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TOPIC: Spolier Free Feedback for V1

Spolier Free Feedback for V1 5 months 1 week ago #49

Harlax wrote: I'm ok with the combat system. I know a sliding system was tried in the Patron runs. I'm guessing it didn't go well.

Some monster "mechanics" could be added to make combat more than just clicking the button and anouncing the results. Limited information to the DM absent a party card might be a barrier here, But adding something that requires strategic choices could spice things up. Like the Beholder a few years ago or the Ogre Mage.


What about multiple monsters?
With 10 people in a room, space can be a problem in the normal dungeon but I think having to split attacks might be more doable in VTD.
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Spolier Free Feedback for V1 5 months 1 week ago #50

Bob Chasan wrote:

Harlax wrote: I'm ok with the combat system. I know a sliding system was tried in the Patron runs. I'm guessing it didn't go well.

Some monster "mechanics" could be added to make combat more than just clicking the button and anouncing the results. Limited information to the DM absent a party card might be a barrier here, But adding something that requires strategic choices could spice things up. Like the Beholder a few years ago or the Ogre Mage.


What about multiple monsters?
With 10 people in a room, space can be a problem in the normal dungeon but I think having to split attacks might be more doable in VTD.

Yes, like the hellkyries, making party AoE more significant
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Spolier Free Feedback for V1 5 months 1 week ago #51

The classic group of orcs, or a squad of skeletons. There are alot of scrolls and such that target "all" monsters, but there are rarely multiples.

I like this idea.
We have met the enemy and they are ours:Two ships, two brigs, one schooner and one sloop
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Spolier Free Feedback for V1 5 months 1 week ago #52

Ser Biffy Clegane wrote:
- Agreed that rolling for damage isn't as fun as sliding, but I don't have a better solution, (I'd be interested in hearing from rogues).


It felt a bit random as I didn't get any crits for the entire run (although I was using the relic necklace rather than the legendary, so my crit range was 19-20), but I didn't have too much of an issue with it as Rogues aren't the only damage-dealing class and no doubt I occasionally have physical runs where I slide poorly as well.

I would prefer something which simulates sliding to just making a D20 roll though, it'd definitely make combat feel more immersive and make the Rogue expanded crit range feel less random.
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Spolier Free Feedback for V1 5 months 1 week ago #53

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Iross wrote:

Ser Biffy Clegane wrote:
- Agreed that rolling for damage isn't as fun as sliding, but I don't have a better solution, (I'd be interested in hearing from rogues).


It felt a bit random as I didn't get any crits for the entire run (although I was using the relic necklace rather than the legendary, so my crit range was 19-20), but I didn't have too much of an issue with it as Rogues aren't the only damage-dealing class and no doubt I occasionally have physical runs where I slide poorly as well.

I would prefer something which simulates sliding to just making a D20 roll though, it'd definitely make combat feel more immersive and make the Rogue expanded crit range feel less random.


Given how tiny some of the 20 spots on recent combat boards have been or the potential to get knocked off that tiny 20, the VTD system makes getting a crit much more likely.
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Last edit: by Harlax.

Spolier Free Feedback for V1 5 months 1 week ago #54

There are shuffleboard and/or curling apps out there. Not sure if some of our more enthusiastic coders could adapt something like this to TD to help mimic the sliding experience.

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Last edit: by Chad.

Spolier Free Feedback for V1 5 months 1 week ago #55

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Wade Schwendemann wrote:

Bob Chasan wrote:

Harlax wrote: I'm ok with the combat system. I know a sliding system was tried in the Patron runs. I'm guessing it didn't go well.

Some monster "mechanics" could be added to make combat more than just clicking the button and anouncing the results. Limited information to the DM absent a party card might be a barrier here, But adding something that requires strategic choices could spice things up. Like the Beholder a few years ago or the Ogre Mage.


What about multiple monsters?
With 10 people in a room, space can be a problem in the normal dungeon but I think having to split attacks might be more doable in VTD.

Yes, like the hellkyries, making party AoE more significant


The ability of some party members to use a cage as cover in one fight. Mutlitple monsters with some requiring range and some Melee. Room seven in the airship, combination of puzzle and combat. The coffin of never ending skeletons. You can probably think of many more.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Spolier Free Feedback for V1 5 months 1 week ago #56

Think of the classic encounter. Enter the room, and get attacked by five giant rats, or kobolds. Classic and shall I say, very challenging. And dangerous.
We have met the enemy and they are ours:Two ships, two brigs, one schooner and one sloop
September 10, 1813

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Spolier Free Feedback for V1 5 months 1 week ago #57

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The lava beast encounter that required (or encouraged) the party to split into three groups.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Spolier Free Feedback for V1 5 months 1 week ago #58

How you feel about the fork in the road?

Glad that I did two runs and went both ways

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Spolier Free Feedback for V1 5 months 1 week ago #59

my response to this would include spoilers so saving it till I get clarification.
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Spolier Free Feedback for V1 5 months 1 week ago #60

jedibcg wrote: If combat was rolling a d20 instead of the d10+10, I think it would have slightly improved improved combat. The pregen fighter which would be used on normal gets a 20 for hit on a 2. I don't know what the highest on AC on normal was, (I don't think it was higher than 20) so only missing on 1 doesn't seem balanced right.
Pregen Barbarian and D Fighter are a +7 to hit, so they are missing 1, but getting 19+ on everything else).
Pregen Monk is a +6, so lowest possible hit on BOTH of their attacks is a 18.


In the 2 runs where I had a bard with the legendary lute, my Paladin Attack bonus was 17. Because of the D10+10 rolling, that meant that I was hitting (almost) every monster unless I rolled a 1. Like you said, if we continue down the digital road with this same style of combat system, I hope they switch to a natural D20 roll.

Another thing I noticed (and voiced at the end of my run) was that the DMs in the hotel seemed to have MUCH worse visual quality. This is probably due to hotel wifi, but it could be other bandwidth bottle-necking or just the quality of the computer they were running off of. The only run I had clear video on was my run with Brandon as the DM and it seemed like he was in the building. Hopefully, this can get ironed out before November, as there was a lot of cool stuff hidden throughout the dungeon that would have been fun to look at with any free time we had remaining.

Otherwise, I had a blast! I thought this was an excellent adaptation to the online space and I look forward to November!

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