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Post by shaungamer on Mar 10, 2013 17:36:42 GMT -5
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Post by eyekona on Mar 21, 2013 18:30:55 GMT -5
Rock Solid Bugs: - Treasure Chest Text says 1D6 +1 for locked Chests but has 10 items - so either it is 1d6 +4 to locked chests, or different type of dice...
- Not clear: Spider web attack and snakes constriction attack: Do they deal damage for every undefended success or just the effect? (We let them deal damage)
- Way to many exp as rewards, our lvl 1 4-hero-squad got to lvl 4 in this one quest. 1026xp / 4 = 256,5 xp each...
Nevertheless it was really fun playing and very nice as tutorial. Really good difficulty of dungeon but earth elemental a little weak - a single lvl 1 champ could duel it and win...
Troll's Lair Bug (from first glance - going to play this next): - Item "Greenskin Bane" has description of "Wand of Fire" - 200 gold item that is not making sense at all - not the best loot ;-/ What does that item really do?
- Encounter Chart - Action for "3" is missing
And as always: Thanks for you work :-) We enjoy this game. Brit and Peer
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Post by shaungamer on Mar 22, 2013 0:49:16 GMT -5
Thanks for the feedback (it was great and exactly what we are looking for!)
The XP issue is known but we haven't worked out where we will address it (Reduce XP or increase advancement levels) It was a problem I created when I made some changes to the character book without fully thinking it through.
The other issues I hope I have fixed.
Constrict and Web were not meant to damage only have an effect, but how did it go with the damage?
I have also increased the Earth elemental stats a bit. Let me know if it seems better?
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Post by molochger on Mar 22, 2013 10:36:28 GMT -5
I played with Eyekona and thought the damage on those special attacks was nessesary to make "tanking" less 1dimensional. With those attacks the warrior would have something to worry because he wasn't good against everything a room could throw at him. If they would only apply the effecte the warrior wouldn't have to worry so much because loosing one action to get rid of a Net is not so bad when you can attack only once anyway.
- Another part that was unclear is the snake poison, how do you cure it? We did a Res(1) check after every time the Poison did damage.
- At the end of the adventure we where so loaded on revive potions (they where twice in treasure chart so we got 10+) that no matter what our healer did we couldn't possibly die. We only had to use one so mybe other Partys die a lot more often but if a party dies that often maybe they should reroll their characters.
- For spells we used the 3.3.3 spellbook. Fire spells without a countermechanic were to strong, there should always be an option for a victim to defend against the dmg. Fire Elementals where much to strong too.
- There should be a rule which clearly states that there can be only one summon present and one buff of a type applied e.g. no doubleshild or two Fire Drakes. We assumed that ruling but it should say so in the spell section.
- We started into the Troll Lair Quest with rather strong Heros but as mentioned above without "Net" and "Constrict" attacks or anything comaparble our "tank" could even face of against the most crowded chambers and even get bored. There should be monsters with irregular attacks in every dungeon to keep encounters interesting after beating the worst case encounter once. Examples: -A "Suicide Ghoblin" which has to be killed before blowing up with 4D6 vs. Res roll. - A regular Ork going berserk in 1 of six cases tackeling the Hero vs Dex and incapitating himself and the hero in the proccess. - A type of Ghoblin which trys to flank a hero who is in combat on a roll of 5-6 (or just 6) attacking the side or back of his victim: The hero has to defend with his wit + his armor bonus (no shild bonus) to notice the backstab attempt early enough
- Just an Idea after playing a little maybe its to dangerous: Include on the monster chart a "roll again" result which adds a group or one monsters. Example: you roll a 6on the chart which spawns a Troll and makes you roll again. On the second roll you get a 3 which adds another few Orks and a few Ghoblin Daggers who now have a troll in their middle to spice things up. This would allow for more variation to the "worst case" room. To reduce the risk of rolling to many times or running out of monsters it could say roll again with -1 on the result (this could even work with more than one "roll again" event).
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Post by sparkythex on Apr 20, 2013 1:07:05 GMT -5
I just read the The Troll's Lair Level 3 (why is it level 3, what if I want to be noob & play at level 1?)
anyways.... I think the "Wand of Fire" should be named like "Wand of magic" ; as in, it is adaptable to users magic. It would be cool if it could add like a +1 to other fire/ice spells you may have. (Example: have a dex rateing when you 1st get it. You roll to see if it will adapt to your magic skill, that way if you have ice skill, it will shoot ice instead of fire.)
as an aditional twist if you fail your dex roll (again only when you get it); it does the opposite of your magic. so if your starting magic is ice, it does fire. Or if fire, it shoots ice. (it will still be powerful just not adding to any of your existing spells.)
Maybe also NOT allowing it to switch to any additional skills. (example: you can't start with ice & because you fail dex roll and end up with a fire wand. So buy a fire spell asap so that you might apply a bonus to your new fire spell.) No you fail once, that is it. (I hate to put it this way, but think harry potter, when he was trying wands in the 1st movie. I think he tried like 3. Except no retries either you do or can't.)
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Post by sparkythex on Apr 22, 2013 0:09:42 GMT -5
I was looking over the TTL quest again. I have a question on this..... it shows a "Room 6x6 (4 doors)" From what I see in the , Map Maker & Plot Counter Sheet ... a room only has in the grid only 4 sides.
From the way I do math, if you have two tiles touching, that only leaves 3 tiles left for doors. (Even then, it is potential for 3 sides on the grid. Due to what was shown in the example map shows an "x way" , could still make an invalid door , if there isn't space on the map.
so how does that door #4 work???
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Apr 22, 2013 7:41:40 GMT -5
Interesting suggestions with the Magic Wand. I've been playing a lot of roguelikes (Pixel Dungeon on android, my relentless addiction these days!), and I love that aspect of not knowing what an item does when you find it, and having to try it out. Zap the monster with your new-found unknown wand only to see it healed! Or drinking a potion of fire! LOL
As for "room (4 doors)", it's a preference thing among quest writers. Some prefer to list all doors, while others prefer to list only the exits, ignoring the door you came in. As you noted, when you enter a room with 4 doors, you can exit only through the other 3 doors (which require you to roll 3 times on the Doorway chart).
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glenn
New Member
Posts: 1
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Post by glenn on Oct 28, 2015 12:56:19 GMT -5
Love this game. Although I feel that perhaps I've come late to the party. Is this community still active? I played through a bit of "Rock Solid" with my 17 year old son this past weekend. Here are my thoughts and feedback.
Character generation takes a while but has wonderful flexibility. I love the fact that you don't have to declare a "class", just stats and abilities. Excellent. A pre-generated v4 party of adventurers would be helpful for newbies like me.
Dungeon construction is fun, but in this particular quest it felt too limited. I just spent a chunk of my time making a whole set of dungeon tiles, and many of them can't possibly be used because of the choices made by the quest designer. A more full-featured Location chart would show off the capabilities of the system.
The Detect/Disarm/Unlock process seems a bit too long. Next time we will try the optional one-roll detect/disarm/unlock rule.
This quest features rooms with 4 chests, each chest containing one thing. The thief ran around doing the detect/disarm/unlock routine on all of the chests while the rest of the party sat around and waited. Wouldn't it be better to have one chest with four treasures in it? The treasure table is way too small. We found a half dozen potion of revivals in just a few rooms.
Combat was great, I really liked the way it worked out. The small handful of dice is a great mechanic. Pushback was also innovative. The party had a "monk" with Rock Punch and Harden spells - very useful! The fighting and integrated magic makes the game.
The artwork is perfect, and the inclusion of a sheet of printable tokens allowed me to jump into the game quicker. Now I want to print out some standup characters, but the flat tokens are a must for new players.
Speaking of new players...it takes a while to get through the first few rooms. There is a fair amount of re-reading the rulebook. This is expected and not a negative comment. However, the 8(10) time span is too long to expect a first time player to invest in their first game. An introductory dungeon needs to be quick and have a big impact in a short time frame. Maybe a 6(6) or 6(4) kind of time span? With a method of guaranteeing a great key in a short time span?
All in all I love the game, very nostalgic, but it needs to have an intro dungeon that shows off the full range of room/hallway possibilities, a full range of treasure potentials, and includes just the tokens you need to print and cut out to make it happen. In order to put my effort where my mouth is, I have already written a set of treasure tables, and I have modified the Rock Solid quest accordingly. After I play it a few times I could make it available to the community.
Glenn
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