Jump to content

Brickdoctor

Star Wars Moderator
  • Posts

    22,772
  • Joined

  • Last visited

Everything posted by Brickdoctor

  1. The overall goal in my opinion should be transition to enemies with higher Levels, higher SP, and lower HP. All the bosses with ridiculous amounts of HP are just prolonging battles, not necessarily making them more challenging. With higher Levels and SP and lower HP, enemies are still dangerous, battles can end more quickly, and attacking head-on is a more desirable option. I've been trying to do this; I know Zeph's been trying to do it as well. But I'm still in favor of the consumable expiration, because it makes sense realistically and because it adds more strategy to how consumables are used.
  2. Your story to go with the MOC is terrific. I like the design of a room on a Star Destroyer arranged like the command station of the Devastator in Star Wars, but I wish it was a little bigger because it took me a while to realize that it wasn't a room in a base on a planet. Maybe some greebles and wires and displays and other things associated with tractor beam generators would help.
  3. No, like I said, you shouldn't have to make the wait-out strategy impossible, just not as desirable. Enemies that are designed just to nullify heroes' special abilities don't seem particularly fair or creative. And as I said, I'm in favor of the change to consumables; that makes sense. But beyond that, leave it to the QM to decide; don't force the SP-piercing or Counterstrike-nullifying abilities by changing the mechanics of Free Hits.
  4. The hologram lighting effect is impressive in both shots. I really like your combination of textures and smooth, clean, white in a style no unlike that of the Tantive IV. I think I only have one minor complaint, that it feels a bit cramped. But you did a great job getting all the details into a smaller room; maybe that was the atmosphere you were going for.
  5. I love how you could take such an earthly piece like the brick-brick and incorporate it in a way in those crates that it looks entirely sci-fi. The curved back wall of the tunnel is impressive, too.
  6. And if you the QM don't want players to wait-out your boss, and the players are able to wait-out your boss anyways, then that is either your fault for not designing the boss properly or a result of a player's cleverness with something overlooked by everyone else; the players don't deserve to be penalized in the first case and they do deserve to be rewarded in the second.
  7. I don't think we should try to nullify the wait-out strategy. If a player can do it, then that's a result of how well they've built their character. (If they can do it with a bad build/roll, then that's the QM's fault.) The consumable expiration makes sense to me, but beyond that, I'd just leave it to the QM to introduce ways that the wait-out strategy might not be as desirable of an option. Time-sensitive reward, not autorolling as much, etc. Not making it impossible, just making it less desirable. After all, a feature of a good quest is the important impact of the choices that the players have to make.
  8. We've stressed countless times that EB is not a photo-hosting site, which is why that functionality is disabled for non-staff members other than a small attachment space. Having an EB app would not change this.
  9. Results of Round Three of the Hunt for the Pongcanae: Resistance Spearmen B move south-east. Resistance Spearmen A vs. Pongcanis Spearmen A — Hit (7-3=4 Damage) Resistance Spearmen C move south-west. Elven Warriors A vs. Pongcanis Swordsmen A — Damage (no effect; Ranged) Elven Warriors B vs. Pongcanis Swordsmen A — Extra Critical Hit ((4*3)-1=11 Damage) Knights of Patuqun move north. Knights of Patuqun move north-east. Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân do nothing. Pongcanis Swordsmen B move north. Pongcanis Crossbowmen A — Free Hit against Knights of Patuqun ((3*2)-5=1 Damage) Pongcanis Spearmen B — Free Hit against Resistance Spearmen B (2-1=1 Damage) Pongcanis Spearmen C do nothing. Pongcanis Spearmen D — Free Hit against Resistance Spearmen C (3-2=1 Damage) "Forward!" "Excellent work, Lord Feraev." "The crossbows are no match for our shields, but they're aiming for our horses!" "Hold your ground, men!" "The swordsmen are moving into the building to flank us!" 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: 10/10 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 A 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 B 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 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 *Flanking* Power: 6 7 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: 6/10 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.
  10. "You are mistaken, Master Fabian; the scroll does in fact deal a negative effect in that it removes positive effects."
  11. Only thirsty when it has a statistical or mechanical reason! I like it.
  12. Scroll of Disenchantment removes all positive effects. That's negative. Imbuing it prevents me from being stripped of any positive effects.
  13. Generally any wait-it-out strategy that relies on positive effects isn't a true wait-it-out strategy, except in some cases with Hastened. Most of the time I think this change would just make those strategies take even longer. (Which I think is your goal.) It's fine with me. Plus now there's even more incentive for Rogues to buff their allies to end battles quickly.
  14. "'Great eye in the desert'...it cannot take physical form but its spirit has lost none of its potency. It's gaze pierces cloud, shadow, earth and flesh. A great eye, lidless, wreathed in flame. "...I wonder if there's a stat bonus associated with only having one eye; a second eye is an easy dump stat." I sign up for Quest 85: Visions of an Unblinking Eye.
  15. QM Note: Don't have time to run right now, but your benevolent QM is reminding you that you have to move Spearmen B into position first if you want Spearmen A to get the flanking bonus.
  16. New scroll in hand, I walk to Fabian's shop. "Ah, Master Fabian, I have this Scroll of Disenchantment here which I'm not able to cast due to my lack of an Ether stat, but I'm sure you can help me imbue it into my Dread Hat for an added defensive buff." I hand the elf my hat and the scroll along with 50 Gold, which leaves me with 1210-50=1160 Gold remaining
  17. "Thank you. "Bartholomew Docken. And, oh, I'll buy that Magnifying Glass and Shovel as well." Holding the scroll in one hand, I count out an extra 27 Gold coins with the other and hold them out to the monk.
  18. Results should be up by this weekend.
  19. I look up as a group of heroes returns to the Hall. "Ah, Father Pretzel. I have a gut feeling — a vision from God, as you might say — that you have something I would be interested in, for a donation to your cause of 150 Gold." I hold to Monk Pretzel a bag of 150 Gold.
  20. Love the use of the capes and the clean design, and the functionality is integrated seamlessly.
  21. I can fix that.
×
×
  • Create New...