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Thread: Super Dungeon Explore

  1. #201

    Re: Super Dungeon Explore

    Quote Originally Posted by Svenn View Post
    How did you determine this? We can't find a definition for rooms in the rulebook anywhere and the tiles themselves really don't have clearly defined rooms.
    In the original demo rules,what is (and is not) a room is much clearer, because 'tiles' didn't enter into it; there were only hallways and rooms. I went by this file:

    http://boardgamegeek.com/filepage/73...ore-starter-se

    Which defines them pretty clearly, even if it's not 'official' as such.

    Hopefully they'll put up an FAQ when they get done with their site redesign.

  2. #202

    Re: Super Dungeon Explore

    So, yeah.

    Not to steal nurgleboy's thunder, but I went ahead and created my own set of slime rules, along with miniatures (which I find barely adequate, but apparently my friends consider their derpy looks 'charming' and 'cute').

    The goal behind my slime rules was to capture the 'feel' of the Dragon Quest slime family; rather than try to squeeze in every possibility, I chose 5 of the most 'different' looking slimes (regular Slime, Kingslime, Healslime, Bubble Slime, and Metal Slime) and tried to give them rules to fit their unique personalities as shown in the game.

    The Goobody rule (on the back of the card, which all slimes have) basically says that slimes cannot take a run action, because their bodies just won't goo that fast. I chose that to balance out some of the other advantages they have, like being the only spawner that gives a healer (albeit a limited one).

    Also, the Metalys... well, I'll go into them later.

    The spawn point comes with:
    4 Slimes
    2 Blubblies
    1 Healie
    1 Dukeslime
    1 Metaly


    Pretty basic; 3 blue dice were chosen to make the slime at least somewhat credible at combat in the beginning of the game (as slimes are in DQ!), but it fails pretty hard at the end, making their most important role the creation of Dukeslimes.

    The Dukeslime is activated immediately to make up for (basically) wasting a turn


    In some ways, these guys were intended as generic filler; but as handers-out of Poison they get pretty nasty. The Snotshot ability was added so that the spawner has some ranged ability, as well as giving the Blubblie a more unique role.


    Healies. These guys are REALLY good; the primary reason for choosing the spawn point, and yet they are perfectly balanced. One point of healing is good, but because it costs the Consul 2 skulls to do is reasonable to overcome. I'll often find that spawning and hiding a Healie when the boss is close to spawning is a lifesaver - and taking out the Healie is a big deal for the heroes. Plus he's an OK attacker in a pinch.


    BLUB. Kingslimes are weak on defense and hard to summon (taking out regular Slimes is high priority in the games we've played!) but they hit HARD. Note too that they're regular Denizens, meaning they benefit from Loot cards drawn - and the Puff Up ability combos nicely with the Egg Clutch spawned monsters. Plus, they're on a Large base, so having another way to block a corridor is quite nice (though it can backfire with Burst abilities!)

    I need to change this card to make it clear the only way to get them is Combine, though.


    Metalys are the balancing point; I want to know if the wording on the card is clear or not.

    Basically, they always have to move their full allowance, they are 'free' to move, they HAVE to spawn when 16-bit is reached, when the Heroes kill one they draw from the Treasure deck, and when they reach the final tile they leave the dungeon.

    I wanted to capture the feel of a Metal Slime (basically, a high-EXP giving random enemy, but it's immune to magic, all hits but criticals only do 1 damage, and they run away 50% of their turns) in this package.

    Oh, and here's my alternate boss, made from a gashapon toy:


    His Backlash is, frankly, lethal - note, though, that we only play Backlash as affecting adjacent models (why would the Boo Booty have Backlash and Sturdy if it worked against ranged attacks?), so ranged attackers are vital in combating him.

    He doesn't have much in the way of offense, but if he's chosen as a boss it makes the gearing up of heroes even more vital. His high Will is to help him spit fire, but moreover represents his ability as a 'great leader', as does...


    his card. Spiky Shell is helpful for defending spawn points, but the real goody is his Great Leader, which can turn the tide against a group of heroes that up until then have been walking all over.

    Oh, and yes, all his Relics are very Mario-oriented.

    TREASURES

    Seeker Shell
    +1 red Attack Line 5 Knockdown

    Star Broach
    +1 green Armor, Backlash

    Fire Flower
    +1 red Will, Special Attack 1: Magic 8, Fire

    1-Up Pouch
    2 Resurrection charms; when it's emptied the Relic is discarded.

    Tanooki Leaf
    Fly, +1 red Dex, Special Action 1: Sturdy

    The only ones I don't particularly 'like' from a game designer standpoint are the Star Broach and the Tanooki Leaf, because strictly speaking they obsolete several Relics from the basic Treasure deck. I was just stumped as to what to put in there.

    ...Maybe the umbrella from Super Princess Peach? Naw. All of them do have cards, but I've run up against the image cap so....

    But since we plan to paint the Princess and the delver from the upcoming set as Mario and Peach, having Bowser as a boss just works perfectly.

    If you really want to, I'll post pictures of my minis, though like I said I'm not overfond of them, even if my girlfriend finds them adorable.

  3. #203
    Chapter Master nurgle_boy's Avatar
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    Re: Super Dungeon Explore

    Don't worry! I don't consider this stealing my thunder at all. You've done what I was planning to do, and you've done a much better job of it than I could have! I'm impressed by this, to say the least

    I'd also be interested to see the models you have done up for it. I'm interested to see what others have come up with at any time, particularly when described as 'Derpy'!
    Currently painting- Super Dungeon Explore!

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  4. #204
    Chapter Master Grimmeth's Avatar
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    Re: Super Dungeon Explore

    That's awesome iamfanboy! Great stuff!

    My Brother and I are looking at making some Undead creatures to add to the Dungeons, can I ask what you used to make the cards look so good? (Then I'd be more than happy to share our creations once they're written up and playtested!)

    You raise an interesting point about Backlash, I read it as any Attack (which implies it needs to use the Attack characteristic rather than, say, a ranged or magic attack) to start Backlash. However, we played a game last night where the Dragon got slaughtered because it's Breath Cone uses its Attack value but does work at range?
    How do other people use Backlash?
    In the Grim Darkness of the Far Grim Dark there is only Grim Darkness, and skulls.

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  5. #205

    Re: Super Dungeon Explore

    I scanned them into my computer and edited them in photoshop - if you don't have photoshop, my files won't do you much good. -_-;

    I wasn't too interested in doing up undead creatures because I'm pretty sure that an upcoming expansion will have them (I mean, hell, it talks about an undead-dominated area in the map!), and I didn't want to step on Sodapop's toes when it came to my fan-made creations lest mine be worse (or better) than theirs; but I DO like looking at other people's fan-made stuff!

    Anyway, nurgleboy, here's the derpslimes; the first batch was pretty much just a 'trial and error' thing, but my second batch I have high hopes for - though they are unpainted as of yet.



    No, the spawn point isn't finished either.



    Closer on the Dukeslime - he's kinda the focus of the spawn point, though the Healies are also nice.



    If you've never played DQ, Healslimes and their relatives are among THE MOST ANNOYING enemies! In fact, in DQ8 that gets turned on its head because there's a monster arena where you can send your monsters against other monsters, and a Healie is essential... but that's getting into another game.

    They aren't too strong, but the threat they bring is healing others. And they're basically floating jellyfish.



    The unpainted group - they're basically Sculpey underneath with GS'ed details, though in THIS group I've replaced most of their eyes with dots cut from a GW sprue so they're in a regular shape - if it paints up well I'll replace the eyes on the original group.

  6. #206

  7. #207

    Re: Super Dungeon Explore

    Just wanted to pop in and voice my utter fury at the horrendous moulding on these mini's. So many miniatures with a ton of flashing, and the big mini's having ridiculous gaps in the joints. I was expecting to have to clean them up, but the ammount of work here is ridiculous. Had them a week now, and still haven't got everthing cleaned up and aready for paint. urgh

    BUT, I do have to say that the sculpts are gorgeous and despite being alot of work, they will look amazing when finished.

  8. #208

  9. #209
    Chapter Master EmperorNorton's Avatar
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    Re: Super Dungeon Explore

    That looks fantastic.
    And it prompts the question: If I wanted to build my own board, what would I need to consider in regard to game balance?
    EmperorNorton's Overabundance of Projects Log

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  10. #210

    Re: Super Dungeon Explore

    Quote Originally Posted by Svenn View Post
    This is the most amazing Super Dungeon Explore board:
    http://tabletopgeeks.com/interview-t...xplore-boards/
    Thats stunning :O

  11. #211

    Re: Super Dungeon Explore

    Quote Originally Posted by EmperorNorton View Post
    That looks fantastic.
    And it prompts the question: If I wanted to build my own board, what would I need to consider in regard to game balance?
    Well, you could just do 3d versions of existing boards. I'm not sure how things like being able to climb up and cross bridges and stuff would affect the game. I actually just sent that question over to Tyson to see how he's handling it, and I'll post it up in the interview when he gets back to me.

  12. #212

    Re: Super Dungeon Explore

    I dunno about his board, it's beautiful but so much of the game is based around the rules for tiles (where to put spawn points, treasure chests, how many to place, the hero and consul sides alternating placements) that having a fixed board just doesn't sit right by me.

    Plus, in my experience with even the most beautiful fixed boards, players learn the best spots and ways across it, and then grow bored of it. Used to have a wonderful trench warfare board; took weeks to make, the club invested nearly 200 bucks into it, and we only used it for maybe 20 games before going back to terrain we could move around.

    Plus it was such a beast to store.

    I love that table. But I'm not sure I'd want to use it other than for demos.



    What I've been doing is making 13 inch by 13 inch cardboard squares as the base for my tiles, leaving enough around the edges to protect whatever's on them. Haven't finished even one yet though, because I've been busy with... other things, like making derpy, amateur-looking slimes instead of beautiful terrain. <_<

  13. #213

    Re: Super Dungeon Explore

    The board in the link Firah posted looks just as modular as the boards in the game - it's six 12x13-square pieces.

  14. #214

    Re: Super Dungeon Explore

    Quote Originally Posted by AndrewGPaul View Post
    The board in the link Firah posted looks just as modular as the boards in the game - it's six 12x13-square pieces.
    *takes another look* By god, you're right.

    OK, that's it. On my to-do list: rob that guy.

  15. #215
    Chapter Master strewart's Avatar
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    Re: Super Dungeon Explore

    That looks awesome. Similar to what I wanted to make for it (even uses Hirst pieces) but I haven't even bought Hirst molds yet and no way I could make it that good.

  16. #216
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    Re: Super Dungeon Explore

    It's depressing that I don't even have all of my SDE assembled - and some people already have things completely painted and with super-awesome-custom boards too!

  17. #217

    Re: Super Dungeon Explore

    I think I am the only one who doesn't like that board, the colours of it as a whole are awful. Having said that, I can appreciate that a lot of hard work has gone in to it.

    HN

  18. #218
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    Re: Super Dungeon Explore

    Hey guys - a little help here if you don't mind. My Dragon was, basically, a mess, I've done a fair bit of heating and shaping and I've managed to get it so that all of his leg pegs fit into the base decently. But he still looks ... off. Kinda droopy or leaning to the side or something.


    Basically - does this look right to everybody? He's been a real pain to try to assemble.

    I don't like the way his back leg sticks off the base either. But I've looked at a few other dragons I could find, and they all seemed to do the same backleg-wise.

    He's not glued in those pictures - so he does fit together well enough to not fall apart on his own at least.
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  19. #219

    Re: Super Dungeon Explore

    Better done then mine, at least you didn't get injured by yours? I got angry and just forced mine into place and held it there while it glued.

  20. #220
    Chapter Master EmperorNorton's Avatar
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    Re: Super Dungeon Explore

    My dragon looks the same and I was confused about the leg, too. But I guess it's supposed to be like that.
    EmperorNorton's Overabundance of Projects Log

    2012
    Minis bought: 363 - - - - - Minis painted: 373
    2013
    Minis bought: 407 - - - - - Minis painted: 66

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