That's gonna be fun. *ahem*There is the option of upgrading Boneripper when he's rebuilt. I'm not gonna make it cost anything, so if you want to incorporate new technologies or mutations or whatever into him you have the option of doing so.
Not in an EXP sense, since I've phased out numbers entirely from Thanquol's character sheet. But you did get experience of a non-tangible sort. You've got a basis for what the other members of the Conclave, and thus probably Nagash, will be like in a duel. You've got some sense of the benefits of winning duels - in this case, it's given the undead a hefty command penalty what with two of their boss commanders temp-dead. This'll hopefully incentivize you to pursue them to an extent even though they are risky, so I can write more awesome fight scenes.
Well that happened.
Wait, that was a thing beyond just then? Damn, guess I've gotta reread the quest. Then again, I've been zigging and zagging looking for an excuse to reread it.And you've gained some more hints towards what the hell's going on with Thanquol and his apparent developing Hyde complex.
...Are we inhabited by the Horned Rat or something? Oh rat, I hope so.He spoke, and his voice was that of the indisputable tyrant on a throne of terror, standing above legions uncountable, who looked down on the world with sword and scepter in hand.
"This place is mine, bone-thing. You are banished."
If there aren't any levels, are there other ways to make him more powerful, strong, or durable?
I suspect this is because of the rather hodgepodge nature of how and why it happened, namely me going 'ooh it'd be cool to have leader battles like in *name a successful warhammer quest*, and I feel kinda guilty about depriving my players of options for two years straight. Now how can I shove one in without distorting the turn structure too much...'@Xantalos I have to say that entire fight was ... rather tedious. All three chapters of it. It felt exactly like a random encounter with wolves in an RPG, and I ended up caring just as little. Which is a shame because I WANTED to enjoy it ... I just didn't and I'm not sure why.
The fact that it ended with a Deus Ex Machina didn't help matters either.
Learning new magic systems, increasing his warpstoneIf there aren't any levels, are there other ways to make him more powerful, strong, or durable?
Could you make it so that Hero units kit themselves out in the most advanced, appropriate gear they can without our involvement? I could see someone like Sneek not upgrading his gear until we research something he'd like *cough cough shameless Inheritor Blades promotion cough cough*, but you've already had some heroes upgrade themselves in flavor text. Why not take it a step farther and have them upgrade their own equipment, if feasible.Learning new magic systems, increasing his warpstonetoleranceproficiency, getting him personal gear - which as an aside I'm gonna ease up on the requirements to do, I recall it being something like an entire turn's action point before, which is ridiculous. Uh... upgrade Boneripper to be more badass. Fight in groups, because I'm fairly certain that I can simulate multiple people fighting at once on your side now that I've pseudo-done it with Thanquol and Boneripper. Carry more warpstone, which he will be doing in the future. Try mutating your body to be more powerful? Get yourself blessed by the Horned Rat in a huge ceremony? Various options.
I reckon I will. I think, if I case my mind back to the murky days of initially designing this system, that I wanted it to be a thing predicated on player assignment, but that was back when I was unaware of how long my writing process would actually take.Could you make it so that Hero units kit themselves out in the most advanced, appropriate gear they can without our involvement? I could see someone like Sneek not upgrading his gear until we research something he'd like *cough cough shameless Inheritor Blades promotion cough cough*, but you've already had some heroes upgrade themselves in flavor text. Why not take it a step farther and have them upgrade their own equipment, if feasible.
Basically I don't want to have to micromanage them.
That'll be something detailed in the next update, but their defeat did mean a significant loss of cohesion for the undead fortress. Not to the level of total collapse, since they do have lesser necromancers doing the majority of the actual summoning and such of their minions, but their overall effectiveness was somewhat dropped. The dragons ... well, I think it'll be better to see what happens to them in the actual update itself, as much as I feel guilty for keeping you guys in suspense for what must be the fiftieth time now.@Xantalos
With our victory against those three necromancers, coupled with the magical bombardment of the fortress by Thanquol, how much of the undead army has collapsed? Were there any dragons controlled by those specific necromancers?
I've sort of been expressing it, but to me it was:Rambling aside, if you end up figuring out more of what made the sequence unengaging for you, please let me know - I suspect it'll be better in the future since duels will be a thing in your plans that I can then structure the narrative around, but regardless constructive criticism is perhaps my favorite Christmas present.
I had taken note of your earlier expressions, but since I'm sometimes a brick wall with regard to actually noticing things, I do appreciate you being this comprehensive.I've sort of been expressing it, but to me it was:
1) That it was a completely unsupported style of challenge (vs Myrmidia 'arbitrarily' killing the shit out of all of our heroes every time she fought one)
2) That because it is so much lower level/detailed focused, it mandates much more specific WFRP knowledge and action control vs sound universal strategic or logistical decisions (or ripping off other works wholesale and saying "Skaven go mimic this")
2a) That there is perhaps insufficient informational support on what precisely Thanquol & Boneripper can do in this quest, especially with how upgraded they are over a more baseline version, if you aren't already intimately familiar with all of the changes on a micro level
Sounds good, the hero interactions from earlier turns was cool but non interactive for the most part. Preset options gives you the chance to interject more of the character into the choices available. Like, there are two options for Thanquol, Fight and run away with sub options. But fight just has basic descriptions for those options where run has lots of detail, backup plans and that sort of thing.I had taken note of your earlier expressions, but since I'm sometimes a brick wall with regard to actually noticing things, I do appreciate you being this comprehensive.
I was already planning to do some sort of alterations to the way I run these duels, but between this recent feedback and the rather low engagement the duel garnered, I think I can likely justify simplifying it to some degree. I'll keep the write-in option, but I think I'll make the main thrust kinda like how torroar does war turns in his quests, with a bunch of preset options that last from round to round. That way there doesn't need to be a huge amount of internal system knowledge on the part of the players in order to actually participate - I might be leaning that direction in the actual turn plans and whatnot, but in these subsections I think it'd be better to make it more simplistic.
How does that sound? I'm just floating ideas currently, but then again almost all of my GMing in this game has been me on-the-fly revising my stuff![]()
I like the detailed duel.I had taken note of your earlier expressions, but since I'm sometimes a brick wall with regard to actually noticing things, I do appreciate you being this comprehensive.
I was already planning to do some sort of alterations to the way I run these duels, but between this recent feedback and the rather low engagement the duel garnered, I think I can likely justify simplifying it to some degree. I'll keep the write-in option, but I think I'll make the main thrust kinda like how torroar does war turns in his quests, with a bunch of preset options that last from round to round. That way there doesn't need to be a huge amount of internal system knowledge on the part of the players in order to actually participate - I might be leaning that direction in the actual turn plans and whatnot, but in these subsections I think it'd be better to make it more simplistic.
How does that sound? I'm just floating ideas currently, but then again almost all of my GMing in this game has been me on-the-fly revising my stuff![]()
I had taken note of your earlier expressions, but since I'm sometimes a brick wall with regard to actually noticing things, I do appreciate you being this comprehensive.
I was already planning to do some sort of alterations to the way I run these duels, but between this recent feedback and the rather low engagement the duel garnered, I think I can likely justify simplifying it to some degree. I'll keep the write-in option, but I think I'll make the main thrust kinda like how torroar does war turns in his quests, with a bunch of preset options that last from round to round. That way there doesn't need to be a huge amount of internal system knowledge on the part of the players in order to actually participate - I might be leaning that direction in the actual turn plans and whatnot, but in these subsections I think it'd be better to make it more simplistic.
That's okay. Arguably, that's good. I'm glad you're willing and able to correct things that you don't think are playing out right as opposed to holding to a strict paradigm of how things are going to be.How does that sound? I'm just floating ideas currently, but then again almost all of my GMing in this game has been me on-the-fly revising my stuff![]()
@Xantalos
I was wondering, in this quest are Black Orcs the fantasy version of Krorks?