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Post by terrysalt on Nov 12, 2021 22:30:44 GMT
House - 7/14/7/9
Things started well with me landing a lucky hit on Shekou to end the fight quickly. Unfortunately Mordana's dogs took me down to 2 stamina and Franklins was able to easily defeat me (not that I would have had a chance against the hell demon anyway).
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Post by terrysalt on Nov 13, 2021 0:57:17 GMT
Another block of runs because a skill 14 hell demon is going to tear through a lot of adventurers.
House - 8/14/7/9 Death by hell demon.
House - 9/14/7/9 And again.
House - 10/14/7/9 And again.
House - 11/14/7/9 Amazingly, I got it down to 2 stamina but I still died.
House - 12/14/7/9 I won quite easily.
I'm not sure why the stat block has this as only a 10.4% chance. All the fights are easy for a skill 12 except the hell demon. There's only one luck test and failing it drops skill by 1 which sucks but isn't game ending. And with the protection from the yellow liquid plus the ability to use luck, the hell demon must be better than a 1 in 10 shot. Oh well, whatever the odds were, I have finally escaped Drumer manor with my life!
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Post by terrysalt on Nov 13, 2021 6:48:11 GMT
Okay, I take it back. I just did the fight 11 more times and only won twice. Guess I was just lucky.
On to Talisman of Death. For the purposes of this exercise, the reincarnation option will not be used. I die once and the run is over.
Talisman - 7/14/7 The minion of death wins the first round and my skill and stamina both quickly spiral to 0.
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Post by philsadler on Nov 13, 2021 7:19:53 GMT
Another block of runs because a skill 14 hell demon is going to tear through a lot of adventurers. House - 11/14/7/9 Amazingly, I got it down to 2 stamina but I still died.
Not sure I understand what's going on here. You have a skill of 11 + 6 more for the kris knife which means 17. Why on earth do you lose to the hell demon?
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Post by terrysalt on Nov 13, 2021 7:40:38 GMT
The kris knife doesn't let you exceed your initial skill so its only benefit is that it lets you damage the hell demon at all. But even if we ignore that, I always interpreted the kris knife differently to you. If you have a skill of 11, then your unarmed skill is 8, adding 6 to that gives you 14. This is one of the frustrating ambiguities of the series.
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Post by terrysalt on Nov 13, 2021 7:42:02 GMT
Talisman - 8/14/7 That skill spiral is brutal. Another one falls to the minion of death.
Talisman - 9/14/7 The minion finally goes down. He hit me once but luckily I got a magic ring that restored the skill point. From there, everything was smooth sailing until I got up to Hawkana who I don't even hit once.
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Post by CharlesX on Nov 13, 2021 7:45:47 GMT
Another block of runs because a skill 14 hell demon is going to tear through a lot of adventurers. House - 11/14/7/9 Amazingly, I got it down to 2 stamina but I still died.
Not sure I understand what's going on here. You have a skill of 11 + 6 more for the kris knife which means 17. Why on earth do you lose to the hell demon?
Terrysalt must be applying the rule Skill is capped at initial level rather than either cappng it at 12 which is arbitrary or above the initial level which is technically incorrect in accordance with FF rules, although some (most?) FF fans effectively disregard it when playing House Of Hell.
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Post by terrysalt on Nov 13, 2021 8:02:22 GMT
In my book the rules state:
Weapons You begin the House of Hell adventure with no weapon. As with other Fighting Fantasy adventures, your skill score reflects your combat ability with a weapon. So, before you start off on your adventure, deduct 3 points from your skill score and note this 'Starting Skill'. Do not however change your initial skill as this is still used to determine the maximum skill you have, and is also used if you must make rolls against your skill. If you find a weapon (which will be identified with capital letters) during your adventure, the text will tell you how many skill points the weapon allows you to add. These points are added to your starting skill, not your initial skill."
To me, that means the kris knife would be +6 to your starting skill (in this case 8) but limited by your initial skill (in this case 11) which sadly makes it functionally identical to the regular dagger you find early on (+3 to starting skill).
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Post by terrysalt on Nov 13, 2021 9:38:50 GMT
Talisman - 10/14/7 I was victorious against Hawkana but less so against the dragon. On the plus side, my funeral will be cheap, I'm already cremated.
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Post by terrysalt on Nov 13, 2021 11:11:02 GMT
Talisman - 11/14/7 The vivisect put up a hell of a fight which surprised me. Something of a sign of things to come, as despite my earlier victory against her, Hawkana absolutely walloped me.
Talisman - 12/14/7 This seems to be the magic stat combination. For whatever reason, 12/14/7 always seems to be the time where I win. This is no exception. Both Hawkana and the dragon gave me a run for my money but I had the stamina advantage (factoring the extra damage from the spear, it only takes 3 hits before the dragon surrenders) so probability was on my side.
Okay, I have to admit, I really don't like Space Assassin, so I'm kind of hoping I breeze through it. Wish me luck!
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Post by CharlesX on Nov 13, 2021 12:03:45 GMT
Talisman - 11/14/7 The vivisect put up a hell of a fight which surprised me. Something of a sign of things to come, as despite my earlier victory against her, Hawkana absolutely walloped me. Talisman - 12/14/7 This seems to be the magic stat combination. For whatever reason, 12/14/7 always seems to be the time where I win. This is no exception. Both Hawkana and the dragon gave me a run for my money but I had the stamina advantage (factoring the extra damage from the spear, it only takes 3 hits before the dragon surrenders) so probability was on my side. Okay, I have to admit, I really don't like Space Assassin, so I'm kind of hoping I breeze through it. Wish me luck! You will in all likelihood win before this but hypothetically would a 12 14 7 failed Avatar increase Stamina or Armour or both? Luck isn't really a factor in Space Assassin. Like other A. Chapman books Space Assassin has interesting rules and a good premise but possibly is a disappointment in terms of the work itself. You can tell sometimes it's his first published FF gamebook - the writing for example is a touch juvenile and underwhelming.
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Post by philsadler on Nov 13, 2021 15:47:49 GMT
In my book the rules state: To me, that means the kris knife would be +6 to your starting skill (in this case 8) but limited by your initial skill (in this case 11) which sadly makes it functionally identical to the regular dagger you find early on (+3 to starting skill). In other words it was a mistake on Jackson's part and either it could go beyond your initial and he just forgot to say or it was an Attack Strength bonus, which he also forgot to say. Otherwise the knife is worthless.
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Post by CharlesX on Nov 13, 2021 15:58:29 GMT
In my book the rules state: To me, that means the kris knife would be +6 to your starting skill (in this case 8) but limited by your initial skill (in this case 11) which sadly makes it functionally identical to the regular dagger you find early on (+3 to starting skill). In other words it was a mistake on Jackson's part and either it could go beyond your initial and he just forgot to say or it was an Attack Strength bonus, which he also forgot to say. Otherwise the knife is worthless. I think you mean the bonus from the Kris knife is worthless, which it is. The Kris knife itself is of course essential, because without this special knife you aren't able to harm the Hell Demon and die instantly.
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Post by philsadler on Nov 13, 2021 16:08:03 GMT
Exactly, like Jackson, I too have made a mistake!
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Post by terrysalt on Nov 13, 2021 18:53:47 GMT
Talisman - 11/14/7 The vivisect put up a hell of a fight which surprised me. Something of a sign of things to come, as despite my earlier victory against her, Hawkana absolutely walloped me. Talisman - 12/14/7 This seems to be the magic stat combination. For whatever reason, 12/14/7 always seems to be the time where I win. This is no exception. Both Hawkana and the dragon gave me a run for my money but I had the stamina advantage (factoring the extra damage from the spear, it only takes 3 hits before the dragon surrenders) so probability was on my side. Okay, I have to admit, I really don't like Space Assassin, so I'm kind of hoping I breeze through it. Wish me luck! You will in all likelihood win before this but hypothetically would a 12 14 7 failed Avatar increase Stamina or Armour or both? Luck isn't really a factor in Space Assassin. Like other A. Chapman books Space Assassin has interesting rules and a good premise but possibly is a disappointment in terms of the work itself. You can tell sometimes it's his first published FF gamebook - the writing for example is a touch juvenile and underwhelming. Going back to the pit fiend decision, a failed armour roll seems similar enough to failed luck roll that the same ruling would apply. So it'd be stamina.
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Post by terrysalt on Nov 13, 2021 18:58:43 GMT
In my book the rules state: To me, that means the kris knife would be +6 to your starting skill (in this case 8) but limited by your initial skill (in this case 11) which sadly makes it functionally identical to the regular dagger you find early on (+3 to starting skill). In other words it was a mistake on Jackson's part and either it could go beyond your initial and he just forgot to say or it was an Attack Strength bonus, which he also forgot to say. Otherwise the knife is worthless. It was almost certainly a mistake on Steve's part but I'm stuck with the rules as written (at least for this thread). On the plus side, it seems like stamina is the only stat constrained by its initial value in Space Assassin and pep pills can be eaten in combat. The RaW giveth and the RaW taketh away I guess.
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Post by terrysalt on Nov 13, 2021 20:19:36 GMT
Space Assassin - 7/14/7/7/1 I really hate that rolling equal to your skill counts as a miss. The first guard robot I fought didn't do much damage but pretty thoroughly destroyed my armour. Then the bivalve forced me to burn most of my pep pills. The fight with the skill 4 sentinels was comical as neither of us could hit the other. I went about 10 rounds in a row where no one dealt any damage. They did manage to land a few lucky shots forcing me to pop the last of my pills. This left me in a poor state when facing Cyrus. Despite rolling fairly high for damage when my shots connected, I could only get him down to 1 stamina before he shot me to pieces with his superior accuracy.
Alas, I must endure a second run!
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Post by terrysalt on Nov 13, 2021 21:02:08 GMT
Space Assassin - 8/14/7/7/1 The difference between hitting on a 2-6 and hitting on a 2-7 is a game changer. I casually strolled through the book, my armour was shot to pieces as before but hey, that just means it did its job, right?
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Post by terrysalt on Nov 13, 2021 23:15:49 GMT
Freeway - 7/26/7/7/26 Yeah, I don't like this book much either and I seriously doubt I'll be done in 2 runs considering who the author is. Oh well. A couple of bad luck rolls each cost me 2d6 damage to the car meaning I only had 1 armour going into a fight with a yellow Ford. Let's just say it was a short fight and I didn't win.
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Post by terrysalt on Nov 14, 2021 0:53:04 GMT
Freeway - 7/26/7/8/26 Wow, when the dice hate you, they hate you. The red Chevy (the first fight in the game) DESTROYED me. Every time I hit it, I did very little damage and when it hit, it hard. Despite having the same skill and an 11 armour advantage, my car is now a flaming wreck on the highway.
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Post by terrysalt on Nov 14, 2021 2:26:10 GMT
Freeway - 7/26/7/9/26 Failing a critical skill roll costs me the blitz race and therefore sentences me to an empty petrol tank.
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Post by terrysalt on Nov 14, 2021 3:30:58 GMT
Freeway - 8/26/7/9/26 That red Chevy is a rough start to the book. It knocked me all the way down to 7 armour! This left me in a precarious situation for the blitz race where, having already had my armour rammed down to 5. a failed luck roll saw my car hit by a massive 10 damage grenade.
So that means my armour goes from 26 to 32. From minimum to almost maximum in one go.
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Post by terrysalt on Nov 14, 2021 5:40:22 GMT
Freeway - 8/26/7/9/32 After finally getting through the blitz race, I made it through the driving section with 5 armour left. Then I got into a shoot out with a pair of doom dogs. Turns out bullets hurt and with 2 people firing them at me, I quickly died.
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Post by terrysalt on Nov 14, 2021 8:15:27 GMT
Freeway - 9/26/7/9/32 In a bit of nostalgia, the dice went back to hating me and I died to the red Chevy.
Freeway - 9/26/7/10/32 The dice gods blessed me. I was expecting to die to the doom dogs again but I think I only lost 2 attack rounds the entire fight. There were a few do or die skill rolls toward the end but fortunately I passed them all. Going up to 10 firepower also made the vehicle combats much easier. I felt a lot more in control of the fights as opposed to FP 9 where I was sweating every encounter. I must say, I certainly expected this to take longer!
I have something of a soft spot for Temple of Terror. It's very Ian but it was one of the first ones I read as a kid so I always enjoy going back to it. I don't expect winning it will be easy though.
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Post by CharlesX on Nov 14, 2021 8:53:27 GMT
Freeway - 9/26/7/9/32 In a bit of nostalgia, the dice went back to hating me and I died to the red Chevy. Freeway - 9/26/7/10/32 The dice gods blessed me. I was expecting to die to the doom dogs again but I think I only lost 2 attack rounds the entire fight. There were a few do or die skill rolls toward the end but fortunately I passed them all. Going up to 10 firepower also made the vehicle combats much easier. I felt a lot more in control of the fights as opposed to FP 9 where I was sweating every encounter. I must say, I certainly expected this to take longer! I have something of a soft spot for Temple of Terror. It's very Ian but it was one of the first ones I read as a kid so I always enjoy going back to it. I don't expect winning it will be easy though. Temple Of Terror is definitely one of the better linear FF with its strong atmosphere and memorable fights. The Giant Sandworm will separate the wheat Avatars from the chaff Avatars, and it'll do that early on in your adventure. Look forward to hearing your reports of your Night Horror fights - it makes good work even of very good Avatars.
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Post by terrysalt on Nov 14, 2021 9:18:56 GMT
Any fight that reduces skill on every attack is going to wipe out a lot of adventurers. Just look at my Talisman of Death runs! So hopefully I don't encounter the night horror too many times!
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Post by daredevil123 on Nov 14, 2021 10:43:42 GMT
Freeway - 7/26/7/8/26 Wow, when the dice hate you, they hate you. The red Chevy (the first fight in the game) DESTROYED me. Every time I hit it, I did very little damage and when it hit, it hard. Despite having the same skill and an 11 armour advantage, my car is now a flaming wreck on the highway. Couldn't you have used a rocket to win automatically?
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Post by terrysalt on Nov 14, 2021 10:58:14 GMT
I could have, but there's harder fights that I was saving the rocket for (2 get used for non-combat purposes in Champskees' guide, the other two I saved for the chariot and the jeep). That was possibly an error in judgement.
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Post by terrysalt on Nov 14, 2021 19:57:16 GMT
Temple - 7/14/7 So it turns out that telling pirates not to be clumsy is bad for your health.
Temple - 8/14/7 I did that thing where I raise my skill and yet do worse. First fight of the game took me out.
Temple - 9/14/7 My ship sank and a failed skill roll saw me unconscious and unable to avoid drowning.
Temple - 10/14/7 I finally made it to the giant sandworm! I fought well but not well enough so I am worm food.
Temple - 11/14/7 The worm has earned its reputation and devours another adventurer.
Temple - 12/14/7 The magic stats prevail again! While I mostly failed my luck rolls, the important one that got me the brass handbell was successfully cleared. Malbordus smacked me down to 4 stamina but in the end was no match for me.
Sadly, we now go not only back to space, but back to Andrew Chapman. I hope Rings of Kether is as easy as Space Assassin was!
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Post by CharlesX on Nov 14, 2021 20:23:57 GMT
Will you be doing the 'proper' route where you take out 'Blaster' Babbet, or the easy route, as well, where you just get and use the key? You're going to have a similar thing when you get to Sword Of The Samurai, which has two different paths, each of which is fleshed-out. Technically, and to be consistent, you should do both paths on Rings Of Kether, but one cogent counter-argument is, Rings Of Kether's alternate route, like the gamebook itself, isn't half as cool.
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