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A community forum for the un-official modding and development (also general discussion) of Jim Bowen's mini dungeon adventurers. > the forum is not dead, just slow ;) > Accounts no longer need admin activation


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    Zappline
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    Post by Zappline on Tue Jun 16, 2015 10:07 pm

    I have an idea for the Healing spell for mages. It would be fun if the Critical actually did something great, I was thinking maybe it could give back 1d3 health if it is a critical.

    I also think the Curse spell should have an added sentence that states that if a Target hit 0T it is considered dead. Just so it is stated somewhere cause it just feels more natural that if you have no T what so ever you cant do shit and therefor is considered dead.

    And there is a problem with the Mage Blast. It states it is Range 3. and that it targets any 2 monsters on the same square or squares adjacent to each other. It however have no cost and doesnt say what it does I guess it has 1 mana cost and I guess it takes away 1 HP for each monster if the mages Attack is higher then the monster T. But maybe it should be more clearly stated?
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    Post by Taylor on Tue Jun 16, 2015 10:51 pm

    Zappline wrote:I have an idea for the Healing spell for mages. It would be fun if the Critical actually did something great, I was thinking maybe it could give back 1d3 health if it is a critical.

    Hmm i like that, or maybe just heal 2H? I would be great to make an un-official 5th revision with all these rule fixes.

    Zappline wrote:And there is a problem with the Mage Blast. It states it is Range 3. and that it targets any 2 monsters on the same square or squares adjacent to each other. It however have no cost and doesnt say what it does I guess it has 1 mana cost and I guess it takes away 1 HP for each monster if the mages Attack is higher then the monster T. But maybe it should be more clearly stated?

    It believe it is stated some where that all spells cost 1MP unless stated otherwise, and i've been playing it exactly how you assumed and it works great.

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    Post by Zappline on Tue Jun 16, 2015 11:27 pm

    Taylor wrote:
    Hmm i like that, or maybe just heal 2H? I would be great to make an un-official 5th revision with all these rule fixes.

    2H is probably better makes it a better stat line. its annoying to get a crit and be like yeeeeeay and then role a 1 on the d3 Razz
    with a 2H statline you know you will heal at least 2.

    And yes it would be really nice to make an un-official 5th edition, there is a few more changes I would like to add, most of them are just to state everything clearly so there cant be any screaming about rules Razz and some changes are to crit and such, I also have a lot of ideas for new monsters and models as I have told ya guys before.

    Taylor wrote:
    It believe it is stated some where that all spells cost 1MP unless stated otherwise, and i've been playing it exactly how you assumed and it works great.

    Yes It does. if nothing else is stated, there is only one spell that cost 2MP everything else is 1MP. But this one is the only one that has no Speed Point cost and I dont really know why.
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    Post by Taylor on Tue Jun 16, 2015 11:30 pm

    Zappline wrote:

    Taylor wrote:
    It believe it is stated some where that all spells cost 1MP unless stated otherwise, and i've been playing it exactly how you assumed and it works great.

    Yes It does. if nothing else is stated, there is only one spell that cost 2MP everything else is 1MP. But this one is the only one that has no Speed Point cost and I dont really know why.

    I have been using it as a speed cost ;/ seems a little over powered if it cost no speed.

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    Post by Zappline on Tue Jun 16, 2015 11:35 pm

    I would put it on at lest 3S cause it does target 2 monsters at the time and 1MP. I feel that is a bit more balanced than just 1MP and no Speed Cost, cause then you could just spam it like there i no known tomorrow.
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    Post by Taylor on Tue Jun 16, 2015 11:43 pm

    Zappline wrote:I would put it on at lest 3S cause it does target 2 monsters at the time and 1MP. I feel that is a bit more balanced than just 1MP and no Speed Cost, cause then you could just spam it like there i no known tomorrow.

    I'm sure it states in the rules players can only preform up to 4 attacks per turn, i think that includes spells.

    I'm sure 1S cost would be fine? maybe needs play testing?


    I'm heading to bed, I plan to work on the forum tomorrow, update the graphics and such.

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    Post by Zappline on Tue Jun 16, 2015 11:48 pm

    1S might be ok, but it feels cheap. 2S might be more ok cause it does target 2 enemies and has quite some range. Curse is 3S but on the other hand it is permanent and it makes i easier for everone elseto hit it so 2 might be ok. But yes, it does need some play testing.
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    Post by Taylor on Wed Jun 17, 2015 7:22 pm

    Zappline wrote:1S might be ok, but it feels cheap. 2S might be more ok cause it does target 2 enemies and has quite some range. Curse is 3S but on the other hand it is permanent and it makes i easier for everone elseto hit it so 2 might be ok. But yes, it does need some play testing.

    In the rules for count Vludd the warlocks get the spell with the same effects, but it is stated it costs them 2S to use. so i think for the players 1S is balanced, but 2S for players is still fair.

    (ill be uploading count vludd soon)


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    Post by Zappline on Wed Jun 17, 2015 8:08 pm

    I see, ill just keep it at 1S cause 0S is way yo cheap. it would be he first spell I would take all the time cause it is by far the most powerfull spell. 

    You can use it 4 times and flat out kill 4 small monsters, 8 if you are lucky and they are skeletons or zombies with only 1H. Then just run away 9 squares if you are an Elf. I just get the feeling that it is scary powerful and cost you basically nothing. 

    However it is quite expensive to be a mage cuse there is no way to replenish your mana without mana pots and it cost 16G to fill upp your inventory and it takes 2 mana pots to fill upp your mana if you are empty. so that is 24G to fill up ManaPool and fill up inventory with ManaPots

    So S1 would be ok i think as an Elf you will be able to run 5 Squares after blowing 4MP on the Mage Blast.

    I still thing 0S is way to cheap. But on my DM Screen it will still state that there is no S cost cause it is for the official game until we have made our own unofficial V0.5 Wink
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    Post by Taylor on Wed Jun 17, 2015 8:26 pm

    Zappline wrote:I see, ill just keep it at 1S cause 0S is way yo cheap. it would be he first spell I would take all the time cause it is by far the most powerfull spell. 

    You can use it 4 times and flat out kill 4 small monsters, 8 if you are lucky and they are skeletons or zombies with only 1H. Then just run away 9 squares if you are an Elf. I just get the feeling that it is scary powerful and cost you basically nothing. 

    However it is quite expensive to be a mage cuse there is no way to replenish your mana without mana pots and it cost 16G to fill upp your inventory and it takes 2 mana pots to fill upp your mana if you are empty. so that is 24G to fill up ManaPool and fill up inventory with ManaPots

    So S1 would be ok i think as an Elf you will be able to run 5 Squares after blowing 4MP on the Mage Blast.

    I still thing 0S is way to cheap. But on my DM Screen it will still state that there is no S cost cause it is for the official game until we have made our own unofficial V0.5 Wink

    Very nice, i look forward to out own 0.5

    My extended shops mod adds in a larger mana potion and a hat that allows you to use HP instead of MP if you choose to, and if you do choose to scraifice your HP your spell gets a +1A, you should check it out


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    Post by Taylor on Fri Jun 19, 2015 6:29 pm

    Combat adjustment.

    Counting the H of monsters can be a challenge some times, especially if you have 3 zombies in 1 space and they each have 2H, there are more instances of this, but tracking the monsters H can get messy. With this, I suggest a fix:

    At the end of the hero's turn essentially all monsters wounds are healed (excluding mini-boss and boss monsters). meaning you have to do 2 attacks against the zombie mentioned above to kill it.

    The game is all ready slightly in the hero's favour, but this change is not to drastic, since most 2-3 H monsters are killed in 1 turn most of the time.


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    Post by Zappline on Fri Jun 19, 2015 6:38 pm

    Problem with healing up monsters H every turn is that battles can take forever to complete. A better way is to simply build markers. Put down a Wound marker when a monster is wounded if they have more then 1H. This makes it a lot easier to keep track of everything Very Happy

    But your system has to be play tested it could work but I don't know Razz
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    Post by Taylor on Fri Jun 19, 2015 6:41 pm

    Zappline wrote:Problem with healing up monsters H every turn is that battles can take forever to complete. A better way is to simply build markers. Put down a Wound marker when a monster is wounded if they have more then 1H. This makes it a lot easier to keep track of everything Very Happy

    But your system has to be play tested it could work but I don't know Razz

    Wound markers on 5x5mm figures.... pale

    it would also encourage team work, i have a friend comming over tomorrow, i might get to play test it then.


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    Post by Zappline on Fri Jun 19, 2015 6:45 pm

    Yes do play test it as much as possible. And yes markers on 5x5mm figures sound awefull but the markers does not have to be that small, they can be 10mm without any problems Wink
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    Post by Taylor on Mon Jun 29, 2015 8:45 pm

    The A.I in 0.4 for the Lich king and the fire demon are... complicated? not so much the dire demon.

    The best way around this is to just give each creature 1 main attack and maybe another special attack, but with the lich having 3 special attacks, makes the A.I for him stupid and makes him easy to beat.

    How would we feel about changing the lich kings attacks completely?


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    Post by Zappline on Mon Jun 29, 2015 10:07 pm

    We would feel confident with this I think Smile
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    Post by Taylor on Tue Jun 30, 2015 3:04 am

    Zappline wrote:We would feel confident with this I think Smile

    Im thinking of getting rid of his Life steal ability, and just give him, and all bosses more H, i feel like 5-8H for a boss is not enough, how dose somethinf more like 8-12 sound?


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    Post by Zappline on Tue Jun 30, 2015 3:42 am

    Life steal seems like a good mechanic but it doesn't work as well I think higher H would be better actually, try it out and see what happens Very Happy
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    Post by Taylor on Tue Jun 30, 2015 4:18 am

    Zappline wrote:Life steal seems like a good mechanic but it doesn't work as well I think higher H would be better actually, try it out and see what happens Very Happy

    Hmm, and life steal feels more thematic with count vludd


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    Post by Zappline on Wed Dec 30, 2015 10:36 pm

    Wow it was a long time I was here. But not much has changed. How did the life steal work out for ya?
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    Post by Taylor on Wed Dec 30, 2015 10:52 pm

    Zappline wrote:Wow it was a long time I was here. But not much has changed. How did the life steal work out for ya?

    What i have been doing for my past games is dropping the life steal and testing some A.I rules.
    Boss A.I is hard to do. i have been playing with a GM ever since and using A.I rules for creatures that are not bosses.

    All-in-all bosses with higher HP and less brutal attacks do make for more epic boss fights though.

    Its good to see you again Smile


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    Post by Zappline on Wed Dec 30, 2015 11:25 pm

    Ah cool. Would be nice to try it out. All my MDA stuff got trashed in the move. So I have nothing left and have not played for a long while. Have to get back in to this and to develop some more. I have developed some rules for a RPG with this game as a based. And it has worked out quite good actually Smile

    Nice to be back and see you again to
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    Post by Taylor on Sat Jan 02, 2016 10:56 am

    In castle of count vludd, there is a mechanic that gives players square tokens like "fear" and "cursed bite" these are not referenced in the rules, so in ver 0.5 i'm thinking of referring to these as "status effects" because we do need a universal term for these, so spells, items and actions can interact with these status effect tokens.

    What do you think?


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    Post by Zappline on Sat Jan 02, 2016 11:00 am

    Sounds like a good idea. How are we coming with the new version btw? I men i have not been here for a while and I feel like my dev status has been lacking for a while. Need to get back in the game and start to actually develop some stuff Razz
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    Post by Taylor on Sat Jan 02, 2016 11:15 am

    Zappline wrote:Sounds like a good idea. How are we coming with the new version btw? I men i have not been here for a while and I feel like my dev status has been lacking for a while. Need to get back in the game and start to actually develop some stuff Razz

    No new big content, added bard songs, i started to draft ideas for the spell book. i need to get back into modding and working on 0.5 as well Smile

    I've been working on my bandit quest a bit too.


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