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Special Tiles Question
In DUNGEON WAR
whybbil1
Apr 29, 2024
Excellent. Thank you!
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Special Tiles Question
In DUNGEON WAR
whybbil1
Apr 27, 2024
Thinking about this some more, as I am playing a 3rd time, I think I am starting to get it. As you say in the rules for special tiles: “For the purpose of movement” you move your tokens from space to space (to space) within the tile. I think I understand now, that is to symbolize moving slower through water or lava, or more carefully across the bridge. But for the purpose of attack / attack back one should not consider “far side of the bridge” or the like - the token is in that tile. Period. So, for my examples: 1: Orc can charge-attack because it moves to an empty tile next to Hero. One shouldn’t think of it as “near side of the bridge.” 2: Orc cannot charge-attack. If it tries to charge-attack, it starts (and ends) in a tile adjacent to the Hero, so even though it seems to “move” from “far side” to “near side” of bridge, that does not matter. It is just moving slower, more carefully, whatever, but is still in the same tile it started in. It may be easier to simply think that from that type of tile, it cannot charge within the tile, as it is still IN the lava, water, on the bridge… It may however just stay put and in the next step attack the Hero as it is adjacent. 3: Orc can charge attack. While it ends its movement on the “far side of bridge” that does not matter. It is not on the “far side” of anything, it is just moving slower, more carefully, whatever, but it still has entered the adjacent tile to the Hero. If the Enemy was a Goblin 1: Goblin can range-attack 2: Goblin is in a tile adjacent to the Hero, so cannot range-attack. But it can wait until the next step to do an adjacent attack, though it may risk attack-back (though I my specific situation the Hero already attacked the Troll) 3: Goblin can range-attack Am I getting it?
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Skills
In D100 DUNGEON
whybbil1
Dec 20, 2023
I am a little late in replying, but here is a list I made for you of Skills and in what situations their bonus is applied. Agility: used for various traps and geographic conditions Aware: used when testing Petrify, Surprise, and various traps Bravery: used when testing Fear Dodge: used when testing Fire, Freeze, Stun, Web Escape: used when Adventurer attempts to Escape from combat and also to Block Escape of Monsters Locks: used for tests of Locked Doors and Treasure Chests Lucky: used when testing Petrify, casting spells, scrolls, and various traps Magic: used when casting spells and scrolls Strong: used when trying to open Jammed Doors, lift or move traps and obstacles, swim, climb, etc. Traps: used for various traps, including Trapped Doors and Treasure Chests Additionally, World Builder adds these skills, which are fairly self explanatory: Fishing, Haggle, Hunting, Riding, Survival I made the following as a quick reference which I update as my adventurer’s characteristics (Str, Dex, Int) as well as Skills improve. Surprise: Int-10 + (Aware) = _____ [F: Mon Atk] Fear: Int-10 + (Bravery) = _____ [F: skip PC Attack, Combat Action (but may attempt to Escape)] Escape: Dex-10 + (Esc) = _____ [F:-2HP, Mon Atk] Block Esc: Str-10 + (Esc) = _____ [F: Mon Esc] Attack (Str/Dex) = _____   Fly: Str-10 = _____   Phase: Str/Dex-10 = _____ Fire: Dex-5 + (Dodge) = _____ [F: -2HP] Freeze: Dex + (Dodge) = _____ [F: -1 HP, -2 DEF next round] Petrify: Int+20 + (Aware) + (Lucky) = _____ [F: death] Stun: Str-15 + (Dodge) = _____ [F: skip PC Attack, Combat Action, and Escape] Web: Dex+20 + (Dodge) = _____ [F: skip PC Attack, Combat Action, and Escape]
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Feeding beast companions
In D100 DUNGEON
whybbil1
Jul 10, 2023
I was thinking very similarly. Playing so far I initially thought of one training session per hex, spending one “day,” and an AP and ration, a session being (as per Beast Mastery) one training test roll per beast level, up to fail or level up.  So with my level 1 Cave Cub Osbourne, the first hex I got a fail. The next two hexes each passed, so one pip each. The fourth hex a fail. Then when I entered the next hex where there was a Quest. I did not use my beast for the quest, though arguable I could have Re-trained as it was a new hex, before going on the  quest… SO I can see how this could make it too fast to level up and too easy to “pass in time for quest.” Moving forward I will only train during settlement action. Will keep you posted. PS if interested see map, my story so far… After The Rune Forge Adventure, traveled across the sea to a new land for new adventures. Landed at the Swamps of the Spider then headed northeast through the Warlock’s Grasslands into the Grasslands of Magic, scouting the surrounding areas along the way. Healed up and resupplied in Earthtop, but unfortunately no one there was available to repair any of my damaged armor. Continued southeast through the Tundra of Hurting then onto the Shaking Sea where I embarked on a quest to clear out a Giant Spider’s Nest. Took a beating as my armor was in poor repair, even lost a couple pieces, but survived and succeeded to earn my reward. Definitely need to find a settlement to heal up and repair or replace my armor.
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