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Reworked Core Quests

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Re: Reworked Core Quests

Postby Gold Bearer » October 2nd, 2014, 8:43 am

Sotiris wrote:Gold Bearer, your heroes are not balanced with the original line-up.
They are ballanced. 'You are unable to wear armour or any type of helmet or use ranged weapons but can still throw weapons that can normally be thrown and can use a basic Shield or Buckler.' This is a hell of a restriction for a character with no spells. The assassin may be a little unballanced, I'm thinking of changing his dodging to black instead of white shields. His backstabbing rule would be too much of a pain in p-b-p though unfortunately.

Sotiris wrote:They have 1-2 extra skill points than normal.
I know you'll say "no" but for the assassin i suggest you to try this one, he will change your mind and start to design simpler characters :D
Assassin
You are the Assassin, a trained adventurer who moves fast and kills faster. When you inflict damage you instantly kill your enemy, regardless of his Body Points. Your armoury options are restricted,
so use your advantage well if you are to survive.
MovementAttack DiceDefense DiceBody PointsMind Points
2d6min=41273
Starting Weapon: Dagger (you may use only short blades)
Starting Armour: None (you may not use Shield or Plate mail)
I love my dodging rule though. It's their special rules that make them what they're supposed to be. I do have simpler characters. I wouldn't mind using this one if none of the others are okay.

Forest Warrior
Race: Elven (Wood Elf). Class: Forest Warrior. Equipment: Short Sword, Dagger.
Attack = 2* Defence = 2 Movement = 12 Body Points = 7 Mind Points = 3
Special Rules:

  • You are able to use a one handed melee weapon in each hand if at least one of them is any type of sword and use them to attack the same target twice in succession if you move at half rate during that turn and can use them to attack two different targets if you don't move during the same turn.

  • You are unable to use two handed melee weapons or wear Heavy Armour.

If el_flash doesn't mind me stepping on his toes I could use my Witch, I like undead.

Witch
Race: Human. Class: Witch. Equipment: Long Sword. Spells: Necromancer spells (summoned and raised monsters defend with white shields).
Witch Hero.jpg
Battle Magicians have an extra defence dice due to their magic aura (which is included in their stats) and can use the same equipment as the Wizard except that they can use Pole-Arms and one handed blades (axes don't count).

This translates to what you wrote for the Ice Mage: "Item Restrictions: Can use Dagger, Staff, Shortsword, Broadsword, and Longsword. May not use Battle Axe, Helmet, Shield, Chain ArmoUr, and Plate ArmoUr." :) She can't use the crossbow either, but she can throw.

We could use different icons for the enemy undead, mine and el-flash's.

JasonMCM wrote:
Gold Bearer wrote:Wardancer
Race: Elven (Wood Elf). Class: Wardancer. Equipment: Two Short Swords.
Attack = 2* Defence = 0* Movement = 12 Body Points = 7 Mind Points = 3
Special Rules:
  • Can use a one handed melee weapon in each hand and can use them to attack twice either before or after (not both) moving no more than half rate. Each attack is defended seperately if the same target is attacked twice.
  • When you're attacked in melee roll a dice for every skull the attacker rolled before you defend and if any are white shields you dodge the attack.
  • Fails a jump on a black shield instead of a skull.
  • Can move through enemies.
  • Can't wear armour or a helmet or use ranged weapons but can throw and use a shield. Can switch between a shield, a double handed weapon or two one handed weapons but not after attacking in the same turn.
Rolls three dice for movement.

As Sotiris has already said the hero seems to be more powerful than other starting heroes, but I on top of that I have a couple of questions.
  • Why does the hero start with 0 defense. This is INSANE.
Because of his dodging rule and because he's an elf. All my elves have zero defence dice without armour.

JasonMCM wrote:
  • The dodge ability, though cool is broken. Reasoning: Goblin attacks for 1 skull, Wardancer has a 33% chance to dodge the whole attack. Orc attacks for 2 skull, Wardancer has a 55% chance to dodge the whole attack. Fimir attacks for 3 skulls, Wardancer has a 70% chance to dodge, and if lets say a Chaos Warrior managed a 4 skull attack, the wardancer has a 90% chance to dodge.
It's not broken, that's the whole point. :lol: The more powerful a strike is, the easier it is to evade.

JasonMCM wrote:
  • Throwing a shield? Rules? Sounds cool, but medieval shields were not made to be thrown, hell Captain America's shield wasn't made to be thrown.
:?: No, those are seperate rules. The only armour he can use is a shield. He can't use ranged weapons but he can throw weapons that can usually be thrown.

JasonMCM wrote:
  • With all these abilities (1. 2 weapon fighting, 2.Dodging, 3.The three different movement type abilities), I would put this hero at 5BP 5MP which makes him much to squishy for said 0 defense.
That doesn't make sense. In the first part of the sentance you say that to ballance him you'd give him 5BP and 5MP, but in the second part of the sentance you say this would make him unballanced.
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: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: Reworked Core Quests

Postby el_flesh » October 2nd, 2014, 1:51 pm

Long as you don't destroy my summons, or take control of them from me, I don't care!

As for the shop, there's nothing I can buy at the moment....or would want to.
"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: Reworked Core Quests

Postby Gold Bearer » October 2nd, 2014, 3:09 pm

el_flesh wrote:Long as you don't destroy my summons, or take control of them from me, I don't care!
|_P Wouldn't dream of it. If I do end up taking the witch we could make quite a team. The witch can summon three skeletons and one mummy per quest using half of her spells to do it. With yours as well we could send them off as a gang when the dungeon splits off. :)
: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: Reworked Core Quests

Postby Daedalus » October 2nd, 2014, 3:10 pm

JasonMCM wrote:Currently there is only the boring US armory. In the future they may start stocking some better/cooler stuff, but not yet. New stuff will most likely come with a Valor requirement.

Side Note: I do not care if you 'rename' a piece of equipment from the armory, say if Berling wanted to buy a Broad Axe instead of a Broad Sword (both 3 ad, 1 hand, 250 gp) I would say go for it. There is no good reason to not do that. That being said if you want to make a new weapon, no. :)

The Rust from the NA Chaos spells only affects metal swords and helmets. Changing a sword to an ax would make it Rust-proof like a sword artifact. You could accomodate this by declaring a renamed sword is still a sword when Rust is cast upon it. I think this is what you meant, anyway.
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Wizard of Zargon Group Member Grin's Stone Map 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! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: Reworked Core Quests

Postby JasonMCM » October 2nd, 2014, 3:31 pm

I think we are going to have to agree to disagree on the Dodge rule 'working as intended'/'being broken'. :)
Mayhaps when I am not trying to play test my home-brewed dungeons we can give dodging a try.

As for the forest warrior, I like, very interesting.
Compared to the dwarf (Most similar hero in my opinion) he has the following bonuses/losses
Minor Bonus: Dagger
Minor Bonus: Move
Major Bonus: Double attack
Minor Loss: 2h weapons (almost not a loss with the special...) and Plate armor (possibly chain as well... I don't know what heavy armor [we are also going to have to agree to disagree on the spelling of this word :) ] equates to.)
Major Loss: trap skill

This equates to one minor bonus, which I would equate by dropping the bonus move (I am reading that his 12 move is 3d6 when converted to our rules, correct?)
Does this seem fair?

El_Flesh I agree, with your minimal quantity of gold and the minimal quantity of fun wizard stuff to buy I would keep it in a safe place and see what there is to by next time.
Berling or Sir. Itos are you purchasing anything?
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Core Quests Redone


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Re: Reworked Core Quests

Postby JasonMCM » October 2nd, 2014, 3:36 pm

Daedalus wrote:The Rust from the NA Chaos spells only affects metal swords and helmets. Changing a sword to an ax would make it Rust-proof like a sword artifact. You could accomodate this by declaring a renamed sword is still a sword when Rust is cast upon it. I think this is what you meant, anyway.


Exactly!

The only really missing weapons with the renaming trick are polearm and range weapons. I'm toying with adding them but really want to try my quests with as many vanilla rules as possible. And as I'm already using home-brew heroes that is making it harder. :)
Do you PBP? I do. See my exploits below.

Amy the Amazon
Interactive HeroQuest
Sir. Jason the Champion
Trapped in the Dark
Swiftfoot the Elf
The Dark Company
Zargon the Evil Wizard
Core Quests Redone


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Re: Reworked Core Quests

Postby Gold Bearer » October 2nd, 2014, 4:29 pm

JasonMCM wrote:I think we are going to have to agree to disagree on the Dodge rule 'working as intended'/'being broken'. :)
Mayhaps when I am not trying to play test my home-brewed dungeons we can give dodging a try.
I'd like that. I used the wardancer in the mele tournament and it worked really well, until he was killed by Sir Ragnar. :(

JasonMCM wrote:As for the forest warrior, I like, very interesting.
Compared to the dwarf (Most similar hero in my opinion) he has the following bonuses/losses
Minor Bonus: Dagger
Minor Bonus: Move
Major Bonus: Double attack
Minor Loss: 2h weapons (almost not a loss with the special...) and Plate armor (possibly chain as well... I don't know what heavy armor [we are also going to have to agree to disagree on the spelling of this word :) ] equates to.)
Major Loss: trap skill

This equates to one minor bonus, which I would equate by dropping the bonus move (I am reading that his 12 move is 3d6 when converted to our rules, correct?)
Does this seem fair?
Oh please can I keep the 3d6 movement. It's important because of his dual wielding. He can't attack twice if he moves over half the rolled amount so he's actually slower than standard when he uses that skill (1.5 dice rounding down). If he wants to attack seperate targets he can't move at all. Plate armo*U*r is heavy armour, chailmail isn't.

JasonMCM wrote:I don't know what heavy armor [we are also going to have to agree to disagree on the spelling of this word :) ] equates to.
What language do you claim to speak? :p

If JasonMCM agrees, meet Talris Bloodthorn.
kheldrim_wolfsong_by_dleoblack-d621gcp.jpg
Somebody stole his bow. Damn pikeys.

Edit: Oh I forgot to mention. If he wears chainmail he's slowed to two movement dice.

I really like that picture.
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: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: Reworked Core Quests

Postby JasonMCM » October 2nd, 2014, 6:45 pm

Here in the USofA we don't put unneeded Us in words like color and armor. :D
What the heck, you can use the 3d6 movement but I reserve the right to change it to 2d6 between quests if it comes across as overbalanced.
Do you PBP? I do. See my exploits below.

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Trapped in the Dark
Swiftfoot the Elf
The Dark Company
Zargon the Evil Wizard
Core Quests Redone


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Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Killed a mighty Fimir! Destroyed a Zombie!
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Re: Reworked Core Quests

Postby Gold Bearer » October 2nd, 2014, 7:19 pm

JasonMCM wrote:Here in the USofA we don't put unneeded Us in words like color and armor. :D
You also seem to get your Ss and Zs confused. I know they look a bit similar but still. :)

JasonMCM wrote:What the heck, you can use the 3d6 movement but I reserve the right to change it to 2d6 between quests if it comes across as overbalanced.
Yay. :D He should be fairly ballanced.

He's very restricted on armour/armor. He can use a shield, but not in the same round that he attacks twice. He can wear chainmail but it slows him to two movement dice. He can't wear platemail. The only thing he can use properly is a helmet.

You can't really count his dagger as a seperate advantage to his dual wielding because he needs it to use that skill, and they're only worth 25gp.
: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: Reworked Core Quests

Postby JasonMCM » October 3rd, 2014, 1:28 am

I have cleaned up a few things from my photobucket account and it probably is making some of the spells/monsters displayed in the previous quest not show up properly. I am much to lazy to fix them so I'm very glad that the whole quest is over. :)
Do you PBP? I do. See my exploits below.

Amy the Amazon
Interactive HeroQuest
Sir. Jason the Champion
Trapped in the Dark
Swiftfoot the Elf
The Dark Company
Zargon the Evil Wizard
Core Quests Redone


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Killed a mighty Fimir! Destroyed a Zombie!
JasonMCM

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