erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Aug 12, 2010 9:31:13 GMT -5
Darkness was one of the original Events. There was some confusion with how it worked, so I let it slip for a while. Now I aim to bring it back. Basically Darkness made your movement and attacks random. Most Monsters could see in the Dark so it gave them an advantage. There was also a trap that caused Darkness. Some Quests will not use Darkness, some will have it as a trap or event and some will use it totally (Events or traps may be loosing torches etc.) I see. We can get back to this discussion later, but here's some food for thought: in the soon-to-be-released DungeonQuest, they deal with darkness by counting the number of tiles you wanted to move (1/turn, 1 encounter each), and then roll 1d6 to see how much you deviate from there, left or right. We could, except there are some events which cause unlocked doors to become locked (and trapped) again. So if we call a door without locks "unlocked" then it is confusing as to whether it is included. Well, in that case, why not just "door with no locks", or make a "stone door" or "curtain" or "door with handle", something immediatly recognizable as a lockless door. Maybe I'm making too much noise for something so small. Lockless might be fine after all... And while we're at it, how about changing the color of the lockless door? Maybe using silver instead of gold, like in the chests? Yes it was intended. There are 8 stats to choose from (although maybe only 6 or 7 that you would want to increase), So there will be a slight chance of variety. However you are right that the intention was to have the characters maxed out at level 10 and their main differences being the abilities and gear they accumulated. Well, I don't really like that. I feel some character should excel at some things and have a weak spot, so they can rely on their party members for support. But no harm done, I suppose that's what house rules are for. ;) Level 10 Monsters are usually ATK 13, DEF 12,WIT 9, Dex 9, RES 9, MOV 5, LIF 2 and have an extra Attack or two. And your party will be facing D6 of them regularly. Oh, this is good! I'd love to see some higher level monster guidelines some time in the future. There has been playtesting done for Level 10, but not for the intermediate levels. ... The leveling is one of those things that is still being tested but there has been a lot of work done on it. ... You should only need to complete 1 or 2 quests at each level before you level up. Levels 6 to 10 may require 2 or 3 quests per level. So a complete game of DP that maxes out your character should only take 15 to 25 games. Of course it depends on the Quests and what happens with characters etc. Nice. Though, since I play so rarely, I'd probably level up after completing a quest, maybe even allowing characters that accomplish something major (like killing a subboss, finding a quest item, rolling too many successes... i don't know) to level up earlier... This has been discussed before. Some people actually like rolling all those dice, so the rules will be written as if that is the case. However some people balk at owning that many dice let alone rolling that many. We have resolved that with an optional rule that allows you to combine dice. If you have a Stat of 13 after bonuses, you replace 3 of your normal dice with 3 of another color. The other color will give you a double success/double failure result. This simple solution could be expanded upon in various ways and allows for some tricky things if you combine them with 4,5,6 abilities. ??? Didn't understand this... Replace 3 with 3? There will be a few optional rules that people will be able to mix and match to get the game they want. I am also open to people creating their own rules. Don't feel that you have to tow the official line if there is something that you don't like! Thanks for the encouragement! Though the rules are over 30 pages long, DP is very simple at its core, so it becomes natural to adjust it to your tates. I'm thinking about adding cards to generate the dungeon and doors and encounters and treasures... something generic enough that could be used with any quest. I'm also thinking about using Heroquest dice (just because I'm a sucker for those babes), and only 2d6 for everything else.
You see, I'm a natural houseruler, though I'd think I game 24-7 judging from my posts... it's more like 1h in 14 days :(
Thanks for the replies!
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Post by shaungamer on Aug 12, 2010 18:22:20 GMT -5
Didn't understand this... Replace 3 with 3? Sometimes I hate cut and paste :( It is meant to be "replace 6 dice with 3 of another color and gain two successes for each 5 or 6 result".
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Post by josedominguez on Aug 28, 2010 9:29:47 GMT -5
If a hero rolls for a random encounter as soon as he enters a hallway, how do you place the monsters? It states that the monsters enter through the door you just entered. This means that the first hero is in the corridor, the others are in the room and the monsters are somehow occupying the same space. Am I reading it wrong?
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Post by brynbrenainn on Aug 29, 2010 3:20:36 GMT -5
Regarding fluff; We could make a sub forum here on DP like the 'Home Worlds' on Dice shuckin'.
That way everyone could present their flavor of DP. - And ask more fluff related questions, so the answers won't disapear in the rules threads.
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Post by shaungamer on Aug 29, 2010 20:15:12 GMT -5
If a hero rolls for a random encounter as soon as he enters a hallway, how do you place the monsters? Am I reading it wrong? This is a prime example of why this is a playtest . . . It is written wrong (The event was just a copy from the previous version and not constructed for the new ruleset.) As a temporary fix, I would change the event to the following: Roll on the Monster Chart and place the Monsters at the far end of the hallway at another entrance, filling the spaces from there. Thank you for discovering the error! Edit: Fixed grammatical error
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Post by fluxpoint on Mar 3, 2011 3:36:39 GMT -5
I've had fun running through the first dungeon and was wondering about what sneaky would be used for when I found your 3.5 rules for playtest.
As for the whole discussion on lockless, you might try the words lockfree or perhaps Unlockable.
P.S: Lockless seems like a great character name however.
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Post by fluxpoint on Mar 3, 2011 14:13:16 GMT -5
Typos: Page 6: Sleep: "not be attack" should say will not attack Unique Location: "behind great door" should be behind a great door.
Some Clarifications: on page 9 it says "the Character is removed from the game" but that is a contradiction for "Heroes." It might be worth mentioning that only enemies and not heroes are removed from the game. And "re-mentioning" that heroes will be drug around the dungeon for as long as necessary.
Page 14: It says bosses never roll on the Damage Side Effect Chart but I haven't seen that chart in 3.1 or 3.5.
Great Doors: Is it now possible not to find the great key and you must force the door open? What if their attacks all put together doesn't give them enough attack (very poor group indeed)? Can more than two heroes cooperate?
In the character book, you do a For Example for a non-magic character. However, you say the final 50 points to increase Lif to 4. This fixes a math issue in 3.1 however it leaves a new math issue of only using up 175 points instead of 200.
Leveling up seems to set limits on the max stat but making a character doesn't. Theoretically you could have a character with 10 life at level 1. Or 9 magic. Extreme perhaps but quite possible. As I looked further: I found the cap of 6 IS listed in the advancement table but it should be described in the CB book as well
In the CB it says that races can buy some abilities at 20 less. When making a character you subtract 20 FIRST and then halve. This means that an elf could purchase a school for 40 pts at creation. (100-20)/2. This is a bit different than 100/2 - 20 which is only 30. You list quick learner as only costing 65 for a human which is how I know what your intention is, but it might be nice to be a bit more explicit for some. Its possible that including Cost/ Starting Cost/ StartingCost w/preferred Race in that table for those who are mathematically challenged - haha.
Another suggestion for lockless: You might call lockless doors "normal doors" as is mentioned one place in the document. top of page 6. Either way some effort for consistency between the quests and all the documents would help things mesh. I don't really find it overly prohibitive to learning and understanding, but greater consistency is pro.
End Rant for now. Hope this helps.
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Post by shaungamer on Mar 9, 2011 1:53:54 GMT -5
Thanks for your effort and I will endeavour to fix the mistakes! (That 200 vs 175 pts is haunting me - I am sure I have fixed it before?) I appreciate all the time taken the time to go through the books and do the editing for me. It makes my job a lot easier. "Normal doors" sounds like a good compromise!! Thanks again!
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Wulv
Member
Posts: 5
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Post by Wulv on Mar 22, 2011 9:37:44 GMT -5
Man i was getting wooried that the game had died. But it looks like it is getting refired. Thanks Shaun. I am thinking of making a beastiary for the game .. basically compiling all the beasties from the adventures into one document. I was curious if there are any guidelines when making new critters. Also do the stats of the critters take into acount weapons and armor ?
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Mar 23, 2011 5:44:43 GMT -5
Hey wulv! Welcome to the forums!
I love this bestiary idea! I've been working on monster cards now, and that would be a great supplement as well.
IIRC, there were some monster design guidelines in the "create your own quest" document. It's in one of sticky-ed threads, I think.
As for armor and weapons for monsters, I might be wrong but I think they don't matter as much as they do for heroes, numerically. Wether a critter uses a sword, or attacks with its claws, it uses the ATK stat. DP doesn't have rules for disarming (it would make a nice special ability!), so I don't think weapon wielders have much to worry about.
Unless, of course, you decide to customize a critter and want, for ex, a highly armored goblin. Looking at the equipment table might give some insight into that...
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Wulv
Member
Posts: 5
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Post by Wulv on Mar 23, 2011 10:35:41 GMT -5
Well main reason i asked was because in the more greenskins pdf there are goblin casters and archers but no stats for them so basically if they are not effected by equipment just changing there laws would work i suppose so ill just do that and submit the pdf of the beastiary for the proofing of all the folks here. Also i'd like to make stats for the Kobold figures one of the members made if i have permission to use the images in the beastiary. I'm going to put the figure next to the stats so folks have an idea wich figure for wich critter. Once i get started ill post a page so folks can get the idea of what im shooting for.
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Mar 23, 2011 14:30:09 GMT -5
Have you checked this thread: oversoulgames.proboards.com/index.cgi?board=dptalk&action=display&thread=667 ? Shaun released a playtest with the stats for the new greenskins. It will probably be useful for the bestiary! Oh, I just thought of something awesome for it: monster tables! That would make a nice addition for your book! Random monster tables for different dungeon levels, or themes, anything. - EDIT (because My Speed Reading check failed) Of course you can use the kobolds - and anything you find at the link in my sig. I actually had stats for the kobolds somewhere... :S
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Wulv
Member
Posts: 5
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Post by Wulv on Mar 23, 2011 17:40:40 GMT -5
Sweet thx ... monster tables work i can do that any advice should i keep them themed or make tham completeley random or try both out ... by themed i mean green skins for a table demons for a table undead for a table or hash mash them... I was gonna make the beastiary so people could yank the stats out for there tables in there adventures . but i can make some pre set tables to make it easier for quest makers thas easy. Also thx for the permission to use your kobbies i forgot who did them ... BTW any chance you can try and make sheets with your minis on them i was gonna try and compile them onto sheets so i didnt waste cardstock trying to print just one on a page if i do it do you have a way i can forward it to you for approval?
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Post by shaungamer on Mar 25, 2011 17:56:29 GMT -5
The formula for working out Monster XP is as follows: ((ATK+DEF+MAG+((WIT+DEX+RES+RNG+MOV)divide by 4))multiply by LIF)+Powers+Boss bonus Gold is an arbitrary number Powers are usually from weapons or spells. Boss bonus is just if it is a boss or not. Currently I just add one, but I wonder if it should be more?
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Mar 26, 2011 7:35:38 GMT -5
What is RNG? Range of detection (like in the older rules) or attack Range? It is not in the rules document...
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