Post by Deleted on Aug 1, 2012 0:07:37 GMT -5
the first time i played OHM, all my characters died in the first encounter just outside the cave. i didn't know what i was doing.
the second time i played OHM, my characters were a little better prepared. i made it through the encounter just outside the cave. the force was with me as i chose a path through the cave that led to only one other encounter, the 'boss room'. i still didn't really know what i was doing. only 2 encounters and i _barely_ survived.
then i saw joereynold's post about jacking DX up to 16 for starting characters and i realized the error of my ways. i needed to get more familiar with the tools at hand (skills) and approach things from a mathematical perspective. i really appreciate everyone's patience when i was asking all kinds of crazy questions in these forums. it was an invaluable learning experience for me. i now feel prepared to take on the adventures i have actually purchased.
now on to why Stalker is so awesome...
i just ran through the first encounter outside the cave in OHM. here are the characters i used:
i managed to get to the cave-entrance encounter with initiative. all 3 of my 'heroes' made their Stalker (3/DX+1) rolls, which gave them surprise. therefore, each one of them got 2 turns before anything started happening. this meant that they were able to move(7), move the remaining distance, and then attack each of their targets while Darmund stayed at A.
then it was the orcs' turn...but the text said they would fire/throw missile weapons first, then engage in melee. i took this to mean that they were holding their bows and javelins...therefore, they had to change weapons. they lost their turn! mwuhahaha
i defeated them in about 5 more turns. thanks to my high DXs and Dodge, only one of my guys even took damage. however, it was 8 points in one turn!. Marrell was looking kinda green with ST10 and 8 points of damage. on his next turn, Darmund used 8 FAT to restore Marrell's 8 ST with Heal Wounds. two turns later, the orcs were dead and 'all my boys' were at 100% ST.
the second time i played OHM, my characters were a little better prepared. i made it through the encounter just outside the cave. the force was with me as i chose a path through the cave that led to only one other encounter, the 'boss room'. i still didn't really know what i was doing. only 2 encounters and i _barely_ survived.
then i saw joereynold's post about jacking DX up to 16 for starting characters and i realized the error of my ways. i needed to get more familiar with the tools at hand (skills) and approach things from a mathematical perspective. i really appreciate everyone's patience when i was asking all kinds of crazy questions in these forums. it was an invaluable learning experience for me. i now feel prepared to take on the adventures i have actually purchased.
now on to why Stalker is so awesome...
i just ran through the first encounter outside the cave in OHM. here are the characters i used:
- Marrell: ST10 DX14 IQ8; cutlass(2D6-2), bow(D6); no armor; Stalker(1), Tracker(1), Medic(1), Animal Handler(1)
- Traphis: ST10 DX14 IQ8; cutlass(2D6-2), bow(D6); no armor; Stalker(1), Locks(1), Medic(1), Traps(1)
- Thiedius: ST10 DX14 IQ8; cutlass(2D6-2), bow(D6); no armor; Stalker(1), Thief(1), Medic(1), Locks(1)
- Darmund: ST8 DX10 IQ14; staff(D6-1)(14F), dagger(D6); no armor; Sorcerer's Tongue(1)(Literacy), Medic(1), Herbalist(1), Heal Wounds
i managed to get to the cave-entrance encounter with initiative. all 3 of my 'heroes' made their Stalker (3/DX+1) rolls, which gave them surprise. therefore, each one of them got 2 turns before anything started happening. this meant that they were able to move(7), move the remaining distance, and then attack each of their targets while Darmund stayed at A.
then it was the orcs' turn...but the text said they would fire/throw missile weapons first, then engage in melee. i took this to mean that they were holding their bows and javelins...therefore, they had to change weapons. they lost their turn! mwuhahaha
i defeated them in about 5 more turns. thanks to my high DXs and Dodge, only one of my guys even took damage. however, it was 8 points in one turn!. Marrell was looking kinda green with ST10 and 8 points of damage. on his next turn, Darmund used 8 FAT to restore Marrell's 8 ST with Heal Wounds. two turns later, the orcs were dead and 'all my boys' were at 100% ST.