemist. I know it would be selfish to withhold potions from the party but I still think it'd be really cool. :sweet:

Edited by Pyrovisionary
Posted

I don't think there should be a weapon level cap for your level. Why couldn't they? Also, as said before, some classes strategies and strengths involve these upgrades. If you're really struggling as a QM to balance the enemies and don't want to add more health or make the enemy a higher level, just make it have high SP. That will force the hero with high WP to attack it.

Posted

This has been discussed before, and I still hold the stance that there will be no level caps for weapons. It just adds unnecessary complexity to this game.

Individual weapons can of course have level caps, if the creator so wishes.

Posted

There's no rule that says you can't, but it seems like it's one of those understood, unwritten rules: that doing so would just be bad form. And remember that you can try doing it, but the QM will still have the final say; there are lots of things the QM can do to prevent the trade from happening. (NPC turns against you and has apocalyptic-boss-stats, Gold turns out to be fake, NPC turns out to have a hole in his pocket and all the Gold is lost...) Also, if you attempted it, it'd probably be one of those things that causes future QMs to think twice about whether or not they want to host you.

Posted

I agree with Brickdoctor. It's generally just bad form and rude. Imagine if an NPC went into your pockets and shovelled out all your coins, or if in real life someone did that to you.

That said, the reason I'd give an NPC gold is if the party wants to stock the character up on items, and the opportunity is available. It's nice if the NPC can use they're own coin instead of the party's. Although, if there is none, I generally don't include a gold count. :classic:

Posted

That said, the reason I'd give an NPC gold is if the party wants to stock the character up on items, and the opportunity is available. It's nice if the NPC can use they're own coin instead of the party's.

Same here. I like to give most of my NPCs that join the party 5-25 Gold just because it makes them seem more realistically prepared, and I don't mind if the party has the NPC buy consumables. I also don't mind if the NPC is a Gold-gaining class and the Party Leader redistributes any Gold that was gained after a battle.
Posted

I have a question, can we make NPCs we control give us all their gold?

Nothing stops you from trying, but as Doc said, the QM has the final word. If you have a good reason to ask the NPC for gold, then it might work out, but the NPCs aren't mindless robots just because you "control" them.

Posted

Gold turns out to be fake, NPC turns out to have a hole in his pocket and all the Gold is lost

Now I want to go on a Brickdoctor quest and ask the NPC for his gold just to see this happen. :rofl:

Posted

General thought: perhaps the rogue mugging rule could be amended to include valuable object drops such as gold bars or chalices?

Honestly, I think this would just open another debate for something not that necessary. (For example, we don't really see gold bars or chalices dropped much. And then, what is considered "valuable?"

Posted

So then would a bone be considered valuable? I can sell one at a magic shop for gold.

No, because bones have a use.

Items that do nothing but are worth gold at shops.

Posted

Too complicated. Sometimes powers/shields are very useful, sometimes not. It's fine if one quest comes down the line that isn't huge on gold, maybe the next quest will have more enemies that carry gold than is normal.

Posted

Too complicated. Sometimes powers/shields are very useful, sometimes not. It's fine if one quest comes down the line that isn't huge on gold, maybe the next quest will have more enemies that carry gold than is normal.

I think there should be at least 1 or 2 battles (perhaps 25-50%) that allows mugging per quest. The whole reason that the current caluse exists is because Rogues would be shafted by the common sense rules on some quests... To not give enemies gold drops because of logic kind of defeats the entire purpose.

In a world where demons exist, I don't think its that much of a stretch to assume they are materialistic and perhaps have been mugging staff/facilities/students for their money. After all, we humans do it. :tongue:

Posted

I think there should be at least 1 or 2 battles (perhaps 25-50%) that allows mugging per quest. The whole reason that the current caluse exists is because Rogues would be shafted by the common sense rules on some quests... To not give enemies gold drops because of logic kind of defeats the entire purpose.

In a world where demons exist, I don't think its that much of a stretch to assume they are materialistic and perhaps have been mugging staff/facilities/students for their money. After all, we humans do it. :tongue:

It takes all of two rounds to use Mead, Nostrum, and Smelling Salts. If a battle doesn't look 'profitable' enough to you, just don't use them that battle. :shrug_confused:

I adhere to common sense when drafting up enemy loot as well. The majority of my next quest's enemies aren't going to drop anything because it would make no sense at all for them to carry anything. The trick is to make sure the party gets its fair share of loot overall in the quest anyway. Stuffing gold into every other enemy for no reason other than to have them get mugged is just ridiculous.

Posted (edited)

It takes all of two rounds to use Mead, Nostrum, and Smelling Salts. If a battle doesn't look 'profitable' enough to you, just don't use them that battle. :shrug_confused:

It isn't those I'm concerned about, actually. I have about 9 of each now, those can wait to be replenished.

Besides, have you seen my rolls? Without my nostrums, Sorrow would've been bitten, cleaved in half, suffocated by carnivorous plants, and mauled by Saga repeatedly. :tongue:

Edited by Endgame
Posted

It isn't those I'm concerned about, actually. I have about 9 of each now, those can wait to be replenished.

Then what are you complaining about? You're getting as much loot as the rest of your party and you're constantly superbuffed. :wacko:

Posted (edited)

Superbuffing is so Sorrow can take on the "boss" monsters, though. Even with his SP, three buffs, and relatively high WP, he's still getting smacked around the room like a pinata by Saga. In the two battles were such "lead" monsters exist, Sorrow has been relentlessly attacking both of them. Note that I have absolutely no problem with Sandy's battle difficulty. I felt like the first was a nice battle with moderate difficulty to start off, the second was a fun puzzle, and the third was unique. Unfortunately, I had my gems set up specifically to curbstomp plants. The fourth is escalating from where 1 and 2 left off, and besdies the little curveball at the beginning, its been a fun battle.

What's more, though, is that assassination has been entirely useless in half the battles, and mugging has been all but absent. The mugging part applies to Heckz as well. Beyond his shield, the Assassin has almost the exact same rolls as a basic class.

Edited by Endgame
Posted

If you're attacking all the boss monsters, it's no wonder you can't assassinate anything. :laugh: Assassins are made for thinning out crowds, not attacking bosses.

Posted (edited)

Assasination is, for the most part, AoE. I'm referring to the shield roll. (I think I've killed perhaps 1 or 2 enemies using just a normal shot.) :tongue:

And in two of these battles, there is no crowd to thin out, or it jus timmediately comes back with a vengeance. :shrug_oh_well:

Edited by Endgame

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