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Posted (edited)

Gotta wait til there's a quest listed in the Hall, barring very rare circumstances.

Am I mistaken, or aren't there two quests open in the Hall at present?

Edited by swils
Posted

Well 2 quests are open at the moment, #110 and #111. To sign up for the all you need to do is write in the Heroica Hall thread that you sign up for them. For example you would write:

(Heroes name) signs up for quest #(Quest number).

Posted

I have assumed you have to wait until a new quest starts, is that the case or can you PM the quest master and ask for permission to be added.

You go to the Heroica Hall thread, and introduce your character(you type a line or two about them entering). Then, you have them sign up on the quest board (E.g., "___ signed himself up for quest #___").

Sandy keeps the open quests regularly updated on the first page of the Hall thread. You can sign up for as many as you want, but you can only go on one quest at a time.

Posted

The eternal fields of glory. There are five more days until my current quest starts. Is that enough time for a low level field of glory? If so how do I build or join a group?

Posted

The eternal fields of glory. There are five more days until my current quest starts. Is that enough time for a low level field of glory? If so how do I build or join a group?

The fields of glory are closed for renovation right now.

Posted

Fields of Glory trips have lasted about 6 months in the past. Nothing would be accomplished in 5 days.

One battle could. Remember, it ends when the party wants it to.

Posted

Fields of Glory trips have lasted about 6 months in the past. Nothing would be accomplished in 5 days.

You forget that both Pie and I are QMs--a battle (or maybe two if the party had some insane build) could be run in a week, though with the revamp I doubt that sort of speed would be quite as likely as it was before. :devil:

Posted

I was sort of hoping the reInnovation would make things quicker and deadlier, not longer lasting. :look:

It comes with the increased difficulty. Battles in the most recent trip to the Fields were ridiculously short.

Posted

That's a fair point - I suppose it should be longer battles but shorter overall.

If you let me get my hands on some enemy stats, I would gladly make them murder machines for you. :poke:

Posted

I was sort of hoping the reInnovation would make things quicker and deadlier, not longer lasting. :look:

You're in luck! I think I can say with some confidence that trips to the Fields should be much shorter on average now. :sweet::thumbup::devil::innocent:

Posted

It comes with the increased difficulty. Battles in the most recent trip to the Fields were ridiculously short.

Due to the single factor of Quarry's massive force of undead. Once the Army of the Dead showed up, it cleaned up those battles rigged to be too easy faster than it did the Battle of the Pelennor Fields.

But related to that, the Sanctuaries are kind of OP. There should be some sort of cap on the number of times we can Rest there, because we basically never needed restorative consumables (in particular, Tonics).

Posted

But related to that, the Sanctuaries are kind of OP. There should be some sort of cap on the number of times we can Rest there, because we basically never needed restorative consumables (in particular, Tonics).

In due time, people. :wink:

Posted

So I've thought for a while that Lucky is extremely overpowered. It raises the odds of a shield to almost 1/3 and more importantly reduces the odds of special damage to 1/36. The real problem I usually have with it is that QMs either don't plan for it, result in a fight that is far too easy when a hero uses lucky or they design a fight where 1 or 2 special damage rolls per round is catastrophic to the party. I was running some numbers to see if I could revise lucky to still increase the odds of the battle die in the hero's favor, while not offsetting it so much that it ruins fights or makes lucky required and I came up with a possible change for the effect that I think could work.

"If the first roll of the battle die comes up miss or worse, the battle die is rolled a second time, overwriting the first result."

So if the player first rolled a hit, crit or shield they would keep the first roll.

If the player rolled a miss, damage, or special damage they would roll again and keep the second roll.

It's a bit more complicated than the original rule, but I'm hoping it is still simple enough to be understood. Stat-wise, it reduces the odds of SpecialDamage/Damage/Miss rolls to 1/12 each and increases the odds of Hit/Crit/Shield to 1/4 each. The odds of a negative roll (Miss or below) is the same as the current Lucky effect but since the odds of each negative roll and each positive roll are the same it keeps the chance a bit closer to even, making it a little less OP. Just a suggestion, but I thought I would throw it out to the masses and see what people think.

Posted

I'm in favor. :thumbup: The lucky-effect has long been debated, and often the argument is between having it and not having it. This seems like a good middle ground. It's worth trying, at the very least.

Posted

By that ruling, though, I might roll an Aim, reroll, and then get a Special, or so on. It makes Lucky way too volatile.

True. Also for advanced classes a roll of 4 actually is good for the hero (Meditate, Steal). I say the way it is is fine.

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