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Re: Vanilla Rapist

Postby gootchute » July 7th, 2014, 11:45 pm

I'll take whatever is decided for Gernaldo, an extra defense would be preferred over anything else.
•==(Broadsword>


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Re: Vanilla Rapist

Postby Sotiris » July 8th, 2014, 2:48 am

Gold Bearer wrote:
Patroclus wrote:In the American rules they say that “you can continue your turn” if you got a wandering monster without saying anything if it does damage or not. But if you want to houserule this I have no problem, you are the GM, and it is good to know that for the rest of the game. You do same crazy rolls with 2 damages in two attacks and of course then I am dead as a dodo.
I think Sotiris said that from now on we can continue our turn even if a wandering monster hurts us.

So Sotiris, just to clarify, a trap/hazard/poison potion ends our turn if it hurts us and a wandering monster never ends our turn?

Only on Hazard cards (no mention on poison). From now we will follow the original rules to run faster the game.
Otherwise if you were in my table you wouldn't be able to move if your Body/Mind were wounded from any cause, which sounds more logical.
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Re: Vanilla Rapist

Postby Gold Bearer » July 8th, 2014, 5:44 am

So what do we think to Ibagza and Gernaldo having a helmet, shield and spear and Orthos having a crossbow and shortsword?

gootchute wrote:I'll take whatever is decided for Gernaldo, an extra defense would be preferred over anything else.
You'll definitely get at least one extra defence dice.

Sotiris wrote:
Gold Bearer wrote:So Sotiris, just to clarify, a trap/hazard/poison potion ends our turn if it hurts us and a wandering monster never ends our turn?
Only on Hazard cards (no mention on poison). From now we will follow the original rules to run faster the game.
Otherwise if you were in my table you wouldn't be able to move if your Body/Mind were wounded from any cause, which sounds more logical.
Sorry I'm not quite clear. Are you saying that from now on only hazards end our turn and only if they hurt us, or that anything that hurts us from the treasure deck ends our turn?

Sotiris wrote:
Gold Bearer wrote:I think a dominated monsters turn should be after all the heroes and before all the monsters. So it's either at the end of the hero phase or at the start of the monster phase, it works both ways.
No i changed my mind. I believe that the dominated figure shall play immediately an extra turn (as the original rules state) and when his turn comes he may play normally. It's overpowered if we give the tempest effect into that spell, it shall be removed.
I'm going to contest this. The chaos command spell lasts for more than one turn but it doesn't say that the commanded character misses out on their own turns, they obviously don't get two per round and I think the same should apply to dominate. I don't see why it would have the boost of a swiftwind plus an extra attack as well attactched to the spell. You get to take their turn, so they shouldn't get another one. What do you think? Remember this spell is the least likely to work.

Sotiris wrote:
Gold Bearer wrote:
Sotiris wrote:All of 3 chaos spells were designed to defend with sculls anyway.
No, I think dominate and mind lock use white shields to defend in atoh. I think we should stick to using skulls though. They're powerful spells and he's not a chaos sorcerer so it makes sense that he's not quite as good with chaos spells.
It is sculls, i checked it! We continue playing it with sculls.
I checked the chaos sorcerer spells and apart from mind blast they do use white shields. I still think we should use skulls though.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Vanilla Rapist

Postby Patroclus » July 8th, 2014, 2:28 pm

Gold Bearer wrote:
tasoe wrote:So, my proposotion is:
we have 350 (ibagaza)
75 (orthos)
75 (selling my short sword - I'm keeping the spear)
Total is: 500

I think we will go for:
Bracers for Magnus = 200
Helmet for Orthos = 125
Helmet for Gernaldo = 125
that's a total of 450. 50 gold will remain in our pockets.

Also, me and Gernaldo should swap weapons to begin with. I'll most probably guard the doors, so it will be nice if both he and Orthos could attack diagonally.
If we do it that way don't worry about the bracers yet. That will give us 250gp for a broadsword. I think that will be a lot more useful. The other two characters can have the spears. With three bp he should be avoiding combat anyway.

Do characters get 500gp after completing three quests?


gootchute wrote:I'll take whatever is decided for Gernaldo, an extra defense would be preferred over anything else.

So, if we won't buy the Bracers, I will keep my Spear and buy a Helmet and Gootchute will buy a Broadsword+Helmet?


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Re: Vanilla Rapist

Postby Gold Bearer » July 8th, 2014, 5:54 pm

Patroclus wrote:So, if we won't buy the Bracers, I will keep my Spear and buy a Helmet and Gootchute will buy a Broadsword+Helmet?
Only buy one helmet though, we've already got two.

Basically it's either four helmets/shields and a crossbow or five helmets/shields and a broadsword. I like the idea of two heroes with four defence dice, diagonal attacks and a healing spell set each and two heroes staying back, one with attacking spells and one with ranged attacks. I'll stay out of it as it's not affecting me. I think it should definitely be one of those two options though. If you three agree then you need to vote because we're going round in circles.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Vanilla Rapist

Postby gootchute » July 8th, 2014, 8:45 pm

Looks like I'll get a helmet and either a broadsword or spear. Both suit me just fine, just depends on who wants to be the diagonal stabbing coward ;)
•==(Broadsword>


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Re: Vanilla Rapist

Postby Sotiris » July 9th, 2014, 3:14 am

Gold Bearer wrote:Are you saying that from now on only hazards end our turn and only if they hurt us, or that anything that hurts us from the treasure deck ends our turn?

Only Hazards that hurt you end your turn.
We just following the card's instructions. At Poison for example, there's no mention about ending the turn immediately so the hero may continue normally.
Gold Bearer wrote:The chaos command spell lasts for more than one turn but it doesn't say that the commanded character misses out on their own turns, they obviously don't get two per round and I think the same should apply to dominate. I don't see why it would have the boost of a swiftwind plus an extra attack as well attactched to the spell. You get to take their turn, so they shouldn't get another one. What do you think? Remember this spell is the least likely to work.

All right, i give up! So it's 1 turn that can be played between heroes and Zargon's turn?
Gold Bearer wrote:I checked the chaos sorcerer spells and apart from mind blast they do use white shields. I still think we should use skulls though.

You're right, i was checking the EU rules (the original!). Yeah, sculls are better for both sides.
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Re: Vanilla Rapist

Postby Gold Bearer » July 9th, 2014, 2:26 pm

Sotiris wrote:All right, i give up! So it's 1 turn that can be played between heroes and Zargon's turn?
:) You know it makes sense. Yea, it's neater and it doesn't take so long for their turn to come round again. Obviously these changes are because he's an ordinary sorcerer using chaos sorcerer magic. It wouldn't affect you if you use them, so we'd defend on white shields and dominate would be instant (although we'd still lose our turn).

So it's the same as the last quest except that a dominated monsters turn turn now falls inbetween the hero and monster phase and mind lock can be broken by rolling one combat dice per MP and scoring at least three skulls.

gootchute wrote:Looks like I'll get a helmet and either a broadsword or spear. Both suit me just fine, just depends on who wants to be the diagonal stabbing coward ;)
You'll either have a spear, helmet and shield, a braodsword and helmet or a crossbow. Two characters will get spears, helmets and shields and one won't. You need to decide which one this is going to be and whether that one will have a broardsword and helmet or a crossbow. If you go for a crossbow the next three things we should buy are two shields and bracers. If you go for the broadsword and helmet then one shield and bracers.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Vanilla Rapist

Postby Patroclus » July 10th, 2014, 2:22 pm

gootchute wrote:Looks like I'll get a helmet and either a broadsword or spear. Both suit me just fine, just depends on who wants to be the diagonal stabbing coward ;)

I usually don’t like the type of hero who enters and slaughters everything that moves. But because I have the +1 body point, I am more melee fighter than Gernaldo. So, I guess I will get the broadsword+helmet, and you will take the spear+helmet.


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Re: Vanilla Rapist

Postby Gold Bearer » July 10th, 2014, 7:10 pm

Patroclus wrote:I usually don’t like the type of hero who enters and slaughters everything that moves. But because I have the +1 body point, I am more melee fighter than Gernaldo. So, I guess I will get the broadsword+helmet, and you will take the spear+helmet.
So it looks like you'd prefer a helmet and broadsword to a crossbow. So Gernaldo gets a Orthos' spear and buys a helmet and shield so he's equipped the same as Ibazaza. Orthos buys a broadsword and gets Sir Jason's helmet, and should probably be the one to get his potion of strength as well. Can I have one of Genaldo's daggers? So if we're all okay with this let's tell Sotiris that we sell a shortsword and buy a broadsword, shield and helmet. If someone wants crossbow at the cost of defending with two dice for a quest say so now.

Gold Bearer wrote:I checked the chaos sorcerer spells and apart from mind blast they do use white shields. I still think we should use skulls though.
We might have been using mind lock wrong.

'...The defender is frozen for one turn for each skull scored by the attacker. If no skulls are scored against the target, the spell has no effect. A Mind Locked target character places one Mind Lock token on his character board for each turn he is affected, removing one on each of his turns...'

I've always read this as just a way to keep track of how many turns they're affect for but does it mean mind lock is limited to the number of tokens the sorcerer has? If it does then I should only be able to mind lock a target for one turn because I've only got one of each spell. It's really unclear on this. If that is how it's supposed to work then what happens to the tokens when a character breaks the lock, are they discarded or does the sorcerer get them back? That wouldn't affect me because I've got one token but if they don't go into that does it mean you can cast it once for each token you start with? If you can is it limited to the number of turns equal to the number of tokens you have left?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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