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Re: Ye Olde Inn Resource Re-use

Posted:
Saturday September 19th, 2015 2:30pm
by torilen
Looks pretty neat...watching the video you posted.
The only thing I see that I don't like - the hero moved past the goblin
during the battle. Other than that, looks nice - great detail from what I can tell.
Re: Ye Olde Inn Resource Re-use

Posted:
Saturday September 19th, 2015 3:50pm
by Grimdotdotdot
That's a changable setting under the "house rules" section.
We always used to play that house rule on the board game, otherwise you just have to stand the barbarian in a doorway and nothing can get past him.
Re: Ye Olde Inn Resource Re-use

Posted:
Saturday September 19th, 2015 7:22pm
by sajungzak
I support the notion of an online version, I assume this means that it will play in a web browser. If so, I would be able to play it with my Chromebook, which I would certainly do.
Edit* If you're taking suggestions, please leave this houserule off when someone starts. Keep it as an option, by all means, but I think it should be an opt-in not an opt-out.
Re: Ye Olde Inn Resource Re-use

Posted:
Sunday September 20th, 2015 12:16am
by Anderas
Chooseable house rules, cool! Is there an alternative set of spells chooseable for the Wizard?

For door blocking Barbarians, just arm some Monsters with Staffs, Spears, Halberds, Crossbows or Short Bows, you'll see the Barbarian won't want to be the one who blocks the door alone. Nor anybody else.

Re: Ye Olde Inn Resource Re-use

Posted:
Sunday September 20th, 2015 6:00am
by Grimdotdotdot
It is indeed off by default, although it's set by the map creator for the specific map (and can be overwritten by the person that creates the game).
Monsters are all just vanilla UK spec at the moment (although you can "house rule" them the US bodypoints), so no special weapons or spells. Also, right now, there's no player controlled Evil Wizard (it's AI only), but that's also on the list.
Finally yes, it should work in all browsers, but development has been in Chrome so it will certainly work on your Chromebook.
Re: Ye Olde Inn Resource Re-use

Posted:
Sunday September 20th, 2015 6:49pm
by sajungzak
Sounds like it's heading in the right direction. I like the animation for the sleep spell.
How's the searching for traps and secret doors and treasure working? Are all the traps going to go off when searched for or do they remain dangerous until disarmed? I think there are some other little differences between UK and US rules.
Re: Ye Olde Inn Resource Re-use

Posted:
Monday September 21st, 2015 2:50am
by Grimdotdotdot
Pit traps remain if traps are searched for, spear traps and chest traps are automatically disarmed, falling rock traps automatically go off if detected.
The rules are annoyingly vague about traps, if they are disarmed, if using a tool kit counts as an action, etc.
Re: Ye Olde Inn Resource Re-use

Posted:
Monday September 21st, 2015 3:06am
by StratosVX
I finally got on an internet connection fast enough to let me watch your video. It looks very promising. Will there be the ability to import additional/custom cards?
Re: Ye Olde Inn Resource Re-use

Posted:
Monday September 21st, 2015 4:19am
by Grimdotdotdot
That's certainly planned for the future - they'd have to be fairly simple - ie. treasure cards that give X gold, or swords with X attack dice. Anything that doesn't change the rules, really (such as "sword that allows 3 attack dice and 4 against undead creatures" couldn't work because I'd have to code that in).
Re: Ye Olde Inn Resource Re-use

Posted:
Monday September 21st, 2015 11:25am
by sajungzak
Grimdotdotdot wrote:Pit traps remain if traps are searched for, spear traps and chest traps are automatically disarmed, falling rock traps automatically go off if detected.
The rules are annoyingly vague about traps, if they are disarmed, if using a tool kit counts as an action, etc.
Perhaps you can include a house rule so that traps act like they do in (less vague?) U.S. rules. When searched they are momentarily revealed and remain dangerous until individually disarmed with a tool kit or the dwarf.