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Lucky Dagger: too exploitable?

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Re: Lucky Dagger: too exploitable?

Postby GimmeYerGold » June 18th, 2014, 12:00 pm

Cool! Thanks for the suggestions you guys!

I've been thinking more about it, and maybe something in the reverse might be an interesting quest addition, too:

A sack of gold that has a hole in it, and loses coins every square you carry it. There's no way to repair the sack, and no way to recover the lost coins. You must carry the sack back to the quest entrance to keep any of it. It could be a puzzle for the heroes to solve together.

For instance, a solution to keep the most gold might be to form a "bucket brigade" where a hero passes the gold to another, and that hero to another, etc. so that no single hero has to actually carry it for it to move spaces. Also, you could use your ring of return, if you value the gold more than the emergency use of that artifact.


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Re: Lucky Dagger: too exploitable?

Postby Goblin-King » June 18th, 2014, 12:08 pm

knightkrawler wrote:"Each time you take a monster's Body point with this dagger, roll 4d6 (or anything else, according to your taste). The result is the number of gold coins that seem to simply fall into your lap."

This connects "lucky" and "dagger", avoids the aforementioned problems, opens up tactics for the player
PLUS (and that's where the Evil Wizard player's fun lies in):
The player might resort to attacks with 1 AD although he could also use 3 AD with a longsword, for example. There's considerable risk in this because of counter-attacks.
And that will keep the EWP in the game for more fun for everyone involved. In theory.


I like this one the best so far |_P


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Re: Lucky Dagger: too exploitable?

Postby GimmeYerGold » June 18th, 2014, 12:37 pm

Goblin-King wrote:
knightkrawler wrote:"Each time you take a monster's Body point with this dagger, roll 4d6 (or anything else, according to your taste). The result is the number of gold coins that seem to simply fall into your lap."

This connects "lucky" and "dagger", avoids the aforementioned problems, opens up tactics for the player
PLUS (and that's where the Evil Wizard player's fun lies in):
The player might resort to attacks with 1 AD although he could also use 3 AD with a longsword, for example. There's considerable risk in this because of counter-attacks.
And that will keep the EWP in the game for more fun for everyone involved. In theory.


I like this one the best so far |_P


Yepperoonie. It turns the player into a mugger! The description is so concise, too. Do you think this item could be something "suitable" to be purchased in the armory? It would be more costly than the dagger, but probably not too much more...


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Re: Lucky Dagger: too exploitable?

Postby drathe » June 18th, 2014, 12:47 pm

knightkrawler wrote:"...The result is the number of gold coins that seem to simply fall into your lap."

You attack while sitting? ;)
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Re: Lucky Dagger: too exploitable?

Postby GimmeYerGold » June 18th, 2014, 1:01 pm

This knight does.

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Re: Lucky Dagger: too exploitable?

Postby knightkrawler » June 18th, 2014, 1:23 pm

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Re: Lucky Dagger: too exploitable?

Postby GimmeYerGold » June 18th, 2014, 2:06 pm

knightkrawler wrote:That's actually me at my annual coronation reenaction. I'm sitting on my girlfriend's daughter who pedals huffing and puffing heavily. Don't know why - no endurance in those youths nowadays. I also trimmed my beard for the occasion.


haha, kids these days make terrible squires/transportation :)


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Re: Lucky Dagger: too exploitable?

Postby drathe » June 18th, 2014, 3:27 pm

GimmeYerGold wrote:
knightkrawler wrote:That's actually me at my annual coronation reenaction. I'm sitting on my girlfriend's daughter who pedals huffing and puffing heavily. Don't know why - no endurance in those youths nowadays. I also trimmed my beard for the occasion.


haha, kids these days make terrible squires/transportation :)

Back in my day, kids could pedal beneath a knight across country with no huffing and puffing, or breaks! Uphill! Both ways!
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Re: Lucky Dagger: too exploitable?

Postby torilen » June 18th, 2014, 5:37 pm

I hate to be a buzz kill, but I have a question...

Why the connection of a dagger and gold coins? Perhaps, I could understand if it helps FIND gold, like some
of the suggestions have been, to get more gold when drawing a treasure card. But still - why the connection.

Typically, special weapons offer something to do with combat, or at least healing or magic or something of that
nature...not something benign like gold or treasure.


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Re: Lucky Dagger: too exploitable?

Postby mako-heart » June 19th, 2014, 10:43 am

Lucky dagger reminds me of the Jewel sword from Castlevania SoTN each time you kill a monster it turns it into a jewel at random and has lower atk stats im thinking like 2 ,
at the time you swing the sword to deal the final blow roll a 1d6 on a 1 you get a diamond , 2 garnet , 3 aquamarine , 4 opal , 5 zircon, 6 nothing
the values are up in the air to the evil wizard player to decide. Too exploitable? im thinking no, this weapon should be played late in the game as an option for players to steer there character as they see fit. i could see this as a treasure hunter character class with this sword as a starting weapon.Image
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