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arch8ngel wrote:Personally, I take some selective narrative license, since I am trying to keep my players wary, but not trying to genuinely kill them (beyond maybe a couple of "wounded"/"casualties" in the final battle of a quest).
That is, I tend to be generous in how I let them figure out "critical saves" (i.e. I let a sleeping barbarian survive an otherwise fatal wound because he had two healing potions on his belt that were "smashed" by the otherwise killing blow, barely keeping him alive while he continued to sleep).
Spookyhappyfun wrote:arch8ngel wrote:Personally, I take some selective narrative license, since I am trying to keep my players wary, but not trying to genuinely kill them (beyond maybe a couple of "wounded"/"casualties" in the final battle of a quest).
That is, I tend to be generous in how I let them figure out "critical saves" (i.e. I let a sleeping barbarian survive an otherwise fatal wound because he had two healing potions on his belt that were "smashed" by the otherwise killing blow, barely keeping him alive while he continued to sleep).
I really like that idea with the smashed potions! I try to bend and hand-wave things if I can to help keep them alive because I'm not in it to kill people off as much as to tell a good story and have fun. Maybe right at the end during a final battle or in the last room or two, but if a character dies early on in the Quest, or even halfway, the player might disconnect and no one wants that.
Jalapenotrellis wrote:Also, I'm thinking the order of spells should be: Tempest (they can't move or attack, so limits their ability to take out my minions), Fear--reduce attack dice so they can't take out my guys and may even last multiple turns but not guaranteed to land like Tempest, Ball of Flame for a basic attack after these crowd control or debuff spells are used, Summon Orcs anytime you need more meat shields. Firestorm if minions are depleted and they are in the room (even better if all are in the room), and obviously Escape anytime the skeletons get down to 2 in the first encounter, so basically immediately or after one round of combat since Skeletons suck and will die too fast and have poor attack. I am thinking it isn't good to use any spells except Escape in the first room. Save the extra minions for when have more room to maneuver. The first room is too small for significant positioning.
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