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Re: Fire & Ice

PostPosted: May 1st, 2016, 7:14 am
by Gold Bearer
I've got the first draft of the quest done. I'll edit the first post later with the rules list, it will be mainly the Euro version as the base.

MadMickyG wrote:Do I need to give you a rundown of my Monks abilities and gear?
Yes please.

MadMickyG wrote:I ask, as I made a few extra items for my game including a Heavy Axe (bastard axe) and a Heavy Spear (Bastard Spear), to allow improved damage for some characters.

Can play with whatever gear is allowed by your rules, or if my Monk can bring what he is currently wearing.
Whatever he has as a starting character. They'll be extra equipment available, we'll see how it compares with yours, shouldn't be problem.

Sotiris wrote:I have no problem with any of your spellcasters. Which one you want from me to play? And then i'll select one of my heroes.
You need to decide who gets the bright wizard and who gets the frost wizard, then pick one each from the remaining seven.

The spells are here: http://www.mediafire.com/download/joi73jf329bbrr4/Winds_of_Magic.zip Sotiris, would you mind using your random generator for this please? Micky could go first if you like so you have a better idea of what spells you want to go for.

There's a lot of spells and I don't want to put you off with new content overload so I'll list a brief description here so you only need to worry about the two sets you've chosen. The unique abilities of some of them have been altered slightly to make them more balanced, these are the updated ones.

College Wizard: M6 (lowest two of three dice) BP5 MP5 L1Magician. Four college spells, any of which can be exchanged once and at the same time for random replacements. Every round a power roll will be made for the winds of magic using one combat dice to determine which spells can be cast that round. Skull = power 1 spells, White Shield = power 1 & 2 spells, Black Shield = Any spells. Spells can be cast without using an action but only one spell can be cast per turn and spells are discarded after use. Spells are kept hidden from the EWP until they're cast, Magic Aura gives two defence dice as standard, you need one free hand to cast and can use items that the wizard can use except that they can use one handed swords but can never ware actual armour.

Amber Wizard: A2 D3 Spear, Dagger, Bracers. Amber Wizards are shaman who use the orange, dark earth elemental wind. Their magic tends to be based around entrapment. Amber Wizards can use any type of spear and hate Greenskins, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.

Amethyst Wizard: A3 D2 Scythe (attacks with three combat dice, can attack diagonally, two handed), Sword (attacks with two combat dice). Amethyst Wizards are warlocks who use the purple, dark fire elemental wind. Their magic tends to be based around short range offensive spells. Amethyst Wizards can use a scythe and hate Undead, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.

Bright Wizard: A3 D2 Broadsword. Bright Wizards are fire mages who use the red, light fire elemental wind. Their magic tends to be based around high powered long range destruction spells. Standard melee attacks are fire based. When using a weapon that is already fire based, black shields count as skulls.

Celestial Wizard: A3 D2 Broadsword. Celestial Wizards are seers who use the blue, light air elemental wind. Their magic tends to be based around altering future events. Celestial Wizards can cast power level 2 spells if a skull is rolled for the winds of magic.

Gold Wizard: A3 D2 Broadsword. Gold Wizards are alchemists who use the yellow, light earth elemental wind. Their magic tends to be based around hindrance. Gold Wizards can create 25gp after each Quest and can create an Elixir by moving directly adjacent to the front side of an Alchemist's Bench. Elixirs can be used to create 25gp or to revive a dead companion in the same way as an Elixir Of Life except that the ally is revived with only 1BP. Each Alchemist's Bench can only be used to create one Elixir.

Grey Wizard: A3 D2 Broadsword. Grey Wizards are sages who use the grey, dark air elemental wind. Their magic tends to be based around movement. Grey Wizards hate Chaos, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.

Frost Wizard: A3 D2 Broadsword. Frost Wizards use the cyan, dark water elemental wind. Their magic tends to be based around high powered offensive spells. Frost Wizards defend on black as well as white shields.

Jade Wizard: A2 D3 Sickle (attacks with two combat dice, can attack diagonally), Cloak Of Protection. Jade Wizards are druids who use the green, light water elemental wind. Their magic tends to be based around low powered defensive spells. Jade Wizards can use their attacking action to heal BP of their own or a directly adjacent target once per Quest. Roll 1D6 when the healing is used, on a six no BP is healed, otherwise the number shown is the number of healed BP. This isn't classed as casting a spell so it can't be stopped. Keep the Jade Magic card with your spell cards until you've used the healing ability.

Light Wizard: A3 D2 Broadsword. Light Wizards are priests who use the white wind of magic, which is made up of the combination of the four light elemental winds. They have a broad mix of spells types. Light Wizards can cast power level 3 spells if a white shield is rolled for the winds of magic.

Re: Fire & Ice

PostPosted: May 1st, 2016, 8:53 am
by MadMickyG
Monk rundown Feel free to drop things if you think they are overpowered. Your game, your rules. But I would like to at least keep the Dodge ability. It doesnt go off a lot, but can be useful.

Image

Gaining Karmic points: For every 100gp the Monk donates to the monastery before or after the quest, they gain 1 Karmic point. For donating to another character, the Monk receives 1 Karmic point every 500gp.
For every one of Zargon/Morcars forces killed by the Monk, gain 1 Karmic point, 2 points for any named monster.

To train at the monastery to upgrade their Master level, each Monk must spend 10 Karmic points per Master Level to complete their training. As in Level 1=10 Karmic points, Level 2 = 20 Karmic points, Level 3 = 30 and so on. A Monk can increase by one Master level between quests, even if they have enough Karmic points. Karmic points are always rounded up if there is any issue with Karmic division. (Karma's a bitch, remember! :lol: )
A Monk can only train one Master level between quests, even if they have enough Karmic points to train for more.

Every three Master levels, add one extra die to natural Attack dice and dual wielding total.

Karmic Healing: The Monk can heal by expending 1 Karmic point per Master level to heal 1 BP for the Monk, but 1 Karmic point per Master level heals 2 BP for anyone else. Karmic Healing requires touching the target.
Karmic Cleansing: The Monk can cure Zombie Infection or Mummy Curse by expending 2 Karmic point per Master level. It costs 4 Karmic point per Master level to cure themselves. Karmic cleansing requires touching the target.
Karmic Leap: For every 1 Karmic point spent, the Monk can leap that many squares as long as it is in a straight or diagonal line. The Monk requires at least 1 movement point to Leap and cannot Leap around corners. This can be used as many times in the Monks standard movement, as long as the Monk has movement points and Karmic points to do so. This allows a Monk to Leap over a pit trap or an occupied square.
Karmic Restoration: The Monk can restore lost Mind points to any character by expending 3 Karmic points for each Mind point, 5 Karmic points to restore their own.
Karmic Resurrection: If a character is reduced to 0 BP in a room and the Monk can see the fallen character, the Monk can perform a Karmic Resurrection. If there is space adjacent to the fallen character, the Monk can Leap next to them and heal them to half their normal BP. This costs 4 Karmic points plus 1 Karmic point for every square to reach the fallen player if the Monk has not had their turn, or 7 Karmic points plus 1 Karmic point for every square to reach the fallen player if they have already had their turn.

DODGE - Whenever an opponent attacks, or you activate a trap, you may attempt to dodge, negating any chance of taking damage. If you roll a White shield on one Combat die, the attack, or trap, is dodged and you may use Counterstrike on your attacker. On any other roll, defend as normal.
COUNTER STRIKE - If you successfully dodge an enemys’ attack, or no Skulls are rolled in the attack against you, you may counter with a single strike. The opponent defends as normal.
MEDITATION - The Monk may meditate once per quest, for every Master level, if they have 0 Karmic points. Roll one Combat die for each Mind point. Add 1 Karmic point for every Skull, 2 points for White Shields. If there are more Black Shields than Skull and White Shield combined, a Wandering monster appears and attacks the Monk. Reaction Strike does not work during Meditation.

Air Stance - Move with speed and focus when attacking due to increased speed. Reduce Attack die by one, but add 1 attack at Master level 1. Increase by 1 attack every 3 Master after 1st level.
Earth Stance - Ground yourself to the earth, improving your defense against incoming attacks. No chance of Dodge but can ignore every single BP of damage at Master level 1. Increase BP absorbed for every 2 Master levels after 1st level.
Fire Stance - Channel your inner fire in to your fists. Reduce Defense die by one, add one Attack die at Master level 1. Increase by 1 die for every 3 Master levels.
Water Stance - Move fluidly and gracefully, avoiding any incoming attacks and improving chance for Counterstrike. Reduce Defense die by one, roll an extra die to Dodge at Master level 1. Increase by one die for every 2 Master levels after 1st level.
Light Stance - Fill yourself with spirit to combat the undead. When fighting undead in this stance, if you roll more skulls than their natural Defense dice, they are destroyed instantly, otherwise damage is normal. Karmic costs are halved in this stance.
Dark Stance - Reverse the flow of energy to heal yourself by doing damage to others. When fighting an opponent, every BP of damage you do restores you for the same amount. This stance costs 1 Karmic point per Master level each round due to its evil nature. Does not work on undead.

Entering a stance: Requires an action and costs 1 Karmic point per Master level. If the Monk spends 5 Karmic points per level, they can change stances without using an action.
Movement: While in a stance, roll 3 Standard dice and choose the best 2.

Re: Fire & Ice

PostPosted: May 1st, 2016, 9:49 am
by Gold Bearer
Let me have a think, that's a lot to take in. I don't want to butcher the character too much, I know how annoying that can be. My heroes have progression rules, veteran, master, legend so maybe you could split the skills up into four levels for the character?

I'm also thinking that dropping the defence dice to one as standard (the basic for humans in my rules) will go a long way to balancing him/her.

MadMickyG wrote:Karmic Cleansing: The Monk can cure Zombie Infection or Mummy Curse by expending 2 Karmic point per Master level. It costs 4 Karmic point per Master level to cure themselves. Karmic cleansing requires touching the target.
:D You're using my monster rules. That's handy.

Sotiris, for the level progression of your heroes (when/if we get that far) if you don't want to alter your hero/es you can have a gold coins reward instead.

If you two want you can use one custom hero each, the bright and ice wizards and the four original heroes to make up the eight. That's only if you think there's too much to think about, if you don't mind using two college wizards each then great.

Re: Fire & Ice

PostPosted: May 2nd, 2016, 1:27 pm
by Gold Bearer
I've had a proper look at the monk and it does seem very overpowered to be honest. I don't want to outright remove anything and/or ruin the character but it definitely needs some toning down. How do you feel about a set amount of karma points per quest (that can't be saved between quests) that goes up at veteran, master and legend? You could donate gp to a monastery if you're in a town or city to gain extra karma for the next quest.

Also most heroes have a total BP/MP of 10 so 5/5 would help for balance. I think maybe only a pole or staff should raise his defence dice. If he starts with a pole (US staff) he'd have two defence dice dice with the +1 and one attack dice to start with and could buy a staff (Euro staff is US wizard's staff) later to raise his attack without lowering his defence.

MadMickyG wrote:For donating to another character, the Monk receives 1 Karmic point every 500gp.
I'm not sure about this because what if they give you potions or something in return. It doesn't really working if the heroes are sharing everything. Not every item will have a set value so deals can't really be kept track of either.

MadMickyG wrote:For every one of Zargon/Morcars forces killed by the Monk, gain 1 Karmic point, 2 points for any named monster.
This means you can heal 1BP of yourself or 2BP of an ally for every 1BP caused if you're fighting 1BP monsters?

MadMickyG wrote:Every three Master levels, add one extra die to natural Attack dice and dual wielding total.
This could get really overpowered with the right weapon.

Re: Fire & Ice

PostPosted: May 2nd, 2016, 5:14 pm
by MadMickyG
Change it as you think to fit in with your group.

The set Karmic points should be fine.

I have play tested him and it wasnt easy, but as the monsters were all 1BP, it wasnt overly difficult. Its when the monsters have more BP when there is more players (how I play) it becomes a little tougher.

If you like, we can just remove the Master levels and use your leveling system.

In the end, its your game and I dont want to break it.

Re: Fire & Ice

PostPosted: May 3rd, 2016, 6:59 am
by Gold Bearer
I'll post a full modified version later on to see what you think. Feel free to tell me if you're not happy with it.

It's quite an intricate hero so we might need to make some tweaks between quests, never during a quest.

How many karmic points do you think would be fair per quest? You've tested him so what do you think would work well.

Re: Fire & Ice

PostPosted: May 4th, 2016, 12:54 am
by Gold Bearer
We can use the college wizards as NPCs if you like and I'll put in two at a time. If we go that route you can have two custom heroes each, if you don't have a second one you want to use Micky you can use two of mine and and Sotiris you can use one. That would mean the two college wizards (bright and frost in this one), three more of my custom heroes plus three of yours. That way I could give a runout to my three special magicians as well, arch wizard, storm wizard and arcane wizard. It would mean a very magically orientated group, could be fun though. Or you could use some of my other custom heroes or the original four heroes, or you can have four college wizards as I said before.

It's up to you two but I'd like to try a group of eight heroes at least for one quest. With the monster abilities and monster initiative plus putting in more and better monsters than I normally would in a starting quest, it should be fairly balanced. Eight heroes will mean they can have initiative ratings from 1-8 as well, meaning more diversity with the monsters. If after the quest you really don't like using eight we can drop it to four but I'd like to see if it can work well.


Micky, how about this?

M10(Highest two of three dice for random movement) A2(Including the +1 for the pole, can attack diagonally) D2(Including the +1 for the pole) BP5 MP5

Moves 6 (lowest two of three dice) when in a fighting stance.

Loses his +1 attack dice and can move no more than half rate when dual wielding.

Standard = Master level 1, Veteran = Master level 2, Master = Master level 3, Legend = Master level 4.

These three removed:
MadMickyG wrote:For donating to another character, the Monk receives 1 Karmic point every 500gp.
MadMickyG wrote:For every one of Zargon/Morcars forces killed by the Monk, gain 1 Karmic point, 2 points for any named monster.
MadMickyG wrote:Every three Master levels, add one extra die to natural Attack dice and dual wielding total.


The rest as you wrote, except...

If you're happy with this I'll let you decide how many karmic points you get each quest and how many for donations and then we can tweak it later if it needs it. I slowed him down because I think it not only helps to balance him but actually suits him better, he's a bit slower as standard and there's more of a drop in speed when he uses a stance. Combined with lowered BP I think he should be okay with the right amount of karmic points. Without those alterations he'd need so few karmic points to balance him he'd hardly get to use all of his cool skills, which would be a shame.

What do you think?

Re: Fire & Ice

PostPosted: May 4th, 2016, 3:00 am
by Sotiris
8 heroes, no problem from my side. If i understood well my heroes are
- Custom hero: Blacksmith
- Bright or Frost wizard: i'll let MadMickyG choose first
- Original hero: Wizard (Earth, ?, ?)
- A warrior from GB's custom: with 3 dice attack if possible

Re: Fire & Ice

PostPosted: May 4th, 2016, 4:17 am
by Gold Bearer
Blacksmith's fine. He's a dwarf yes? In my rules hero weapons will be recoverable (by monsters as well, dropping them when they die) so you rune could automatically return it to your hand after it's thrown if you like. by the way, thrown monster weapons won't be recoverable by anyone (poorer quality).

Sotiris wrote:8 heroes, no problem from my side. If i understood well my heroes are...
Well I was giving you a choice of how you wanted the party to be made up but I've now got an idea for a future quest (actually a very old idea that I want to incorporate a bit later) so I'd prefer not to use the four original heroes.

If you don't mind the party will be:
1 of your own custom heroes (monk/blacksmith)
1 college wizard (bright/frost)
1 of my 'core' custom characters that isn't an original hero (loosely based on the AHQ, Dungeon Quest and very loosely on the Dark World heroes)
1 of my other custom heroes

The 'core' custom heroes are all on this page viewtopic.php?f=203&t=2645 and the others are on the other pages in the same thread. I'll post a list of the 3 attack dice heroes so you don't have to troll through them all and if you tell me what you're basically after for a fourth hero Micky I'll post an appropriate list. That way you both only have to look through that one page (there's 12 heroes to choose from from the core group).

Re: Fire & Ice

PostPosted: May 4th, 2016, 8:04 am
by MadMickyG
Have to think on how many Karmic points to start.

Thinking on how many I used in the KK quest I ran him through, I used between 20 and 30 that I can remember.
That was without any healing or Zombie/Mummy disinfecting either. And no other party members.

Could perhaps multiply BP by MP to get total Karmic points. Or even multiply MP by 10 even.
I'm also thinking that dropping the defence dice to one as standard (the basic for humans in my rules) will go a long way to balancing him/her

I have extra D on a Monk because although human, he is trained in defensive moves unarmed. Happy to naturally have 1A 2D unarmed if thats okay. Everything else fine.

With regard to levels, other than the Monks Master level, do either MP or BP increase with the levels?

Also, I'd like to have a crack at playing your Core Ranger (hope its a core character) as Rangers are my first love.