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Author Topic: Roll to Dodge - Mad Wizard's Arena  (Read 26624 times)

Poltifar

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #30 on: August 27, 2008, 11:30:37 am »

ok, now i know this is your game and you are the gm and all, but i REALLY think you are giving away WAAAY too many bonuses. but i guess you are free to do as you wish. you probably have some plan to negate or surpress these bonuses anyways :)
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Kyselina

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #31 on: August 27, 2008, 11:47:59 am »

I take and wear some heavy armor.
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Tun Athelbuket, farmer cancels sleep: Caged.

Kashyyk

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #32 on: August 27, 2008, 11:50:40 am »

I put my armour on
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Sean Mirrsen

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #33 on: August 27, 2008, 12:00:04 pm »

I think the cobblestones will count down to 0, after which all our bonuses will be well accounted for. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Boksi

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #34 on: August 27, 2008, 12:06:42 pm »

Oh yeah, forgot to include this:

Swarming:
Swarming is defined as multiple creatures attacking a player in one turn. After the first time a player is attacked, every successive dodge/parry/block roll has a cumulative -1 penalty(so the fifth attack would cause four -1 penalties, of -4. You die, basically).



@Sean: Why else would they be counting down, if not to cause something at the end of the countdown?

Furthermore: 60/15=4
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Sean Mirrsen

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #35 on: August 27, 2008, 12:09:44 pm »

You could have given us a bit more time than 3 turns to prepare though, considering the overall success chances. ;) I'm not complaining though, the chaos and death is where RTD excels, pretty much like DF. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Duke 2.0

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #36 on: August 27, 2008, 12:12:19 pm »


 I try to pick up some armor. Despite bleeding, I must make sure nothing else gets to me.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Kashyyk

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #37 on: August 27, 2008, 12:14:20 pm »

At 0 a ton of monsters will appear. well, this is the mad wizard's Arena!
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Roundabout Lout

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #38 on: August 27, 2008, 12:15:51 pm »

I begin to panic, looking for a set of steel knuckles.
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Strife26

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #39 on: August 27, 2008, 12:45:50 pm »

This thread gets the Strife Seal of Selection (S^3) for being the least annoying of the RTD's.
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sjmarshy

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #40 on: August 27, 2008, 01:14:28 pm »

I study the room carefully, looking for a way of escape.
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rickvoid

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #41 on: August 27, 2008, 01:56:32 pm »

ok, now i know this is your game and you are the gm and all, but i REALLY think you are giving away WAAAY too many bonuses. but i guess you are free to do as you wish. you probably have some plan to negate or surpress these bonuses anyways :)

I was actually thinking this. You really ought to avoid giving out +2's or -2's. The reason is that once you have a +2 defense, you cannot fail. At all. If everybody were to get a +2 to their defense, this game would take forever to finish, and quickly become boring.

Just my 2cp.
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Sean Mirrsen

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #42 on: August 27, 2008, 02:34:01 pm »

On the other hand, with swarm tactics rules...  Since consecutive dodge rolls during the same turn become more and more reduced, I suppose even the bonuses can work, as long as they don't go over +3.

We really need defined rulesets for RTD.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Boksi

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #43 on: August 27, 2008, 02:36:24 pm »

Or better, we can make an official ruleset and variations thereof(like my rules, more bonuses but more penalties as well).
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

rickvoid

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Re: Roll to Dodge - Mad Wizard's Arena
« Reply #44 on: August 27, 2008, 03:06:35 pm »

I actually like how you, and some of the other RTD mods, are handing out bonuses to specific actions, rather than the blanket bonuses I was using. I think specific bonuses is the direction we should start moving in.

We do this long enough, and we could make our own multiplayer browser based roguelike.  ;D
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