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HAM2D6 Discussion

tbgg

Dark Lord
So I'm confused why you referenced earth magic in the combat post. I am assuming Kell can only cast her water spell, but the earth one looked pretty useful.


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Legendary Sidekick

Staff
Moderator
Water proved useful, since the wet ground slowed the enemy.

Earth is less useful since the enemy is too far away for melee. If Kell has the staff from Aphrodite, she can cast Lv.1 earth.
 

tbgg

Dark Lord
Entangle is definitely useful in melee. And yeah, the staff was from Demeter.


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tbgg

Dark Lord
I'm also wanting to know if Kell could cast ice armor while Sigrilinn builds her trap, assuming she doesn't need help.


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Legendary Sidekick

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Moderator
Go without the armor until you level up attack again (which you can choose to do next level). I'm going with your suggestion, which puts ice armor at level 4.

You had underwater breathing at 3, but I felt like Lv.3 > Lv.2, so I added the mermaid form. Since ice armor is a higher level than mermaid form, I'll make it worth the wait.
 

Legendary Sidekick

Staff
Moderator
I'm going to have Lv.1 spells do a bit more than they should based on the situation. So wind sped you up, water muddied the ground to slow the enemy. If Sigrlinn tries the gravity trap, she (1) has a few "rounds" to figure out how it works and (2) can consider your surroundings to find ways to use it super-effectively.

You're inside the mine now. You would need a light spell to work your way through, but you know Piggie can cast fire/light.



Also, one note about Lv.1 spells. You can only cast one in an area—otherwise you can just cast Lv.1 earth/wind/light and never get hurt! (Way OP for Lv.1 or Lv.anything!)

I forgot about that rule when I had my NPC cast light.
 

tbgg

Dark Lord
When you say we can cast only 1 level spell, is that per player, or for the entire party?


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Legendary Sidekick

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Moderator
You can both cast, but the spells can't overlap (to prevent a situation where you're protected from everything).

I think it's fine if Sig casts wind so she can't get shot while Kell could cast entangle so she can't get attacked by fighters. But in this case, Kell could still get shot at, and Sigrlinn could get attacked by fighters.

I don't have a problem with Lv.1-3 spells being cast repeatedly. Lv.4-5 might need to be once per battle because they'll be that good.
 

Legendary Sidekick

Staff
Moderator
Just to add to the above—there's nothing wrong with using multiple Lv.1 spells (cast by different characters) strategically.

So in the above case, Sigrlinn cold cast wind on a treetop, and Kell could cast earth while standing near a wall. So the treetop makes it difficult for fighters to get to Sigrlinn, who can't get shot either due to her spell. And Kell can't be rushed by fighters, and there's a slim chance an enemy will be able to get into a position to shoot at her.

If you're pitted against non-magic enemies, tough luck for them!
 

Legendary Sidekick

Staff
Moderator
In case it's unclear, the shape doesn't matter aside from how the shape would fit the area. I'll assume your characters are intelligent enough to draw a trap that fits the area, so a "square" or "rectangle" won't be punished with—you FOOL! Only a HEXAGON can match the shape of the mine so enemies can't conveniently happen to walk AROUND your trap.

Addison made a heart shape specifically because it would annoy Baldhart.


Also, the main difference between shock and gravity traps: you can use shock traps in water. In the game Monster Hunter, there were shock traps and pit traps, which is why if I only have two elements as traps, they'll be earth and air. I'm going with gravity so you can trap flying creatures.
 

tbgg

Dark Lord
@LS: So...if Sigrlinn is making a gravity (earth) trap, can Kell use Entangle from her staff or not?


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Legendary Sidekick

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Moderator
She can. Yeah—the traps don't intervene with the other Lv.1 spells. I actually want the Lv.1 spells to follow you, so if you move around, there will be writhing plants moving in and out of the ground. I'm just going to say you get plants no matter what. If you're in water, you get sea plants. If you're indoors, uh……… you get house plants?
 

tbgg

Dark Lord
Would Wave Dance be more deadly with Sig's arrows? (Lightning + Water)?


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Legendary Sidekick

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Hmm... I definitely think lightning and water should officially mix. If the enemies get close to Kell and Sigrlinn shoots them, I think a bonus damage makes sense.

Bonuses:
In water: lightning harms, ice hinders.
In certain environments on land: fire harms, stone hinders.
(Example: fire burns wood; stone causes cave-in.)
 

tbgg

Dark Lord
I don't think I understand the countdown thing. We roll once to see if we got a 3 and a second time for the rounds? Or with Kell's 4 total rolls above 3 in her last roll, does that mean she gets Wave Dance for 4 rounds?


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Legendary Sidekick

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Moderator
Sorry to disappear for a month! There was a new change at work, which I didn't think would take so much getting used to. I still need a bit of time before I can run this again.

However, seeing how I run the cartooning club at work, I do still draw stuff!

tin_maiden_by_legendarysidekick-db7stb3.png


@Ireth & tbgg, thanks to both of you, I'm sticking to mythology-related heroines. Fairies actually aren't based on Greek mythology, but they are common in Midsummer Night's Dream, which is inspired by Greek mythology. Amazons and Nymphs and Heph's handmaidens are from the myths, and thanks to Artemis, being a Huntress is a thing. There is one more class to go, and she's right up there with Amazons and Nymphs as far as being myth-related is concerned. I'll post her after I draw her…
 
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