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whybbil1
May 30, 2024
In DUNGEON WAR
Some Questions I think I have the answers to but to confirm: 1 - I have at times no Player heroes but only Player monsters left. During "Enemy turn" their monsters have nothing to attack, so since they do not attack or attack back (putting aside Troll regen action), do they forgo their last option of movement as well, since they have no "target?" (thinking yes, forgo Enemy monster movement, no target to move to) (likewise, if I have no Player monsters, just Heroes, do Enemy Heroes forgo movement?) 2 - Can my Player tokens choose to NOT move, or do I always have to move one of my tokes, assuming it's possible? (thinking yes, you can defer movement) (this also comes up in PvP games as well as Solo) (tactically it often makes more sense for you to stay put and attack / re-attack from same spot, as opposed to possibly leaving mid attack) 3 - Also, if you forgo movement can you attack twice? (thinking NO) 4 - If an Enemy Dragon kills Enemy targets during attack / attack-back, do I get the gold? (thinking NO) 5 - I have managed to "dead end" my map but still have tiles left to draw. Can I add the next tile I draw to the "Dungeon" or "Entrance" tiles? Or am I finished? (thinking no, game over) 6 - Rules As Written for Solo state Game ends when no map tiles left or no player tokens left. I have had a few very short games due to the latter. So the last time that happened I played "just one one more Map Tile and Dungeon Card" just to see if I could get lucky and spawn something, and indeed the game went on. Is that cheating? (thinking yes, you dirty cheater, but playing Solo who's gonna stop me, mwhu ha ha ha!) 7 - Likewise, any reason one playing Solo couldn't play out all the Dungeon Cards (even after all Map Tiles played), as in PvP? I have not done this yet. Maybe the map might get too crowded, or the score would get too high, or my wife will divorce me for paying more attention to this game than to her...
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whybbil1
Apr 27, 2024
In DUNGEON WAR
I understand that for the purpose of movement, each space on tiles with multiple spaces is like a separate tile. But for the purpose of ATTACK, is the whole tile counted as one tile? See pictures for examples: Solo Player is Blue, on this turn drew and played a tile, a card, then had his Blue Hero move just north of the Red Troll, then attack the Red Troll, leaving said Hero with 3 Health. Now following the steps on page 18: Goblin has nothing to attack Troll attacked-back so no action for it Orc MAY have opportunity to Charge-Attack the Blue Hero… 1: Orc on near side of bridge with tile between Orc and Hero. I think the Orc can do the charge-attack. One move takes it to the tile adjacent to the Hero. Bam. 2: Orc on far side of bridge with no tile between Orc and Hero. Again I think the Orc can do the charge-attack. One move takes it to the near side of the bridge, so still on the tile adjacent to the Hero. Bam bam. 3: Orc on tile opposite the bridge tile. Now this was the situation I found myself in. I initially thought the Orc should not be able to charge-attack. To do so it is supposed to move one tile to get to a tile adjacent to its target. But then I thought this situation is similar to 2, and though the Orc’s one move lands it two “movement spaces” from the Hero, it IS in the TILE adjacent to the Hero. BUT then I thought, it IS on the far side of the bridge, so can it really reach the Hero for a melee attack? I reasoned it would NOT have the reach, sparing my Hero an untimely death. Am I playing this correctly? PS if the Enemy were a Goblin, not an Orc: 1: Goblin on near side of bridge with tile between Goblin and Hero. Goblin has Range, can shoot the Hero. Phwoop. 3: Goblin on tile opposite the bridge tile. Goblin can definitely attack. Phwoop phwoop. 2: Goblin on far side of bridge with no tile between Goblin and Hero. I think the Goblin can attack. And if it is considered not really adjacent it will be using Range and the Hero it cannot attack-back. BUT, they ARE in adjacent tiles. Sooooooo… no???
Special Tiles Question content media
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whybbil1
Apr 26, 2024
In DUNGEON WAR
Very much enjoying Dungeon War. Played my first solo game. Rules all very clear. I did have one question about Doors in solo play: can an Enemy that has not back attacked or attacked use its move to remove an adjacent door? See photo. 1.Solo Player is Green. Drew and placed tile, then drew and played Door 2. Enemy Orc spawned as per card’s solo instruction. 3. Only the lower right Green Hero can move. However, neither can attack. 4. Enemy Troll and Goblin were a serious threat to the Green Hero, who is now safely behind the door... Neither Enemy can attack but can the Troll use its move to open the door?
Doors in Solo Play content media
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whybbil1
Jan 03, 2024
In D100 DUNGEON
I like using the Overkill mechanic during my dungeon crawls, so while playing World Builder and encountering Prey Monsters when failing hunting, I thought it would be fun to add the overkill mechanic to that as well. Ordinarily if you fail the Hunt but succeed in killing the Prey Monster, you get half rations, rounded down, plus the bonus for the month. So my thought was to increase your rations gained sequentially, up to a maximum of what you would have earned if the Hunt was a success. The max Rations you can get from Hunting is in the Forest or Grasslands in August or September for 11 rations (9 for the area plus 2 for the month), while the min Rations would be Hunting in the Desert in January for 3 Rations (5-2). But failing the Hunt, you half (rounded down) before the month bonus, so in that case failing a Hunt in the Desert in January would mean no rations, even if you kill the Prey Monster (1/2 of 5 rounded down = 2, - 2 for Jan = 0). And that’s actually quite reasonable. But if you Overkill, maybe you get a little something. My basic idea was that if you Overkill the Prey Monster by…   Less than 10 HP, you get 1/2 rations, as usual   10-11 HP, you get (roughly) 2/3 the rations   12-13 HP, you get 3/4 the rations   14+, you get the full rations you would have if the Hunt was a success. Below is a table I made. Note I rounded up or down to keep the table simple and sequential. Note also the range is 5 to 9 rations, based on what full rations are BEFORE applying the month bonus. So don’t forget to modify the result by the month bonus after consulting the table. For instance, Hunting in January will still apply minus 2, so if you are in the Desert (baseline 5R) that means as little as 0 rations, up to 3 on an overkill of 14+.
Overkilling Prey Monsters in World Builder content media
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whybbil1
Jul 04, 2023
In D100 DUNGEON
So I'm playing World Builder and tamed a beast companion and it occurs to me, should I be sharing rations day by day to keep my companion alive, just like with mounts? If I give it one ration per day (that is, per AP) I will obviously burn through my rations in half the time. Or do we presume the beast companion will fend for itself somehow? I did review the references to dealing with beasts on page 13, allowing them to use their abilities their level times per hex, and also page 64, the event of running into an animal trainer to acquire beasts. But no mention of feeding them. PS I don't imagine I can add saddlebags to my beast to carry extra rations either. PPS fully aware of the difference between rations and food, I had not worried about feeding my beast companions during quests before, that is "when the clock strikes 12" (so to speak), I only spent one food on my PC. So during quests, whether playing WB or not, should we be giving food to our beast companion?
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whybbil1
Jun 16, 2023
In D100 DUNGEON
Back on 15 May 2023 I commented how I really enjoyed the new Rune Forge Adventure. I estimated about 8 hours play time - but think I very much under-estimated! https://www.mk-games.co.uk/post/book-7-the-rune-forge-is-available-now I have since replayed with a new character, made with quick adventurer and fast track X 2. From 25 May ‘23 to 15 June ‘23 played about 12 of those days, 1 to 2 hours most days, totaling 19.5 hours from character creation to completing the adventure. Just as much if not more fun, as I took a different path, had different strengths, weaknesses, skills, equipment, spells… not to mention different successes and failures. Again, highly recommend!
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whybbil1
Dec 11, 2022
In D100 SPACE
Can Armor Piercing and Explosive Rounds be used together on the same attack? Also, can one carry a maximum of 5 of each (one row) or 10 (two rows), or does it depend on the weapon, one handed vs two?
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whybbil1
Dec 04, 2022
In D100 SPACE
When using the Smart Display (see Kit 98) with my Dex weapon, if I roll 10 or less, do I get to choose Int or Dex to which I add a pip, or should I consider that if I am using Int for the roll I must add the pip to Int. I ask because my Int is already at 80, so maybe I shouldn’t complain? Also, I know RAW for 10 or less on a “full“ Characteristic or Skill (80 and 20 respectively) cannot gain pips, but just wondering if anyone adds anything for Crits in those situations, like double damage, extra damage roll, test takes less time, etc. So far I just think “ok, easily done” or “nice solid hit” but don’t add anything extra.
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whybbil1
Nov 23, 2022
In D100 SPACE
Pg 37 Table A, 92-93 and 94-95 each cost 450c but repair is 80c - shouldn’t repair cost be 90c? Pg 31 After Away Mission 2 - heal acid and plague back at your starship, apparently at no cost in credits or supplies. May I suggest that to heal these would require the use of appropriate wraps or else visiting a starbase for medic / sickbay services at 40c per acid and 65c per plague pip? So far I’ve done this and it seems fair to me.
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whybbil1
Oct 26, 2022
In D100 SPACE
Pg 16, #6, applying damage to captain: When you are hit on the waist do you make a Utility Belt check? Otherwise looks like that is just done on specific Bad events, Geographic, and Uncover. Pg 55, Table G #60-62 Energy Circle 4-5 “…closest enemy marked with a s to the result…” Should “s” be the Droid symbol? Pg 67, Table L, #37-38. Just to be sure, the “old repair kit” can be used on more than one piece of armor - your text does say pieces (plural) - assuming a roll of 2 or more on the d6? Pg 70, Table M #97-97 Forward Facing PARTIAL Beam I’m thinking it should be PartiCal Beam, so is missing the “C” Pg 96, Table U #75 Horus Station is not in the Hilix system. Horus Station is in the Floxtar system. Tiberi Colony is in the Hilix system. Which should we use? (Given my low level I thought it best to go to Tiberi Colony in Hilix system.) Pg 94, Table U, #53. No typo, just to let you know I immediately got the reference. Though I am a geek and not a sports fan, I personally know the doctor who purchased one of the rare Wagner cards back in 2010. https://www.inquirer.com/philly/news/local/20101222_Christmas_comes_early__thanks_to_a_Haddonfield_physician.html?outputType=amp Just for fun: I finished my first big Away Mission post training and was lucky enough to get the Robinson family rescue mission. My captain got pretty beat up and even lost one life, but in the end got the job done. And YES, I was one of those kids watching way back when - well at least the re-runs in the 70s. “Danger! Danger Will Robinson!” Attached is my map. Love this game!!! Thank you Martin!
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whybbil1
Dec 07, 2021
In D100 DUNGEON
Anyone else thinking about adding property to the world builder expansion? I have not added any mounts yet, so they are probably a reasonable substitute, and maybe even a better one considering you are a traveling adventurer. Anyway, my thought was to add Buy a Property as a separate “Action” costing 1 AP. You can only buy properties in a Village, Town, or City. I considered adding it to the Settlement Action, but that already includes a lot of activities for one day. However, I was inspired by the mechanics of the Settlement Action, in that all property types would be available in a city, but not so much in a town or village, and not at all in a camp. So if you are in a hex with a Village, Town, or City, you can spend 1 AP shopping for a property. Note probability of finding said property type, and the cost difference as well. In the Lost Tome rules, at the start of Before your next Quest you check to see if your property has been robbed, then you pay for up keep, and buy extra security points if desired. For World Builder, I’m thinking put a little “house-shape” in the hex your property is in, then, if you are in the hex of your property, you can and would use your property daily, so no need to spend APs to deposit or withdraw items to and from it, and no need to test for theft. However, when you are in other hexes, I guess testing for theft monthly is reasonable. Maybe circle the day you purchase the property and then circle that day each month going forward as a reminder to test for theft on that day. You could even “circle” those days with a “house-shape.” On those days also pay for upkeep, and add security if desired. Would love to hear everyone’s thoughts!
Property in World Builder content media
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whybbil1
Dec 04, 2021
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whybbil1
Mar 19, 2021
In D100 DUNGEON
I know there was a Q Re Bucklers a couple years ago but I still am confused about shields. I have played quite a while but usually use 2H weapons or spells. Please let me know if the following is correct: For Armor I think of the A# as the amount of damage energy the armor can ABSORB before taking (deflecting) damage or transmitting damage to the adventurer. Armor is rated A0-A4 indicating it can absorb 0-4 units of damage first, then beyond that may be damaged by up to 2 units before transmitting the excess to the adventurer (with the option of sparing the armor and letting the adventurer take some or all of the excess). I thought the same would apply to shields. The Buckler is S0, so would absorb no damage before being damaged itself or transmitting damage to the adventurer. The Targe at S1 can absorb 1 unit of damage before either taking damage and/or transmitting it, and so on. The shields of course have the additional advantage that they can deflect up to 4 units of damage at half a pip each, AND can be moved by the adventurer to any body position to absorb and take damage. This begs the question of if the shield absorbs/deflects damage IN ADDITION TO or INSTEAD OF the armor (if any) at that position. Example: Marcus has a leather cap (A0) and a Kite Shield (S3). He is hit by an Orc (Dmg+1) targeting his head (+3) with a die roll of 4 for incoming energy of 4+3+1=8 units of potential damage. Marcus could let it hit his leather cap, which can absorb nothing before taking up to 2 damage and transmitting the remaining 6 to his head - ouch! But instead he quickly raises his Kite Shield which absorbs 3 units, then sustains 4 units of damage (2 pips), leaving just 1 unit bonking his head (ignoring the cap). Is that right? Do I add the shield to the underlying armor (that seemed logical but possibly over powered)? Does the S Rating mean something else?
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whybbil1
Apr 12, 2020
In D100 DUNGEON
Very much enjoying the Tables and Game Sheets PDF. It’s very efficient to have my iPad on my table as I play to quickly find a table during play. The updated Adventurer sheet with new layout and spaces for Beast, escape and casting is very nice. Previously would put escape roll needed on my combat tracker. Also in my spellbook I pencil in a column for the roll needed to cast each slot. For oil, food, and picks, still prefer to just pencil the numerals, as opposed to pips. Guess I got used to that from the original sheet. The updated Monster Abilities sheet, with space for pre-filling skill tests, is terrific. Had been putting those in the margin of my combat tracker, too. I did find two typos: Table FA - Find A Pg 75 and 78, there is a gap between 34-35 and 74-75 respectively. The book marks are beautiful! I had made small lettered tabs from post-it notes for each table in the hard-cover books I bought. Still plan to use those, but may print the bookmarks and see how I like them. Thank you for this excellent compendium.
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whybbil1
Feb 21, 2020
In D100 DUNGEON
In the Player Companion I love the additional race and hero path choices. Many however have overlap on skill bonuses and stars. I made a High Elf Arcane Wizard and each grant Skill bonus and Star to Magic. Of course I’m happy to add both bonuses to gain +15 Magic out of the gate, but what about the Star? May I give my character “double Star”, gaining pips at 4:1 instead of 2:1? Do I not double, yet only gain a Star in just one skill? Or can I select another skill to Star, with the logic that race and hero path should each grant a star? Thank you in advance!
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whybbil1

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