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Ideas for this quest treasure

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Re: Ideas for this quest treasure

Postby cynthialee » November 14th, 2011, 3:07 pm

Enchant Personal Weapon
This book contains a spell that when invoked by a Wizard will transform the Wizards weapon into a formidible weapon. The Hero may roll 3 extra combat dice for melee strikes with this weapon for a duration of turns equal to the roll of 1D3. This weapon may not be passed to Another hero.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Ideas for this quest treasure

Postby Ethica » November 15th, 2011, 9:26 am

Daedalus wrote:Everybody knows the Wizard is weak. Make it a book that breaks the limit of 9 spells, increasing it by 3 more that are derived from a new spell group of your selection. Award it whenever you feel is the right time for a power-up.


This is the best idea, I think that's what I'm going to do.


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Re: Ideas for this quest treasure

Postby cynthialee » November 15th, 2011, 11:37 am

As many cards use the same graphic you could go with a few ideas for the card.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Ideas for this quest treasure

Postby torilen » November 15th, 2011, 2:57 pm

daedalus - I like that idea, too...now that I've had a chance to actually sit and read it and have the brain power
to think about it. Instead of having an advancement system...at least for the wizard, he would just have spell
books that he gains from treasure. Great thought.

You could even allow some books to "power-up" the spells chosen, giving better results from the spells. You know,
more damage or healing...better range or accuracy...stuff like that.


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Re: Ideas for this quest treasure

Postby Daedalus » November 17th, 2011, 4:37 pm

Ya, this could easily be built into an advancement system by awarding a spell-group book after finishing a Quest set- the 1st 14 Quests, KK, and RotWL could each award a second use of an element group. To keep track, turn a card of the spell group 90 degrees or upside-down after one casting, then turn it over after the second casting. The spell groups from WoM could instead be awarded as books for those Quest sets, or they could be saved for the later expansions. OH and WoM are shorter, so they could optionally be combined for a single spell-group book award after completion of both. The BQP, EQP, (and maybe even DC?) could also award a spell-group book each. Of course, home-brew spell groups could be incorporated instead for completion of any Quest set. Also, substantial home-brew Quest sets could also offer a spell-group book award.

To parallel leveling with other Heroes using Gold Coins, the spell group books could be assigned a research cost and purchased at the Wizard's College. This is separate from, but parallels the Armory in purpose and use. Somewhere between 300 and 500 Gold Coins per group, I think. That way the Wizard would have something to spend treasure on other than Mercenaries and (overpriced) Potions. It may be necessary for the Emperor or such to restrict use of the Wizard's College until the appropriate Quest set is completed, as later Quest expansions award quite a lot more gold-coin treasure.

With all this magical levelling going on, maybe the Elf should get a piece of the action at a slower pace and higher cost. After a Quest set is complete the Elf could gain 1 spell instead of a spell group. I feel the Elf spell group makes the most sense for the source of these additional spells, but another spell group may be chosen instead. Three spells of a group must be chosen before another group may be selected from (to prevent cherry-picking). As for cost, maybe 100 to 300 Gold Coins is fair.
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Re: Ideas for this quest treasure

Postby Ethica » July 12th, 2012, 5:44 pm

I made some new quest treasures see-
Cloak of Shadows.jpg

Crown of Embers.jpg

Sword of Tenacity 2.jpg

The Dragon Bow.jpg


Overpowered or Pointless?
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Re: Ideas for this quest treasure

Postby knightkrawler » July 13th, 2012, 1:48 am

The cloak of shadows may be a little overpowered if a hero may pass through opponents every time.
You could set a limit of one or two monsters per hero's movement that can be passed through.

I really like the dragon bow, though I prefer 2 AD for my bows. But otherwise it's balanced and you can always explain the 3 AD with the "It's a freaking artifact"-reason.

The sword of tenacity leaves it unclear if the monster may defend against the second and third attack.
If it may not, the sword's way overpowered; if it may, I feel play gets prolonged a little too much. Keep in mind, it's every turn.
How about using 3 AD with every black shield counting as two skulls or some other one-roll-solution? That's my personal taste, of course.

The crown of embers is overpowered in its offensive, perfectly balanced in its defensive aspects. For example, 4 extra AD until there is no monster in sight, may be too much (or better said, too long. I mean, 8 AD with the battleaxe for one or two opponents is ok, really).
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Re: Ideas for this quest treasure

Postby ken » July 13th, 2012, 5:02 am

Just came across this thread. The picture in the first post looks like The Janitors' "Domestos Doomsday Compendium of Spells" to me.


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Re: Ideas for this quest treasure

Postby Ethica » July 13th, 2012, 9:31 am

knightkrawler wrote:The cloak of shadows may be a little overpowered if a hero may pass through opponents every time.
You could set a limit of one or two monsters per hero's movement that can be passed through.


It does make the veil of mist seem a bit crappy. I might change this to a movement improver, say +1 to fixed movements.

knightkrawler wrote:The sword of tenacity leaves it unclear if the monster may defend against the second and third attack.
If it may not, the sword's way overpowered; if it may, I feel play gets prolonged a little too much. Keep in mind, it's every turn.
How about using 3 AD with every black shield counting as two skulls or some other one-roll-solution? That's my personal taste, of course.


Going to change this to only 1 additional attack of 1 combat dice. This makes it more on par with Orcs Bane, but a bit more appealing.

knightkrawler wrote:The crown of embers is overpowered in its offensive, perfectly balanced in its defensive aspects. For example, 4 extra AD until there is no monster in sight, may be too much (or better said, too long. I mean, 8 AD with the battleaxe for one or two opponents is ok, really).


Agree. Will need to rethingk this one.


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Re: Ideas for this quest treasure

Postby shy-design » July 13th, 2012, 10:13 am

Ethica wrote:I have this nice picture for a cool quest treasure but can't think of a decent idea of what it could be. Any suggestions?
Book Card.jpg



or it could be the Necronomicon. Use it to summon the dead to aid you in battle. i.e. roll 1d6. on a 1-2=1 skeleton, 3-4=2 skeletons, 5-6=3 skeletons... just an idea. something a little more dark and twisted muhahaha.

:skeleton: Use the skeleton card to dictate its movement and attack/defense strength... they still roll black shields for defense. :blackshield:


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