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Post by marblefigure on Apr 20, 2019 20:14:44 GMT
This book had a wonderful story, but yes, it is completely unplayable. Kind of frustrating, really. It was certainly never play tested. The author said this was to deter cheats, but how on Titan does making the book unplayable by sticking to the rules discourage cheating..?!
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Post by axelf on Aug 25, 2020 17:24:13 GMT
Unless I am missing something there seems to be an error in my version (Puffin first edition) at reference 83 You release Tira and the book directs you to 132 at a cottage? It looks like this should actually be reference 300..
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Post by thealmightymudworm on Aug 25, 2020 19:24:50 GMT
Unless I am missing something there seems to be an error in my version (Puffin first edition) at reference 83 You release Tira and the book directs you to 132 at a cottage? It looks like this should actually be reference 300.. Yes indeed. fightingfantasy.fandom.com/wiki/Spellbreaker_(book)#Errors
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Post by a moderator on Aug 25, 2020 20:48:58 GMT
Correcting that was about the only thing the Wizard Books edit actually improved in the adventure.
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Post by axelf on Aug 31, 2020 13:12:31 GMT
Unless I am missing something there seems to be an error in my version (Puffin first edition) at reference 83 You release Tira and the book directs you to 132 at a cottage? It looks like this should actually be reference 300.. Yes indeed. fightingfantasy.fandom.com/wiki/Spellbreaker_(book)#ErrorsThank you! I hadn't seen that.
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Post by johnbrawn1972 on Oct 21, 2022 15:07:24 GMT
Wizard version only. 10/24/12. Must have maximum gold at the beginning. -Brimstone Demon sk8 st9(-1 attack strength for the duration) 24st-18st - +6 stamina 18st-24st -Visit the herb garden -Aramance - +2 faith 3F -If you want to accompany Lady Attana to Hollow’s Well -Do you want to stop -Brigand sk7 st7 -Masked Brigand sk10 st12(when enemy stamina=12 use 1 luck for extra damage) 24st-12st 11L -if not -silver key 252. If you want to do this - +10gp. Do you want to join the group of pilgrims 20gp -Do you want to enter their competition -(the protector cut out the canker in Aryn’s Hill)2d6+2 <=skill=+6gp >skill=start again 26gp - 1d6 <=faith=+2 stamina. Pilgrim’s Staff +2 faith >faith=start again 4 meals 12st-14st-18st 5F -Make your way to the healing well -Will you throw him a Gold Piece - -1gp. +1 luck. +1 faith 6F 25gp 12L -At the temple you have the choice of taking the waters of the well - -2gp. 1d6+4 <=faith=Heal-all >faith=start again 23gp -Look round the stalls -If you want to take a closer look at this stall -Shroud -3gp 20gp - +2 faith 8F -If you are interested in purchasing a hawk -If you can afford this price and want to buy the bird - -15gp 5gp -If you want to see what Hemlock & Hogweed have to offer -If you are interested in the common herbs - -1gp Scarlet Lady. -1gp Drake Nettle. You can also buy some rarer herbs 3gp -Phoenix Grass -3gp. If you want neither 0gp -or the south -Do you want to help the person -If you still want to help the man by giving him some of your Provisions - -1 meal 3 meals -If you would rather make your way towards the South Gate -If you have - 2d6 <=skill=ok >skill=start again - 2d6 <=luck=ok >luck=-2 stamina. Rat bite 11L -Piper sk8 st7 2 meals 18st-22st -Charmed Pipes. Do you want to face the militiamen - 1st Militiaman sk8 st7 2nd Militiaman sk7 st8(same time)Defeat in >10 attack rounds=ok or start again 1 meal 22st-16st-20st -If you accept the mad beggar’s help -Do you want to hear the riddle -turn 41 -If you release Tira -small jar of powder -Will you go south towards Aryll -or look for a place further into the hills -Will you investigate further in the hope of finding shelter for the night - +2 stamina. If not, you retire for the night 20st-22st - +2 provisions 3 meals -or will you enter the village to see if you can help in any way -Infection 1. Aramance(reduce any additions to your infection by 1) -Rat Bite +2 infection otherwise -If you have a set of Charmed Pipes, you may be able to help the villagers - 1d6+1=infection increase and reduce stamina. 2d6 <=luck=ok >luck=start again 22st-15st 10L - -2 stamina. If you have heard the name ‘Aryn’s Hill’ before 2 meals 15st-13st-17st -Do you want to investigate further -Plague Rat sk6 st5. +2 infection - 1d6+4 <=faith=ok >faith=1st Plague Zombie sk6 st7 2nd Plague Zombie sk7 st6. +4 infection - 2d6 <=luck=ok >luck=+1d6/2+1 infection 9L -Carrier Flies sk7 st11(lose attack round +2 infection) 17st-15st - -2 skill. 1d6=zombies 1d6+4 <=faith=beat it >faith=Plague Zombie sk6 st6. Each fight=+2 infection 8S -Throw your lantern at the monstrosity -Canker sk6 st8. Defeat it in <=8 Attack Rounds=+4 infection otherwise start again 15st-13st - +2 skill. +2 luck. +6gp. +3 meals. Lantern. Will you now make the long diversion south to Gwythain’s barrow 5 meals 10S 6gp 11L -Infection 0. +6 stamina 13st-19st -Will you reply that you wish to enter Gwythain’s barrow -turn 7 -If you have the Pilgrim’s Staff -Ilithorn Rose - 2d6 <=luck=ok >luck=2d6 <=skill=ok >skill=-1 stamina 4 meals 19st-18st-22st 10L -Barrow Guard sk9 st8. If hit 1d6 6=-3 damage 3 meals 22st-18st-22st -Do you want to open the coffin -Golden Sickle. Skullsgrig -Take the shield - +1 skill and initial skill. +1 faith. Or leave the chamber 11S 9F -Barrow Guard sk9 st8. If hit 1d6 6=3 damage 2 meals 22st-20st-24st -Ogre sk8 st10 24st-22st -or take the new branch north-westwards -Do as the outlaw says but with the intention of tricking her - 2d6 <=skill=-2 stamina >skill=-2 stamina 24st-22st -Follow rules -If you want to press the woman for more information about the Mask -make the diversion and go after the Mask -or try to imitate the call before proceeding - +1 luck. Or first try to cause a distraction in order to divert attention away from your actions 11L - 2d6 <=luck=ok >luck=Rogue Captain sk9 st10(must last <8 attack rounds) 22st-20st 10L -or the door to the right -The Mask sk10 st12 1 meal 20st-14st-18st -Deliverer. +2 faith. +1 luck. +1 skill and to initial. +1d6gp. Turn 252 12S 11F 7gp 11L - +1 faith 12F - 2d6 <=skill=-2 stamina 18st-16st -Will you enter the Brindled Cat -The man in black -If you do not -If you have the Illithorn Rose -Shackles -or will you brave the perils of Blackmire -Do you want to follow this gruesome trail - 2d6 <=luck=ok >luck=Marsh Assailant sk8(must win in 6 rounds) 10L -Fen Beast sk8 st10. If you were not -Mistletoe with Golden Sickle. Right -Malague. Straight on -Left -Death’s Shroud. Right -or try to communicate with it -If you have any plants, herbs or fungi and want to accept Sam’s kind offer -Salamander 116 -Venom’s bane 331 - +4 stamina. Do you want to visit Enthus’s tomb 16st-20st -or will you try and invoke the spirit of the priest so that he may aid you in your quest -The candles and prayer - 1d6+8-2 <=faith=ok >faith=start again -Revenant sk9 st8 -Silver Amulet. Parchment 376. +1 faith. +1 luck 13F 11L -If you do not have it -or will you politely decline -If you have -Wraith Rider sk10 st9 20st-18st - +4 stamina. 2d6 <=skill=ok 18st-22st - 2d6 <=luck=ok >luck=-3 stamina 22st-19st 10L -Grimalkin sk6 st3 - +1 luck. If you will 11L -Crow’s Foot sk8 st8 -If you have a Jar of Powder -The tailless rat -If you have -Black Cat sk5 st4 Toad sk2 st2 Grimalkin sk5 st3 Bat sk3 st2 -turn 12 -Raven - +1 luck. Healing Salve +6 stamina 12L -Take Salamander potion. Otherwise - 1d6 1-3=start again 4-6=ok -turn 116 -if you do not -Demoniac sk9 st10 19st-17st - +5 stamina. If you have the word ‘Raven’ noted down on your Adventure Sheet 17st-22st -or somewhere else -turn 200 - 1d6+4 <=faith=ok >faith=start again -Dread Demon sk9 st8 -The monastery -Demon Bat sk7 st8. 2d6 <=luck=ok >luck=-4 stamina 11L -you can lead the Resistance into battle against the Cauldron of Midnight, using your sword to stop the Warlock - 1d6 1-3=1d6+3 <=faith=ok(go to 6) 4-5=Enchantress sk8 st7(go to 6) 6=Goat-Headed Demon sk8 st10 -turn 376 - 2d6 <=skill=ok -If it has been locked -Kurakil sk12 st18(after every round 1d6 5-6=-2 damage)(use 4 luck for extra damage) 0 meals 22st-4st-8st 7L -turn 331 -Nazek sk10 st9(use 1 luck for extra damage) 8st-6st 6L - 1d6+7 <=faith=ok
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Post by CharlesX on Apr 2, 2024 17:05:30 GMT
So, difficulty level for Spellbreaker before rolling for stats calculated by all Champskees permutations divided by 110 possible permutations
Spellbreaker Odds of victory 0.044%
Once you allow that you have to either roll max gold or acquire it playing Eclipse you can probably call that four in ten thousand. That's better odds than I thought but it's still easily comparable with Crypt Of The Sorceror.
Notice Champskees table shows its 2 or 3 orders of magnitude easier if you allow the surrender option, making the gamebook "seriously hard" instead of "ridiculous". So, even not particularly a fan, I am p*ss*d this option was not added.
This is odds given for newer edition. The older edition has even worse odds .
Classic Spellbreaker Odds of victory 0.038%
Again rounding down to allow for getting gold odds are 3.5 in ten thousand or less!
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