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Ramond's RPG Adventure v2.0 - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: General Zone (https://lf-empire.de/forum/forumdisplay.php?fid=23) +--- Forum: Hangout Area (https://lf-empire.de/forum/forumdisplay.php?fid=26) +--- Thread: Ramond's RPG Adventure v2.0 (/showthread.php?tid=1806) Pages:
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RE: Ramond's RPG Adventure: The Return! - Bamboori - 09-03-2014 cant we use the 11x wood i collected earlier? RE: Ramond's RPG Adventure: The Return! - Silverthorn - 09-04-2014 (08-21-2014, 07:10 PM)Ramond Wrote: Blue Phoenix is caught in the field and is now shocked!
RE: Ramond's RPG Adventure: The Return! - Ramond - 09-04-2014 I just noticed that one fundamental mechanic isn't really sticking out as much as it's supposed to. Which would be: fighting at a ranged basis, which currently provides no benefits at all. Right now, everybody can be attacked by anybody, which basically defeats the purpose of specific builds (like tanks that actually try to cover the ranged fighters behind). I did introduce that "covering" feature a while ago, but since it was pretty messy and could be abused a lot, I just stopped supporting it. Instead, I'm going for a pretty drastic game mechanic change here: As long as there are enemy melee fighters standing, you will not be able to attack ranged enemies in close combat. The same goes for your enemies as well though, so your mages and archers should be quite safe from close combat fighters. (Of course, ranged attacks can still target anybody.) I'll be writing up and adding a Q&A to the FAQ soon. Furthermore, that introduces one more neccessary but simple thing: Fighters are now also divided in "melee" and "ranged" positions, which basically determines if your character is currently in melee range or not. Characters in melee range can always be attacked by enemy melee fighters, while ranged ones cannot. However, you need to be in a "melee" position to be able to phsyically attack at all. You're free to change your position anytime (not during a physical attack that requires you to be in "melee" position though), so even ranged combatants can stand in melee position if they want to. Close combatants can also switch to "ranged" position (though they won't be able to deal physical attacks, but are safe from enemy close combatants). Ok, too much explaining, it will be clear once more battles happen
RE: Ramond's RPG Adventure: The Return! - Silverthorn - 09-04-2014
RE: RPG Adventure The Return! - Ramond - 09-04-2014 Slowly the group sets foot to the cave. It gives away an eerie chill as they enter, leaving autumn's fresh night air behind them. Just a few more steps, and a definitely human-crafted brick wall blocks their path. A sign has been thrust into the ground next to a stone door in that wall. The sign reads: "Heed this warning, advanturer, who seeks to explore this little home of mine, vicious traps and horrible creatures lie beyond this door to protect my vealth from thine. Be warmed and turn back at once, lest you be consumed by terrible flames and ice, or lot it be told, in the name of Lord Razen, that thou won't live twice." Nave: Well, look at that. SirFrog: Is this supposed to impress in any way? snorsorbet: Maybe we should leave it and turn back as long as we still can...? Phil: Me-e-e-ow...! snorsorbet: I'm feeling that Phil's sensing something truly dark in there... Blue Phoenix: Bullsh*t. Dogs that bark don't bite. This sign is just supposed to scare people away. Book of Knowledge (Hints of Interest: To find out more about Dual Attacks/Spells, visit the FAQ: Battle Section! Stat poins left: -) Skill points left: -) Drahcir - HP: 146/146, MP: 15/15 (3x LoH, 1x Smite) Bamboori - HP: 115/115, MP: 11/11 (Arrows: 16) SirFrog - HP: 87/87, MP: 128/128 Blue Phoenix - HP: 81/81, MP: 10/10 Nave - HP: 94/94, MP: 127/127 snorsorbet - HP: 113/113, MP: 62/62 Phil - HP: 100/100, MP: 11/11 Simon - HP: 94/94, MP: 5/5 Gold coins: 72 LFE Kingdom (drafted version) (Click to View) ![]() It's night. (9:04 PM) The dark, starry sky is filled with shining stars. RE: Ramond's RPG Adventure: The Return! - TheNave - 09-04-2014 A wall? Pfff... Break it down! If that doesn't work... freeze it up with sirfrogs ice magic and try to break it down again! RE: Ramond's RPG Adventure: The Return! - Bamboori - 09-04-2014 before we enter that area, lets rest/ wait until tomorrow (ill go and make arrows in the time) and gather some more torch material when its bright outside again. i dont really like the idea of fighting in the dark (10% hit chance? )
RE: Ramond's RPG Adventure: The Return! - Silverthorn - 09-04-2014 (09-04-2014, 04:37 PM)Bamboori Wrote: i dont really like the idea of fighting in the dark (10% hit chance? I'M LIKE IN CONSTANT SNEAK-MODE THIS IS GOING TO BE GOOD! Also, I can't take anything serious that has typos all over it (not referring to you, Bamboori, but the sign), so I shall +1 Nave in breaking things. Breaking things is good, too. I am good. Everything is good. Good is good. Old spice is good. RE: Ramond's RPG Adventure: The Return! - Bamboori - 09-04-2014 I'm on a horse. if the rest agrees too ill happily go along. im ranged anyways :p RE: Ramond's RPG Adventure: The Return! - Ramond - 09-04-2014 I just want to point out there's a stone door in the wall as it's been described in the text and it's unlocked too.
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