|
Might as well sign me up -- I have mucked around with Realmspeak before so am willing to go with Woods Girl, Elf or Witch (in roughly that order of preference, but specifically willing to vacate Woods Girl if that should be reserved for a less experienced player).EclecticTastes posted:Wow, I've been trying to play in Realmspeak, and I gotta say, I'm glad I'm probably going to be partnered with more experienced players, because I'll need all the help I can get. I'm guessing the White Knight should be capable of surviving fights on a consistent basis, and so far that hasn't really been happening, and I'm not sure what I'm doing wrong. I mean, I need to get my Hiding game up I guess, but even then, enemies just seem to wreck me without me being able to do much, so I could use the advice on how to best utilize the first few turns. (The smaller enemies, though - packs of Goblins, Spiders, Trolls and especially Bats - are too fast to hit, except with a lucky shot. Only thing you can do there is pick a direction to swing in, hope the 1 in 3 luck of the dice has them line up with your strike, and see if you can connect before they peck you to death. Or else Hide, and run away before combat starts.) Also play around a bit on bartering with the Order on Day 1. Trading the Greatsword for a Morning Star is almost pure upgrade (exactly why is an exercise for the reader); trading Armor for a Warhorse is a bit less intuitive (and one I have never successfully pulled off myself, in mucking around with solo Realmspeak games) but potentially makes Goblins and Bats much, much less of a threat. The White Knight is one of the most powerful characters in the game, if you play to his strengths. And his strengths are beating up on big monsters, not getting chewed up by packs of smaller monsters or engaging in PvP.
|
# ¿ Jan 28, 2016 06:24 |
|
|
# ¿ Apr 27, 2024 06:42 |
|
Sorry for the delay. (Ask me about the ten hours of work I did this weekend for a year-end deliverable that didn't exist last Thursday!) Victory points: Great Treasures 1 Fame 2 Notoriety 1 Gold 1 Starting Spell is the ever-reliable Control Bats, and Starting Location will be the Inn, because gently caress facing off against the Soldiers on Day 1.
|
# ¿ Feb 1, 2016 03:43 |
|
disperse posted:You can find this on your character card or page 102 in the rulebook. Ignore the development levels, we aren't playing a development game so you start will all chits and the spells listed next to "Witch." Just to expand/clarify on this slightly - 'nothing' does not equate to 'unarmed'. Every character is assumed to have a dagger to fight with if absolutely necessary - doing the same damage as whatever Fight chit you play, plus Sharpness against unarmored enemies. (It is a lousy excuse for a weapon, mind you - the Witch should avoid combat unless+until her magic gives her firepower. But it is a weapon.)
|
# ¿ Feb 2, 2016 03:54 |
|
disperse posted:Bacon in a Wok, LLSix, and TheNabster please PM me your day one moves. Hire, Hire, Hire, Hide. For the first two Hire actions, only accept if Pricex3 or less is rolled. If I reach the third Hire action and have hired no Rogues, accept Pricex4. Good enough?
|
# ¿ Feb 5, 2016 05:37 |
|
Rogues follow the Woods Girl. Woods Girl - Hide, Hide, Move Borderlands 2, Move Borderlands 3. Combat actions to depend on what monsters show up at end of day.
|
# ¿ Feb 9, 2016 06:09 |
|
|
# ¿ Apr 27, 2024 06:42 |
|
Seriously? Seriously? I guess I loving die. (For those keeping track at home, roughly 1.6% chance of something like that happening, between two Hides both failing and the Octopus plus a whole mess of goblins happening to show up.) Thanks ever so much for hosting.
|
# ¿ Feb 10, 2016 02:39 |