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  #37  
Old November 16th, 2010, 09:26 AM
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Velenne Velenne is offline
 
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Re: Knights of the Daystorm - Release and FAQ thread

The Air Dungeon may be the most challenging of all the dungeons both in terrain, complicated scenarios, and of course opponents. I would steer you away from doing it first, or, if you've TPK'd on your first run-through, since you now know what to expect, start over and plan accordingly.

Still, having said that, plan to lose 2-3 Heroes in every dungeon.


Last edited by Velenne : November 16th, 2010 at 09:27 AM. Reason: I guess since all the Scape is out that's going to come out, I could probably start working on "RttToEE" now...

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  #38  
Old November 16th, 2010, 12:44 PM
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Re: Knights of the Daystorm - Release and FAQ thread

Oh, I TPK'd. I TPK'd 4 times. I'm stubborn.

I intend to do Earth first next time, followed by air, because I DO NOT want Advanced rules to come into play in that dungeon.

As I side note, I was wondering if it was your expectation to have the DM in these scenarios play it totally competitively, or more like I used to play Heroquest with my brothers: i.e., give them as much as they could handle without intentionally wiping them out (so long as they didn't do stupid stuff like run the elf or wizard off on his own.)

As an example, as a Heroscape Campaign DM, I wouldn't expect two squads of robot dogs to be smart enough to avoid Finn and Thorgrimm until the last, while focusing all attacks on Skahen and KA (the double attackers).

Thoughts?

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  #39  
Old November 16th, 2010, 03:28 PM
GladDragon GladDragon is offline
 
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Re: Knights of the Daystorm - Release and FAQ thread

Quote:
Originally Posted by AnubianWolf88 View Post
As an example, as a Heroscape Campaign DM, I wouldn't expect two squads of robot dogs to be smart enough to avoid Finn and Thorgrimm until the last, while focusing all attacks on Skahen and KA (the double attackers).

Thoughts?

AW88

I thought of it more as cyberneticly enhanced pack mentality. Analyze the opposition and strike the weakest links, or actually take out the strongest threat. Then again, I have my evil moments

Totally agree on starting with earth next time. And perhaps switching roles after one player gets through a room and see how the other handles the same room. I dunno. It's a toss up.


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  #40  
Old November 16th, 2010, 08:40 PM
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Velenne Velenne is offline
 
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Re: Knights of the Daystorm - Release and FAQ thread

I would simply recommend to play whichever way is the most fun for your group. If competition is your bag, run those cyberdogs with advanced AI protocols. If not, do what I do and direct them to leg-humping Thorgrim while Kaemon fills them with arrows.


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  #41  
Old November 16th, 2010, 09:13 PM
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FOOTBALLDUDE88 FOOTBALLDUDE88 is offline
 
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Re: Knights of the Daystorm - Release and FAQ thread

So the DM has 2 full sets of ordermarkers meaning that the DM Player 1 gets a turn then Player 2 then the DM gets to turns etc. etc. How does that work? I am playing a three player game.
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  #42  
Old November 17th, 2010, 11:35 AM
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Re: Knights of the Daystorm - Release and FAQ thread

In a 3-player game, the DM has two sets of OM's and each player has 1 set. The DM takes alternating turns with the players.

Each player rolls Initiative with the DM rolling two d20's (one for each set of OM's). Highest roll goes first and then play alternates between the two sides.

That make sense?


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  #43  
Old November 17th, 2010, 01:27 PM
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FOOTBALLDUDE88 FOOTBALLDUDE88 is offline
 
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Re: Knights of the Daystorm - Release and FAQ thread

Yes that helps a lot. I think my brother may actually play it with me again.
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