Jump to content

Scubacarrot

Eurobricks Grand Dukes
  • Posts

    7,724
  • Joined

  • Last visited

Everything posted by Scubacarrot

  1. Right, so in Quest 53, the specials currently are mostly, do X amount of damage. For a witch, that of course is not going to be any good. Witches main attraction is special mirror. Since Damage means different things to enemies than Heroes, enemies take much more than Heroes, these are the worst kinds of specials for Witches. (The best being ones that buff Health that can exceed maximum health or summon allies. )
  2. It´s balanced alright. Atramor was wrecking in 40. If it´s not fun now, that sucks, but perhaps it´s the type of battles. Could be.
  3. If an enemy´s attack instantly kills you, it isn´t a well designed attack.
  4. I think he means the enemies might have those effects.
  5. @Skyrimguy You finished a quest, didn't you? Then you are allowed to pitch ideas for quests. I have also seen your room of Sarge, which was a great Moc and Photo. I think you'd do great in the building department for the quest. If you can't think of ideas, try following this line of thought, you don't have to have a whole story in one idea. How it mostly works is you get a raw idea for a story, and you work them out. Quests don't have to be all epic, in fact, it is most of the time better if they are not! Less "epic quests" have more potential to be funny, lighthearted and just surprising, I've found. As soon as you know what general theme you want your quest to have, ask: Who would hire Heroica? Your questgiver, if you will. Is it one of the Houses, the town watch needing help again, a farmer in Uland, an ordinairy townsman that lives in Eubric, perhaps a far away merchant? The next question is: Why would they come to Heroica as opposed to something else. Heroica has a price, and they aren't always the only force with weapons, there should be a reason Heroica is picked. Think long and hard over who wants what of the Heroes, and why. If you are working with parties already established, which is great by the way, consistancy is awesome, you need to do two things: Ask permission to use any characters or factions made up by other QMs, and think: Is what I want my party to do really something my party would do. Example: In the Questmaster's topic there were quests proposed in which Hinckwell's would hire Heroes to kill or destroy Shadeaux assets. Why would they do that? If that was traced back to them, they might be in a lot of trouble. The houses are sneaky, and would do very little to risk their position. An example for how you possibly could work on that Hinckwell/Shadeaux rivalry, is this: The Shadeaux are having negotiations with a Shipping Company based in, say Strivvi, The Shadeaux having that shipping company in that place would be very profitable for them. The Hinckwell's would of course want that to not happen. The Heroes are hired to make sure the negotiations go sour. Deadly force on the Shipping Company dude is not encouraged, and if used will be punished with a severe cut of the reward. The Heroes could follow the Shadeaux and the Shipping Company dude around as they would negotiate, doing things that would make the Shadeaux look bad. If the Heroes are really good, perhaps if they manage to cause the Shipping Company to make the deal with the Hinckwells, there could be a bigger reward. Here is already an idea for a quest that could work, and I kinda want this to be a thing now. Your Questgiver is key. Once you have your general theme, then think of a general flow of the quest. Where will the Heroes go, in what order, what obstacles, what battles are they going to face when. For example, a quick flow of the quest above. The Heroes start with a meeting with the quest giver. Let's assume the Shadeaux meeting Shipping Company Dude, let's call him SCD, will be in Eubric. The heroes could on their way to their first meeting, meet up with some bandits, Eubric is a dangerous place! Alternatively the quest could be somewhere else, which the heroes would need to travel to, also oppertunity for battle and obstacles. With obstacles I mean puzzles or having to use class abilities or roleplaying to continue. Then the heroes could spy on the meeting, and then follow the party around, perhaps defeating bodyguards showing that the Shadeaux are not very secure, poisoning food, destroying crates, forging numbers, that sort of thing. Think of things you want to do first, mechanics second. With chance and battles you can make a lot of things happen. For each of the things there could be either a battle or a roleplaying oppertunity. Like either battling the chef, or having the party pose as the new kitchen help! The quest would continue with having a confrontation which would pan out differently depending on how many things the party would have done succesfully. Then final meeting with the quest giver and voila. A good quest does not come to you instantly, and it's okay to sit on an idea for a while you work out details. The order of things COULD be: Theme, Questgiver, Story ,Flow, Mechanics/Battles/Everything else. And, I kinda like this idea. Steal it!
  6. Zepher, make a lot of enemies that jinx. We'll see how quickly Flipz changes his mind.
  7. It does say battle roll. Well, at least it drained Haroka of a lot of his ether.
  8. "Hlin, do nothing, back row. Nerwen, focus on your scrolls again. Sorrow, heal me with your Grand Potion. That is an order. Nagure, remedy me or Maurice, that is an order too. Mizuki, attack the green one from the back row." Guts attacks Floodgate from the front row. Battle order: Hlin Nagure Sorrow Guts Maurice Mizuki Nerwen
  9. I seem to remember something the other way, but I might very well be wrong, your way is way better for us, any ways! And the Lucky effect does say the battle roll, so that would point to it not being so. Maybe it could be an item, that let's scrolls be affected by lucky? I don't know. I'd advise a bedroll. And keep the remaining five gold for any bribes or special things or anything you might encounter on your first quest.
  10. Rumble, one more thing, did you really had 7 50% chances and they were all Jinx? That's pretty impressive.
  11. I'm pretty sure it was the whole round before. I still think Stun is a hundred times more logical as a round, and doing it this way is overcomplicating things. But there you go. And they cancel each other out. The lucky effect should be gone, which is bad for us. Are scrolls affected by lucky or jinxed? I suspect not, but just asking.
  12. Currently there are no quests open, but when they do, there will be an anouncement in the hall.
  13. Option 1 or 3, I'd say.
  14. The enemy's don't have turns. So if something says: Stuns for a turn or a round. How it is now is not the logical way. I hosted it that way, and that is the only way I have seen it being done as well. I'm of course fine with the change, but I did not know that, and it wasn't something obvious, and I was frankly unaware of the change. (I think also we had stuns earlier in the quest that did not work that way). If I was aware of this being the case, the battle order would have been differently, which would considerably have changed this round's outcome. Fact is we are now facing a nearly unwinnable battle, with half the party jinxed.
  15. Nope. It was changed. It was always the whole round before.
  16. Sounds like a more logical move to change the Sorcerer's shield, not overcomplicate an effect which was fine.
  17. It's my opinion that since we did not know about that, (if we did know it I would have had a different battle order at least,) we do it the old way for this round.
  18. The stun nerf is total BS. When was this changed? I have always seen AND done it that it is the whole round. It is fine. There is litterally no reason to change this. Was this even anounced? Now we have a 10 times harder battle because of a rule change we did not know about. Great....
  19. Stun would last for the whole turn...
  20. Yep, that's right!
  21. Ah sorry, I missed that, because it doesn't say Floodgate is poisoned.
  22. Rumble, you forgot that Guts' weapon is deadly poisoned.
  23. I think it would be way too powerful, taking the Witches' other tools into consideration, and while Hex isn't a very impressive Shield, I feel the Witch is powerful enough as it is, having hosted one. IF something needed to be buffed, which I would say not to be really neccesary, make it so Hex grants gold equal to the (targetted) enemy's level.
  24. "Clearly is a relative term. And I want you sealing the green one on the third condition. Sealing prevents the enemies for doing their, special attack."
  25. "Very good. Mizuki, make sure to remedy yourself, Nagure, go for Haroka. Maurice, you too, try to see if you can keep him stunned. Nerwen, I want you to stand guard, my or Nagure's attacks have a chance of waking the red one, if he wakes up, try to get him back to sleep, and if succesful, try to seal Haroka again. If he stays asleep, work both spells on the general, but if Maurice keeps the general stunned, try them on the green one instead. Sorrow, try again. Hlin, attack Haroka from the front row." Guts repeats his attack on Floodgate. Battle order: Hlin Nagure Guts Maurice Nerwen Sorrow Mizuki
×
×
  • Create New...