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TOPIC: Brawler's Mug vs Tower Shield

Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #13

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I hope this is not really the wave of True Dungeon's future. It would be bad if people stopped buying tokens because they were all negated by the dungeon...
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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #14

Counter point, yes the chain devil had a 25 to hit, well this year my AC is 30, so she does have a chance to miss. If you ignore AC and have say an 18 she hits every time but a 1. I only say this because Smoak actually missed me last year. He rolled a 2 to do it, but hey if I hadn't focused on AC I would have taken a big hit.
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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #15

Another thing about last year - is that the first time that monsters didn't have to roll damage, but did a set amount? That Minotaur was pretty much killing a party member every time he hit. I much prefer the traditional rolling of damage, so that there's a chance you can get away without 20+ damage in each hit. This set amount of damage is another thing that I hope was one-year only and not the way things will be from now on.

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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #16

Mike Steele wrote: Another thing about last year - is that the first time that monsters didn't have to roll damage, but did a set amount? That Minotaur was pretty much killing a party member every time he hit. I much prefer the traditional rolling of damage, so that there's a chance you can get away without 20+ damage in each hit. This set amount of damage is another thing that I hope was one-year only and not the way things will be from now on.


No, look at Module TD7 (Hope for the Lost): The damage was fixed back then, and I believe it was the same TD2 (Return to Hommlet) when I first ran True Dungeon, and I know it was the case in TD6 (Race Across Greyhawk).

Now there is no proof that years prior to TD7 it was fixed, as TD7 was the first time we got modules. But I think it was done to keep less time in the DMs Turn and thus necessary to do fixed damage.

As for the minotaur killing a party member each turn, the damage it was doing was 12 points on nightmare, so the only way to kill a party member each turn was to have not healed ALL the damage taken the Spiked Wall room (Nightmare was: 6 point for each wrong guess and 10 points for failing).

So I would not expect fixed damage to ever go away, as its has been a staple for years, and was definately not a one-time deal.
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Last edit: by greyseer.

Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #17

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Mike Steele wrote: Another thing about last year - is that the first time that monsters didn't have to roll damage, but did a set amount? That Minotaur was pretty much killing a party member every time he hit. I much prefer the traditional rolling of damage, so that there's a chance you can get away without 20+ damage in each hit. This set amount of damage is another thing that I hope was one-year only and not the way things will be from now on.


See, I don't mind set damage, if only because it cuts down the number of rolls, and thus speeds of combat.
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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #18

The Chain Demon didn't really bother me, as she was on the Puzzle dungeon, so it was kind of a puzzle battle as opposed to normal combat. Smoak's Ioun stone though, here's hoping we've seen the last of that kind of garglemesh

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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #19

greyseer wrote:

Mike Steele wrote: Another thing about last year - is that the first time that monsters didn't have to roll damage, but did a set amount? That Minotaur was pretty much killing a party member every time he hit. I much prefer the traditional rolling of damage, so that there's a chance you can get away without 20+ damage in each hit. This set amount of damage is another thing that I hope was one-year only and not the way things will be from now on.


No, look at Module TD7 (Hope for the Lost): The damage was fixed back then, and I believe it was the same TD2 (Return to Hommlet) when I first ran True Dungeon, and I know it was the case in TD6 (Race Across Greyhawk).

Now there is no proof that years prior to TD7 it was fixed, as TD7 was the first time we got modules. But I think it was done to keep less time in the DMs Turn and thus necessary to do fixed damage.

As for the minotaur killing a party member each turn, the damage it was doing was 12 points on nightmare, so the only way to kill a party member each turn was to have not healed ALL the damage taken the Spiked Wall room (Nightmare was: 6 point for each wrong guess and 10 points for failing).

So I would not expect fixed damage to ever go away, as its has been a staple for years, and was definately not a one-time deal.


But, didn't the Minotaur get two attacks per turn? That would be 24 damage per turn, aimed at the only person in melee combat with him, which would kill most characters in one turn.

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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #20

Mike Steele wrote: But, didn't the Minotaur get two attacks per turn? That would be 24 damage per turn, aimed at the only person in melee combat with him, which would kill most characters in one turn.



Thank Pelor for Dirtdazzy Boots! :laugh:

More characters are able to survive 18 damage. Just remember to get healed up each round!

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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #21

I like set damage and I also like that there is the threat of death in a dungeon. Until this year, I think that the combats had gotten too easy, and they hadn't really kept up to the tokens that we now equip ourselves with. I loved the combats this year, including Smoak, it really forced you to be good at what you were doing. I also like that ranged combat has started to become important. All these things should stay, because it forces us to modify our strategy, it forces us to grow as players, and it keeps us thinking. I don't want the dungeons to be the same, with the same monsters, let's grow, let's change.
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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #22

Mike Steele wrote:

greyseer wrote:

Mike Steele wrote: Another thing about last year - is that the first time that monsters didn't have to roll damage, but did a set amount? That Minotaur was pretty much killing a party member every time he hit. I much prefer the traditional rolling of damage, so that there's a chance you can get away without 20+ damage in each hit. This set amount of damage is another thing that I hope was one-year only and not the way things will be from now on.


No, look at Module TD7 (Hope for the Lost): The damage was fixed back then, and I believe it was the same TD2 (Return to Hommlet) when I first ran True Dungeon, and I know it was the case in TD6 (Race Across Greyhawk).

Now there is no proof that years prior to TD7 it was fixed, as TD7 was the first time we got modules. But I think it was done to keep less time in the DMs Turn and thus necessary to do fixed damage.

As for the minotaur killing a party member each turn, the damage it was doing was 12 points on nightmare, so the only way to kill a party member each turn was to have not healed ALL the damage taken the Spiked Wall room (Nightmare was: 6 point for each wrong guess and 10 points for failing).

So I would not expect fixed damage to ever go away, as its has been a staple for years, and was definately not a one-time deal.


But, didn't the Minotaur get two attacks per turn? That would be 24 damage per turn, aimed at the only person in melee combat with him, which would kill most characters in one turn.


Indeed, I did miss that in the stat block, I only did the run on regular, but you are right he was +12/+12 so two attacks a round, now I can see why people died each turn.

I guess last year the complaints that Nightmare was not tough enough got to Jeff and he made Nightmare, really nightmarish.
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Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #23

+12 +12 is really not that high of an attack on nightmare. He would hit me far less then half the time. He didn't kill a character in either my normal or nightmare runs. A well balanced character should have no problem having a good AC.
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Last edit: by archmage78.

Re: Brawler's Mug vs Tower Shield 12 years 11 months ago #24

archmage78 wrote: +12 +12 is really not that high of an attack on nightmare. He would hit me far less then half the time. He didn't kill a character in either my normal or nightmare runs. A well balanced character should have no problem having a good AC.


Well on Regular he had only +8 for 4 points so for a normal run survival was pretty good. Nightmare though with a solid AC being in the low 20s (A heavy mithral bard ranger has ACs between 20-and 24) he hit 50% of the time and if the DM was lucky it could the death of a character a turn. Even our uber AC mage only has an AC of 23 when buffed so he could have died in one hit on a good DM turn.
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