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UsernameMDM

Eurobricks Grand Dukes
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Everything posted by UsernameMDM

  1. Hoke is not Hastened and SP should be 30. Probably left over from something, but didn't want that to accidentally affect the battle.
  2. Is there a reason why Arthur's story is so convoluted? I understand there are rippling effects, etc, but does it have to involve so many elements/NPCs? I am not complaining or trying to be a turd, just curious. And just write! If this is fun for you, then don't care what everyone else thinks. If you want a thick, convoluted, over arching story for your character, then do it. Outside of a quest. I am all about story development as long as it isn't hi-jacking a quest.
  3. Get over yourself? Post the major stuff as a normal post, and put everything else in a Spoiler tag.
  4. Comprende. Maybe we can fit another battle in. "Jess, use a Remedy on Tesni. I don't want her confusing any of us for the enemy." Amethyst, Horse, Back Row Battle Order: Hoke Nerwen Jess - Remedy, Tesni Tesni - D, Back Row Jess - C, Back Row Benji Gocklo
  5. Already did in the Battle Order. Take them as more than a suggestion since neither have posted any objection to them.
  6. 24 hr rule? Not trying to be a turd, but in a week or so, we will have been on this quest for 4 months. I am sensing a dramatic conclusion just around the corner...
  7. Hoke's voice thunders over the battle in a plea for Diplomacy. "We wish for peace! We are a part in helping free King Valentino and making peace between all peoples of the land, yet you lead us away and send Raguel and Cassandra to slaughter innocents and incite violence!"
  8. Don't leave w/o Hoke!
  9. Hoke levels the flagpole and thrusts it forward. Amethyst, Horse, Back Row (Shield above 2 hit other enemies?) Battle Order: Hoke Nerwen Tesni - D, Back Row Benji Jess - Horse Gocklo Jess - C, Back Row
  10. Just saying don't make the QM mad.
  11. Suggested actions if Tesni & Jess don't speak up in the 24 hr period: Jess - A, back row Jess - D, back row Tesni - Bolivar, back row Tesni - B, back row
  12. Makes sense to me.
  13. Hoke rolls quickly to his feet, reaches into his pouch and hurls an bomb at the charging horses. Water Bomb, Horses, Back Row. Battle Order: Hoke Nerwen Tesni Benji Jess Gocklo Gocklo Jess Nerwen Tesni Benji "Use your mount's agility and speed to attack 2 targets. I would suggest at least one the leader, but watch out for his strength and defenses."
  14. I will accept that and keep playing it that way. I don't want to tread on the traits and advantages of another class. That's just me. I tried to prepare, but it got my horse knocked out from underneath me. Was that in spite? Like I said, there just seems to be too many lose/lose scenarios. It's not a fault of the quest per se, just probably a reflection on my subjective expectations on the class's skills/traits. That's why I would prefer some sort of objective measure when using a skill like Diplomacy/Intimidation OR some kind of que from the QM that the scenario could be affected by Diplomacy/Intimidation, like a choose your own adventure. And then I think there should be bonus points for using it creatively, like with Hewyrt. But really, that's just me and my playing style. Not necessarily a negative comment on your QM job.
  15. Would a bomb take out the 1/1 horses and turn the leader horse to 2/3?
  16. What does a Pumpkin Bomb do again?
  17. I am not wanting to turn it in D&D for sure, but if a class has a skill, there should be some objective way to use it and it be acknowledge. Just in 88 (& not being ugly to Zeph), but it seems Diplomacy has not worked once. Not with Mint, not with the Prince, and not with the current situation. I understand having to follow a story line, but it would be nice to know when Diplomacy/Intimidation is a viable option instead of wasting time, especially with players in different time zones.
  18. Never said it was mind control, but it's a skill, and there should be at least a small chance that it should work. It's being able to use words instead of weapons. That's why I like the option for a 1/6 chance for it to work. It takes all of those random factors and allows a PC to be able to actually make an effect outside of fighting. I mean have any of y'all not been talked into or out of something before? I am comparing it somewhat to a Charisma check from D&D.
  19. I agree there should be a reward for good roleplaying, but there are concrete rules that should be followed so PCs & QMs have some semblance of what to expect as far as mechanics go.
  20. I don't agree that Diplomacy should be used on merchants to change the prices of goods. That kind negates the benefit of Artisan class.
  21. Are the other classes characteristics tied solely roleplaying? I understand what you are saying, but having a subjective skill is pretty useless for a PC is the QM wants to do something. For instance, would Nerwen & Hoke been able to talk their way out of being led away? There should be at least a small chance of that happening, and I like that to be determined with the roll of the dice.
  22. Can we make some objective rules for Diplomacy? 1/6-1/3-1/2 chance to persuade NPC or something like that?
  23. Not being ungrateful, just was thinking we were supposed to keep up with 2 more quests and Diplomacy efforts seemed to do no good. Perhaps acknowledging that Diplomacy is effective would help. Also, would a Shield roll take out the horses if targeted?
  24. Agreed. It is rather annoying. All of these Lose/Lose situations are draining. If we are going to fight, let's just fight. PLUS, have we been given our 1/6 chance to avoid damage on Damage rolls? Hoke reigns up beside Nerwen, readying an Amethyst gem out of sight while the guards' attention is on Nerwen.
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