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Abe Sargent 04-26-2012 11:30 PM

One change I want to make for next time, and I will come back to tis thread and check it out, is that I want assassins to have 8 hp/level

bhlloy 04-26-2012 11:31 PM

Quote:

Originally Posted by Abe Sargent (Post 2648260)
I think the Lay Healer is a secret tank of massiveness and bhlloy was realizing it. Expertise and Toughen make clerics able to solo things, and the Lay Healer with Expertise and the armor of a Myrmidon doesn;t even need Toughen, which is subtly what makes them so good - able to use max armor and shield. Lay healer doesn;t waste a turn to heal, and has the HP and Attack ability of a fighter. I almost dropped Expertise from the cleric list because of the Lay Healer's ability to break it, and even though a lot of clerics went in that direction, I don't think it was that bad.


This is true, but I would bear in mind that I wouldn't have even have been able to take expertise but for the free two levels I got from hoops drinking the potion. If you could get past level 6 quick enough you might have a shot at winning but it's pretty tough to do on your own. Even with the two free levels I still didn't really get close to winning.

I think if I could do it again I might try and stick to a two person party but beggars can't be choosers, when Zinto and Julio came along I was barely scraping by the level 1 battles I was fighting. And honestly, I can think of one battle at least we may not have won if there were only two of us. There's very little room for error with that class.

Abe Sargent 04-26-2012 11:34 PM

I also want to find a way to further distinguish Qwith and Dvergr as races. i wanna add something else to Guzak besides size and falling damage prevention, which only kicked in a few times. Size doesn't work as much as a mechanic in parties. I may need to pull size for doors completely if keep the party mechanic. I don't want a party with two guzaks and one human to run into places the humies cannot go.

Abe Sargent 04-26-2012 11:36 PM

Quote:

Originally Posted by bhlloy (Post 2648296)
This is true, but I would bear in mind that I wouldn't have even have been able to take expertise but for the free two levels I got from hoops drinking the potion. If you could get past level 6 quick enough you might have a shot at winning but it's pretty tough to do on your own. Even with the two free levels I still didn't really get close to winning.

I think if I could do it again I might try and stick to a two person party but beggars can't be choosers, when Zinto and Julio came along I was barely scraping by the level 1 battles I was fighting. And honestly, I can think of one battle at least we may not have won if there were only two of us. There's very little room for error with that class.


True, it's a great class and I like it. It was very risky to include it, because I wasn;t sure how it woud go, and overall I'm pleased, and I'd love to hear your take. Getting in a party with two warriors was great for them. How many times, including once just recently, did you save their life? How many healing potions did you save them at the end of the day?

I think I may amp up lay healer to mace from club

Abe Sargent 04-26-2012 11:37 PM

Alright, I want to finish The Gods of Pegana before I head to bed

Danny 04-26-2012 11:38 PM

Quote:

Originally Posted by Abe Sargent (Post 2648294)
One change I want to make for next time, and I will come back to tis thread and check it out, is that I want assassins to have 8 hp/level


Yeah they seemed kind of weak

Abe Sargent 04-26-2012 11:44 PM

Here's something I was thinking about as well.

What if we had you keep your own inventory on page one, in your sign up post. Then you could update when when you traded, got something, or used something.

Good thing, much less bookkeeping on my part

Bad thing, everybody knows what everybody has

Danny 04-26-2012 11:45 PM

I dont think that would work unless you eliminated any chance of pvp

Darth Vilus 04-26-2012 11:52 PM

Quote:

Originally Posted by Danny (Post 2648043)
He will act all cocky when he comes here, but he was sweating it ;)


That's because I went in without full power! I was without dodge, icy blast, and my "Ram" ring abilities.

SILL KICKED ASS THOUGH!!!

And who were those who doubted me? You know who you were, crawl back into the shadows!

Darth Vilus 04-26-2012 11:54 PM

Quote:

Originally Posted by Abe Sargent (Post 2648166)
And you would have gotten it had JAG or Darth used the ARENA - so don't yell at me.,...



I REALLY wanted to use the Arena lol. If I had all my spells I would have, seemed like alot of fun :cool:

Worked out in the end though so I'm happy. Damn did those horse figurines come in handy near the end

Darth Vilus 04-26-2012 11:55 PM

Congrats CF, awesome job

Darth Vilus 04-26-2012 11:56 PM

ABE, thank you so much for this awesome game!!!!!!!! Had loads of fun, even if I had died early on it still would have been epic. Can't even fathom all the work you had to put in to making this.

Truly spectacular! :)

Darth Vilus 04-26-2012 11:57 PM

Hoopsy and Rummy?

SUCK MY JUNK!!!!!!!!! You never stood a chance against me :lol:

Darth Vilus 04-26-2012 11:58 PM

Nah just kidding, had fun with you guys :) Had fun with everyone here!

Darth Vilus 04-26-2012 11:59 PM

And I even got to kill my dragon lol. Well kind of

Darth Vilus 04-26-2012 11:59 PM

EPICNESS!!!!!!!!


Danny 04-27-2012 12:00 AM

Surprised no one took a Taurian Myrmidon, seemed like a powerful combo, though maybe a bit boring

Danny 04-27-2012 12:00 AM

Trow Beserker would have been interested lol

Danny 04-27-2012 12:00 AM

interesting

Darth Vilus 04-27-2012 12:07 AM

Quote:

Originally Posted by Danny (Post 2648321)
Trow Beserker would have been interested lol


I killed one of those :)

Darth Vilus 04-27-2012 12:13 AM

I actually owe hoops some of the credit. The potion of armageddon gave me my awesome armor :) I

Danny 04-27-2012 12:21 AM

Imagine Trow Beserker with PB's items.

Danny 04-27-2012 12:22 AM

For next time, I would like to suggest a maximum number of potions held at one time along with a maximum # of horse figurines. The potion + figurine strategy is really too powerful.

Abe Sargent 04-27-2012 12:42 AM

I increased the value of the Horse Figurine and Nocturne Pot by 25% from last time, and I really didn't see a lot of abuse. Parties really hold them down i think.

What may be interesting is to say that if you use one, you can't use th eother on the same day

Danny 04-27-2012 12:51 AM

Yeah, maybe not so bad. Potions do seem too readily available.

CrimsonFox 04-27-2012 01:49 AM

I expected death and got a win!!!!!!!!!!!!!!!!!!!!
I'll take it!

PRAISE BE TO MIGHTY MITHRIS AND GENTLE HARKANGI!


And I totally share this victory in their name with my friend and brother Ntndeacon without whose bravery and loyalty I could not have won.

Black market
Crims's'sonox Gives All my money and praise and friendship to ntndeacon


:party::party::party::party::party::party::party::party::party::party::party::party::party::party:

CrimsonFox 04-27-2012 02:03 AM

Abe ssssssso likessss to ssssee me sssquirm and believe me I did a lot of it.

Hoopssss my turning pointssss were
1) the divide between the ticks and the water weird room where I actually at the last minute I sent an order to abe not to move. I rested for a day. Did similar between the Painting ghost room and the Carrion Crawler. In both cases I likely would have died otherwise without the healing.

2) When I Traded to Zinto food and money for that Ssssscroll of Protection from Acid. The very next room (or sssoon thereafter) wassss my firssst level four room. It wasss a tentacled creature that wasss total acccid damage. That shot me up a level.

3) Right before I went to a harder level, I wasss waffling and trying every trick and argument in the book to get more protection, more damage, sssomething. Even argued with abe to let me ussse the platemail i ended up trading with dubb. NOthing. I sssent in an order to buy thingsss even though there wasss no cleric itemsss at all available. But there was the XP potion that I forgot to submit for. At the last minute (again) I resent in my order putting that at the top. Surprisingly I won it and that gave me a level boost immediately to...um...5 or 6 I think. That too I think gave me the boost I needed to keep from dying

4) Choosssing battle cleric ssspells of Expertise and Toughen. I knew I wanted these from day 1. FIt my character. During all fightssss I fought asss a fighter with d8 HP insstead of d6 plusss healing


5) teaming with ntn. At firssst I wondered if I should have broken off asss I took on the firssst two roomssss with itemsss I had. BUt the nexxxt 3 roomssss ...at leassst one of them I would have died I am sure without ntndeacon asss I soaked a lot of damage and spent most of the time healing while ntn did a lot of damage.

6) Scrollssss... I used 2 scrolls of Protection from Undead (vs...Painting Ghost and Vampire), Prot Acid (vs. tentacled swamp thing) and Prot vs Normal Weapons (vs Giants). After the Ghossst fight I bought them whenever I sssaw them.


I really thought the early backtracking I did and frequent waffling during the game about charging forward would put me far behind and that other people's knowledge of the game would help them more. But I've played enough D&D to know to go into every fight at peak or else don't go into it....and of course ask lotws of questions about how to use Items. (and yes abe hates me now I know it)

CrimsonFox 04-27-2012 02:06 AM

And Hoops, I wassss actually hoping to find the arena because I was going to duel you! Not in a mean dickheaded way but in an honorable mono-a-mono, fight to the finish, winner-take-all type of way.

CrimsonFox 04-27-2012 02:07 AM

Congrats DV You spent a lot of the game invisible. I frequently forgot you were playing. Please regale us with tales and stories of your epic quest.

CrimsonFox 04-27-2012 02:08 AM

Autumn and KWHIT I was really sad you guys didn't find me. After Kwhit killed Autumn I took the TUrn Undead spell and was cackling with glee at the thought of you guys fleeing the dungeon. :)

CrimsonFox 04-27-2012 02:24 AM


CrimsonFox 04-27-2012 02:24 AM


CrimsonFox 04-27-2012 02:48 AM

oh yeah Abe if nothing else likes to screw with me. The title of the email from the afternoon action was "Here comes the pain..."

CrimsonFox 04-27-2012 02:58 AM

HAPPY BIRTHDAY DUBB! FOR YOUR PRESENT WE'LL LET YOU WIN THE DUNGEON!

CrimsonFox 04-27-2012 03:26 AM

Quote:

Originally Posted by Danny (Post 2648320)
Surprised no one took a Taurian Myrmidon, seemed like a powerful combo, though maybe a bit boring


I totally expect everyone to take a fighter next Dungeon. It seems the easiest way to dominate through everything quickly without having to group up.

CrimsonFox 04-27-2012 03:37 AM

Quote:

Originally Posted by Danny (Post 2647237)
You have achieved a major victory, not you can win the dungeon for the minor victory.


Minor victory achieved! ;)

Danny 04-27-2012 03:38 AM

Yoou post too much

Danny 04-27-2012 03:38 AM

Yup, nice! I can still achieve amajorvictoru

Danny 04-27-2012 03:39 AM

Ill get there by 2014

CrimsonFox 04-27-2012 03:40 AM

Exactly! As quickly as people were dying when they did die there's no way there was fudging. The early deaths of Kwhit, Autumn, and mckerney scared the crap out of me so much that I second guessed everything I did from then on.

Quote:

Originally Posted by Abe Sargent (Post 2648134)
I never fudge rolls. Death is meaningless if I don't. Then Kwhit and Thomkal and mckerney and all of the rest would be quite upset at me, and understandably so.


Sometimes I change what is in a room based on situation, if a creature was super easy to kill maybe it won't has as many items, or putting 6 items in that chest seemed like a good idea at the time, but now. Or if a creature was really hard to kill maybe there's more gold or something, but I never cheat combat rolls.


CrimsonFox 04-27-2012 03:41 AM

Quote:

Originally Posted by Danny (Post 2648356)
Yoou post too much



I posssst not ENOUGH!

CrimsonFox 04-27-2012 03:45 AM

Quote:

Originally Posted by Abe Sargent (Post 2648020)
Crims's'sinox (played by CrimsonFox)


Level 10 Red Priest of Mithris and Harkangi, Good, Sis'Sharr

Knew Cure Light Wounds, Moderate Wounds, Heal, Detect Evil, Toughen, Expertise, Pro Fire and Cold, Turn Undead and don't forget Cureall! (Never got to use)


Hammer of Thunderbolts
Bracers of Expertise
Rhagodessa Plate
Ring of Protection +1
Ring of Wisdom
Coin Purse of Bounty
Brooch of Life Holding
6x healign Pots; Pot - Remedy; Scroll Prot Acid, Wand Trap Removal, Metamorph, etc
and my favorite magic item name...The Morgenstern of Truth! Abe you wanna tell the folks at home the story of this magic item of shall I? :)




fixed...

CrimsonFox 04-27-2012 04:02 AM

Quote:

Originally Posted by The Jackal (Post 2648273)
I had fun playing the bard, but I'd definitely try something different next time.


whatever you choose, Jack, you MUST put the word "Drunken" in your name

The Jackal 04-27-2012 06:37 AM

Quote:

Originally Posted by CrimsonFox (Post 2648363)
whatever you choose, Jack, you MUST put the word "Drunken" in your name


That can be arranged

hoopsguy 04-27-2012 06:46 AM

Quote:

Originally Posted by Danny (Post 2648249)
I told people to go heavy potion / horse figurine. I just never had the means to do so myself.


If I'm thinking about how to tweak the game, this would be where I would do it. Don't make the monsters harder, just make potions and horses more scarce to limit the players ability to get early gold, load up on these, and roll through every battle.

That would result in a greater risk aspect, balancing out the obvious reward, of pushing for non-stop battles.

I would also suggest that there should be some element of healing overnight to balance this out, maybe 10% of health, to ensure someone isn't stuck without healing or potions and stuck sitting for 5 days.

Thomkal 04-27-2012 06:48 AM

Quote:

Originally Posted by Abe Sargent (Post 2648262)
And Sorcerer counters that by having no issues with spell selection. A Sorcerer with Magic Missile can kill a few small creatures, level up, take the powerful Cure, and you are in the money, you know?

I want to give the back three more power with more spells next time. I already know a few more classes I wanna add.


I vote for you to add Psionicist. :)

Thomkal 04-27-2012 06:51 AM

surprised none of the Rangers won-thought that class was going to be a stud-maybe if the damn Ghouls hadn't found me...

PurdueBrad 04-27-2012 06:58 AM

Abe, this was ANOTHER terrific game. I'm putting some thought into how the game went and I'll post my ideas/reflections later. But I wanted to thank you.

Thomkal 04-27-2012 06:59 AM

Quote:

Originally Posted by CrimsonFox (Post 2648346)
Autumn and KWHIT I was really sad you guys didn't find me. After Kwhit killed Autumn I took the TUrn Undead spell and was cackling with glee at the thought of you guys fleeing the dungeon. :)


I'm really sad they didn't find you too.

dubb93 04-27-2012 07:45 AM

Limiting potions may make it impossible to solo. I literally popped 10 pots and my self heal on some fights. If it becomes a party game then so be it, but no one is going to solo very many level 4 rooms with potions, unless they are some sort of powerful solo class. At that point you may have a game of 20 sorcerers and battle mages.

dubb93 04-27-2012 07:47 AM

Even with potions and a self heal I came within a roll of dieing at level 8 and then again at level 9.

dubb93 04-27-2012 07:48 AM

Who really wanted a level 9 dead dubb roaming level 4?

CrimsonFox 04-27-2012 08:57 AM

Quote:

Originally Posted by dubb93 (Post 2648387)
Who really wanted a level 9 dead dubb roaming level 4?



*raises hand!* :)

JAG 04-27-2012 09:24 AM

Quote:

Originally Posted by Danny (Post 2648243)
Jag how many spells did you actually get from drops?


Maybe 12 or so? I know ID was a drop, I bought oracle and mirror image, but I seen to remember Icy Blast being a drop (unless it was a store purchase). Stone to flesh was a drop (though never used), true sight was a drop, and I had a 5 or so level 4 drops, including Divinity 2 or 3 times.

JAG 04-27-2012 09:37 AM

Quote:

Originally Posted by Abe Sargent (Post 2648255)
If I had to choose my class/race, knowing everything about the game and my own personal style

Human Sorcerer
Sis'Sharr Lay Healer
Flame Kin Artificer

Would have been my choices. Prolly Sorcerer or Artificer. Prolly Human Sorcerer. Human XP advantage fights your slow XP chart. Then combined the awesome power of healing with the awesome power of beating. RAR!!!


The major benefit of sorceror to me was not having to find scrolls and so being guaranteed the spells you wanted as well as access to priest and Mage items (not sure how much that came up for others though, PB and I never saw a priest only item). When I compared the spell lists, I didn't think I would consider choosing a priest spell until the 4th level. The downsides compared to a battle mage on the other hand:

1. Slow XP chart (consider a Battle Mage could use a 4th level spell at 32k XP and something like 65k for a sorceror)
2. 50% less damage from icy blast and acid arrow
3. Worse combat abilities (weapon selection and to hit)
4. Fewer hps
5. Less flexibility with which spells they could cast in a given day

JAG 04-27-2012 09:40 AM

I liked the changes to the trading system this game. Fewer trades for you to have to process as a result but I rarely felt like I had something I wanted to trade to someone and didn't have an opportunity to do so.

Abe Sargent 04-27-2012 09:44 AM

Quote:

Originally Posted by dubb93 (Post 2648385)
Limiting potions may make it impossible to solo. I literally popped 10 pots and my self heal on some fights. If it becomes a party game then so be it, but no one is going to solo very many level 4 rooms with potions, unless they are some sort of powerful solo class. At that point you may have a game of 20 sorcerers and battle mages.


I'm considering limitations on the movement items, not on Healingots

Abe Sargent 04-27-2012 09:47 AM

Oh, and the ghouls almost won this. They were right beside danny/TJ and hoops for the days when that party broke up. If they had gone in two of the three directions available other than back, they hit your split u p party and add members and level up. But they didn't. They went the one other direction and tried to track down Thommy.

Autumn 04-27-2012 09:47 AM

If I had realized the change in trading rules I wouldn't have taken assassin. i chose between bard and assassin specifically because I saw how their skills would be useful. I figured it would be a great way to make money, IDing items or picking locks, and that there would be places only the assassin could go. Granted, I died quickly, but I never got any use out of the assassin skills, and not being able to trade items across the dungeon meant I wasn't going to be able to help anyone out but my party. I might have just fallen back on a Taurian Myrmidon in that case.

I liked the fact that the ghouls still had a chance of winning the game, that was a fun wrinkle. I don't know how they did after I died, but it was surprisingly hard to track anyone down. Thomkal mentioned a room I had been in so we were able to track him down, and I thought it would get easier as time went on and we knew more rooms. We could move twice a day which should have made it very hard to get away from us.

Abe Sargent 04-27-2012 09:48 AM

The Ghoul Class


Rules for the Ghoul Class

You begin at the same level as you died. You fight with no weapons, but your claws give you two attacks, each dealing damage equivalent to a short sword.

As you move through the dungeon, you may not attack monsters, and will not even be given descriptions of them. Instead, your task is to find a player, and attack and kill them

You attack as if you were a warrior of the same level. You have no special abilities beyond normal undead immunities, and take no actions in rooms, cannot be given actions in rooms, cannot collect items, and so forth. You just move and attack.

You move once during the movement phase, and then again during the night phase.

You may not post in the thread until you have been discovered by a player, then you may speak and discuss as much as you want.

When you kill a player, you gain a level. When those ghouls who you slew rose from the dead also kill player, you both gain a level. When a ghoul they made slays, all of you gain a level.





The bolded part was only for the first few ghoul, because I wanted their first attack to be a surprise. Later ones didn;t get that rule.

hoopsguy 04-27-2012 09:51 AM

Quote:

Originally Posted by Abe Sargent (Post 2648453)
The Ghoul Class


Rules for the Ghoul Class

You begin at the same level as you died. You fight with no weapons, but your claws give you two attacks, each dealing damage equivalent to a short sword.

As you move through the dungeon, you may not attack monsters, and will not even be given descriptions of them. Instead, your task is to find a player, and attack and kill them

You attack as if you were a warrior of the same level. You have no special abilities beyond normal undead immunities, and take no actions in rooms, cannot be given actions in rooms, cannot collect items, and so forth. You just move and attack.

You move once during the movement phase, and then again during the night phase.

You may not post in the thread until you have been discovered by a player, then you may speak and discuss as much as you want.

When you kill a player, you gain a level. When those ghouls who rose from the dead also kill player, you both gain a level.





The bolded part was only for the first few ghoul, because I wanted their first attack to be a surprise. Later ones didn;t get that rule.


Giving them paralysis at Level 4 or 5 or so would be a big help for these guys against the higher level players who are starting to load up with magic items by that point. I had expected to see that ability at some point.

JAG 04-27-2012 09:57 AM

Quote:

Originally Posted by hoopsguy (Post 2648372)
If I'm thinking about how to tweak the game, this would be where I would do it. Don't make the monsters harder, just make potions and horses more scarce to limit the players ability to get early gold, load up on these, and roll through every battle.

That would result in a greater risk aspect, balancing out the obvious reward, of pushing for non-stop battles.

I would also suggest that there should be some element of healing overnight to balance this out, maybe 10% of health, to ensure someone isn't stuck without healing or potions and stuck sitting for 5 days.


Rather than that limitation, if there were going to be a change there, I'd prefer to see a limit to how many healing potions you can carry or use in a single battle.

ntndeacon 04-27-2012 09:58 AM

I almost thought it worth it to go back to level 3 when we knew we were right next to mckerney. just because it would have been fun to kill another player.

ntndeacon 04-27-2012 09:59 AM

It was also kind of interesting that there were several parties of the same type.

JAG 04-27-2012 10:07 AM

I enjoyed the party system. Of the winners, two were solo full-time and three were solo for about half their XP gain with only having a party of two when they did party up (though CF also had the help of an exp pot). On the other hand, of the players that died, three of them were solo when it happened, so the comment made in the rules about it being soloable but difficult came about in the end. Parties of three did not appear viable though, it seemed like those players were not overly close to winning, other than maybe bhlloy because of his 2 level boost.

JAG 04-27-2012 10:10 AM

Quote:

Originally Posted by Abe Sargent (Post 2648450)
Oh, and the ghouls almost won this. They were right beside danny/TJ and hoops for the days when that party broke up. If they had gone in two of the three directions available other than back, they hit your split u p party and add members and level up. But they didn't. They went the one other direction and tried to track down Thommy.


A pack of 7 ghouls may have been challenging.

Abe Sargent 04-27-2012 10:41 AM

The last time we had player undead, but I controlled and moved them. Inspired by player Ghosts from Angband. This time I gave them a class, made them the only group that could pm each other, and allowed them to hunt you. I liked that a lot, it really added to the pressure of the game for the adventurers.

Thomkal 04-27-2012 10:52 AM

Quote:

Originally Posted by Abe Sargent (Post 2648450)
Oh, and the ghouls almost won this. They were right beside danny/TJ and hoops for the days when that party broke up. If they had gone in two of the three directions available other than back, they hit your split u p party and add members and level up. But they didn't. They went the one other direction and tried to track down Thommy.


And I walked right to them-room I was in had two exits where I could stay on the same level of the dungeon....Ranger chose poorly.

ntndeacon 04-27-2012 10:55 AM

I think with ghouls hunting you It may be more important tto be a party.

Thomkal 04-27-2012 10:56 AM

Quote:

Originally Posted by Autumn (Post 2648451)
If I had realized the change in trading rules I wouldn't have taken assassin. i chose between bard and assassin specifically because I saw how their skills would be useful. I figured it would be a great way to make money, IDing items or picking locks, and that there would be places only the assassin could go. Granted, I died quickly, but I never got any use out of the assassin skills, and not being able to trade items across the dungeon meant I wasn't going to be able to help anyone out but my party. I might have just fallen back on a Taurian Myrmidon in that case.

I liked the fact that the ghouls still had a chance of winning the game, that was a fun wrinkle. I don't know how they did after I died, but it was surprisingly hard to track anyone down. Thomkal mentioned a room I had been in so we were able to track him down, and I thought it would get easier as time went on and we knew more rooms. We could move twice a day which should have made it very hard to get away from us.


Yeah that was another thing I didn't like about the ghouls-most people shut up about the rooms they were in so the ghouls had a harder time finding them. For me part of the fun of the Dungeon is hearing about how they are doing in rooms I probably will never encounter myself.

Oh Abe if you remember, was I at any time one room away from another player? Looked liked at one time I was close to Hoops, Jackal, and Danny but then found rooms they hadn't been to.

hoopsguy 04-27-2012 11:21 AM

Thomkal, we were about 2-3 days apart if we backtracked. As I started getting further with the mapping we could probably have met in 2 if we took a leap of faith to hit a room neither of us had seen, assuming we got an exit that allowed you to cut across.

hoopsguy 04-27-2012 11:26 AM

My Notepad map won't paste in here nicely. But here is an attempt to recreate it.

Code:

Wyvern L3 <-- Astrologer L2 (D7) <-- 4 pillars L2 (D6)
                      |                                    ___                  ___                  |
                      |                                      |                    |                  |
              Study/Pit L2 (D8)                  L3 -- Basilisk L4 (D17) -- Kitchen L4 (D18) -- Beholder L4  --
                      |                                      |                    |              (J/Z/BH D18)
                      |                                      |                    |                  __
                  Azer L3 (D9) --> Cathedral L3 (D10)  Griffon L4 (D16)  --  Invis L4 (D19) -- L4
                                          |                  |                    |
                                          |                  |                    |
                                      Efreet L3 (D11)  Treant L4 (D14, D15)      L4
                                          |                  |                    |
                                          |                  |                    |
                                    G. Cube L3 (D12) -- Slave L3 (D13)  --      L4
                                                            |
                                                            |                                                   

                                                            L3


hoopsguy 04-27-2012 11:33 AM

So I'm not sure if there was a room above the cathedral, but if you had gone to the pit instead of wyverns and we had gone to that empty spot we potentially could have met up.

But looking back, 3 players probably wasn't getting us any closer to the brass ring. Would have been nasty for the ghouls, perhaps, but that's about it.

Autumn 04-27-2012 11:40 AM

Abe, what was the deal with the layout of the dungeon? I know you don't want to give away anything, but it seemed in several cases that rooms were not where it seemed they must be. Was there something that caused rooms to shift or the like?

Danny 04-27-2012 12:55 PM

Quote:

Originally Posted by dubb93 (Post 2648386)
Even with potions and a self heal I came within a roll of dieing at level 8 and then again at level 9.


Seems a lot of you almost died

Danny 04-27-2012 12:56 PM

Quote:

Originally Posted by dubb93 (Post 2648387)
Who really wanted a level 9 dead dubb roaming level 4?


Would have been cool to see

Danny 04-27-2012 12:56 PM

Quote:

Originally Posted by JAG (Post 2648435)
Maybe 12 or so? I know ID was a drop, I bought oracle and mirror image, but I seen to remember Icy Blast being a drop (unless it was a store purchase). Stone to flesh was a drop (though never used), true sight was a drop, and I had a 5 or so level 4 drops, including Divinity 2 or 3 times.


Wow, Abe likes you more then me!

Danny 04-27-2012 12:58 PM

Quote:

Originally Posted by JAG (Post 2648443)
I liked the changes to the trading system this game. Fewer trades for you to have to process as a result but I rarely felt like I had something I wanted to trade to someone and didn't have an opportunity to do so.


The changes to trading worked out pretty well

Danny 04-27-2012 12:59 PM

Quote:

Originally Posted by Autumn (Post 2648511)
Abe, what was the deal with the layout of the dungeon? I know you don't want to give away anything, but it seemed in several cases that rooms were not where it seemed they must be. Was there something that caused rooms to shift or the like?


GM error ;)

FWIW, i do think Abe made accounting error or two, but they were always in my favor, so I wasnt going to argue

Danny 04-27-2012 12:59 PM

Quote:

Originally Posted by hoopsguy (Post 2648503)
Thomkal, we were about 2-3 days apart if we backtracked. As I started getting further with the mapping we could probably have met in 2 if we took a leap of faith to hit a room neither of us had seen, assuming we got an exit that allowed you to cut across.


a 4 person party would not work. I think its clear you need 2 at the most here for a chance to win.

Danny 04-27-2012 01:00 PM

Quote:

Originally Posted by hoopsguy (Post 2648372)
If I'm thinking about how to tweak the game, this would be where I would do it. Don't make the monsters harder, just make potions and horses more scarce to limit the players ability to get early gold, load up on these, and roll through every battle.

That would result in a greater risk aspect, balancing out the obvious reward, of pushing for non-stop battles.

I would also suggest that there should be some element of healing overnight to balance this out, maybe 10% of health, to ensure someone isn't stuck without healing or potions and stuck sitting for 5 days.


I agree

JAG 04-27-2012 01:28 PM

I also strongly preferred the djinn system this time where lower level players got dibs on the limited items.

Darth Vilus 04-27-2012 01:50 PM

Quote:

Originally Posted by CrimsonFox (Post 2648345)
Congrats DV You spent a lot of the game invisible. I frequently forgot you were playing. Please regale us with tales and stories of your epic quest.


I know I know, I HATE working when there's a WW game going on. I wanted to be way more active in the thread, my schedule just didn't permit it :/

Well I started just fighting monsters really, didnt have a whole lot of room actions. Started in level 1, moved up to level 2 after I got my first spell and then progressed like that.

Went to level 4 earlier than I wanted because I was getting the impression that I was falling behind. Worked out, I started gaining XP pretty quickly

Danny 04-27-2012 01:50 PM

I actually had access to biy lightning bt for 400 gold i a provate sale, bit it was shortly after my almost death amd i had mo gold. I migjt habe been able to push a lotlr beyyer if i got it

Darth Vilus 04-27-2012 01:54 PM

One of the main things that helped me was luck though :) I kept finding items (mainly scrolls) that i couldnt use so I just sold them at the djinni sale. Wasnt short on gold at all lol.

that let me buy the dagger I had which was pretty strong and then the armageddon potion gave me some sweet armor. Again, luck :)

after that i started pushing harder, used a couple horse figurines and a nocturne potion. I went up like 3 levels in 3 days, wayyyy quicker than i thought I would.

Basically my whole game was monster after monster and buying healing potions

Abe Sargent 04-27-2012 02:05 PM

Quote:

Originally Posted by Abe Sargent (Post 2629213)
Rules Post #9 - The Dungeon


Nothing happens in corridors, all of the action is in rooms. You can only move during the move action, but you are not required to move, should you desire to stay in room you are currently in. After the move action, all automatic combat is resolved with monsters. Most combat is automatic. You enter a room, there is a troll here, so you and the troll tussle. Results come to you in your pm. Some combat is by choice. As an example above, I gave the sleeping giant that could be attacked or circumvented.

The dungeon is all one big map, but there are more difficult areas of the dungeon. The bricks in the rooms in which you begin are Tan. The next level has Burnt Sienna bricks. The third level has Raw Umber bricks. The final, most dangerous areas of the dungeon have Black bricks. If the brick color changes, I will tell you in the pm. Otherwise, there is no change. The darker the color, the more danger you face, but the better the treasure.

You begin on the outskirts of the dungeon, and as you move towards the middle, the bricks will darken. No two players will begin in the same room. When two or more players are in the same room, you will be told in a pm, since some things (like spells) affect them.

If two or more players enter a room, there are several possibilities for combat. If there are multiple monsters in the room, each player will take a share of the monsters to fight, so you will divvy them up. If you arrive with one monster and multiple players, one player will fight the monster at a time, until the monster is killed (unless you are a team). The player with the lowest level will fight first. If tied, Fighters go first, and if two of the, are in the room (or two non-Fighters) then it will be random. So, if Bob and Steve arrive to find a Grizzly Bear, Steve will fight it since he is level 3 and Bob is level 5. If Steve wins, he gets the XP and any treasure the Bear had. If Steve runs away or dies, then Bob fights the Bear.

If multiple players are in a room with a curious object, such as a chest, then priority is given to investigate in the following order – Lower level character first, Assassins second, roll off third.

Many rooms are created in such a way as to have multiple encounters over time, but many rooms may have just one monster, one treasure, and will be vacant later in the game. Thus, it may behoove you to move deeper into the dungeon.

There are some rooms that are only accessible by various things. Some rooms or areas will not be accessible to Taurians. Others may only be guzak and dvergr sized. Others may have locked doors that are best picked by Assassins. There may be other restrictions to places you may go.

It is possible for you to leave the dungeon through magical means, or by retiring. There are no exits. Not in the usual sense.

Every player will see the dungeon from their own perspective. In order to give you a sense of direction, every starting room will have the ability to move forward (some may have additional options). Forward from all starting vantage points will be towards the center of the dungeon. That’s my little help for you. I recommend using a map if you want to keep track of where you have been, in order to ensure you will not get lost. A quick map on a sheet of paper should suffice.

The Dungeon! is magical, and may do unusual and nasty things. That’s my warning….


Bold part added to emphasize an answer to Autumn's question and others about the Dungeon - straight from the rules.

Abe Sargent 04-27-2012 02:06 PM

Quote:

Originally Posted by JAG (Post 2648569)
I also strongly preferred the djinn system this time where lower level players got dibs on the limited items.


Me too

Abe Sargent 04-27-2012 02:09 PM

Quote:

Originally Posted by Danny (Post 2648558)
a 4 person party would not work. I think its clear you need 2 at the most here for a chance to win.


That reminds me, and I want to mention it here as something to refer back to


How about adding skill based XP as well.

Casting a spell to further your goals, picking a lock, finding a secret door, etc. These could give you XP that is not split with others, allowing a party to help share rXP from monsters by giving them another source.

JAG 04-27-2012 02:16 PM

Quote:

Originally Posted by Danny (Post 2648552)
Wow, Abe likes you more then me!


To be honest, as much as I used most of the spells I found, I probably would've gotten more value selling them.

Abe Sargent 04-27-2012 02:16 PM

Brainstorm example:

You get 10 XP for each HP you heal with spells or abilities
You get 100 XP/level for a spell cast to defeat an enemy or further goals
You get 250 XP for disarming trap, picking lock
You get 200 XP for detecting something with an ability - such as Paladin
You get Gold Value/10 for auto-IDing something with Bard or Artificer ability

Etc.

Abe Sargent 04-27-2012 02:17 PM

Quote:

Originally Posted by Danny (Post 2648581)
I actually had access to biy lightning bt for 400 gold i a provate sale, bit it was shortly after my almost death amd i had mo gold. I migjt habe been able to push a lotlr beyyer if i got it


To be fair, you might have gotten a spell scroll through hoops/Tj and haven't received it, maybe you should check with them....

Abe Sargent 04-27-2012 02:21 PM

i'ma delete all of my pms in an hour - does anyone want me not too?

JAG 04-27-2012 02:27 PM

First thought regarding the skill-based exp is it would probably make early game easier for the squishy classes.

Darth Vilus 04-27-2012 02:33 PM

Quote:

Originally Posted by Abe Sargent (Post 2648599)
Brainstorm example:

You get 10 XP for each HP you heal with spells or abilities
You get 100 XP/level for a spell cast to defeat an enemy or further goals
You get 250 XP for disarming trap, picking lock
You get 200 XP for detecting something with an ability - such as Paladin
You get Gold Value/10 for auto-IDing something with Bard or Artificer ability

Etc.


Wouldnt you need something for the warrior classes to balance it out though?

CrimsonFox 04-27-2012 02:51 PM

Quote:

Originally Posted by Abe Sargent (Post 2648604)
i'ma delete all of my pms in an hour - does anyone want me not too?


don't worry everyone. I have them all :)

CrimsonFox 04-27-2012 02:52 PM

Quote:

Originally Posted by Abe Sargent (Post 2648599)
Brainstorm example:

You get 10 XP for each HP you heal with spells or abilities
You get 100 XP/level for a spell cast to defeat an enemy or further goals
You get 250 XP for disarming trap, picking lock
You get 200 XP for detecting something with an ability - such as Paladin
You get Gold Value/10 for auto-IDing something with Bard or Artificer ability

Etc.


Cool I would have won much sooner then. :)
did people REALLY do much disarming/picking of locks? I saw only one chest in the entire dungeon. Never even saw a trap.

hoopsguy 04-27-2012 02:57 PM

Quote:

Originally Posted by Abe Sargent (Post 2648599)
Brainstorm example:

You get 10 XP for each HP you heal with spells or abilities
You get 100 XP/level for a spell cast to defeat an enemy or further goals
You get 250 XP for disarming trap, picking lock
You get 200 XP for detecting something with an ability - such as Paladin
You get Gold Value/10 for auto-IDing something with Bard or Artificer ability

Etc.


Like the idea, just would want to make sure that the balance is good with other benefits - someone like lay healer could go wild with this.

CrimsonFox 04-27-2012 02:59 PM

Quote:

Originally Posted by ntndeacon (Post 2648463)
I almost thought it worth it to go back to level 3 when we knew we were right next to mckerney. just because it would have been fun to kill another player.


We really almost went that direction instead ntn.
My initial order was forward because Abe's direction line in the room read:
"back(to sea serpent, etc), right, forward and left (to level 3)"

This made it look to me that forward was on level 4.(despite the lack of comma). Then I drank the potion. That told me that there was a phoenix and mckerney forward in a level 3 room. So I double checked the previous directions and saw the missing comma and that it was level 3. Still a bit confusing as one can assume a dropped comma. Anyway I saw a bunch of dead giants and DV to the right and heard screaming. This was when I had a decisioni to make. I needed a little XP for next level. So do I take the XP from the phoenix alone or go to DV room. I was actually thinking that DV slew all the monsters but we might get to use the arena. But I was worried about mckerney's paralysis as well as not being able to get back to four so I went right.

Glad it was a spawning room. Oh yeah the other thing is we wouldn't have gotten XP for mckerney as I would have turned him.

Abe Sargent 04-27-2012 03:07 PM

Quote:

Originally Posted by Darth Vilus (Post 2648614)
Wouldnt you need something for the warrior classes to balance it out though?


I would make sure all of the fighter had an ability to give them some additional XP as well. Like the Pally's abilities; maybe the Rangers get's Ambush like they have in D&D or Kensai has a weapon focus ability that can be used to enhance their ki for various effects, you get the idea.

CrimsonFox 04-27-2012 03:11 PM

Quote:

Originally Posted by Abe Sargent (Post 2648453)
The Ghoul Class


When you kill a player, you gain a level. When those ghouls who you slew rose from the dead also kill player, you both gain a level. When a ghoul they made slays, all of you gain a level.




An undead pyramid scheme!!!! :devil:


Was thinnking it would be really neat if the ghouls went up on their own class leveling system/
Either:
As they gained levels they become a different kind of undead.
So like:
1 - Skeleton
2 - Zombie
3 - Ghoul
4 - Wight
5 - Ghost
6 - Wraith
7 - Spectre
8 - Mummy
9 - Vampire
10 - Lich

Or:
something like they become the type of undead based on their class but have the HP/HD of their level. And at certain levels they start gaining thir special undead abilities.

so
Fighter - Ghoul
Cleric - Mummy
Mage - Vampire
Thief - Wraith




Re: Paralysis. I'm not sure how that rule worked here. Was that an instant death situation? Instant deaths don't work as well in this kind of game I think. Just one shot and boom you're out even f you have +11 to hit 80 HP.


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