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Post by JMISBEST on Jun 28, 2017 9:48:48 GMT
Hello
I plan to try playing as many Fighting Fantasy Books as possible this year and need suggestions for 3 books that would prove a worthy but not impossible challenge for characters with the following stats and used by a player who uses guides if needed, but always goes with whatever the dice say
1 has Skill 10, Stamina 19, Luck 10, A 6 for any other stat and either 5, 9 or 14GC depending on the number of D6's
1 has Skill 10, Stamina 16, Luck 8, A 4 for any other stat and either 3, 12 or 14GC depending on the number of D6's
And
The 3rd has Skill 12, Stamina 18 and Luck 8, A 4 for any other stat and either 1, 7 or 18GC depending on the number of D6's
Those are their stats and other stuff. Can you please suggest books that would be a worthy challenge, but not a impossible 1 for a character with those stat sets whose player is using a guide for all 3, but is going with what the dice rolls say?
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Post by lordomnibok on Jun 28, 2017 11:39:35 GMT
Hello
I plan to try playing as many Fighting Fantasy Books as possible this year and need suggestions for 3 books that would prove a worthy but not impossible challenge for characters with the following stats and used by a player who uses guides if needed, but always goes with whatever the dice say
1 has Skill 10, Stamina 19, Luck 10, A 6 for any other stat and either 5, 9 or 14GC depending on the number of D6's
1 has Skill 10, Stamina 16, Luck 8, A 4 for any other stat and either 3, 12 or 14GC depending on the number of D6's
And
The 3rd has Skill 12, Stamina 18 and Luck 8, A 4 for any other stat and either 1, 7 or 18GC depending on the number of D6's
Those are their stats and other stuff. Can you please suggest books that would be a worthy challenge, but not a impossible 1 for a character with those stat sets whose player is using a guide for all 3, but is going with what the dice rolls say? Hi JM, if you are using a walkthrough anyway, you could look at Champskee's solutions; at the start of each text, he gives an idea of the difficulty level of that adventure & whether it is viable without cheating. That should help you pick a book that fits nicely with your requirements & tastes. 'Statistics for Completion of Each Book' thread, that might help also.
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Post by JMISBEST on Jun 28, 2017 13:00:48 GMT
Hello
I plan to try playing as many Fighting Fantasy Books as possible this year and need suggestions for 3 books that would prove a worthy but not impossible challenge for characters with the following stats and used by a player who uses guides if needed, but always goes with whatever the dice say
1 has Skill 10, Stamina 19, Luck 10, A 6 for any other stat and either 5, 9 or 14GC depending on the number of D6's
1 has Skill 10, Stamina 16, Luck 8, A 4 for any other stat and either 3, 12 or 14GC depending on the number of D6's
And
The 3rd has Skill 12, Stamina 18 and Luck 8, A 4 for any other stat and either 1, 7 or 18GC depending on the number of D6's
Those are their stats and other stuff. Can you please suggest books that would be a worthy challenge, but not a impossible 1 for a character with those stat sets whose player is using a guide for all 3, but is going with what the dice rolls say? Hi JM, if you are using a walkthrough anyway, you could look at Champskee's solutions; at the start of each text, he gives an idea of the difficulty level of that adventure & whether it is viable without cheating. That should help you pick a book that fits nicely with your requirements & tastes. 'Statistics for Completion of Each Book' thread, that might help also. Thanks for the hint. I looked but I want more then 1 opinion and also I though they where the ideal stats for those books. I wrote worthy challenge by mistake and meant to put would be a fairly tough struggle with those stats and cash, but could still be beat with a mixture of a good enough guide, sufficient luck with the dice and following the easiest route through the book. Sorry, please give more info
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Post by jmisbest on Aug 31, 2019 1:09:05 GMT
I'm working on A Fighting Fantasy Campaign and I would like ideas and suggestions for A Suitable Treasure to get from The Warlocks Treasure Chest if me and my player do Warlock of Firetop Mountain
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Aug 31, 2019 19:19:09 GMT
Apart from the obvious gold and gems and other valuables, the Warlock's spellbook is also in there. This can be used for extra spells to cast which you can have players learn a bit at a time and gradually learn more as they adventure and gain more experience. Other none game breaking items can be a Magic Platter that produces some provisions daily, a Chalice that counters poison, or a Crown that allows you to control certain types of creatures.
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Post by vastariner on Aug 31, 2019 20:10:01 GMT
The Warlock's cards. His power is in them. Perhaps each card could be enchanted. Either as a spell item in themselves, or having spells imprinted on them. E.g. the ten of diamonds has ten literal diamonds that you can call out for bribery purposes. Or something more lateral. Each card having its own and one of the things is that the player has to work out how to release the power - and whether the power is beneficial (e.g. the 2 of spades could be for healing, but the 3 could be for harming).
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Aug 31, 2019 20:43:00 GMT
The Warlock's cards. His power is in them. Perhaps each card could be enchanted. Either as a spell item in themselves, or having spells imprinted on them. E.g. the ten of diamonds has ten literal diamonds that you can call out for bribery purposes. Or something more lateral. Each card having its own and one of the things is that the player has to work out how to release the power - and whether the power is beneficial (e.g. the 2 of spades could be for healing, but the 3 could be for harming). Reminds me of D&D deck of many things.
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Post by vastariner on Sept 1, 2019 9:48:33 GMT
Heh, didn't know about that.
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Post by jmisbest on Sept 2, 2019 12:11:04 GMT
I've settled on A Treasure of the following
Treasure wise it has 1,200 Gold Coins, 500 Gold Coins worth of jewels and 300 Gold Coins worth of Jewellery
Magical goodies it has 3 potions of stamina -standard rules, 3 magic knives -can each be used once per adventure and auto-hit for 2 damage, 1 Magic Mace -gives +1 Skill and +1 damage, 1 Magic Shield -gives +1 Skill, 1 Magic Chalice -drinking from it automatically cures any and all poisons, 1 Pouch of Plenty -gives 3D6+1 Gold per adventure, 1 potion of Invisibility -for 1 Fight I gain +3 Skill, do +1 damage and take -1 damage nd Zagors Book of Arts
Zagors Book of Arts lets The Character teach himself 28 +’s in FF Versions of AFF Skills, up to 52 Stamina Cost worth of FF Versions of FF Spells and 14 FF Versions of AFF Minor Magic Spells. As well as giving me 1D2 extra Skills in Books that have them and giving me control of The occupants and/or Monsters of Firetop Mountain as well as the chance to control other monsters
The monsters of Firetop Mountain are 14 Orcs, 9 Goblins, 6 Zombies, 6 Skeletons, 4 regular Dwarfs, 4 Trolls, 4 crooked Shop Keepers, 4 Deamonic Imps, 2 Wights, 1 Vampire, 1 Giant Sandworm, 1 Large Snake, 1 Orc Chieftain, 1 Iron Cyclops, 1 Wererat Boatmen, 1 Crocodile that can go on land, 1 Hellhound, 1 Weretiger, 1 Ghoul, 1 Minotaur, 1 Dwarfern Leader of Noble Blood, 1 group of 3 Giant Bat, The Maze Master and 1 Young Adult Red Dragon
Also we've now done 3 adventures in 1 almost none-stop 24 hour session and I foolishly let The Player do Moonrunner where he netted The Skull of Mora Toa that as long as he/The Player gives a renewable part of his life-force every 100 years makes him immune to aging. Which let him spend 18 years to master everything in Zagors Book of Arts
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Post by jmisbest on Sept 2, 2019 13:57:17 GMT
I've started A Fighting Fantasy RPG and have a problem
The problem is that for a laugh me and my Pc 3 feature-length adventures in 1 almost none-stop 24 hour session and I foolishly let The Player do Moonrunner as the 3rd where he netted The Skull of Mora Toa that as long as he/The Player gives a renewable part of his life-force every 100 years makes him immune to aging and that let him take a 18 year break from adventuring to master everything in Zagors Book of Arts, which gave him loads of FF Versions of AFF Skills and Spells and complete and utter control of the 54 surviving inhabitants of Firetop Mountain
As well as which he rolled up A Character with Skill 11, Stamina 21 and Luck 9, drank A potion of Fortune in The 1st adventure to raise his Luck to 10 and the combo of his Magic Sword, Magic Shield and Elven Boots means that in a fight he has a potential Skill of 15. So how do you suggest I deal with A Character that can't age and is also super powerful. Worse is that he can call upon A force of the 54 surviving inhabitants of Firetop Mountain whose Skill stats range from A 6 to 11, whose Stamina Stats range from 5 to 14 and whose Luck Stats range from 6 to 10?
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Post by thealmightymudworm on Sept 2, 2019 15:56:30 GMT
You could use a way of erasing memories to delete the spells and the means to call on all those people. Frankly you'll have to do something quite harsh as that's absurd.
Are you just doing the solo player books? Not sure I understand the set up. An opponent or trap (like the one Lishek warned of in Moonrunner, not that you can use that now) capable of erasing memories would be useful. Or maybe just insist on doing an adventure where the protagonist starts with limited memories (CoH or BVP) and don't let them all come back.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 2, 2019 23:33:43 GMT
It really sounds like you're just making things up as you go along. The only reason the player is so powerful is because you literally gave him the equivalent of 20 D&D XP levels all in one go, and now that can be difficult to undo without seeming too harsh on the player. There is no challenge left for the player that he cannot solve by using any combination of the things you've loaded on him.
Having said that, if there's an insistence to carry on with the same character, do note the following:
*A Spellbook no matter how powerful is just a book that can be stolen when the keeper is not aware (he might not age but he still needs sleep).
*The Skull of Mora Tao should be played out more troublesome. It can cry out whenever the character wants to sneak or bluff just to get some free Stamina points. The Skull makes the owner immortal but it should come with a noticeable side effect.
*The hero has control over 54 creatures but he frequently goes adventuring. That means, he can't take the creatures with him unless he builds a Galleykeep or a flying tower to transport them. This small army should not be summon-able at will.
*The hero is a walking goldmine. The nastiest assassins, mercenaries, thieves, and other adventurers would do well to band together to share the spoils.
*Lastly, remember that YOU are the GM. Since you're creating the world for the hero to explore, you should be in control of what rewards he receives and should not give in to the player's every wish. In the long run, it is better to receive special treasures a little at a time giving the hero a reason to find better ones as he adventures. If he already has everything he wants, he'll have no reason left to adventure as there will be no fame, fortune, or thrill to be had anymore.
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Post by a moderator on Sept 3, 2019 8:32:15 GMT
Why did those 18 years pass without distractions? If the player stayed in Firetop Mountain, wouldn't there have been incursions by adventurers seeking to kill the 'evil Warlock', either because news of Zagor's death hadn't reached them or because one reclusive sorcerer commanding a large force of Orcs and undead seems a lot like any other reclusive sorcerer commanding a large force of Orcs and undead. If he went somewhere else, sooner or later rumours would have started - and sooner rather than later if he took any of his minions from Firetop Mountain with him - and misguided adventurers would have started making trouble. Unless he managed to find somewhere really isolated, in which case almost two decades of solitude (or dominion over Orcs, undead, etc) will have had a significant impact on his psyche.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 3, 2019 14:59:57 GMT
Why did those 18 years pass without distractions? If the player stayed in Firetop Mountain, wouldn't there have been incursions by adventurers seeking to kill the 'evil Warlock', either because news of Zagor's death hadn't reached them or because one reclusive sorcerer commanding a large force of Orcs and undead seems a lot like any other reclusive sorcerer commanding a large force of Orcs and undead. If he went somewhere else, sooner or later rumours would have started - and sooner rather than later if he took any of his minions from Firetop Mountain with him - and misguided adventurers would have started making trouble. Unless he managed to find somewhere really isolated, in which case almost two decades of solitude (or dominion over Orcs, undead, etc) will have had a significant impact on his psyche. Without sounding rude, I don't think it is meant to be a deep adventure where every aspect is thoroughly planned out. The OP has enquired about how to deal with his current situation so it's too late to backtrack. We can only try to help with the now as it currently stands.
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Post by jmisbest on Sept 3, 2019 16:16:52 GMT
Based on a what-if dream I had on Sunday, how would people react to The Adventurer that slew Zagor in Warlock of Firetop Mountain using Zagors Spellbook and/or a few of Zagors Strongest Magical Items and/or Magical Artefacts to force a small army of creatures that normally fight for Evil and/or Chaos to fight for Good and/or Law when he or she can't prove that he or she hasn't been corrupted into the service of Evil and/or Chaos by Zagors Spirit or 1 or more or by A Deamon that used to aid Zagor?
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Post by jmisbest on Sept 10, 2019 15:10:47 GMT
I'm planning A Epic Fighting Fantasy Solo RPG using A System I've created that doesn't need A GM just the player to be honest and want you to Suggest A Campaign path that follows on from City of Thieves-Assassins of Allansia-Deathtrap Dungeon that would challenge A Skill 11, Stamina 21 and Luck 12 Character?. Please and thank you
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Post by jmisbest on Sept 10, 2019 15:27:46 GMT
Forgot to mention that if needed I'm willing to justify Talismen of Death and Legend of Zagor by being send to their worlds from Titan to save them, Port of Peril, Return to Firetop Mountain, Revenge of The Vampire and Forest of Doom via time travel, Bloodbones by being hired by the people of the village that the person that in the official book wants revenge comes from, Armies of Death by being hired to hire and lead A Mercenary Army rather then doing that with my winnings from Trial of Champions, Daggers of Darkness via changing the plot to help Khazan's new ruler retake his throne rather then being 1 of The Select and most others it Titan via being send their via magic
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Post by babbagefart on Sept 10, 2019 19:54:25 GMT
HEym Jmisbest.
Any of those ideas sound pretty decent, to be honest.
I find that sticking to an idea all the way through and actually getting the project finished is the most difficult thing. I get so far and then new plot ideas pop into my head and I tend to scrap what I'm working on.
How big/complex/detailed are you going to be making your adventure?
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Post by jmisbest on Sept 12, 2019 1:18:14 GMT
Having just beaten Deathtrap Dungeon and then used A Spell my character got Yaztromo to teach him after City Of Thieves to get Lord Azzur to let me keep it as A PR Stunt it is it money well spend to invest The 10,000 Gold Coins prize on land and property worth 10,000 Gold Coins that will net my character 717 Gold Coins per year/5 adventures and which will hopefully fund his retirement?
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Post by a moderator on Sept 12, 2019 9:05:54 GMT
Lord Azzur's not the only person you need to worry about. While you're off adventuring, your land and property would be vulnerable to all sorts of monsters, hordes and villains. To say nothing of other adventurers - there are plenty who think it perfectly legitimate to break into any wealthy-seeming individual's home and pilfer their valuables.
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Post by jmisbest on Sept 13, 2019 14:59:54 GMT
In my epic FF RPG that has no GM and relies on The Players honesty what do you think of these Spells my character got the ruler of Stonebridge(name forgot) have Yaztromo teach my character
Time/Death Cheat. 10 Stamina Cost. If cast before I’m killed then I can use it to cheat death by going back in time by up to 3 paragraphs and although I can only have 1 of these in effect at a time the effects don’t wear off until they take effect or I die of old age Steal Treasure. 6 Stamina Cost. Summons to me 2D3 Small Valuables that are worth 10 Gold Coins each. But they are classed as stolen and I should be careful who I show them to and/or who I give them to and/or who I sell them to
Summon Alcohol. 4 Stamina Cost. Summons 1D3 Bottles of Alcohol that each hold 1 dose that each restores 2D2 stamina. But they are classed as stolen and I should be careful who I show them to and/or who I give them to and/or who I sell them to
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Post by philsadler on Sept 13, 2019 17:50:19 GMT
The first one is interesting and reminds me of Sorcery!'s 'Cheat death' ability when you could call upon Libra to save you (but only once).
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Post by Wilf on Sept 13, 2019 18:22:33 GMT
The first one is basically Sorcery's ZED spell only costing 3 Stamina points more.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 13, 2019 18:35:20 GMT
The first one is basically Sorcery's ZED spell only costing 3 Stamina points more. It costs 3 ST more but it's way more powerful. Cast it whenever you are able and do as you please for the rest of your life. Saves you from Instant Death, Combat, even for taking the wrong turn at a junction, or swallowing the wrong choice of potions. When it takes effect, cast it again immediately since going back up to 3 paragraphs is likely to heal you enough in the process as well. This spell really needs some kind of penalty like, you can only ever cast it once and once only in your lifetime, or lose 1 Skill permanently, or gain some facial/bodily scarring.
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Post by schlendrian on Sept 13, 2019 19:48:34 GMT
How is going back 3 paragraphs likely to heal you?
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Post by philsadler on Sept 13, 2019 20:20:57 GMT
The first one is basically Sorcery's ZED spell only costing 3 Stamina points more. This spell really needs some kind of penalty like, you can only ever cast it once and once only in your lifetime, or lose 1 Skill permanently, or gain some facial/bodily scarring.
But surely a 10 stamina point cost is a penalty?
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 13, 2019 21:27:01 GMT
How is going back 3 paragraphs likely to heal you? Like if you died from Stamina loss or in combat.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 13, 2019 21:28:38 GMT
This spell really needs some kind of penalty like, you can only ever cast it once and once only in your lifetime, or lose 1 Skill permanently, or gain some facial/bodily scarring.
But surely a 10 stamina point cost is a penalty?
Lose 10 Stamina and effectively become unkillable? Yes please.
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Post by schlendrian on Sept 13, 2019 22:01:29 GMT
I'm not sure we understand this spell in the same way. If I die of stamina loss, I can't use the spell because I don't have the needed ten stamina anymore to cast it. If I'm in combat and see: " Oh dear, I'm down to 6 stamina and am probably gonna die, better use my spell!", I can't, because I don't have the 10 stamina. If I'm on 12 stamina and come to a dead end, I can use it, but certainly not a second time, because I'm down to 2 stamina after using the spell AND if going back 3 paragraphs from the dead end isn't gonna save me, I'm still doomed.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 13, 2019 22:56:08 GMT
I'm not sure we understand this spell in the same way. If I die of stamina loss, I can't use the spell because I don't have the needed ten stamina anymore to cast it. If I'm in combat and see: " Oh dear, I'm down to 6 stamina and am probably gonna die, better use my spell!", I can't, because I don't have the 10 stamina. If I'm on 12 stamina and come to a dead end, I can use it, but certainly not a second time, because I'm down to 2 stamina after using the spell AND if going back 3 paragraphs from the dead end isn't gonna save me, I'm still doomed. The way I understood it was that, you can cast the spell at ANY time assuming you are not dead and it only triggers upon your 'death'. For example: 1. You walk down the corridor until you come to a closed door. Do you go through it (2) or keep walking (3)? I'm on 14 Stamina. I think I will cast Death Cheat now. I lose 10 Stamina. I eat 2 provisions. My Stamina is 12.2. You open the door and enter into a messy room full of rubbish. Do you search the room (4) or leave and continue down the corridor (3)? 3. You continue onwards. If you already triggered Death Cheat, you cast it again and eat provisions to restore lost Stamina. 4. As you search for anything useful, you overlook a Mine Trap which explodes beneath your feet. Lose 4 Stamina. Worse still, your little blunder has awoken a creature seemingly made of the pile of rubbish itself. It lumbers forward blocking the exit and reaching out to crush you. Defend yourself. JUNKYARD GOLEM, SKILL 9 STAMINA 16 Your Skill is only 7 and your current Stamina only 8. It doesn't look like you can win. Nevertheless, if you do defeat it, turn to 5. If you are killed...Death Cheat triggered! You go back up to 3 paragraphs. You go back to 1. Well, you're glad that fight never happened (and since it never happened, your Stamina is back at 12). You better keep walking this time.5. Congratulations. You are victorious. But now the exit is blocked. You begin shifting the rubbish out of the way but as you do, you are overwhelmed by the noisome gases that rise from it. You become dizzy and lose consciousness, never to awaken... Death Cheat triggered! You go back up to 3 paragraphs. You go back to 1. Well, you're glad you never decided to go in that room (and since it never happened, your Stamina is back at 12). You better keep walking this time.
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