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Everything posted by Brickdoctor
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Heroica RPG - Quest #77: Your Elves are Better than Ours
Brickdoctor replied to Brickdoctor's topic in The Heroica Archive
QM Note:I'm referring to the last Round, Round Four; which are you referring to? You hadn't posted an action for Round Five, so I assumed that your post referred to Round Four. -
Heroica RPG - Quest #77: Your Elves are Better than Ours
Brickdoctor replied to Brickdoctor's topic in The Heroica Archive
QM Note: I did move you south-west. -
No, it doesn't, because stacking Free Hits typically make it impossible to tank all the enemies at the beginning of the battle, and use of the Counterstrike strategy to finish the battle at the end is the result of decisions of whom to target at the beginning.
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It's only being abused if it can be used on important enemies in important battles.Lesser battles are rarely won entirely by Counterstriking. A high-SP hero might kill one or two enemies that way while the heroes kill the rest the old-fashioned way, and then at the end the heroes might sit back while the Counterstriking finishes off the last one or two.
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No, I'm suggesting to turn important battles into kill or be killed situations, which they should be anyways. The other battles are the ones that you expect the party to win, that you want them to win to progress, and which involve enemies who might realistically not be as strong as the strongest hero. (That doesn't mean they should be easy or automatic wins, just that it shouldn't be a big deal in that situation if one hero is able to kill one or two enemies without doing anything.) This doesn't force everyone to fulfill only one role, it only makes the basic roles more important. We'd still have consumables and multi-classing.
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Then it'll result in smart party strategy and more dependence on healers, and it'll also make Rogues more valuable and check them at the same time since they'll need to buy more Phoenix Essences.
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I was referring to my proposal, not the Counterstrike change proposal. Higher Level means that tanks can't wait it out forever.
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No, they'd be even more reliant on the Damage-dealers to kill the enemy more quickly because the enemies would have higher Levels and wouldn't allow tanks to wait them out. And with weaker enemies, like I said, why are we penalizing players for investing Gold so that they're stronger than weak enemies? Not every enemy a hero encounters will be stronger than him.
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Yes, it does, because if the enemies Levels are high enough, then the tanks can't use the wait-out strategy. And as for smaller battles with lesser enemies, why is it such a bad thing that tanks can wait-out lesser enemies? Not everybody a hero encounters will be stronger than his defenses, especially if the hero is constantly spending Gold to strengthen his defense. Preventing heroes from being able to wait-out a boss makes sense. Trying to completely eliminate the wait-out strategy is penalizing tank classes for trying to fulfill their roles and spending Gold to augment their abilities. If important enemies have higher Levels and lower HP, then the tanks remain valuable because they can absorb a hit. The Damage-dealing classes become more valuable because you have to kill the enemy more quickly. The healers become more valuable because heroes are taking more Damage. It makes everyone's role more important.
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And then the Damage-dealing heroes will attack in order to kill the enemies more quickly, because the enemies have lower HP, and if anyone gets hurt, then the healers get to do their healing, just like you want.
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Again, if you can wait-out a boss, then that's the QMs fault for not balancing the boss well enough. All you have to do is rebalance by raising Level and SP and lowering HP. It's not cowardly to have invested large amounts of Ether or Gold in one of the most important stats knowing how to use it most efficiently.
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I agree. It removes a large part of the benefit of good Order strategy while at the same time making the process of setting up the Order more complicated, and as John Paul said it devalues the Knight whose main role and ability are to be able to take Damage for other heroes.
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Heroica RPG - Quest #77: Your Elves are Better than Ours
Brickdoctor replied to Brickdoctor's topic in The Heroica Archive
Results of Round Four of the Hunt for the Pongcanae: Elven Warriors A vs. Pongcanis Spearmen C — Hit (4-4=0 Damage) Elven Warriors B vs. Pongcanis Spearmen B — Critical Hit ((4*2)-4=4 Damage) Resistance Spearmen A vs. Pongcanis Spearmen A — Hit (7-4=3 Damage) Resistance Spearmen B vs. Pongcanis Spearmen A — Hit (7-4=3 Damage) Resistance Spearmen C move south-west. Knights of Patuqun vs. Pongcanis Crossbowmen A — Miss Knights of Patuqun vs. Pongcanis Crossbowmen A — Critical Hit ((2*2)-2=2 Damage) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân do nothing. Pongcanis Swordsmen B move north-west. Pongcanis Spearmen D — Free Hit against Resistance Spearmen C (3-2=1 Damage) "Aim carefully, lest your arrows fail to penetrate their shields." "Good work, men; now reform ranks and keep an eye on those Pogs to the south!" The Enemies: Pongcanis Swordsmen B Footsoldier *In a Building* *Flanking* Level: 5 6 Health: 10/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 25 Gold Pongcanis Crossbowmen A Ranged *In a Building* Level: 3 Health: 8/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold Pongcanis Spearmen B Footsoldier *In a Building* Level: 2 Health: 6/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold Pongcanis Spearmen C Footsoldier *In a Building* Level: 2 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold Pongcanis Spearmen D Footsoldier *In a Building* *Flanking* Level: 2 3 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 9/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers *In a Building* Power: 6 Health: 5/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 9/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats *In a Building* Power: 1 Health: 45/45 Defense: 2 3 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. -
TLG has unveiled the latest of the modular buildings, 10243 Parisian Restaurant! It’s very busy in the Parisian Restaurant. As a scooter zips by, inside the waiter rushes between the tables as the nervous young man gets ready to propose with the ring! It’s just as hectic behind the scenes, with the chef busily preparing the food. This beautifully detailed building is the setting for so many stories and is a great addition to the modular building series. The Parisian Restaurant has a fully-stocked, blue and white tiled kitchen with tableware as well as a cozy apartment with pull-down bed, kitchenette and fireplace... Read all about the set and discuss in the Town forum.
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From the album: Frontpages
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...and this is now good to go public! Looks like a great set; I love the use of elements like the white croissants, grey feathers, and white seashells.
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No, that's basically the same as applying a Passive Special to the Free Hits; it's not as fair to the players as simply adjusting Level/SP/HP.
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Then why should players be penalized for exploiting it? It's not game-breaking; it's easy enough for QMs to fix it simply by altering the balance of HP/SP/Level. Raise the Levels, lower the HP, the enemies will still be dangerous, strategizing will still exist, players won't have their items' abilities nullified, waiting-out will be less common, mechanics don't have to be changed, and battles are easier to calculate and finish more quickly. Win-win-win-win-win-win.
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From the album: Star Wars MOC Index
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From the album: Star Wars MOC Index
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From the album: Star Wars MOC Index
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From the album: Star Wars MOC Index
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From the album: Star Wars MOC Index
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From the album: Star Wars MOC Index
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From the album: Star Wars MOC Index