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DiabloQuest

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: DiabloQuest

Postby Maike05 » September 20th, 2013, 12:28 pm

Hello I just downloaded the pdf this morning and read through it rapidly. Like it has already been said, looks like you already put a lot of work into it ! Looks pretty nice! I look forward to seeing more soon :-) be certain to get a blog post when its done.


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Re: DiabloQuest

Postby IvenBach » September 20th, 2013, 2:58 pm

Superb work! I do look forward to smashing my friends in this. I didn't see any starting body or mind listed for the sorcerer on page 4. I am impressed with the idea of the Blood for spellcasting. Do you have any framework for leveling up the spells? Do you have anything written for Leoric? When will you start working on this full time so we can have more?


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Re: DiabloQuest

Postby el_flesh » September 21st, 2013, 8:41 am

Since the Sorc can only arm Tomes in town, you kind of have to let him transport to town at any time. Obviously, he can't do it in the middle of someone else's turn! I would allow it on his turn - loads of us did that in 1997 to escape the Butcher when our life potions ran out, and he hadn't been killed yet due to high knockback!

Bosses should get autohits instead of rolling for them. They might have autodefense, too...
Any monsters that roll for defense should get it for white shields too! Unless you want your heroes to cleave right through them...

Also, I would differentiate the items more. Rags, for example, should have super low durability - don't forget the repair function to spend your gold on too! There will be alot of items found in this game - there needs to be a function to lose durability - like black shields on rolls! Give the Warrior his repair ability like in the game : repair to full durability but -1 original durability!
Something like a spear I would give +1 more to range, but it requires 2 hands. Same for staff. Crushing weapons should gain +1 bonus vs skel, mummy, stone creature or zomb; bladed +1 vs demons but maybe -2 durability vs stone creatures. (Gargoyles are all I can think of - maybe some bosses esp. DIABLO have stone-like skin....)

Resistances for elemental dmg modifies rolls, too!

I think you will have fun making unique items like Windforce and Torn Flesh (ha) of Souls.
http://diablo2.diablowiki.net/D1_Unique_Armor
Torn Flesh: Indestructible, +1 def, +1 body, -1 skull when hit!
Wisdom's Wrap could give 1D roll of blood equivalent at the end of each turn in recharging your spells!
I swear, I am NOT inlcuding Bovine's Plate!

I would make it a double DOUBLES roll to get any unique. Unless you want a boss to specifically drop one unique.
The DM would have fun factoring in a light radius! A Rogue wearing NightsCape might be in a room yet not able to see the walls!

I would definitely get a kick out of playing this game. Thanx big time for sharing!




.....of course, I'm working on a Necromancer class for this original DIABLO!
(Unlike the dolts who made D3 without!)

NECROMANCER: Starting body: 5 Starting Mind: 7
Starts with a Dagger and a Cloak. Tome of Raise Skeleton lev 1. (raises only 1, identical to this maze's skels) Needs a dead monster to raise the 1 Skel. Nec can absorb 1 monster blood to recharge his own life level by only 1 - this is his special class skill. This can be done through his minions. Blood Golem gives extra life transfer above this.
While the Nec can use Sorcerer's Tomes, he prefers Nec Tomes of course. Sorcs generally eschew Nec Tomes in turn. But a player who wants to make a hybrid can do so!

Tomes:
1: Raise Skel mind req of 7; identical to maze's skels; 1D6 roll of 5or6 spawns w/shield +1 def. 1 blood
2: Raise Skel Wiz mind req of 9; shoots purely elemental bolt 2AD; roll D4 for type when raised. 1=fire 2=ice (freeze 1 turn) 3=poison (+1 dmg next turn) 4=lightning life of wiz=1 less than skel for this level. 2 blood
3: Raise 1 Rock Golem mind req of 10; (stone skin equivalent) 4AD; Slows enemy movement by 1 red die when hit. moves 5 squares per turn. 3 blood
4: Poison Dagger mind req of 6; +1 elemental poison dmg to dagger's regular attack. Second turn, creature loses 1 more body. 1 blood
5: Bone Armor mind req of 7; -1 to dmg when hit; spell is then used and must be re-cast. 1 blood
6: Bone Wall mind req of 6; up to 3 squares of Wall is created up to 6 squares away. Can absorb 3 dmg before collapsing. 1 blood
7: Amplify Damage mind req of 8; successful hit = double damage AFTER defense is calculated ex: 3 skulls, 2 def = 2 dmg. 3 skulls 3 def = 0 dmg. 2 blood
8: Teeth mind req of 6; 2 teeth 1AD each but hits cannot be defended, can hit 2 adjacent targets but not 2 hits on 1. 2 blood
9: Skeleton Mastery mind req of 7; +1AD +1 life for skeletons, skel wizs, and revives. 1 blood to arm in town.
10: Golem Mastery mind req of 12; +1AD +1 life for golems. Add 2 to Golem's move. 1 blood to arm in town.
11: Blood Golem mind req of 12; 4AD; all successful hits replenish its life 50% and replenish Necromancer 50% - but damage to golem is split between itself and Necromancer! moves 7 squares per turn; needs a body to raise, costs Necromancer 2 BODY to raise. No blood cost.

I think this is good to be starting with. As the levels progress, can add stronger levels to the spells and the later Necro skills as Tomes...
"I will raise your dead body as an undead skeleton. Then I will make it do unspeakable acts. Like taking a shower." - El Flesh.

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Re: DiabloQuest

Postby jeffmoore » September 21st, 2013, 1:39 pm

Wow! Thanks for the feed back! Ideas for the Necromancer look awesome ... maybe once I get the first Diablo Quest pack done I should work on a pack based on Diablo 2?

I did consider item durability ... and yeah, all the rules for weapons that you list here are awesome. But, it just seems like more to keep track of during play. I want to keep things simple. To make something that's as much in the spirit of HeroQuest as it is a simulation of the experience of the computer game.

As for special abilities for the classes, they are there ... The Rogue has the Dwarf's disarm traps ability and the Warrior and the Sorcerer receive superior recovery results from Healing and Mana potions respectively.

I have been struggling with the whole Town Portal thing because it could make the Quests too easy. It basically means a "reset" button for the heroes. That might not be bad if the dungeons become so tough that a trip back to town is required and I can limit the use of Town Portal in some way.

How's this for Town Portal?

===================================================================

TOWN PORTAL

Town Portal opens a dimensional doorway at the caster's current location in the dungeon and produces a matching doorway in the town of Tristram. This portal stays open so that all the heroes can pass through the door in the dungeon to return to town, and then go from town back to the dungeon. Once back in the dungeon the spell ends and the dimensional doorways vanish. Town Portal takes time to cast and the Sorcerer must "mark" the other Heroes to key them to the magical doorway so that they can pass through it. This means that the Heroes must all be together in an empty room with no visible monsters in order for Town Portal to be cast.

While in town the Heroes can rest and recuperate. Spells recharge without the need for BLOOD to refuel them, and the Hero's BODY resets to its full value. Heroes can even spend gold to improve BODY and MIND during this sojourn. The one exception to all of this is the Town Portal spell itself. Remember, during this side trip back to Tristram the Town Portal spell is active and working. Town Portal cannot be recharged at all while its portals are open. Upon return to the dungeon, the portals will close and BLOOD can be spent to recharge the Town Portal just like any other spell.

It takes 5 BLOOD to recharge Town Portal.

===================================================================

That looks good to me. It means the Heroes can press the reset button, but it's limited enough that it shouldn't be abused too badly. It also means that once Town Portal is in play, the dungeons themselves will become twice as deadly.

Thanks for all the feedback. I will continue to update DQ but I am trying to play it at the same time. I don't want to get too far ahead of my actual play so that I can gauge the power level and difficulty as I go. I also don't want to "burn-out" which is something I've been known to do on these kinds of projects. Thanks again for all the words of encouragement and the suggestions.

Regards,


Jeff
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Re: DiabloQuest

Postby chaoticprime » September 21st, 2013, 7:18 pm

How about the Town Portal spell is a custom doorway that is used to start Quests from, rather than the stairs? If the players want to leave the dungeon, they walk back to the town portal.

Also, you need barrels.


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Re: DiabloQuest

Postby IvenBach » September 22nd, 2013, 3:22 am

chaoticprime wrote:Also, you need barrels.

I second that. Barrels are a must.

You better not burn out on this. Take deep breaths, go at a quick and steady pace. There is so much potential to this it's not funny to talk about that...


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Re: DiabloQuest

Postby Goblin-King » September 22nd, 2013, 3:34 am

IvenBach wrote:
chaoticprime wrote:Also, you need barrels.

I second that. Barrels are a must.

You better not burn out on this. Take deep breaths, go at a quick and steady pace. There is so much potential to this it's not funny to talk about that...


I third that. And some of them must contain skeletons!


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Re: DiabloQuest

Postby el_flesh » September 22nd, 2013, 6:25 am

Imagine how cool this would be if someone could program it all into, like, a computer game?!?

It could do all the calculations for you and everything! No 50 rolls of dice!
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Re: DiabloQuest

Postby chaoticprime » September 22nd, 2013, 7:32 am

el_flesh wrote:Imagine how cool this would be if someone could program it all into, like, a computer game?!?

It could do all the calculations for you and everything! No 50 rolls of dice!


I could easily make this into a video-game. Blizzard, however, beat me to that punch back when I was in the 8th grade.

Also, here is the first of a probable many new images I'll be adding to the Gallery here, inspired by this thread: gallery/image_page.php?album_id=5&image_id=802


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Re: DiabloQuest

Postby torilen » September 22nd, 2013, 7:14 pm

I have an excel sheet that uses random number generator to simulate rolling dice.
I have it set up for the heroes up to 20 dice, and each basic monster up to 20 dice.
It would be easy enough to take it up to 50 dice, if needed.

Only problem - you have to have a newer version of excel to use it. I don't know which
version exactly - it has to be nothing older than 2010, I believe.

I'll post it here, if you all want...I have to find it first, and check to see if it is still all
put together properly - I haven't looked at it in over a year.


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