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TOPIC: AoW at True dungeon

Re: AoW at True dungeon 14 years 9 months ago #73

  • bpsymington
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It's been my experience that most rogues check to see if the party needs the clue, and if not, they draw and keep the token.<br />
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Re: AoW at True dungeon 14 years 9 months ago #74

It is entirely up to the rogue, just like it's entirely up to everyone else to do what they will when they take something from a treasure box. Ownership of a token transfers from TD to the person whose hand pulls it out - that simple.<br /><br />Now that being said, what you do with the token once it's yours is a completely different story....<br /><br />I agree, when it would be really helpful for someone else in the group to use what you just pulled it makes sense to let them have it. Increases the party's overall chance at success, and therefore still a benefit to you. Otherwise if it's not useful now pocket it for your own wealth. I'm sure you'll encounter folks that don't like to share their tokens, but in my opinion I would rather leave with a survivor button than an extra token (I shouldn't put a blanket statement out there and instead say within reason, if it's worth so much that it could pay for several more TD runs, I would suggest keeping it).<br /><br />Available Alternative: you could always agree to divide the loot up into equal shares at the end of the run if you don't like the standard, you pull it you own it rule.

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Re: AoW at True dungeon 14 years 9 months ago #75

<br />

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<br />It's worth mentioning that Knocking a rouges box will not disarm the trap... only a rouge can do that.... hate to see your treasure get destroyed when the acid vial breaks.<br />

<br /><br />Well, that's what makes it evil, you see.  The Rogue, squatting squarely in front of the chest (and trap, if there is one) gets hit full on by the trap (if there is one).  And it generally comes as a surprise, with the Rogue getting to do little more than yell, "No, wait..." before the spell goes off.<br /><br />As for losing the treasure to a vial of acid, every run I've gone on had a Rogue who made sure not to share what was in the chests, so I wouldn't be losing out on any treasure.  And I'd get to use up some of those Knock scrolls cluttering up my collection!<br />

<br /><br />So then, here is a TD etiquette question for you. I (being a rogue usually) have often wondered about this. I also normally keep the treasure I find, unless it is immediately beneficial to someone in our group. It there some precedent for sharing what a rogue gets, or do most other rogues usually keep what you get? Just wondering.<br /><br />

<br /><br />Nature of the rogue....  Seems reasonable to me.  They take the damage, they reap the reward.

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Re: AoW at True dungeon 14 years 9 months ago #76

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I agree that ultimately the Rogue decides what gets pulled from the chest and what happens to it.  My experience has been with groups made up of individuals who are adventuring together simply because they bought tickets for the same run.  In cases like this, I suspect the good of the individual will win out every time, and the Rogue will take the token and run.  I suspect (but have no proof) that in groups who adventure together by choice, the Rogue will more often pull something to help the group or share what was pulled.<br /><br />My problem with the individualistic choice is the Rogue gets a shot at a free token, usually while the rest of the group is working to get the entire group out of the room on time.  If the Rogue does this over and over, it builds resentment toward the Rogue within the rest of the group.  Why?  Because the Rogue gains the benefits of being in the group, without helping the group, and often also walks off with extra treasure.  And that is the sort of behavior that garners an ambush Knock.<br /><br />It's the Rogue who is in it only for himself or the player who spends his time searching for hidden tokens while the rest of the group solves the room that irks me.  I would like to see a puzzle room where anyone who didn't help solve the puzzle takes damage at the end of the room, even if it is solved in time.
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Re: AoW at True dungeon 14 years 9 months ago #77

The only problem is that sometimes it is beneficial to allow a couple of people to try and solve the puzzle rather than an involvement by the entire group since sometimes too many people working on it gets in the way.<br /><br />Kim
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Re: AoW at True dungeon 14 years 9 months ago #78

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Agreed, Kim - too many cooks...
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Re: AoW at True dungeon 14 years 9 months ago #79

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I think we should just allow players to attack one another and sort it out gladitorial style.

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Re: AoW at True dungeon 14 years 9 months ago #80

mmmmm..... entertaining, but too time consuming
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Re: AoW at True dungeon 14 years 9 months ago #81

Besides think about the cost to TD in the destruction of props and sets.<br /><br />Kim
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Re: AoW at True dungeon 14 years 9 months ago #82

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<br />The only problem is that sometimes it is beneficial to allow a couple of people to try and solve the puzzle rather than an involvement by the entire group since sometimes too many people working on it gets in the way.<br />

<br /><br />And sometimes it helps to have everyone's input (like the pillar room from last year).  But my complaint was not about the "sometimes," rather it was about the "always."
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Re: AoW at True dungeon 14 years 9 months ago #83

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I disagree completely. Having everyone's opinion on the pillar sucked. It caused confusion more than anything as people debated exactly what some venal sin should look like. I can only think of 1 puzzle off the top of my head where you wanted everyone involved in and that was the first room of 04. You needed everyone to search around in the junk pile.

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Re: AoW at True dungeon 14 years 9 months ago #84

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BTW, since we're talking puzzles,  Ijust remembered one I never solved. I think it was in '05 and it was a room with all sorts of small glass bottles and you had to pick one of them. Does anyone remember off the top of their head what that was all about? I remember some bardic runes on some of them and that's it.

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