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JimBee

Eurobricks Fellows
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  1. Thanks guys. D'oh! I totally did not mean to copy the Witch's Hex skill. I originally had it as turning an enemy, and then looked to see if there was already an effect like it. It never occurred to me that the witch already did this. Thanks for the suggestion for the Shield skill, though, that is probably what I'll do. This would be pretty characteristic of a werewolf, but I'll have to figure out if I want to make the class that powerful. IMO, the Assassin's OHKO (1/6 chance) is bordering OP, but I'll take that into consideration. Good question. The method will probably be a little unorthodox, but players will still be able to have choice in the matter. As for the roleplaying aspect of it, I think the player should act out finding a cure or remain a "werewolf" (not affecting battle) if they choose another class after. But that's just me. This pretty much sums up my thoughts on Illusionist as well. Bringing in roleplay to battle is definitely creative, but I'm not sure how well that would work out for some players and QMs. Not everyone is an expert at roleplaying, like you (WBD) said earlier, so having damage dealt be arbitrary to one's (specifically the QM) own opinion might cause problems. Yes, Expert Classes in general will be obscure and rare enough to do unorthodox things like these, but still I think the battle system should be concrete. Otherwise, I think this is a good class. It seems like a stylized scroll mage, which is good because scrolls seem to be somewhat rare. Replicate seems a little overpowered to me, because a Miss role should be somewhat negative (like Counter where the player takes damage too), whereas Replicate seems more like a Shield skill. Perhaps it should cost more ether (say, 5), and would only occur when the Illusionist chooses to use ether (if not the attack would just be treated as a Miss). So: MISS/REPLICATE: The Illusionist misses their attack. Optionally the Illusionist may spend 5 ether to create a duplicate of him/her-self that will take the next strike against the Illusionist before dissipating. Only 2 duplicates may exist at a time. Replicate is very fitting to the class, though. As for the Bard, personally I think it is too similar to the Minstrel. I do like the Job Traits and Legends, but it just seems like it would make things over-complicated with both Bards and Minstrels (which by definition are almost one in the same). By the way, the "Brittle" effect mentioned in the Shield roll is the same as the existing "Fragile" effect, I think.
  2. Alright, I've made some changes, let me know what you think. Werewolf The cursed beings have the ability to transform between man and beast. The start of a battle will instigate a transformation into beast form, while the end of the battle will force it back to default form. Additional Health: +12 Weapons: None – Werewolves cannot use any weapons in battle, and instead rely on their own strength to dispose of enemies. Job Traits: Strongman – Werewolves are immune to the Afraid, Weakened, and Fragile effects. Natural Respite – See Barbarian. Fearless – Werewolves are Encouraged for all battles, but cannot fight from the back row. Battle Style: Cursed – Werewolves look to pass their curse on to foes. 1. SHIELD: Lunacy – The Werewolf harnesses the power of the moonlight to inflict the Hexed effect upon the target for three turns. The target will deal regular damage to the first enemy listed (besides itself). 2. CURSED CRITICAL HIT – The Werewolf attacks with twice their current power and inflicts the Cursed effect to the target enemy. 3. CURSED HIT – The Werewolf attacks with strength equal to their power and inflicts the Cursed effect to the target enemy. 4. AGILITY – The Werewolf limbers up so that gets two turns the next round. 5. DAMAGE – The Werewolf is struck with the opponent’s attack. 6. SPECIAL DODGE – The Werewolf has a 50/50 chance to dodge the opponent’s special skill so that it hits the next ally in turn instead, unless the skill hits everybody. Notes: - Removed "unless forced to" from Fearless job trait (Immune to Afraid effect to begin with). - Changed Battle Style to "Cursed" to reflect new moveset. - Changed Shield skill. In a sense, it does deal damage as well as give an effect. I'm not sure if this is under/overpowered. - Changed Critical Hit/Hit to give the Cursed effects. Still not as powerful as the Chi Monk, but with Agility the Werewolf has a pretty good chance of inflicting the Cursed effect. And there's no Berserk-type effect preventing the Werewolf from Cursing multiple enemies.
  3. We did just go over why people not in the quest should keep their strategies to themselves, no?
  4. Thanks for the feedback, Scuba and Sandy. I did originally reveal it before the official expert classes were, so the similarities are pure coincidence (or: great minds think alike... ). I will have to adjust that, then. Will do. Would you accept something like "petrified for three rounds" or "petrified until attacked"? Or would prefer something else entirely? "Gets two turns the next round"? Ah, yep, I forgot about that. Good catch. I will make these adjustments and get back to you again shortly.
  5. I think that you should keep Duelist and Counter how they are, however if you choose to add a steal effect then I think that you should remove the Duelist trait entirely. To keep the gold income limited so as not to make the Swashbuckler too powerful. And I've also revamped the Werewolf class, based on the suggestions given. Let me know what you think. Werewolf The cursed beings have the ability to transform between man and beast. The start of a battle will instigate a transformation into beast form, while the end of the battle will force it back to default form. Additional Health: +12 Weapons: None – Werewolves cannot use any weapons in battle, and instead rely on their own strength to dispose of enemies. Job Traits: Strongman – Werewolves are immune to the Afraid, Weakened, and Fragile effects. Natural Respite – See Barbarian. Fearless – Werewolves are encouraged for all battles, but cannot fight from the back row unless forced to. Battle Style: Fearless – Werewolves are afraid of nothing, and will jump into battle immediately. Default form: 1. SHIELD: Howl – The Werewolf lets out a piercing howl, petrifying the target. 2. POWERFUL CRITICAL HIT – The Werewolf attacks with twice their current power. 3. POWERFUL HIT – The Werewolf attacks with strength equal to their power. 4. AGILITY – The Werewolf limbers up so that becomes hastened for the next round. 5. DAMAGE – The Werewolf is struck with the opponent’s attack. 6. SPECIAL DODGE – The Werewolf has a 50/50 chance of avoiding the enemy's special skill and passing it on to the next ally in the battle order, unless the special targets all party members. Notes: - Doubled additional health to 12. - Lifted the artifact limitation. - Changed "Sheer Power" to "Fearless", which gives the permanent encouraged effect but prevents back row fighting (unless induced by an enemy's special skill or otherwise). - Changed Special Damage to Special Dodge
  6. I like it, too. The method of using gold for power is really neat and fitting for this class. And I agree with Zepher that the hastened effect should be permanent, since it won't come into effect until about halfway through the battle and it's not guaranteed that the Swashbuckler will deliver the finishing hit to an enemy. Also, I would change the weapons that a Swashbuckler can use to fit the official weapon types (scimitars and katanas are not). Not that it's likely Hybros would advance to this class (out of character), but he only has a WP: 12 scythe and 800 some gold. But even with those stats that you said, it would only be 15*10 + 30 so 180 damage... so yeah a little OP.
  7. *Flashback* The heroes of Quest 29 listen to Nikolai answer their questions as he led them to the capitol. "Why do I think Emeraldo is a traitor? Well, he has been leading along this whole time, hasn't he? He was about to take our forts defenses by using you, and that Russel character skipped out of here as soon as he saw more heroes. But I cannot be sure. We must find out, get to the bottom of this. If he's still in Dastan, the emperor will be in Drakencourt. He and the other emperors are well-liked among most citizens (some U'Kin and Tethusials are unhappy), so we must be careful of what we say. Treachery is not to be taken lightly, here or anywhere." "As for your fellow heroes, they are preparing to depart the fort as well. Where to, I am not sure, they are being led by the Lion Knights." Quest 29 Party: Nerwen Calmcacil (played by Chromeknight) Level 9 Cleric Power: 15 Health: 16/16 Ether: 7/12 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Fire Bomb De'kra (played by Tanma) Level 14.5 Rogue Power: 19 Health: 20/20 Gold: 124 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue Power: 13 Health: 14/14 Gold: 31 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), 2x Venom, Smoke Bomb, Bedroll, Nostrum Sarick Lanse (played by Xarrzan) *Party Leader* Level 10 Mage Power: 17 Health: 14/14 Ether: 5/14 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19.5 Paladin *Stunned* Power: 31 SP: 9 Health: 39/39 Ether: 14/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13.5 Barbarian Power: 21 Health: 20/20 Gold: 311 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion QM Note: Sorry I didn't realize that I didn't update the thread with answers and updated party list.
  8. Actually I think that the Deir el-Bahari is the best of the bunch so far. But nicely done on all of these. Now here's a challenge: do the wonders of the modern world, including the Internet.
  9. You've become so popular that you can control who's friends with who?

  10. The battle would be impossible to begin with. Even if you got the enemy down to 1 health, realistically it would still divide. You should have saved your consumables and fled right away. But that's just me.
  11. Nerwen drinks the red potion, and feels her stomach turn inside out. Her elvish skin turns even paler, and her mouth becomes dry. She has just consumed poison, which will last until the end of the next battle or it is remedied. With nothing left to do, the heroes try to determine which way the emperor went, but it is impossible to tell with all the footprints and track marks on the ground. Russel and Emeraldo have disappeared, so the party decides to return to Fort Drakon to see if Nikolai knows anything. "Welcome back, I assume you lost track of the emperor? Not to worry, the fort has been defended. I sense that something very suspicious is going on here, and I don't think that Russel is the only one involved." He brings his voice down to a whisper. "Keep this between us, but to me it seems like the emperor is fully aware of Russel's actions, maybe he's even in on it. I don't know what's happening, but we need to find out. They no longer need me here, so I feel that it is my duty to go with you to get to the bottom of this. Our capitol, Drakencourt, is not far from here. If the emperor fled, that is where he'll be." Party: Nerwen Calmcacil (played by Chromeknight) Level 9 Cleric ~Poisoned~ Power: 15 Health: 16/16 Ether: 7/12 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Fire Bomb De'kra (played by Tanma) Level 14.5 Rogue Power: 19 Health: 20/20 Gold: 124 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue Power: 13 Health: 14/14 Gold: 31 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Remedy, 2x Venom, Smoke Bomb, Bedroll, Nostrum Sarick Lanse (played by Xarrzan) *Party Leader* Level 10 Mage Power: 17 Health: 14/14 Ether: 5/14 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19.5 Paladin *Stunned* Power: 31 SP: 9 Health: 39/39 Ether: 14/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13.5 Barbarian Power: 21 Health: 20/20 Gold: 311 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion
  12. Arthur, in his suicidal stupor, drinks the purple potion. He instantly feels better, as the fluid warms his insides. (+1 permanent health bonus).
  13. He's one of us... But yeah I did hear about this. Shame on him for stealing, but I guess it just goes to show the popularity and value of the little bricks. And most people don't realize that, so that leaves a lot of room for manipulation.
  14. Sarick downs the blue potion, but instead of dropping dead he feels more powerful (+1 Power, permanent). Party: Nerwen Calmcacil (played by Chromeknight) Level 9 Cleric Power: 15 Health: 6/16 Ether: 2/12 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, 2x Nostrum, Elixir, Grand Tonic, Venom, Red Potion, Bone, Tonic, Fire Bomb De'kra (played by Tanma) Level 14.5 Rogue Power: 19 Health: 5/20 Gold: 124 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue Power: 13 Health: 1/14 Gold: 31 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Remedy, 2x Venom, Smoke Bomb, Bedroll Sarick Lanse (played by Xarrzan) *Party Leader* Level 10 Mage Power: 17 Health: 9/14 Ether: 5/14 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19.5 Paladin *Stunned* Power: 31 SP: 9 Health: 20/39 Ether: 19/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13.5 Barbarian Power: 21 Health: 20/20 Gold: 311 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion
  15. QM Note: I had Xander attack the Mage from the front, I hope this is okay. Results of Round 7 of Battle of Betrayal: Cronk vs. Swordsman - Damage Xander vs. Mage - Miss (Aim) Galen - KO'd De'kra vs. Mage - Damage Nerwen vs. Swordsman - Critical Hit Sarick vs. Mage - Special Damage Miss Cronk tries to Cronk Smash the Swordsman, but the foe is too quick, it seems, and nicks his cheek for 1 damage. Xander comes swinging with his ax, misses the Mage, but then spins around and slices him for 8 damage. Vengefully, the Mage casts a wind spell on De'kra (5), but Nerwen finally finds her inner strength and smashes the Swordsman with Peace for 20 damage, bringing another enemy to the ground. Sarick casts another ice spell, but it misses. Since there is only one enemy remaining with low health, the next round will be played automatically. Results of Round 8 of Battle of Betrayal: Cronk vs. Mage - Damage Xander vs. Mage - Hit The Mage inflicts 1 point of damage on Cronk before Xander fends him off, and defeats him with his ax. The battle is victorious! Nerwen and Sarick gain a full level of experience, while everyone else except Galen gains half. The enemies drop a Lance, a Sapphire, Party: Nerwen Calmcacil (played by Chromeknight) Level 9 Cleric Power: 15 Health: 6/16 Ether: 2/12 Gold: 35 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, 2x Nostrum, Elixir, Grand Tonic, Venom, Red Potion, Bone, Tonic, Fire Bomb De'kra (played by Tanma) Level 14.5 Rogue Power: 19 Health: 5/20 Gold: 112 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue Power: 13 Health: 1/14 Gold: 17 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Remedy, 2x Venom, Smoke Bomb, Bedroll Sarick Lanse (played by Xarrzan) *Party Leader* Level 10 Mage Power: 16 Health: 9/14 Ether: 5/14 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Topaz(Lightning) Potion, Tonic, Blue Potion, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19.5 Paladin *Stunned* Power: 31 SP: 9 Health: 20/39 Ether: 19/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13.5 Barbarian Power: 21 Health: 20/20 Gold: 299 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion Party Leader, how will the loot be divided? Lance (WP: 12, suitable to Knights) Sapphire (Wind elemental gem) 50 gold What will the party do next?
  16. Just got around to reading this, nice job Flipz. I'm still not sure if I'm role-playing Hybros very well at all, but at least some of these examples reinforce what not to do. This is very true. There are many instances during the two quests that I've hosted where I let characters do something that I had not originally thought of. As long as it's not overboard, such as building traps for enemies or trying to create potions out of tree leaves. Stuff like that worked in Quest 17, but it's important to understand that not every quest follows that pattern.
  17. QM Note: Sorry. Random.org must not like you.
  18. Results of Round 6 of Battle of Betrayal: Cronk vs. Swordsman - Special Damage De'kra vs. Emeraldo Mage - Damage Xander vs. Lancer - Extra Critical Hit Sarick vs. Emeraldo Mage - Magic Burst (Lightning) Damage Nerwen heals Galen - Heal Less Galen vs. Swordsman - Damage Cronks swings Zoot's Bane at the Swordsman, but he raises his own sword in defense, and quickly turns Cronk's sword to a weak point in his armor. The paladin suffers 12 damage. De'kra receives the blunt end of the Mage's staff (10), but Xander swings his ax into the Lancer for 33 damage. Sarick again calls forth the power of lightning, striking every enemy still standing for 15 damage each, which defeats the Lancer. Nerwen performs a weak healing spell on Galen, which restores 8 health but it is not enough. The rogue charges at the Swordsman, but the blade master simply dodges and stabs Galen through the stomach, felling him. One ally is down, but the battle is merciless. Enemies: Emeraldo Mage Level: 10 Type: Humanoid Health: 15/111 Special: Gust Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Drops: Sapphire Emeraldo Swordsman Level: 10 Type: Humanoid Health: 19/100 Special: Parry Expertly blocks the opponent's incoming attack and counters with strength equal to the opponents WP (regardless of SP/row) Drops: Nothing Party: Nerwen Calmcacil (played by Chromeknight) Level 8 Cleric Power: 14 Health: 5/15 Ether: 2/12 Gold: 35 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, 2x Nostrum, Elixir, Grand Tonic, Venom, Red Potion, Bone, Tonic, Fire Bomb De'kra (played by Tanma) Level 14 Rogue Power: 19 Health: 10/20 Gold: 112 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue *Knocked Out* Power: 13 Health: 0/14 Gold: 17 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Remedy, 2x Venom, Smoke Bomb, Bedroll Sarick Lanse (played by Xarrzan) *Party Leader* *Lucky* Level 9 Mage Power: 15 Health: 8/13 Ether: 5/13 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Topaz(Lightning) Potion, Tonic, Blue Potion, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19 Paladin *Stunned* Power: 31 SP: 9 Health: 22/39 Ether: 19/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13 Barbarian Power: 21 Health: 15/20 Gold: 299 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion QM Note: Party Leader, would you like me to autoplay or not?
  19. Thanks for the feedback. Looking at the newly revealed Chi Monk, the Werewolf is similar to it in that they both cannot use weapons. I did want the Werewolf to be an all-out offensive class, like the Barbarian, so I think they can be compared in that way. If you think about it, a lot of classes - Rangers, Knights and Barbarians - are like what you mentioned, where they can basically only choose to attack or use an item. But you're right, I think gold and loot would pretty much be useless to a Werewolf the way the class is now. Like I said, I will probably lift the artifact limitation. I'm not going to scrap this idea entirely though, I think it has potential with some tweaks. A few questions/things I noticed for the expert classes. These are just my initial thoughts that I wanted to take down, it's a lot to take in so I'm not sure how I feel about the Expert classes in general yet. But thanks for sharing them Sandy. - Minstrel: You say that it uses instruments for weapons - will new weapons types be added? Will Minstrels receive instruments upon advancing classes? - Minstrel: They can use scrolls but not gems, correct? - Dragoon: I like how the pet dragon has chance to disobey if the character advances at a later time. It puts pressure on the player to make a decision, and it adds a balancing factor. - Dragoon: Elemental Breath: I'm guessing the element used when a 4 is rolled will be random, out of the gems that the user has? - Dragoon - Level 90?! Seems almost impossible to reach. On that note I think that the experience you gain from one battle should plateau after a certain point. For example, after level 50, say, you would still gain 1/4 of a level. Otherwise I think things would move too slow. - Necromancer: Spiritism: This and a few other job traits are neat, because they don't necisarily affect the game mechanics but they affect role-playing and allow for different things in the quest. Traits like these in the basic classes only allowed for a certain amount of things to do in a quest (to that nature), so it's nice to see that expanding. - Necromancer - Raising the Undead: Powerful. IMO, this should nerfed to just allow the Necromancer to command the fallen enemies for just the battle that they were in. With these Expert Classes so strong, I can imagine that there will be a lot of enemies to balance that. And if the Necromacer can carry around enemies from battle to battle, I wouldn't be surprised that the armies would top 30 by the end of the quest (which would make things really hard to balance). - Cannoneer: I love the Bombarding style, and I really like this class. They do have to buy their own bombs though, right? I mean, there's no ability that grants them more, is there? And also just a small note, the 5 roll for this one says "defended damage" but they can't carry shields. - Alchemist: I like this class a lot, too, but I think it should be nerfed just a little bit. To me, Special Guard just doesn't fit and I think it should be a rarer gift. Otherwise it's really hard for the enemies to damage the party at all. - Chi Monk: Seems really powerful at first but I like how a roll of 4 causes damage as well. - Beast Warrior - Again with Counter instead of Miss. I also like that transforming ability. I considered it for the Werewolf but couldn't make it work. Other thoughts: Some of these seem really overpowered now, but I know that Expert Classes are long ways away and enemies will be made much stronger so that they seem pretty standard by that time. I think it might be hard to balance, but I also think I am underestimating how powerful we can make enemies to balance things out. Hope you can read all that, I know it's a lot.
  20. That's why the class has a built-in encouraged effect, which is potentially much more powerful than WP+Level. If a character is say, level 15, their power is automatically 30, so they wouldn't have to pour money into weapon upgrades or Meads. Not being able to use artifacts is a balancing factor to that, but I might change it. And this class doesn't have any transforming abilities beyond that of roleplaying, while the Beast Master sounds like its actual game mechanics will revolve around transformation. I like that. I think I will change Sheer Power to this to reflect that.
  21. Here's an expert class I came up with. Yes, of course it had to be Werewolf... Werewolf The cursed beings have the ability to transform between man and beast. The start of a battle will instigate a transformation into beast form, while the end of the battle will force it back to default form. Additional Health: +6 Weapons: None – Werewolves cannot use any weapons in battle, and instead rely on their own strength to dispose of enemies. Additionally, Werewolves cannot wear any artifacts or permanent items. Job Traits: Strongman – Werewolves are immune to the Afraid, Weakened, and Fragile effects. Natural Respite – See Barbarian. Sheer Power – While Werewolves cannot use weapons, they rely on their sheer strength. They are encouraged during battle. Battle Style: Fearless – Werewolves are afraid of nothing, and will jump into battle immediately. 1. SHIELD: Howl – The Werewolf lets out a piercing howl, petrifying the target. 2. POWERFUL CRITICAL HIT – The Werewolf attacks with twice their current power. 3. HIT – The Werewolf attacks with strength equal to their power. 4. AGILITY – The Werewolf limbers up so that becomes hastened for the next round. 5. DAMAGE – The Werewolf is struck with the opponent’s attack. 6. SPECIAL DAMAGE – The Werewolf is struck by the opponent’s special skill. Any feedback on this would be appreciated. I'm not the most experienced with RPGs, so I wouldn't be surprised if there is something terribly wrong with this class.
  22. Results of Round 5 of Battle of Betrayal: Cronk vs. Mounted Emeraldo Elite - Critical Hit De'kra vs. Solider A - Critical Hit Xander vs. Lancer - Special Damage Nerwen vs. Swordsman - Damage Sarick vs. Emeraldo Mage - Miss Damage Galen vs. Swordsman - Damage Both Cronk and De'kra score critical hits on their targets, and bring them both to the ground. The Lancer and Xander go at it again on their horses, but since the barbarian doesn't have a shield the Lancer's attack is ineffective. The Swordsman expertly slices both Nerwen and Galen for 10 damage each. Sarick casts an ice spell, but it falls short. Enemies: Emeraldo Mage Level: 10 Type: Humanoid Health: 30/111 Special: Gust Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Drops: Sapphire Emeraldo Lancer Level: 12 Type: Humanoid, Beast Health: 41/120 Special: Shield Buster Charges at opponents with high speed, allowing his lance to bypass the enemy's shield and prevent the use of it for the rest of the battle. Drops: Lance (WP: 12, Suitable to Knights) Emeraldo Swordsman Level: 10 Type: Humanoid Health: 34/100 Special: Parry Expertly blocks the opponent's incoming attack and counters with strength equal to the opponents WP (regardless of SP/row) Drops: Nothing Party: Nerwen Calmcacil (played by Chromeknight) Level 8 Cleric Power: 14 Health: 5/15 Ether: 3/12 Gold: 35 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, 2x Nostrum, Elixir, Grand Tonic, Venom, Red Potion, Bone, Tonic, Fire Bomb De'kra (played by Tanma) Level 14 Rogue Power: 19 Health: 20/20 Gold: 112 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue Power: 13 Health: 2/14 Gold: 17 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Remedy, 2x Venom, Smoke Bomb, Bedroll Sarick Lanse (played by Xarrzan) *Party Leader* *Lucky* Level 9 Mage Power: 15 Health: 8/13 Ether: 5/13 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Topaz(Lightning) Potion, Tonic, Blue Potion, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19 Paladin *Stunned* Power: 31 SP: 9 Health: 34/39 Ether: 19/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13 Barbarian Power: 21 Health: 15/20 Gold: 299 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion
  23. QM Note: Fixed, again. Thanks for paying attention, guys, I must've really been out of it that last round. Results of Round 4 of Battle of Betrayal: Cronk vs. Mounted Emeraldo Elite - Critical Hit Xander vs. Lancer - Battle Frenzy Nerwen vs. De'kra - Heal More Sarick vs. Emeraldo Mage - Spell (Ice) Special Damage De'kra throws Ice Bomb Galen drinks potion Soldier A - Free Hit on Cronk Swordsman - Free Hit on Xander Stuck in the back row, Cronk bashes the Mounted Elite for 21 damage. Xander goes into a Frenzy, dealing 10 damage to all foes and defeating Soldier B. Nerwen heals De'kra back to full health, and Sarick freezes the Wind Mage for 15 damage, at the expense of 1 ether. De'kra cools the battle down even more with an Ice Bomb, dealing 5 damage to all remaining enemies except for the Elite and Lancer, to which their horses suffer 10 damage each. This defeats the Archer. Galen steps aside for a moment to down a potion, while Cronk blocks Soldier A's ax and the Swordsman slices Xander. The Mage's Gust slows. Enemies: Emeraldo Soldier A Level: 8 Type: Humanoid Health: 14/80 Special: Defend Takes a defensive stance, preventing all damage to it for the next round. Cannot deal free hits while defending. Drops: Nothing Emeraldo Mage Level: 10 Type: Humanoid Health: 30/111 Special: Gust Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Drops: Sapphire Emeraldo Lancer Level: 12 Type: Humanoid, Beast Health: 41/120 Special: Shield Buster Charges at opponents with high speed, allowing his lance to bypass the enemy's shield and prevent the use of it for the rest of the battle. Drops: Lance (WP: 12, Suitable to Knights) Mounted Emeraldo Elite Level: 14 Type: Humanoid, Beast Health: 25/160 Special: Trample Deals 7 damage to target and inflicts the Stunned effect for the next round. Drops: 50 gold Emeraldo Swordsman Level: 10 Type: Humanoid Health: 34/100 Special: Parry Expertly blocks the opponent's incoming attack and counters with strength equal to the opponents WP (regardless of SP/row) Drops: Nothing Party: Nerwen Calmcacil (played by Chromeknight) Level 8 Cleric Power: 14 Health: 15/15 Ether: 3/12 Gold: 35 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, Potion, 2x Tonic, Remedy, 2x Nostrum, Elixir, Grand Tonic, Venom, Red Potion, Bone, Tonic, Fire Bomb De'kra (played by Tanma) Level 14 Rogue Power: 19 Health: 20/20 Gold: 112 Inventory: Kapura (WP:5, Fire), Pongcanis Dagger (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin(SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, Venom, 6x Potion, 2x Remedy, Water Bomb, Lightning Bomb, Smoke Bomb, Phoenix Essence, Bone Galen Woodward (played by Fugazi) Level 8 Rogue Power: 13 Health: 12/14 Gold: 17 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Remedy, 2x Venom, Smoke Bomb, Bedroll Sarick Lanse (played by Xarrzan) *Party Leader* *Lucky* Level 9 Mage Power: 15 Health: 8/13 Ether: 6/13 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Opal(Ice), Topaz(Lightning) Potion, Tonic, Blue Potion, Bone, Fire Bomb Cronk (played by CorneliusMurdock) Level 19 Paladin *Stunned* Power: 31 SP: 9 Health: 34/39 Ether: 19/20 Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), 2x Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 13 Barbarian Power: 21 Health: 15/20 Gold: 299 Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Fire Bomb, Skeleton Decoy, 2x Venom, Elven Bomb, Green Potion
  24. Even though it does for Broadswords and Longswords... But yeah short swords could go in with long swords. I really like the revised Skirmisher, Brickdoctor. It seems really balanced, and simple enough. I hope that a lot of Expert classes follow that model, because I think the game would be very hard to balance with ultra-powerful classes.
  25. QM Note: I forgot that you were lucky... unfortunately the second roll was also special damage. Sorry. QM Note: Yes, but for some reason I forgot to update yours and Cronk's gold. Fixed now, thanks for pointing it out. The bombs were updated into the stats, though.
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