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Re: DungeonsDark Artifacts

PostPosted: April 20th, 2017, 10:35 pm
by whitebeard
Daedalus wrote:Bracer of Flame: It's a niggle, but magic user sounds too D&D. Why not go with HQ's Spellcaster? I'd modify "...shoot small fireballs with the ranged attack strength..." > ...shoot small fireballs at a visible monster with the ranged attack strength... . I'd also add the armband may not be used with other bracers, chain mail, or plate mail.


I dropped the spell caster restriction all together. The restriction of armor you suggested makes it clear who will end-up using this one.

And I changed the name.

I use the term "monster" because HQ does this everywhere in the spells.


Ember Bracer
This charmed arm band allows a hero to shoot small fireballs at any monster they can ``see'' with the ranged attack strength of 2 combat dice three times per quest. May not be used with other bracers, chain mail or plate armor.

EmberBracer.png

Re: DungeonsDark Artifacts

PostPosted: April 20th, 2017, 10:49 pm
by whitebeard
Daedalus wrote:Dream catcher: I prefer the original text with a different tweak: "...The Sleep spell may be used on all targets in the room or corridor as the caster, or on a single target where the target's mind points are counted as one fewer (but not less than 1) for the purposes of defending the spell." > ...When cast, Sleep may affect every visible figure in the same room or corridor as the caster, but check only until the spell is broken. Alternatively, a single target must defend against Sleep with one fewer die.

Visible could be left out, but I like the basic limitation in there as an additional nerf. Using figure instead of target allows for the possibility of affecting Heroes and Mercenaries as well.


I updated the card to use "see", so the restriction need not be room based anymore. And again, HQ sleep spell uses the term "monster" so I updated it from target to that as well.

I'm still trying to figure out what you meant by "but check only until the spell is broken."

DreamCatcher.png

Re: DungeonsDark Artifacts

PostPosted: April 21st, 2017, 12:39 pm
by Thor-in
All of the artifacts are unique. I do quite enjoy the last three cards, and would like to see them in action.

It appears that they are mostly Wizard or magic user based cards.

On the Dagger of Return - Instead of it saying the blade is permanently damaged if a black shield is rolled on an attack roll. Why not say - If a black shield is rolled on an attack roll the blade misses and is permanently lost or stuck in the wall. Damaged to me just sounds kind of like broken, because you (DM permitting) can repair your weapon in some of the other RPG games I've played when its broken / damaged. I know it's permanently damaged it just seems like with the wording it could be "magically repaired"

Re: DungeonsDark Artifacts

PostPosted: April 21st, 2017, 8:42 pm
by whitebeard
Thor-in wrote:All of the artifacts are unique. I do quite enjoy the last three cards, and would like to see them in action.

It appears that they are mostly Wizard or magic user based cards.


Yes. These artifacts are my solution for the wizard not keeping pace with the rest of the heroes.

Thor-in wrote:On the Dagger of Return - Instead of it saying the blade is permanently damaged if a black shield is rolled on an attack roll. Why not say - If a black shield is rolled on an attack roll the blade misses and is permanently lost or stuck in the wall. Damaged to me just sounds kind of like broken, because you (DM permitting) can repair your weapon in some of the other RPG games I've played when its broken / damaged. I know it's permanently damaged it just seems like with the wording it could be "magically repaired"


Actually, I used to say it was "lost", and this does sound a good bit better But the dagger can be used in bonus adjacent "stabbing" attacks as well and it makes no sense unless you read this as a short range flip of the wrist throw which is cool also. My intent was that when it breaks, it is "permanently damaged" and worthless. You could conceivably "repair it" in your campaign but you would also conceivably need a wizard to re-enchant the re-forged blade, would you not?

Re: DungeonsDark Artifacts

PostPosted: April 22nd, 2017, 6:01 am
by Thor-in
whitebeard wrote:Actually, I used to say it was "lost", and this does sound a good bit better But the dagger can be used in bonus adjacent "stabbing" attacks as well and it makes no sense unless you read this as a short range flip of the wrist throw which is cool also. My intent was that when it breaks, it is "permanently damaged" and worthless. You could conceivably "repair it" in your campaign but you would also conceivably need a wizard to re-enchant the re-forged blade, would you not?


I see, that is kind of what I was thinking. However without asking how would I be able to know if it could be "repaired" or not.

Re: DungeonsDark Artifacts

PostPosted: July 9th, 2017, 2:31 pm
by Daedalus
whitebeard wrote:
Daedalus wrote:. . .Dream catcher: ...When cast, Sleep may affect every visible figure in the same room or corridor as the caster, but check only until the spell is broken. Alternatively, a single target must defend against Sleep with one fewer die. . . .

. . . I'm still trying to figure out what you meant by "but check only until the spell is broken.

That awkward wording was meant to imply once one monster in a group breaks the spell, any remaining monsters need not check to see if they are affected.
:goblin: 1: Zzz, :goblin: 2: Zzz, :goblin: 3: Zzz, :goblin: 4: breaks spell, :goblin: 5: unaffected, :goblin: 6: unaffected

As your spell read to me it's up to M/Z to decide if the spell can be broken that way or if monsters break it individually.
:goblin: 1: Zzz, :goblin: 2: Zzz, :goblin: 3: Zzz, :goblin: 4: breaks spell, :goblin: 5: Zzz, :goblin: 6: breaks spell

I was trying write a nerfed interpretation, but either works. Actually, reading your final card, the second interpretation is the best way to read the text, so ignore the confusing part I added in.