Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #325 (ISO) » Mon Jun 17, 2019 8:55 am

Post by Ircher »

In post 324, inspiratieloos wrote:
In post 321, Ircher wrote:
Also, I've thought about it some, and from now on, symbiosis will heal the targeted player by 75% (rounded up) of the roll, rather than 50%.


(Half is too little from the few times people have used the spell.)
Honestly, even at 100% it still wouldn't be that good.

You're wasting a turn while doing net damage to the party (or doing nothing at 100%), and given the way the threshold works losing a player doesn't actually decrease damage output that much.

Cerberus dealt 4 damage to himself to heal the worst for 3, if he had instead attacked one of the slimes one more attack would likely have killed it, saving 1-6 hitpoints to someone. So the party now takes 1+1d6-1d3 (assuming the slime hits a player with defence)-> ~2.5 more damage than we would have with a normal attack instead of the 'heal'. That's not even taking into account the mana that could have been spent on something else.

I think that's a problem with most skills/spells in the game though, in most cases they're not actually better than just using a basic attack. Only the two cooldown strikes are actually good skills to use when available.

Attack Echo
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
Everything has their usefulness in certain situations. Honestly, I made the symbiosis spell similar to a spell in another game I've played, and it worked in a similar fashion. Nevertheless, I'm open to suggestions, so don't feel discouraged to say what you think should be said.

Also, dying is pretty significant because you don't keep all your level and experience, so the overall power of the entire party decreases.
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Post Post #326 (ISO) » Mon Jun 17, 2019 9:06 am

Post by Ircher »

Cerberus v666 begins casting a magic spell. Cerberus's hands begin to glow a bright white color. He points in the direction of the worst, and white light envelopes the worst. Meanwhile, red wisps drain Cerberus's own life force. **the worst has 5 HP left.** **Cerberus v666 has 4 HP left.**

James Brafin channels his inner being and strikes twice at Echo. He successfully hacks some pieces off with his first strike, but he misses his second strike. (6 so far.) inspiratieloos follows up with another slash and hacks more pieces off Echo. **Echo has 4 HP left.**

Delta attacks inspiratieloos:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Echo attacks James Brafin:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Cerberus v666 can use active skills again.

NotMySpamAccount can use active skills again.

Chemist1422 can use active skills again.
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Post Post #327 (ISO) » Mon Jun 17, 2019 9:08 am

Post by Ircher »

Delta manages to coat inspiratieloos in a thin layer of slime. **inspiratieloos has 7 HP left.**

James Brafin sees Echo's approach, but he is unable to completely evade the incoming attack. **James Brafin has 16 HP left.**
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Post Post #328 (ISO) » Mon Jun 17, 2019 9:10 am

Post by inspiratieloos »

Attack Echo
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #329 (ISO) » Mon Jun 17, 2019 9:23 am

Post by James Brafin »

Revenge
REVENGE
REVENGE!!!!!

AAAAHHHHH!!!
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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Post Post #330 (ISO) » Mon Jun 17, 2019 9:25 am

Post by Ircher »

That's to Delta I presume (correct me if I'm wrong).
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Post Post #331 (ISO) » Mon Jun 17, 2019 9:27 am

Post by James Brafin »

Yes. It’s revenge.
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Post Post #332 (ISO) » Mon Jun 17, 2019 9:37 am

Post by Cerberus v666 »

Death to Delta!

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
1d2SEEDSTART1640609858SEEDEND
GTK a me, currently live, this may be your only chance!
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Post Post #333 (ISO) » Mon Jun 17, 2019 9:37 am

Post by Cerberus v666 »

Death to Delta!

1d6SEEDSTART1733109126SEEDEND
1d2SEEDSTART1861490834SEEDEND
GTK a me, currently live, this may be your only chance!
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Post Post #334 (ISO) » Mon Jun 17, 2019 9:38 am

Post by Ircher »

RIP LOL
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Post Post #335 (ISO) » Mon Jun 17, 2019 9:39 am

Post by Cerberus v666 »

Pfft. I'm dumb

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
GTK a me, currently live, this may be your only chance!
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Post Post #336 (ISO) » Mon Jun 17, 2019 9:51 am

Post by Ircher »

inspiratieloos slashes viciously at Echo, killing it.

James Brafin hacks off a large chunk of Delta. (6 so far.) Cerberus v666 goes in for the killing strike. Delta withers up and dies a sad death.

Congratulations, you won this battle!


Party Experience:

Base XP = 1 + 1 + 1 + 1 + 1 + 1 = 6 XP
Bonus XP = 6 XP
Average Enemy Level = (3 + 3 + 3 + 3 + 3 + 3) / 6 = 3.0
Number of Participants = 8
XP Awarded Per Participant = 1.5 XP at Level 3.0.

(3) Inferno390 gains 2 XP. Inferno390 stays at level 3.
(4) Cerberus v666 gains 1 XP. Cerberus v666 stays at level 4.
(4) James Brafin gains 1 XP. James Brafin stays at level 4.
(3) Amzela gains 2 XP.
Amzela levels up from level 3 to level 4!
(Please allocate your stat point at your earliest convenience.)
(4) the worst gains 1 XP. the worst stays at level 4. (Please allocate your stat point at your earliest convenience.)
(3) NotMySpamAccount gains 2 XP.
NotMySpamAccount levels up from level 3 to level 4!
(Please allocate your stat point at your earliest convenience.)
(4) Chemist1422 gains 1 XP. Chemist1422 stays at level 4. (Please allocate your stat point at your earliest convenience.)
(1) inspiratieloos gains 3 XP.
inspiratieloos levels up from level 1 to level 2!
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Post Post #337 (ISO) » Mon Jun 17, 2019 10:01 am

Post by inspiratieloos »

Okay, my analysis of all the skills:
Active Skills:

*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 (PLV 2) (0 CD): None.
Definitely not worth an action at this point, since most monsters don't have relevant information and even if they did we don't really have relevant abilities to use the info, by the time scrying might be relevant the lvl2 should be available to most players

**Level 2 (PLV 4) (0 CD): Also gain initiative.
At this point, probably not worth one of the highest level players taking a turn off, by the time it becomes relevant this would be pretty good probably


*Speed Slash - Attack an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
Free damage, the best skill available


*Guard - Decreases damage taken from the next few attacks.
**Level 1 (PLV 3) (0 CD): Half damage from 1 attack.
Lose the group an action, would be useful for low HP players if it had initiative.


*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.
free damage, would be good if it wasn't strictly worse than quick slash 99% of the time due to longer CD, if it had the same CD as Quick Slash they'd both be situationally better


*Meditate - Spends time meditating to regain hitpoints and mana points.
**Level 1 (PLV 4) (7 CD): 1d2 hitpoints and 0 mana points.
problem is that it runs on the same CD as QS and DS so you'd give up using them to save this, would otherwise be situationally pretty good as an escape for a player at 1 HP


Passive Skills:

*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
nice small bonus, always good to help the players that get sucky rolls


*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns.
**Level 1 (PLV 4): 1 HP or lower.
Actually really powerful, probably too powerful? A player can go to 1 hp, do a free huge hit with DS and then get healed before the monsters can respond. Might be more balanced if it was a choice to use and prevented being healed for a time.


Spells:

*Symbiosis - Gives HP to an ally by taking damage. 75% of the damage you take (rounded up) is given to the target in the form of HP. One cannot give so much HP that they die from using this spell, and this spell cannot kill you.
**Level 1 (PLV 3) (1 MP): 2d3 damage taken.
Really bad unless used to bring a player from 1 HP to above 1 HP, the recent buff doesn't help.


*Fire - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
Way too weak, a normal attack vs defence hits harder than this, also only useful if you're the only person attacking otherwise the next player to hit it will trigger defence anyway. Would be situationally good (whenever you're the only person hitting an armoured enemy) if the damage was actually close to a basic attack.


*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the monster's inventory.
**Level 1 (PLV 4) (1 MP): None.
I assume an upgrade to this will come that gives it initiative, basically the same thing as scry but slightly better at the cost of mana, though shouldn't the names be switched? Scry usually implies a spell while examine implies mundane investigation.


*Curse - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 2 rounds.
At best 4 points (2 attacks and 2 defends) worse than a basic attack at that level. At this level increasing the length wouldn't do much because most monsters die within 2 rounds of focussed attacks anyway.


*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 2 rounds.
Same as curse, but worse because the monsters aren't necessarily going to attack the buffed player, OTOH increasing the length would actually make this significantly better.
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Post Post #338 (ISO) » Mon Jun 17, 2019 10:04 am

Post by Ircher »

Upon defeating the group of slimes, the townsfolk return to the inn, and before you can do otherwise, they provide you with a couple of silver coins.
The party has obtained 12 silver coins.


The innkeeper, while unable to provide all of you with a room to stay for the night, offers to sell the party some items. Here is what is on offer:

Innkeeper's Stock:

1. Lesser Healing Potion (5 Silver): Heals 1d4 hitpoints of a player.

2. Lesser Curing Potion (4 Silver): Cures a single status affliction of a player. The player may choose which one. This potion does not work against certain status afflictions such as fear and curse.

3. Power Tablet (8 Silver): Increases the result of your next roll by 1.

4. Numbing Powder (3 Silver): Roll a 1d6 and select an enemy target. If a 6 is rolled, the enemy is bound for one round. Bound status is a lesser form of stun; however, certain skills like Scry Monster can still be used while bound. (Ask the moderator for specifics.)

(Note that players may both use an item and perform another action in a single round. Exceptions may apply; if in doubt, please contact the game moderator.)

The next battle will commence in (expired on 2019-06-18 12:35:55) or after everyone posts or after the party runs out of money.
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Post Post #339 (ISO) » Mon Jun 17, 2019 10:22 am

Post by inspiratieloos »

Healing seems good, cure might be good if we start encountering statuses, I'd say take 2 heals or 1 heal + 1 cure.


Ircher, how do we choose what things to buy?
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Post Post #340 (ISO) » Mon Jun 17, 2019 10:28 am

Post by Ircher »

In post 337, inspiratieloos wrote:Okay, my analysis of all the skills:
Active Skills:

*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 (PLV 2) (0 CD): None.
Definitely not worth an action at this point, since most monsters don't have relevant information and even if they did we don't really have relevant abilities to use the info, by the time scrying might be relevant the lvl2 should be available to most players

**Level 2 (PLV 4) (0 CD): Also gain initiative.
At this point, probably not worth one of the highest level players taking a turn off, by the time it becomes relevant this would be pretty good probably


*Speed Slash - Attack an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
Free damage, the best skill available


*Guard - Decreases damage taken from the next few attacks.
**Level 1 (PLV 3) (0 CD): Half damage from 1 attack.
Lose the group an action, would be useful for low HP players if it had initiative.


*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.
free damage, would be good if it wasn't strictly worse than quick slash 99% of the time due to longer CD, if it had the same CD as Quick Slash they'd both be situationally better


*Meditate - Spends time meditating to regain hitpoints and mana points.
**Level 1 (PLV 4) (7 CD): 1d2 hitpoints and 0 mana points.
problem is that it runs on the same CD as QS and DS so you'd give up using them to save this, would otherwise be situationally pretty good as an escape for a player at 1 HP


Passive Skills:

*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
nice small bonus, always good to help the players that get sucky rolls


*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns.
**Level 1 (PLV 4): 1 HP or lower.
Actually really powerful, probably too powerful? A player can go to 1 hp, do a free huge hit with DS and then get healed before the monsters can respond. Might be more balanced if it was a choice to use and prevented being healed for a time.


Spells:

*Symbiosis - Gives HP to an ally by taking damage. 75% of the damage you take (rounded up) is given to the target in the form of HP. One cannot give so much HP that they die from using this spell, and this spell cannot kill you.
**Level 1 (PLV 3) (1 MP): 2d3 damage taken.
Really bad unless used to bring a player from 1 HP to above 1 HP, the recent buff doesn't help.


*Fire - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
Way too weak, a normal attack vs defence hits harder than this, also only useful if you're the only person attacking otherwise the next player to hit it will trigger defence anyway. Would be situationally good (whenever you're the only person hitting an armoured enemy) if the damage was actually close to a basic attack.


*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the monster's inventory.
**Level 1 (PLV 4) (1 MP): None.
I assume an upgrade to this will come that gives it initiative, basically the same thing as scry but slightly better at the cost of mana, though shouldn't the names be switched? Scry usually implies a spell while examine implies mundane investigation.


*Curse - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 2 rounds.
At best 4 points (2 attacks and 2 defends) worse than a basic attack at that level. At this level increasing the length wouldn't do much because most monsters die within 2 rounds of focussed attacks anyway.


*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 2 rounds.
Same as curse, but worse because the monsters aren't necessarily going to attack the buffed player, OTOH increasing the length would actually make this significantly better.
Thanks for the feedback.

As for meditate, it's suppose to come at a huge drawback. Healing can be pretty powerful, especially under this game's rules where players generally require at least two hits to die.

Blessing/Cursing can be useful sometimes as some attacks may have effects that only occur if some condition is met such as the attack dealing damage. I agree that they're pretty weak right now, but also, modifiers can be really useful.

Fire is more useful than you think. It's good for guaranteeing kills on enemy's with defenses. The last set of enemies didn't have defenses, so it's pretty useless then. The damage is low because it isn't meant to be spammed; I like how I've seen the spell be used in practice.

You're probably right about symbiosis, but it's the only real way of healing other players at the moment.

I liked your suggestion for guard; higher levels will see a more useful variant.

As for Scry Monster versus Examine Creature, you're right that the names should be swapped, but Scry Monster came first and then I thought of Examine Creature.

I consider Adrenaline Rush to be fine, even with the caveat you mentioned because in practice, people are going to avoid staying at 1 HP if they can help it.

That's just my perspective on the issue, and like I said, feel free to continue to provide feedback.

Pedit: You would just have to bold the purchases, although it would probably be best to confirm with the others.
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Post Post #341 (ISO) » Mon Jun 17, 2019 11:27 am

Post by Chemist1422 »

Stat point for HP, please

I think heal x2 for now, we can handle curing later
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Post Post #342 (ISO) » Mon Jun 17, 2019 1:41 pm

Post by James Brafin »

I second that motion.
Also, some sort of ability that trades your mana for healing might be okay, like at a 3:1 mana-to healthconversion rate to start with and then slowly lowering that to 2:1 or even 3:2 later on.
The powder objectively sucks tbh. The chances on it aren’t high enough. A 5 or 6 would be better, which is 33%, or even roll a 1d4 and have it happen on a four, which is a 25% chance.
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Post Post #343 (ISO) » Tue Jun 18, 2019 2:08 am

Post by inspiratieloos »

I think Ircher specifically wants to avoid an ability like that.
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Post Post #344 (ISO) » Tue Jun 18, 2019 5:50 am

Post by Ircher »

The Murderhobos pay the innkeeper ten silver coins and receive two lesser healing potions in return. The innkeeper then proceeds to offer the group of brave adventurers some additional information, "This isn't the first time those slimes attacked. I think they're coming from a dark cave to the east of here." Following this lead, the group decides to hunt down these slimes so that they no longer bother the townsfolk. As the group is walking towards the cave that the innkeeper gave them information about, they are attacked by a small group of colored slimes.

Battle #10
(Threshold 3)
(4) Alpha : Blue Slime : HP = 9/9 | Attack = 1d6 | Defense = 0d2
(4) Beta : Blue Slime : HP = 9/9 | Attack = 1d6 | Defense = 0d2
(4) Charlie : White Slime : HP = 9/9 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Delta : Orange Slime : HP = 9/9 | Attack = 1d6 | Defense = 0d2
Last edited by Ircher on Thu Jun 20, 2019 11:22 am, edited 1 time in total.
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Post Post #345 (ISO) » Tue Jun 18, 2019 5:58 am

Post by James Brafin »

Anything with MP scares me now. I vote we take out the white slime.
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Post Post #346 (ISO) » Tue Jun 18, 2019 7:05 am

Post by inspiratieloos »

Yeah, go for it. We should be able to kill it before it can act.
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Post Post #347 (ISO) » Tue Jun 18, 2019 8:07 am

Post by James Brafin »

Does my CD reset after each battle? If not, disregard the second roll, but I would like to double-slash the white fellow.

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Original Roll String: 1d2-2
1 2-Sided Dice: (2)-2 = 0
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Post Post #348 (ISO) » Tue Jun 18, 2019 8:14 am

Post by Ircher »

Yes, it resets.
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Post Post #349 (ISO) » Tue Jun 18, 2019 2:15 pm

Post by Amzela »

I leveled up and yay leveling up! Please ignore last post.

Could I please put a skill point in HP?

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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