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Posted

Psychedelic Flourish: No no no no no. :sad: Just no. This is way too complicated. As a QM I am not going to sit there and figure out which elements match-up against which types (especially multi-type enemies). And the loopholes in this skill are just begging for manipulation and confusion. What if one enemy is ethereal and the rest aren't? Like you've always said, we need to keep this game as simple as possible because QM's aren't computers and are prone to making mistakes. This skill is a step in the wrong direction IMO.

While I like that sorcerer's shield gets damage output I have to agree with Jimbee here, the amount of work this introduces for the QM is considerable. So how about just using an element selected by the sorcerer?

Posted

Suggestion (if not already planned): Please pin rule changes in a kind of index at the bottom of the first post. A link to the post with the final change should be sufficient. That's how no rule changes will be lost if one doesn't look in this thread all the time. :classic:

Posted

Battle Mage: "Spellblade" changed to "Ring of Might & Magic". Ring of Might & Magic – The battle mage attacks all enemies with a combination of their weapon and a magic spell, first delivering physical attacks with strength equal to their weapon power added to their level, and then spells of the chosen element with the same strength, with the total cost of 1 ether. (e.g. WP 10 + Level 15 = 25 damage + 25 elemental damage to all enemies). If no element was chosen, it is selected randomly from those available. If all ether is depleted, only the physical attacks are delivered.

I really wasn't expecting this to ever happen. I heard what JimB and Jebs have both said, and yes the attacks here will be weaker, but I think the Shield skill here is a logical progression from the two base classes that are combined. For targeting a single enemy and doing a decent amount of damage, there's still the BM's Extra Critical Hit, and there may well be times when I curse the AoE attacks, but that's ok, because it still seems logical to me.

As to the other changes, I think they're fair and reflect the philosophies behind the different combinations of base classes well. I agree with Quarry and JimB about their concerns about QMs managing the Sorcerer's Shield, and with Quarry's suggestion to let the Sorcerer choose an element. It would fit with Battle Mages choosing a single element and using it with their Shield skill, too.

Posted

I am fine with the proposed changes of the classes. Could you reiterate again what happens on a MISS of a Mage? Does it deplete ether or not? It has been handled for me both ways so far.

Posted

Suggestion (if not already planned): Please pin rule changes in a kind of index at the bottom of the first post. A link to the post with the final change should be sufficient. That's how no rule changes will be lost if one doesn't look in this thread all the time. :classic:

These class changes will be edited into the official rule pages, and I will make it damn sure that everyone checks their class rules for any potential changes. It's of course going to be tougher for QMs, but so is everything in this game, I think. :tongue:

I am fine with the proposed changes of the classes. Could you reiterate again what happens on a MISS of a Mage? Does it deplete ether or not? It has been handled for me both ways so far.

If the mage is attempting to cast a spell, then MISS should deplete one ether. I'll clarify this in the official rule page when I edit it.

Posted

Just a point for discussion as this just came up in Quest 74.

"Aah, Sorry Jensen, Jeaux."

Sarge uses the Pheonix essence in his hollow blade (halberd) on jensen, And repeats his actions (uses demonic scissors)

While the hollow blade upgrade allows for a stored item to be used without costing a turn, I would think one needs to be wielding the weapon during the round in order to use its ability. This would prevent the extreme example of someone owning a dozen hollow bladed weapons and using them all in one turn before attacking with one's normal weapon. :shrug_confused: Thoughts?

Posted

Just a point for discussion as this just came up in Quest 74.

While the hollow blade upgrade allows for a stored item to be used without costing a turn, I would think one needs to be wielding the weapon during the round in order to use its ability. This would prevent the extreme example of someone owning a dozen hollow bladed weapons and using them all in one turn before attacking with one's normal weapon. :shrug_confused: Thoughts?

Yeah, I'd have to agree.

Posted (edited)

Swapping weapons doesn't cost a turn, so I'd be fine with someone who is hastened using the hollow blade attacking with it and then swapping weapons on their second hit. Can you imagine a rogue in quest 11 buying 10 Hollow Daggers? :wacko:

Edited by Waterbrick Down
Posted

I'd either propose the hollow blade has to be equipped or you can use 1 hollow blade per turn.

Unrelated proposal: Can we have links in the first page of the fields to the start of each hunting party?

Posted

I thought that was pretty obvious. It is sort of like the same turn as the attack. :thumbup:

Also, Sandy, I'm a fan of all of the changes. Hexed can't be 100% ensured though, or else it's just guardian angel but with the enemies hurting themselves instead of having their attacks negated.

Posted

Just a point for discussion as this just came up in Quest 74.

While the hollow blade upgrade allows for a stored item to be used without costing a turn, I would think one needs to be wielding the weapon during the round in order to use its ability. This would prevent the extreme example of someone owning a dozen hollow bladed weapons and using them all in one turn before attacking with one's normal weapon. :shrug_confused: Thoughts?

I thought that was the ruling already. If not, then definitely: one needs to attack with the hollow weapon if they're using the item stored in it. If it makes it any easier, consider the stored item usage as part of the turn used to attack with the hollow weapon.

Posted (edited)

The rules state: You can only change weapons once per turn. So a player couldn't use more than one hollow blade weapon in a turn. I think a player could technically attack the target and switch to the hollow blade after attacking to use the item inside, but it does seem to violate the spirit of the item.

Perhaps the rules should be changed to say that a player can only switch weapons at the beginning of a turn, since, as it is currently written, hollow blade weapons allow a player to use the slotted item even when they are not attacking (using another item, reading a scroll, etc.)?

Edited by joeshmoe554
Posted

I agree, I think the simplest way to not break it is say that if you use the hollow blade, you must use the weapon for your next attack.

I agree that this would probably be the best way to do it, seems like the most common sense way.

Posted (edited)

I'd either propose the hollow blade has to be equipped or you can use 1 hollow blade per turn.

Unrelated proposal: Can we have links in the first page of the fields to the start of each hunting party?

I second this, and I'll even find the links for you. :wink:

Party 1 (Tensi, Alexis, Jess, QM: Sandy): LINK

Party 2 (Cinna, Namyrra, Benji, QM: Sandy): LINK

Party 3 (Althior, Docken, Dyric, Xander, QM: Sandy): LINK

Party 4 (Althior, Docken, Benji, Thormanil, Xander, QM: CallMePie): LINK

Party 5 (Namyrra, Skrall, Nur, Alexis, Hoke, Amma, QM: JimButcher): LINK

EDIT: It definitely takes a turn to put something in a Hollow Blade, so it would take two turns to put a Remedy in each of your blades. Sorry. :sceptic:

Edited by Flipz
Posted (edited)

Just a point for discussion as this just came up in Quest 74.

While the hollow blade upgrade allows for a stored item to be used without costing a turn, I would think one needs to be wielding the weapon during the round in order to use its ability. This would prevent the extreme example of someone owning a dozen hollow bladed weapons and using them all in one turn before attacking with one's normal weapon. :shrug_confused: Thoughts?

The Demonic scissors are hollow. :shrug_confused: Seems ok to me, It's clearly shown in my stats and here is the post saying that I bought it:

Sarge nods in thanks and travels to the marketplace and instills a hollow blade in the demonic scissors, and a Swift halberd with a hollow blade and two Duplovian helmets of the guard. Leaving him with 1455 gold!

Equipment:
Demonic Scissors (WP:17, dual strike,
Light
,
Darkness
, Hollow (n/a), Daggers)

Edited by Pyrovisionary
Posted

I can field that one: yes. It's pretty straight forward, really. Ranged attacks ignore row for heroes, so enemies would function exactly the same way.

Posted

Not necessarily. The enemy could be Scared, or just not do full damage from the back.

This is true, Scuba's Heavy Crossbow did just that. If the enemy/hero is using a ranged weapon/attack I generally treat it as ignoring row.

Posted

If the enemy/hero is using a ranged weapon/attack I generally treat it as ignoring row.

That's how I've always thought it worked.

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