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Author Topic: The Guild of Random Ruin Explorers (Tactical RPG)  (Read 25474 times)

IronyOwl

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #60 on: May 20, 2014, 03:37:48 pm »

I see.

Question then: Where does loot go? Do we have to equip loot to be able to haul it back? Are loot sack misc items necessary for treasure hauls?


A 24g gate would pay for itself after three dungeons, but with worse intel it'd be riskier to use. I'm not sure that's worth it. Assuming we can purchase some kind of stationary scrying thing for the same cost, 48g would be worth it after five dungeons, which is probably a fairly long-term investment.


The leveling system has some interesting connotations. Notably, ideally we want everyone to be exactly the same level, or rather to have exactly the same number of battles to go before leveling, for efficiency purposes. Obviously that's not always going to be feasible, and what's ideal for leveling efficiency isn't the same as what's ideal for expedition cost efficiency. But we should still probably avoid having too high a discrepancy where possible, in case we get a convenient exit that lines up for some people and not others.

And also because our unarmored 3 hp casters don't want to face appropriate challenges for our 14 hp, 2 dr, 6-11 damage veteran.
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Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #61 on: May 20, 2014, 04:12:20 pm »

I realized that there's really no need for me to delay the pre-battle turn while I work on pictures.

Please post actions for what you'll do before the battle now. These may be looking for merchants, crafting, working on a building after IronyOwl starts it, trying to work for a few coins, etc. Merchants are not permanent, but will probably last for more than one turn.

After this, you'll get to buy from any "discovered" merchant, choose between two places to gate into and pick the first party.

Question then: Where does loot go? Do we have to equip loot to be able to haul it back? Are loot sack misc items necessary for treasure hauls?
You may either carry it in an empty slot or into an equipped bag.

I'm not entirely sure how well this will work. I'll revise it after the first dungeon, but I'd rather not have it just be "take all the junk loot from everything."
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IronyOwl

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #62 on: May 20, 2014, 04:24:23 pm »

Question then: Where does loot go? Do we have to equip loot to be able to haul it back? Are loot sack misc items necessary for treasure hauls?
You may either carry it in an empty slot or into an equipped bag.

I'm not entirely sure how well this will work. I'll revise it after the first dungeon, but I'd rather not have it just be "take all the junk loot from everything."
((Potentially you could give us a loot/backpack/stowed items slot or two. I certainly understand the concern, though, and a tradeoff between combat effectiveness or carrying capacity isn't necessarily a bad thing.))


Attempt to find a backpack merchant.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Propman

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #63 on: May 20, 2014, 04:33:30 pm »

Wait, does that mean Chauner doesn't start with a pack in spite of the fact it was listed on his appearance sheet? Meh:

>Follow Nil to this seedy backpacker person, inspecting the gold at stock, while checking his back to see if indeed he lacks a proper pack.
« Last Edit: May 20, 2014, 04:40:09 pm by Propman »
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scapheap

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #64 on: May 20, 2014, 04:40:48 pm »

Alice shall do an odd job
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Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #65 on: May 20, 2014, 04:57:39 pm »

Wait, does that mean Chauner doesn't start with a pack in spite of the fact it was listed on his appearance sheet? Meh:
Uhh ...... You do have +3 loot slots that don't take a slot. That's better than a pack!
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Propman

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #66 on: May 20, 2014, 05:03:05 pm »

Wait, does that mean Chauner doesn't start with a pack in spite of the fact it was listed on his appearance sheet? Meh:
Uhh ...... You do have +3 loot slots that don't take a slot. That's better than a pack!

Oh, so basically a permanent pack? Cool, but I'll see to it that he'll eventually have enough slots to carry an entire dungeon room on his back!
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #67 on: May 20, 2014, 05:11:02 pm »

Oh, so basically a permanent pack? Cool, but I'll see to it that he'll eventually have enough slots to carry an entire dungeon room on his back!
Oooh, I'm going to have all sorts of fun thinking up tempting level up choices for you.
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RangerCado

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #68 on: May 20, 2014, 06:06:16 pm »

Find an odd job that I can complete for a few extra gold for the guild.
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Rolepgeek

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #69 on: May 20, 2014, 08:34:44 pm »

Begin making contacts with food merchants so that we might get better deals in the future by buying in bulk and whatnot

I can only assume that as a Merchant outside of combat, contacts I make with people last at least a little longer than most.

But also; HAHAHAYESSSS

He's basically exactly what I imagined. The out-and-out melee tank, buffing up his teammates and bashing stuff down.

And if you guys want to leave him behind, that's fine too. I'll just work on my trade empire.
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GiglameshDespair

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #70 on: May 20, 2014, 08:35:20 pm »

Irony, is there any building in particular I should work on?
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IronyOwl

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #71 on: May 20, 2014, 08:38:57 pm »

Irony, is there any building in particular I should work on?
You're not in until space opens up for you, I'm afraid. Hopefully that'll involve getting a bigger building and not several of us dying savagely.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

GiglameshDespair

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #72 on: May 20, 2014, 08:41:18 pm »

Oh? My understanding was that you could choose two more players from the pool to take with you besides the first 6, and the rest just stayed behind at the guild.

Ah, well. Guess I'll wait.
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IronyOwl

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #73 on: May 20, 2014, 08:50:50 pm »

Oh? My understanding was that you could choose two more players from the pool to take with you besides the first 6, and the rest just stayed behind at the guild.

Ah, well. Guess I'll wait.
I could, but I had already chosen them by the time you applied, and that's for players in total. Actual players on mission is a smaller pool chosen from the larger static pool, not a smaller pool chosen from everyone who's applied.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #74 on: May 20, 2014, 08:52:12 pm »

Oh? My understanding was that you could choose two more players from the pool to take with you besides the first 6, and the rest just stayed behind at the guild.

Ah, well. Guess I'll wait.
Nope, sorry. You're just a recruit applicant. Only half of those who were selected get to go on the first dungeon run. Your application to sit around in the guild hall has not yet been approved.
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