Jobs!
Also how do you keep track of where each team is on the map? Since they don't have separate maps/markers as far as I know?How do the treasure maps work? Once they follow those spaces on the map, they get the item pictured?
I have a basic question, when it's one team's turn, if they lose once at a dragon, then win and go to the next dragon, do they only have 1 heart then? Or does it reset to 2?Also, do you let teams visit a square more than once, such as to defeat a dragon again or to trade Dragon Poo to the farmer again?
- My handicap worked on a mean of their min(roll 1)/max(roll 6)... the top level dragons (+25) would usually top out 10-15 hit pts below their max. So even if they were high level they would still have a fight and exhaust hearts. Usually upped handicap +5 every 3 rounds for the slow class and +5 every round for the fast....evened the game out and kept the intensity up. I noticed in the beginning they were starting to get too comfy with their rolls.-knowing the minimum attack value also kept the game cruising as they knew where they stood and i didn't have to access values all of the time.
ChrisMcK, this game looks AWESOME and I want to play it the day after tomorrow. Ive tested it a little, and Ive got a ton of questions, although some may be a little tough for you to answer, so I understand if you cant answer them. Sorry if my questions are overwhelming Ive never played DnD before. T.TDid you end up making an updated version with stronger monsters for the late game?-Nope, just what's there. Should teams be allowed to fight against monsters already defeated?-No, I would allow them to try again if they failed, but once a tile has been discovered, it's considered 'finished'. Except for special tiles like shops or the farm, of course. You can visit those as many times as you want, and it isn't considered as 'your turn'. So you can go to the shop before you choose a new tile. After revealing a tile, do teams automatically interact with whatever is revealed aka go into battle, talk to porings, and etc. or can they just reveal a tile and then interact with another tile that had previously been revealed?-The teams have to interact with the tile that they've chosen - the game would get waaayyy to complicated if you couldn't keep track of where they have and haven't been yet. If it's been uncovered, it's considered finished. If it's still covered, then it's fair game.Does a health potion only increase health during the match it was used in or does it permanently upgrade health throughout the entire game? If its a permanent upgrade, then wouldnt students buy a ton of health potions asap since theyre only 3 gold?-Health potions are permanent upgrades. You'd think that the kids would buy a bunch, but HP isn't the 'sexy' option, so they would always just try and buy swords and weapons instead. In terms of game theory, yeah, potions are the best thing to invest in, but the kids rarely see that right away. Whats the maximum number of teams before it becomes a hassle to manage? Im wondering whether I should let students play individually or pair or trio up into teams. Since you only have 4 of each type of weapons, Im guessing there are 4 teams?- Yeah, 4 teams. You could do 5 or 6 I suppose, but it would get complicated. I kept track of all their statistics on a separate piece of paper. Are there any sheets I should print multiple copies of? My feeling is that there should be multiple money sheets?-yeah, definitely have a lot of money. Otherwise, I think everything is accounted for. Just make sure you have at least 4 of each item if you have 4 teams. For the magic hammer, by foot do you mean the dragons feet or the students feet? lol-Dragon's feet. So, for example, a flying dragon doesn't receive any bonus damage, but one with all four feet on the ground would be very vulnerable.After defeating a monster, do teams get all three treasures or do they only select one of the three?-No, they can only choose ONE chest (unless they have the magnifying glass, which allows them to open TWO chests, but they can still only choose one treasure, it just shows them more of their options.)In the battle interface, is the knapsack button supposed to do anything?-Nope. It's a vestigial interface that I didn't clean up. What is that white map on the last slide used for?-I think it was just a test slide or something. It's been a while since I made it. If nothing links to it, don't worry about it. When fighting against flying dragons, I see youve marked them with bow and arrow icon instead of a regular checkmark icon. Can you use any weapon on these flying dragons or do they have to be attacked by only bow and arrows? Also, I noticed the icon for the L4 flying dragon is just a regular checkmark icon.-You need a bow to be able to attack a flying dragon, but if you have one, then the other weapons apply too. If you don't have a bow, then you can't attack it. This forces teams to invest in different weapons. If they don't have a bow, then you can let the teams go back to that tile to try again later when they do get one.Are the jewel drops from the dragons given in the form of a gem card? I see that King Poring wants 3 jewels though. Also, what is the prize for bringing these jewels to King Poring?-Honestly, I forget. I just treated the gems as '10 coin' cards. That was one part of the game that I never quite finished. You can make up something for that if you want, maybe a random magic item? I don't think there's anything in the game that's worth the price of 30 gold though :/.Are any items single-use besides the explode-sphere? Like magic shields, anti-dark sticks, ugly sticks, and magic weapons?-No, the explodo-sphere is the only single use item. Everything else can be used as many times as you like. Can you give an example of the steps that happen in a battle? Im having trouble understanding this especially when you have multiple items. The way I understand a simple battle is Ex: As a noob player with no weapons, I go to the battle screen. Select the sword button. A dialog box pops up that says Lvl 4. I give myself 2 hearts. Now, I roll the dice and get a 1, and rolling this dice costs me 1 heart to do (which is like the dragons way of fighting). Im at 1 heart now, and the dragon has 3 life left. I dont want to gamble my life on this last attack so luckily I have a health potion (If I fail, I will be at 0 hearts aka gg). I drink my health potion which brings me back up to 2 hearts, and I discard my health potion card. I want to use my ugly stick (+2) on the roll this time to ensure success. I discard my ugly stick card. I now roll a 2 with +2 from the ugly stick, giving me a total of 4, and also lose 1 heart since thats the cost of attacking? Yay, I have defeated the dragon. I click the checkmark and 3 treasure icons appear. I select only one of them, collect the treasure card, and then click the shoe icon to flee the scene. Does that seem right?Item shops also mean things like the dragon poo buyer and poring seller, so that teams dont need to waste their turn buying/selling poo right? -It's waaaayyy simpler than that. All you have to do to 'win' is exceed the dragon's level once. If you don't roll higher than the level, then it costs you one heart. For example, if it's a level 4 dragon, and you roll a 3, you lose 1 heart, but you still have another 2 hearts left, so 2 more chances. The next time, you roll a 5. You win! That's it. After you roll, apply any damage bonuses. The damage bonuses from weapons, etc, apply to every attack you make, they aren't single use, and you don't have to choose to use them. So if my team has a +2 sword, every time they roll the dice, it's [d6 roll]+ 2. Also, if a team DOES lose all their hearts, I don't consider it game over for them. They just don't beat that dragon. Health loss isn't permanent, they start at full HP each time.I know you mentioned that weapons can be used together as long as theyre not the same type, but does that mean in the late game you could have students using a magic sword, magic hammer, magic axe, magic wand, and magic bow, all in one attack?-Yup. You can only have 1 of each type of weapon. That rule was just so that I didn't have to print too many cards, but it also stops teams from just figuring out the most efficient damage item and buying like x10 of them. [/list]