Roman Konoval
Ukraine Kiev
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Thank you for sharing this with us. I've started analyzing heroes action and have several questions. Can you please comment as it looks I'm missing something.
corbon wrote:
One Fist Runs (10MP) spending 9MP to get adjacent to the Master Ferrox on the Chest, and the last MP for a Power pot. He uses his Claw attack for (RGagagagb+1) 10 damage killing the Master Ferrox. 1 Fatigue moves him onto the chest, 2 Fatigue to open the chest, 1 Fatigue remains unspent.
Why One Fist rolls anything except red and green dice? His ability allows only them. What am I missing here?
corbon wrote: Landrec Runs (6MP) heading north to the edge of the large roon, then spends 2 Fatigue to Move into the room and beside the pits (now in sight and at Range 3 of the Boss) and 1 fatigue to chug a Power Pot. Landrec has 2 Fatigue left.
I have doubts if Landrec can finish his move in the position you described. To enter large room he will need 8MP. And 2 more MP to be at range 3 from the Boss. This totals in 10MP instead of 8.
corbon wrote: Okaluk Readies, paying 1 fatigue to use leadership, giving him 6MP, an attack and an Order. He places the Order, a Guard, on Landrec. He advances 6 spaces to be adjacent to the coin pile and attacks the Razorwing with his Axe for (RGbb) 7 damage. He spends his last fatigue on an extra black dice (~) and kills the razorwing. He uses the MP from the Ring of Quickness to move onto the Coin pile. He has 0 fatigue remaining.
Razorwing is soaring, so cannot be attacked by Axe, isn't it?
corbon wrote: Thorn Advances (5MP) spending his 5 MP to Teleport beside the Razorwing in the corner. He then attacks the Razorwing with his Pierce Rune for (WGbbb) 6 damage and 3 surges (Pierce 6), killing the razorwing. He spends 1 fatigue to move onto the coin pile. He has 3 Fatigue remaining.
Razorwing is soaring so range to it is increased by 4 and Thorn will need at least 5 range to reach it. I'm not able to figure out how WGbbb dice allow have 5 range, 6 damage and 3 surges at once.
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Corbon Loughnan
Singapore
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romanko wrote: Thank you for sharing this with us. I've started analyzing heroes action and have several questions. Can you please comment as it looks I'm missing something. corbon wrote:
One Fist Runs (10MP) spending 9MP to get adjacent to the Master Ferrox on the Chest, and the last MP for a Power pot. He uses his Claw attack for (RGagagagb+1) 10 damage killing the Master Ferrox. 1 Fatigue moves him onto the chest, 2 Fatigue to open the chest, 1 Fatigue remains unspent.
Why One Fist rolls anything except red and green dice? His ability allows only them. What am I missing here?
It is a melee attack, so rolls any melee power dice.
Quote: corbon wrote: Landrec Runs (6MP) heading north to the edge of the large roon, then spends 2 Fatigue to Move into the room and beside the pits (now in sight and at Range 3 of the Boss) and 1 fatigue to chug a Power Pot. Landrec has 2 Fatigue left.
Yep. Looks like I planned it thinking Landrec was Mv4 and missed it when tidying up. My bad. Then maybe his potion will need to be fatigue, which will reduce his damage by 2 on the first attack. He had 1 excess damage on the second attack, so needs to find 1 more from improved rolling - but his attacks were already maximums (reasonably high chance), so it isn't quite happening. I suspect that may mean that One Fist has to take the boss (and the guard order) and Landrec take the Ferrox on the chest. That may mean another turn delay overall, but not much other extra effect. Quote: [q="corbon"] Okaluk Readies, paying 1 fatigue to use leadership, giving him 6MP, an attack and an Order. He places the Order, a Guard, on Landrec. He advances 6 spaces to be adjacent to the coin pile and attacks the Razorwing with his Axe for (RGbb) 7 damage. He spends his last fatigue on an extra black dice (~) and kills the razorwing. He uses the MP from the Ring of Quickness to move onto the Coin pile. He has 0 fatigue remaining.
Razorwing is soaring, so cannot be attacked by Axe, isn't it? ... Razorwing is soaring so range to it is increased by 4 and Thorn will need at least 5 range to reach it. I'm not able to figure out how WGbbb dice allow have 5 range, 6 damage and 3 surges at once. RtL pg30 Soar This ability is only used during outdoor encounters. ...
Soaring does not apply inside dungeons, only outdoors. He doesn't need 5 range, just 1.
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Roman Konoval
Ukraine Kiev
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Thank you for pointing this, I missed that.
One more question, why do heroes use au or ag dice? Did they buy some upgrades?
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Corbon Loughnan
Singapore
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romanko wrote: Thank you for pointing this, I missed that. One more question, why do heroes use au or ag dice? Did they buy some upgrades?
There are no upgrades on any hero (the condition is starting heroes with one treasure and 1 potion - which reminds me, they should probably all have a Feat or two as well, which could give Landrec the extra damage the needs...). The write-ups were done before feats were out.
When Au or Ag dice are recorded it is because they upgraded their dice with Power potions or fatigue before rolling.
If your hero players aren't doing this then it explains a lot about how badly they are doing.
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Jerry Rhodes
United States Elgin South Carolina
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Wow. We played One-Fist wrong too.
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Bryce K. Nielsen
United States Elk Ridge Utah
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corbon wrote: When Au or Ag dice are recorded it is because they upgraded their dice with Power potions or fatigue before rolling.
If your hero players aren't doing this then it explains a lot about how badly they are doing.
This is a very valid point. Without good treasures (and even with), spending fatigue on power dice, and particularly power potions, are very important (as they add 5 power dice boosts). Many a big-bad-monster seems impossible to hit until you chug a few power potions, and suddenly they're pin cushions.
-shnar
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Roman Konoval
Ukraine Kiev
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Looks like if I don't have WOD (and therefore power potions) heroes have less chance to survive in dungeon.
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romanko wrote: Looks like if I don't have WOD (and therefore power potions) heroes have less chance to survive in dungeon.
Not necessarily. A fatigue potion is almost as good as a power potion for most characters, and can be better (depending on how many dice you need to add or if you need movement to get into attack position).
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Bryce K. Nielsen
United States Elk Ridge Utah
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James McMurray wrote: romanko wrote: Looks like if I don't have WOD (and therefore power potions) heroes have less chance to survive in dungeon. Not necessarily. A fatigue potion is almost as good as a power potion for most characters, and can be better (depending on how many dice you need to add or if you need movement to get into attack position).
What's missing though is the combination of a Power Potion and a fully rested hero. That's possibly 10 boosts (or more) and can be extremely useful at copper (make sure it's an Aimed attack though!). Once you're past Copper and your heroes have upgraded their trait dice a bit, this becomes less useful since you're limited to how many boosts you can give.
-shnar
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