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[Complete] Summons of the Wizards' Council

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Re: Summons of the Wizards' Council - a work in progress

Postby Anderas » October 31st, 2017, 7:38 am

Sure. The wizard is also especially difficult to calculate because of his spell set choice and because he is so very different across the systems (EU/NA/Homemade)

In the ideal case he goes to the right top corner first, then the wand of recall works like a charm.
Then he goes to the bottom right corner and after the fight he recovers all his spells.
Then he frees the barbarian by using veil of mist in the Gargoyle's room,
both together kill the Gargoyle easily and then, depending on how many BP are left, clean out the top left corner.

So yes there is a path that is greatly better than the "normal" performance. Those calculations can go only so far.

If that quest is used similarly to books like "The Warlock of Firetop Mountain" - so you replay several times until you succeed - then i wouldn't change a lot. :)

By the way, it is really a nice work scraping those quests together into a quest pack. I am currently looking for the second quest. They're interesting.


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Re: Summons of the Wizards' Council - a work in progress

Postby knightkrawler » October 31st, 2017, 8:12 am

I just wanted to add that this is a really great quest pack
from concept through realization.
Well worth all your work!
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » October 31st, 2017, 8:16 pm

Anderas wrote:Sure. The wizard is also especially difficult to calculate because of his spell set choice and because he is so very different across the systems (EU/NA/Homemade)

In the ideal case he goes to the right top corner first, then the wand of recall works like a charm.
Then he goes to the bottom right corner and after the fight he recovers all his spells.
Then he frees the barbarian by using veil of mist in the Gargoyle's room,
both together kill the Gargoyle easily and then, depending on how many BP are left, clean out the top left corner.

So yes there is a path that is greatly better than the "normal" performance. Those calculations can go only so far.

If that quest is used similarly to books like "The Warlock of Firetop Mountain" - so you replay several times until you succeed - then i wouldn't change a lot. :)

By the way, it is really a nice work scraping those quests together into a quest pack. I am currently looking for the second quest. They're interesting.


The Wizard would need his spells back from collecting the wand to defeat the Cabiri. A new Wizard could play over and over until he won because he would just reset to 0 anyways. An experienced Wizard shouldn't have a lot of trouble. When I have time I plan to playtest with a new Wizard to see if it's doable. Working 60 hr weeks currently so time isn't on my side.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » October 31st, 2017, 8:24 pm

Daedalus wrote:Comments for the last Quests:

Quest 8 This Quest looks really tough with 2 fights against opponents nearly equal to the Heroes, plus a third stiff fight. I see the last few Quests of the BQP as something comparable. I haven't played that expansion, but others have said it is very tough and shows lack of playtesting. I think it would be a safer bet to reduce the Elite Chaos Knights a bit. I'd also suggest reducing the Elite Chaos Warrior Wandering Monster from two to one in this and the other ending Quests. This reccommendation is also based on other players' opinions of the BQP. Of course, if you want an extra-tough, push-your-luck Quest with some real killing potential, your set.
Quest 9 In Room B, the rules for opening coffins must be referenced in Quest 4. Why not reproduce them in this note, as you have the space?
In Room F, Skaven spells are mentioned. Perhaps you plan to include them as a PDF, but if not, where can the be found?
Quest 10 I like seeing those trapdoor tiles from the HQ Marvel Winter Special being used for sewer entrances--nice touch.
There are a couple of pit traps lined up both consecutively and adjacently in the outer corridor--very interesting. Perhaps some guidance on how to handle them would help. Would jumping the first trap successfully automatically trigger the second trap, or could the jumper immediately roll a second jump attempt and possibly clear both traps unharmed (my preference)?
In Room B, I see you used Ron Shirtz's Treasure Hoard tile--very nice. It looks like it will be necessary to trim it down to size. Do you plan to include that info on the tiles page, or will you leave it for the downloader to figure out?


Not ignoring your feedback. Appreciate it. Waiting until I have enough time to go through everything.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » October 31st, 2017, 8:26 pm

knightkrawler wrote:I just wanted to add that this is a really great quest pack
from concept through realization.
Well worth all your work!


Thanks for the good words. Have you gone through to adapt any for yours yet? Would like to see the outcome.
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Re: Summons of the Wizards' Council - a work in progress

Postby knightkrawler » November 1st, 2017, 1:16 am

j_dean80 wrote:
knightkrawler wrote:I just wanted to add that this is a really great quest pack
from concept through realization.
Well worth all your work!


Thanks for the good words. Have you gone through to adapt any for yours yet? Would like to see the outcome.


Not yet. I always write during vacations because we always go away then. The Everyday is reserved for crafting and painting.
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Re: Summons of the Wizards' Council - a work in progress

Postby Anderas » November 1st, 2017, 1:25 pm

j_dean80 wrote:
Anderas wrote:Sure. The wizard is also especially difficult to calculate because of his spell set choice and because he is so very different across the systems (EU/NA/Homemade)

In the ideal case he goes to the right top corner first, then the wand of recall works like a charm.
Then he goes to the bottom right corner and after the fight he recovers all his spells.
Then he frees the barbarian by using veil of mist in the Gargoyle's room,
both together kill the Gargoyle easily and then, depending on how many BP are left, clean out the top left corner.

So yes there is a path that is greatly better than the "normal" performance. Those calculations can go only so far.

If that quest is used similarly to books like "The Warlock of Firetop Mountain" - so you replay several times until you succeed - then i wouldn't change a lot. :)

By the way, it is really a nice work scraping those quests together into a quest pack. I am currently looking for the second quest. They're interesting.


The Wizard would need his spells back from collecting the wand to defeat the Cabiri. A new Wizard could play over and over until he won because he would just reset to 0 anyways. An experienced Wizard shouldn't have a lot of trouble. When I have time I plan to playtest with a new Wizard to see if it's doable. Working 60 hr weeks currently so time isn't on my side.



Ok.
I try again. This time in half-playtest mode :) . It was costing three hours to do so - be nice with the result please :)
The point is, i totally trust the simulator to stupidly calculate close combat fights flawlessly. But in this case there are many decisions to be taken, so i do it room by room now.
I took one real existing wizard (yeah sure my wife says, he really exist. You know how that sounds.)
Then i applied NA rule to him, throwing away rapier :shock: , spirit blade :o , borin's armour :oops: ; ending up with a 1AT 2DE wizard. :goblin:

Well, that one also has a phial of holy water, 2 restoration draughts (heal 1 :redheart: and 1 :blueorb: ) and a magical throwing dagger.
He also has tempest and veil of mist as spell scrolls; the spell ring (i load it with a healing) and the wand of magic.
Instead of doing all the healing ingame, i just say that i have 15 BP available. That's what i try. :D
I choose Earth, Water, Fire.

So these are Gizzie's fights:
fight with hands
no/stupid tactic
no/stupid magic
AT :skull: DE :whiteshield: :whiteshield:

Room number, Room title, BP lost.

Room 1 Entry room 0
Room 2 Chaos treasure chest 16 BP
Room 3 playing Fimirs 18 BP
Room 4 Goblins 3 BP
Room 5 Mummy 7 BP
Room 6 Zombies 10 BP
Room 7 Chaos 16 BP
Room 8 Alchemist Table 0 BP
Room 9 Goblin 1 BP
Room 10 Gargoyle 20 BP
Room 11 Trap 0 BP
Room 12 Orc 2 BP

for a whopping sum of 92 Body Points (if i sum up the values before rounding ) plus 1.5 BP from the wandering monsters (three of them).
So far the theory - but a wizard doesn't use his hands, does he?

What i do now is to simulate all the fights, but to do ingame decisions room-by-room.
That won't yield results in 5 minutes, but it will be more realistic.

Bup. Start - Gizzy the Wizard materializes in the central room and wonders why he is wearing a red shirt from star trek enterprise.
Now, let's assume, accidentally i skip the top left corner.
Room 1 Entry room 0,00
Room 2 Chaos treasure chest 0
Room 3 playing Fimirs 0

That saves 34 Body Points.

The Mummy gets the holy water into the face, i get out the room via pass through rock.
I confirm the goblins and fight them by hand, but i turn that fight into a doorway thing. That saves one BP.

Room 4 Goblins 2,89 --> 2.11
Room 5 Mummy 0

Now i have 13 BP left.
Because i am intelligent enough to use google, i go left first and see a goblin
Room 9 Goblin 0,78
I live through that heroic fight. 12 BP left

I use rock skin now, turning me into a AT :skull: DE :whiteshield: :whiteshield: :whiteshield: Hero.

Room 10 Gargoyle 16 BP loss.
not enough. Worse, i lose my shield after the first of those 16 BP loss.
Rewind.
I use Rock Skin and the magical throwing dagger both on the gargoyle and simulate the fight again.
Room 10 Gargoyle 10 BP loss
Not enough.
Rewind.
I try Rock Skin and Fire of Wrath on the Gargoyle
Room 10 Gargoyle 5 BP loss (plus minus 5 :o )
That has to suffice. So i am there with 7 BP now.
I guess it is save to say that i use spell ring/tempest scroll and then a second fire spell if the gargoyle doesn't die quick enough.


I jump in and out of the room with the fireburst trap.
still 7 BP.

I encounter the orc and free the Barbarian.
Instead of fighting him with my bare hands, i see the opportunity to use my magical throwing dagger.
Room 12 Orc 0 BP loss.

phew. Now we're two, Barbie and I. Barbie has nothing but his Hands and his naked ass to fight, but that's ok.
Barbie himself adds 8 BP to the pool which is nice.
So Gizzy and Barbie together have now 15 BP

We fight the last two rooms.
When discovering three zombies, we decide for doorway tactics again.
Room 6 Zombies 9,85 --> 1 BP
The combination of having 2 persons and doorway tactic saves 9 BP. Not bad!
We still have 14 BP to play with.

However, Barbie announces that losing one BP is too much. :o
Gizzy, who used to be the bank of his hero group, has enough gold to pay Barbie. :? :2cents:
Barbie stays.

Together we take the Chaos warrior down.
Room 7 Chaos 16,05 --> 2.6 BP

There are 11 BP left in the group. Barbie wants another payment.
Seeing just how crazy different the game plays with or without fighter, Gizzy accepts and pays again. :wizard: :2cents:

Room 8 Alchemist Table 0,00
We finally recover the famous Wand of Galimatias and survive with 11 BP.
It may be worth noting that Gizzy probably dies at the Gargoyle's bridge.

The story branches here:

Branch 1:
We could go and clean the top left rooms.
Room 2 Chaos treasure chest 16 BP --> 2.6 BP
Room 3 playing Fimirs 18 BP --> 3.3 BP
That's a total of 6 BP.
If we use fire spells and courage and sleep and all of it, instead it costs 1 BP.
But then we are drained; Gizzy wins but also loses 100 Gold, and can't fight the cabiri lords anymore.

Branch 2:
We fight the cabiri lords.
The pure physical fight is not difficult - it would cost about 5.5 BP to kill them all.
However there is all that elemental force on their side. I take out the water guy first because i fear the sleep spell, eating a fire spell and a genie afterwards. (3.5 BP damage - probably the death for Gizzy!)
mep.
Rewind.

I take out the Air guy first, because that Genie and Tempest spells are just not bearable currently. So i eat 1 Fire spell (1 BP damage) and Barbie sleeps.
The rest depends on the dice.


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Re: Summons of the Wizards' Council - a work in progress

Postby benvoliothefirst » November 1st, 2017, 1:53 pm

Very excited to see how this all turns out. Thanks for all the hard work everyone!
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » November 1st, 2017, 9:28 pm

Just realized it should be 'Wand of Magic'. 'Wand of Recall' is the EU name. They work identical though.
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Re: Summons of the Wizards' Council - a work in progress

Postby j_dean80 » November 2nd, 2017, 7:36 pm

Finally finished Quest Pack Notes page 1:

Image
Last edited by j_dean80 on December 17th, 2017, 10:36 am, edited 4 times in total.
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