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...and the quest begins!

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Re: ...and the quest begins!

Postby The Road Warrior » November 9th, 2015, 7:57 pm

Patroclus wrote:I am not sure that we find everything, but I guess we will end the mission...


We could still find a way to search the alchemist guild, and I think he may have some really good stuff hidden away in a secret room, but I really can't be bothered to go all the way back. Hopefully you will find a secret door back into this guild.

Anderas wrote:Thanks Sotiris that had been fun. Just the ghost rule could need some updating if you want to reuse them further.


The combination of rules and effects that make up the ghost rules are very challenging. My Hero has an especially hard time dealing with them and I think that makes them seem worse than they actually are. My biggest concern would be that you could end up in a tedious stalemate with ghosts attacking heroes, and heroes attacking ghosts, and no one actually dealing any damage. Even this would require a group of low Mind point - high armour Heroes against the ghosts! It would be interesting to see a wizard go up against these rules.
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Re: ...and the quest begins!

Postby Sotiris » November 10th, 2015, 2:58 am

Patroclus wrote:8xE, N, search for traps and secret doors

Nothing!

I assume you're ending the quest. +100 gold coins to each one of you, -10 g.c. to Alisa for her man-at-arms upkeep, -20 g.c. for Xander's reload quiver.
You may visit the shops now!

I was expecting a different tactic from heroes' side when things weren't going good for them. You could find a "shelter" into the guilds standing between the guildsmen, leaving no free adjacent space. Τhe ghosts would be then forced to attack the guildsmen making them a usefull ally!
Unfortunately you will confront more ghosts in the future but don't worry, there's a blade that can harm them without mind tests..

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Athos is still poisoned and begins the next quest with 6 B.P. (i don't remember if i have updated this houserule but a poisoned hero recovers 1 B.P. from poison at the end of each quest)
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Re: ...and the quest begins!

Postby Kitch1982 » November 11th, 2015, 3:14 am

I have no idea how much gold I have lol
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Re: ...and the quest begins!

Postby Sotiris » November 13th, 2015, 7:40 am

Kitch1982 wrote:I have no idea how much gold I have lol

it is written in your hero's inventory: 190 gold coins.
shops are here: Rules

Jari, you may buy bracers!
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Re: ...and the quest begins!

Postby Patroclus » November 13th, 2015, 1:19 pm

I am fine... I will keep them for chain mail


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Re: ...and the quest begins!

Postby Anderas » November 14th, 2015, 10:02 am

After calculating backward and forward, I think i'll buy nothing.

If you allow me to test my magic system here then i'd buy a broach of determination for 45 gold.
I'll post the needed stuff here or anywhere you like if you say yes.
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"Roll a mind point test +1 and then pay a mind point. Cast on an adjacent target. That target heals one Mind Point."
"Alternatively, cast this on yourself without test or cost. You heal one mind point".
"Wizard only. 45 Gold. This is a Metal Broach."


If you say no, i continue without buying anything. In that case, I'd also keep the same two Spell Groups. I want to give the Detection spells a last try.


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Re: ...and the quest begins!

Postby Sotiris » November 14th, 2015, 2:28 pm

Anderas wrote:If you allow me to test my magic system here then i'd buy a broach of determination for 45 gold.

If you haven't tested it yes, you're welcome to test it here but i have an issue with the unlimited mind heal on himself.
Shouldn't be there a mind test too? i find it OP for the wizard to heal himself unlimited with 1 M.P. per round and very cheap too.
I'm ok with the spells and i like this system!
Just a question about Fire of Wrath and Ball of Flame: does the victim still rolls 1 and 2 dice respectively to save a :redheart: with each :roll5: or :roll6: ?
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Re: ...and the quest begins!

Postby Anderas » November 14th, 2015, 5:08 pm

I changed to "attack on black dice without defense"
so we could roll auto-damage with :roll5: :roll6: defense like in the original, it's exactly the same strength. :)

I tried the stuff in three base game quests so far. All in all it is a little bit stronger because you can reuse some spells, but it is not too strong. If you want to reuse the spells, normally you lose some mind points in the go. After using the spells, my wizard was running around with 2-3 mind points all the quest.

Take a look at interactive hero quest: "The lost wizard" is not very difficult. Nevertheless, until now, there was virtually no opportunity to have a spare action for the mind point refill. Then it's only one per action spent...

I summarized the spells and rules here.


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Re: ...and the quest begins!

Postby Kitch1982 » November 14th, 2015, 7:38 pm

I'll continue to save too.
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Re: ...and the quest begins!

Postby Sotiris » November 15th, 2015, 3:59 am

Ok let's try it but i have to balance this bonus on your hero by downgrading his Equipment status from Light to Wizard.
Light (2-4): old inventory
Wizard (1-3 or 2-2): exchange spear with Athos' staff, exchange shield+50g.c for bracers which allow you to add 1 attack or defense die. You may then sell your helmet or keep it just in case of rust (you can't use it anyway).
You continue to roll 3 dice for movement and choose the best 2. You may also choose from any spell set you want, not as before with the limitations you had.
What do you think?
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