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Re: Yeti in soloquest = instadeath

PostPosted: Sunday June 9th, 2019 4:10pm
by Kurgan
I kind of like the idea of a test of strength (both Yeti and victim roll two red dice each... highest roll wins). So when the Yeti attacks and does damage, you immediately enter the "test of strength" phase.

If victim "wins" the hold is broken (no extra damage).
If Yeti wins, he gets to maintain the hold (and the 2 BP damage, until next time when they roll again).
If it's a tie, the hold is broken (no extra damage).

What about the other characters? Isn't the Barbarian the strongest?

To make it a little more interesting, let's try this (and treat new characters with equivalent BP similarly):

Dwarf (subtract 1 from total roll)
Elf (subtract 2 from total roll)
Wizard (subtract 3 from total roll)

But the final "roll" will never go negative, so if it is reduced to zero, it's just zero and obviously the Yeti will "win" that round. And somebody else (in the non-solo quests) can still damage the Yeti to break the hold.

I also like the idea that if the Hero dies (but has a saving potion), the hold is broken. He goes limp, the monster lets go, but as he falls, there goes the flask to the lips and boom, revived (and free!).

Then there's the traveling merchant the Barbarian meets on the road to the first solo quest, selling "Spiked Armor" (and yes, he will let you buy it on credit!).

Re: Yeti in soloquest = instadeath

PostPosted: Tuesday June 11th, 2019 9:18pm
by Kurgan
So:

Paladin & Cleric (subtract 2 from total roll)
Mystic & Ranger (subtract 3 from total roll)

Re: Yeti in soloquest = instadeath

PostPosted: Wednesday June 19th, 2019 9:46pm
by j_dean80
I think the easiest solution is swapping a Yeti with a Polar Warbear in all solo Quests.

Re: Yeti in soloquest = instadeath

PostPosted: Saturday June 22nd, 2019 4:12am
by Anderas
Don't know... the polar warbear is huge. Except for the strange extra rule, the Yeti is just a stronger Fimir, so quite medium.

Look at this
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Re: Yeti in soloquest = instadeath

PostPosted: Saturday June 22nd, 2019 7:12pm
by wallydubbs
j_dean80 wrote:I think the easiest solution is swapping a Yeti with a Polar Warbear in all solo Quests.

I guess it's doable if it's a well equipped Barbarian with Healing potions.
If you're using it for an introduction to the unequipped Female Barbarian, getting rid of the Yeti altogether is probably the best option.

Re: Yeti in soloquest = instadeath

PostPosted: Saturday June 22nd, 2019 7:14pm
by Jalapenotrellis
Does anyone have tactile strategies to play it as is? Clearly they have to avoid getting hit by the yeti. Sleep scrolls and staying more than 8 squares away with a ranged weapon and kiting it? Other ideas?

Re: Yeti in soloquest = instadeath

PostPosted: Saturday June 22nd, 2019 10:13pm
by wallydubbs
Just avoid going into any of the rooms in the North West quadrant altogether. If the hero stays in the hallway, looking for the exit door he only has to go through one room to find it.
It does say to find the wooden exit door. The halls circle the Northwest quadrant, so there's no way this could lead to it and since there's no special treasure in any of these rooms at all, it's not relevant. So if the hero is solely looking for the exit door there's really no reason to even go in there.

Re: Yeti in soloquest = instadeath

PostPosted: Sunday June 23rd, 2019 12:10am
by Anderas
On the other hand, the Barbarian needs money to buy mercenaries for the next quest, or he will fail again, so he needs also the exploration.
Yes it's a mess.
That quest works well as a group quest.

Re: Yeti in soloquest = instadeath

PostPosted: Sunday June 23rd, 2019 9:43am
by wallydubbs
Well if you're using an experienced/equipped Barbarian for these Solo Quests, he should already have gold for whichever quest pack that was played before.
I don't mind modifying these quests, as Anderas and I both came up with ways to do that.
But as Jalapenotrellis asked for a way to play it tactically as is, mercenaries are restricted from the Solo Quests. The Barbarian therefore can't buy them. However it doesn't necessarily restrict the Barbarian from buying potions at the alchemist shop: so if he uses a Potion of Icey Strength, Heroic Brew, and a Potion of Battle, it's possible to one off the Yeti before he even gets a chance to attack.
You can also play it defensively, which is still a tad bit dangerous, using a Potion of Frost Skin, will up the defense dice in addition to any armor worn, and a Potion of Battle Rage, giving the Barbarian double attacks each turn.
As Jalapeno suggested, kiting the Yeti with a crossbow is doable as well, but these things have 8 movement, which is a tad bit excessive for a Yeti. The Barbarian would have to end his previous turn at the door, open it, fire the crossbow, and then move more then 4 spaces to prevent the Yeti from getting his first attack in. However, the if the Barbarian fails to kill the Yeti after his 2nd turn of the encounter: A. He would need to roll rather high so the Yeti doesn't catch up to him and get to attack, and B. If he did that, he would lose line of sight of the Yeti... meaning he'd have to run back to the Yeti his next turn (wasting his movement), to attack a 3rd time. Can you kill the Yeti with 3 attacks consisting of 3AD? It's possible, but if you don't and the Yeti gets just 1 hit on the Barbarian, it's all over.

You can always mix and match a crossbow with potions (although I feel Potion of Icey Strength and Battle Rage should only be adequate for melee attacks), a potion of Battle and Heroic Brew might allow the crossbow/kite strategy to work... but the rest of it comes down to luck of the dice roll. It's a lot of "If's" and "But's", but it's doable.

Re: Yeti in soloquest = instadeath

PostPosted: Sunday June 23rd, 2019 1:33pm
by Jalapenotrellis
Well, it is the last quest pack. It ought to be challenging!