I'm curious, did they both come from the south or did they sneak past Rath when he moved to 23? The extra damage would suggest the west but they have canto and not celerity so they only move 4 max. Plus Rath wouldn't have been able to reach that spot if rider 9 had been on 19.
Ok nevermind. They have celerity/tantivy now so they do have 10-sided movement.
Guys, I'm 90% certain that tile 29 is a trap.
Posted: Sat Sep 14, 2013 6:16 pm
For others: Part of the mid-game change with celerity and canto made canto virutally useless for wyvern riders, so the decision was to give them celerity instead of canto.
Also, I realized that it's supposed to work on an 8-sided die, not a 10-sided one, but when the hasty change, I didn't realize we had it wrong until it was too late. I'm leaving it be for this game, but next game, it will be an 8-sided one. It will also be officially renamed to tantivy next game, as well.
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Posted: Sat Sep 14, 2013 8:29 pm
Kieran i didn't change my mind to spit you so that you didn't get the experience. i changed it because i realized that i would die of poison before we were able to kill them if we split the enemies up. it just isn't worth it since if i die everyone else on the bottom of the map will die as well.
Posted: Sat Sep 14, 2013 11:11 pm
I am so glad Fear activated this round. I'd be in some pretty serious trouble otherwise.
Look Dylan, I know you're being stubborn and trying to prove some kind of point by giving Clara and Wallace ALL of the experience so that they can reach level 2 in order for you three to bask in the kill exp, but passing isn't being a team player and no good is coming out of it for anyone. Wallace will die at this rate. At the very least go for the houses to pick up something since you're refusing to attack. You're purposefully acting like dead weight. I'm warning you as a friend here. Stop it now or I will be the one to demand you get kicked and banned from all future games. So change your attitude because I'm not going to tolerate this s**t much longer. emotion_donotwant
And that's that. I don't want to read any more on this subject.
Actually, I was passing so this way they could get it low and then I could steal the kill since I have a higher modifier.
Same thing they did to me on the last rev, I'm not proving a point nor am I being dead weight I'm changing the attack order so I can get teh last hit on the revs. I'm gonna do that for two only and then the last one I'll be attacking regularly.
Posted: Mon Sep 16, 2013 10:51 am
Nobody has kill stolen from you. You could have killed the rev instead of passing, but let Clara kill it instead. Plus, there's no point in passing, when there's OTHER enemies you could be attacking, to help. And ironically, passing your turn means you're missing OUT on exp, not getting it.
I have no problem with players trying to get more exp than others. To be honest, I was going to try and steal the kill exp by killing the cat before Sunil could. But I'm not just going to sit and do nothing, when there's plenty to be done, just because I want Rath to be higher in exp than other guild members for this game. EXP happens as it happens. If people's actions are going to be purely determined by how they can get exp, above the safety of the team, then I'll just take exp away.
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Posted: Mon Sep 16, 2013 10:52 am
askem2
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Look Dylan, I know you're being stubborn and trying to prove some kind of point by giving Clara and Wallace ALL of the experience so that they can reach level 2 in order for you three to bask in the kill exp, but passing isn't being a team player and no good is coming out of it for anyone. Wallace will die at this rate. At the very least go for the houses to pick up something since you're refusing to attack. You're purposefully acting like dead weight. I'm warning you as a friend here. Stop it now or I will be the one to demand you get kicked and banned from all future games. So change your attitude because I'm not going to tolerate this s**t much longer. emotion_donotwant
And that's that. I don't want to read any more on this subject.
Actually, I was passing so this way they could get it low and then I could steal the kill since I have a higher modifier.
Same thing they did to me on the last rev, I'm not proving a point nor am I being dead weight I'm changing the attack order so I can get teh last hit on the revs. I'm gonna do that for two only and then the last one I'll be attacking regularly.
I told you he was punishing Wallace and Clara for disagreeing on him, Lethe. ninja
Dylan, I know you're not doing it out of malice and that you're sticking to "the early bird gets the worm." However, that statement you've made sounds like you're being selfish and punishing Wallace and Melthia to defend for themselves. Not to mention, passing on your turn and not either visiting the houses or attacking the other revs make it looks like you're prolonging not only Wallace's death, but also yours and Melethia, wasting everyone's time to finish the game.
Dylan, the reason people (including myself) didn't agree with you becuase we did it to spite you. We disagree because we see it as a waste of time since everyone's main priority is to survive. As I stated earlier, there are three revs that have poisoned claws. Although Wallce don't get damaged from attack, he is taking damaged from poisoning. And if Wallace dies from poison, the revs will go after both you and Clara since you both have low health, no matter if there's two or one rev survive from all three of you attack the rev team. Not to mention, your team don't have healing items to rejuvenate the HPs or cure poison. If the revs don't have poison claws, then maybe your idea isn't so bad to split the EXP. However, with poison, surviving is more important than splitting EXP. And as Rath stated in his post, if you and the others don't kill the revs as fast as possible, but you and the others are dead.
If you want to get some EXP, then attack some revs to help lower their HPs. Don't freaking pass your turn just to get the killing EXPs. It's a waste of a time for ALL the team as well as prolonging people's death. If you don't want people's death on your hand as well as NOT failing the mission, then stop this ideal of yours and help the team.
Posted: Mon Sep 16, 2013 12:11 pm
Nomad Rath
Nobody has kill stolen from you. You could have killed the rev instead of passing, but let Clara kill it instead. Plus, there's no point in passing, when there's OTHER enemies you could be attacking, to help. And ironically, passing your turn means you're missing OUT on exp, not getting it.
I have no problem with players trying to get more exp than others. To be honest, I was going to try and steal the kill exp by killing the cat before Sunil could. But I'm not just going to sit and do nothing, when there's plenty to be done, just because I want Rath to be higher in exp than other guild members for this game. EXP happens as it happens. If people's actions are going to be purely determined by how they can get exp, above the safety of the team, then I'll just take exp away.
Wallace is currently at 25 HP, as such it would take about 13 turns for the poisen to kill him, even if I pass I do not believe that he will die before we can kill the revs
It's not just about him dying from poison, the faster you deal with enemies, the faster you can get going with the other stuff you want to do.
Posted: Mon Sep 16, 2013 2:08 pm
askem2
Actually, I was passing so this way they could get it low and then I could steal the kill since I have a higher modifier.
Same thing they did to me on the last rev, I'm not proving a point nor am I being dead weight I'm changing the attack order so I can get teh last hit on the revs. I'm gonna do that for two only and then the last one I'll be attacking regularly.
Oh okay so you're just being a huge a*****e then. emotion_eyebrow Well that plan is going smashingly so far. 3 normal attacks equal 1 kill so like Rath said you're missing out by passing.
Also thanks for making me lose a bet with Isa.
Edit:
The villagers probably want to get to their new home and Dylan, you could actually see Kieran's HP in the double digits again so you might want to stop acting like those couple of revenants are the last ones on the map.
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Posted: Mon Sep 16, 2013 2:17 pm
askem2
Wallace is currently at 25 HP, as such it would take about 13 turns for the poisen to kill him, even if I pass I do not believe that he will die before we can kill the revs
That maybe true... By being constantly attacked by revs. 8I
In case you've forgotten, getting attacked by revs restart the number of poison. So if you take away 5 turns of being poisoned without getting attacked by revs, Wallace has 6 to 8 turns to get rid of all the revs. So like I said, you not attacking and getting rid of the revs ASAP are prolonging Wallace's death, with or without pass.
I have faith that everyone in the game (including you and Wallace) will survive and beat the game. But with the way you're going, you're making me feel uneasy about the safety of the team as well as finishing up the game.
Posted: Mon Sep 16, 2013 5:43 pm
Okay peeps, I have a draft for base class growths. I tried them out with putting base hp back to 30 (with defenses in tow, it shouldn't be that hard and i'll go lighter on the baddies lol), and giving 50 points to spend and make the character custom; it seems fine to me. However, some classes may need balancing/alterations. Most of these are taken straight from Awakening's base class growths where the class exists, with some of them slightly edited. I also have promotions on this, since let's face it, I'll probably include promotions... *eye roll* So, I have a class tree there, too. (Rangers are foot units, with swords and bows, not sure what else to give the mage knghts since dark knights have swords and valks have staves)
If you want to do some testing of your own, I found a Fire Emblem stat calculator that you can use. Just be aware that this calculator is off by one level, so if you've got like 5.75 at level 20, with a 25% growth, it's actually 6.
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Posted: Mon Sep 16, 2013 11:47 pm
NEW - FEF Boardgame Class Skills
Knight: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Canto: Continue moving with leftover range after moving and performing an action; passive
Armorknight: -Guard: Take all damage from friendly unit of choice 0-1 spaces away -
Paladin: -Defender: Defense and Resistance +1 to allies on the same space
Great Knight: -Luna: For attack, ignore enemy's defense modifiers
General: -Pavis: Take less damage from next round of enemies' attacks by 10-sided die amount
Soldier: - -
Halberdier: -Impale: For attack, roll four 4-sided dice
Myrmidon: -Pursuit: For attack, roll two 8-sided dice -Vantage: ?
Swordmaster: -Astra: For attack, roll five 6-sided dice and divide the combined number in half, rounding up (EX:1+4+3+1+2=11 > 11/2=5.5 > 5.5=6)
Thief: -Locktouch: Open doors and chests -Steal: Steal offhand item or weapon from enemy
Assassin: -Lethality: If attack roll is the same as last attack roll, instantly defeat the enemy; passive
Trickster: -Lucky Seven: All modifiers +? up to the 7th turn; passive
Barbarian: -Gamble: For attack, roll 20-sided die and take that amount of damage from targeted enemy unit's next attack (Die roll amount only; Cannot be used when Wrath is active) -Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Berserker: -Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
Fighter: -Zeal: Damage +2 for turn if attacked during last enemy phase; passive -
Warrior: -Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Mercenary: -Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) -Armsthrift: ?
Hero: -Sol: For attack, roll 6-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Archer: -Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away -Prescience: ?
Sniper: -Deadeye: For attack, roll three 4-sided dice. If die result is 7 or higher, the enemy is put to sleep, thus preventing it from moving.
Ranger: -
Pegasus Knight: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Pursuit: For attack, roll two 8-sided dice
Falcon Knight: -
Dark Flier: -Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per turn); passive
Wyvern Rider: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -
Wyvern Lord: -Stun: For attack, roll three 4-sided dice and stun enemy for one turn, thus preventing them from attacking
Wyvern Knight: -
Mage: -Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) -
Sage: -Flare:
Mage Knight: -
Dark Mage: -Hex: Defense and Resistance -2 to all adjacent enemies; passive -Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive
Sorcerer: -Vengeance: For attack, roll normal 10-sided die, but add half accrued damage, rounding down. (unit's Max HP - Current HP)/2 extra damage (EX: 10/20HP=10/2=5 extra damage > Roll a 6 > 6+5=11)
Dark Knight: -Lifetaker: For attack, roll 6-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Light Mage: -Sacrifice: Reduce own health to recover friendly unit of choice's health and restore status 0-1 spaces away -Prayer: When HP is 10 or less, Defense and Resistance +5; passive
Priest/Cleric: -Healtouch: Restores an extra 5HP when healing allies; passive -Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP); passive
Bishop: -Corona:
War Cleric/War Monk: -Renewal: Heal self for die roll
Troubadour: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Canto: Continue moving with leftover range after moving and performing an action; passive
Valkyrie: -Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius
Trying to revamp the skills, brain hurts, help. (Will probably make some skills better, like astra, now that they're promotion skills)
Posted: Tue Sep 17, 2013 8:23 am
*looks at the Paladin's skill* ... For some odd reasons, I kinda feel that the skill is similar to Dual Guard except it's not... sweatdrop
But anyway, how about Acrobat for the Soldier? I know that Acrobat makes all the terrain the same as for the plain and that unit can move easily well on any sort of terrain, whether it be desert, snow, or river. But instead of movements on the Acrobat for the boardgame, maybe Acrobat has an affect on terrain boost? Like either make all terrain the same as one terrain or give a boost no matter what terrain the unit is standing. The reason why I think Soldier should have Acrobat is because... Well... They're foot soldiers and foot soldiers have to endure any type of terrains. sweatdrop
Hmm... I don't know how will Vantage works for this game. I have a feeling that this skill should be Passive, but it's up to you if you want that skill to be passive. From what I can suggest is have it similar to Counter/Maelstorm/Quickclaw, except it will be based on the enemies' roll. If the enemy has the number it rolls, the enemy attacks first. But fails to get the number, myrmidon attacks first with the same number of attack damage the player last rolled.
Dunno what else to think for the skills and for other classes since I'm too tired... (has like three and half hours of sleep last night... sweatdrop ) But I'll try to think more along with you and the others, whether it be in this thread or in the Blast.
EDIT:
For Prescience, I want it to say have it similar to Zeal, but instead of during the last enemy's phase, it should be on the ally phase when the enemy's HP is full.
For Flare, I wanted to say ignore enemy's resistance, but it sounded quite similar to Corona that I've suggested. I was also thinking about leave the restoring HP out of it since it sounded quite similar to Sol. However, I may need to rethink for sort of skill it will use.
For Corona, I suggest have the skill be passive and ignore the enemy's resistance. I was thinking about adding that it would also cut the said enemy's attack damage in half for the next turn (since accuracy isn't in the game), but that would be a bit too much.
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Posted: Tue Sep 17, 2013 11:13 am
If I incorporated acrobat, it'd either by for Tricksters or a findable skill that anybody can learn. And Tricksters have Lucky Seven. Acrobat would allow units to cross non-space tiles, so long as they land on an actual space; like what fliers can do now.
Vantage would be passive, and I think I have an idea. If an attacking enemy rolls the same number (total combined number, regardless of dice used) as the myrmidon's last attack, then the myrmidon will do that damage to the enemy, instead of the enemy doing that damage to the myrmidon?
Prescience basically means foresight, I'm trying to work with that. Can you explain your suggestion? I don't really understand what you mean.
Flare and corona both ignore enemy resistance in RD, so they would both do that, but there needs to be something extra, something different for both.