I’m gonna give this a whirl, it looks cool. If I enjoy it, and if you’ll allow it, I’d make a roller for this just to keep track of items… maybe even a browser version?
Update I have made a roller to keep track of items.
I am on floor 11 with my absolutely sick stunlock/disadvantage/multiattack combo and it would take divine intervention to stop me.
2 Shield: Heater shield of Intractable(-5) Vitality(-5)
9. Flee: Can avoid combat with one enemy per floor, but no loot.
2. Frighten: +1 to enemy attack roll target.
4. Advantage: Roll +1 die per attack. Hit if any die meets the target.
3 Armour: Breastplate of Impregnable(-5) Fortitude(-5)
19. Trade: Halve enemy damage but -1 loot drop per enemy.
14. Doubles: Enemy rolls +1 die per attack. Any double cancels all damage.
1 Sword: Falchion of Dominating(+3) Temperament(-6)
8. Stun: [6] on attack roll makes enemy skip their next attack.
4 Boots: Greaves of Unassailable(-6) Temperament(-6)
2. Haste: +1 attack roll on your turn.
1. Toughness: -1 damage per hit.
5 Amulet: Rhenium amulet of Violent(+1) Fearlessness(-6)
3. Disadvantage: Enemy rolls +1 die per attack. Use the lower number.
14. Crazed: *2 attack rolls per turn, but +1 to attack roll target.
6 Ring: Sapphire ring of Howling(+1) Punishment(+6)
7. Shock: [6] on attack roll adds +8 damage at the end of your turn.
11. Follow-up: [6] on attack roll can be re-rolled, extra hits counted.
4. Block: No damage from attack rolls of the minimum target number.
Oh, sorry for not replying, got a bit busy. I mostly just added rollers to JSON lists, I’ll make a HTML interface if you want, or I can share the script as it is right now.
I think what I want to add for the most effect (without coding every little thing) is the base damage and defense of each item, and a slot for each.
Just a couple questions:
The (+5) on items means 5 damage per hit, and (-4) means 4 less damage taken per hit? So you can take 0 damage no matter what for a while?
Also, do “extra hits” mean extra attacks?
And lastly, Doubles + etc + Disadvantage and damage only on enemy rolling 6… means I’m invulnerable right? I only take damage on a 6, so it has to be the lowest of the pool, which means they’re all 6, which means it’s blocked by doubles?.
"+5" on an item name means 5 more damage per attack, not per hit. e.g. if you only attack once but the attack does 3 hits, you'd get +5 damage total, not +15, because the bonus is per attack. (There are some effects that let you attack more than once in a turn, like haste, at which point you'd get the bonus more than once).
"-5" on an item name means you take 5 less damage from each monster attack. So you're right: if you got a -5 item on floor 1, the earliest a monster could damage you is a strong monster on floor 3 (3x3 damage).
"Attack" and "Hit" are hopefully used consistently in the rules, but combat is broken down like this:
Turn → Attack → Hit
Depending on the effects you have, you can attack more than once on your turn, and each attack can hit more than once.
Thanks for pointing out the invulnerability combination, as well. I've updated the PDF so that the "Doubles" effect now only works on non-6 doubles. I also changed the "Block" effect, which stops all damage from the minimum attack target number. But you can increase this to 6 for strong enemies, with other effects, which is another way to block all strong enemy damage.
This is the most fun I've had on a dungeon crawl in a long time! After Floor 3, I'm already overpowered, but I know that's not going to last. It's a blast finding new loot with insane bonuses and strategizing what to keep, and when to replace. Looking forward to pushing as far as I can!
Absolutely! This will be easier than trying to read my handwriting:
Shortsword of Invulnerable Will (-6, -1) +1 to attack rolls +1 to first attack roll on your turn
Buckler of Barbaric Torture (+1, +4) Enemy attacks with disadvantage FLEE once per floor
Breastplate of Inexorable Torture (+3, +4) If Enemy rolls [1], it takes +2 damage
Turnshoes of Unstoppable Hellfire (+5, +5) Exploding 6 on attack rolls Frighten: +1 to enemy attack target
Amethyst Amulet of Barbaric Fearlessness (+1, +6) +5 max HP Gamble: double damage to whoever has more damage each round Parry: if attack roll is [6], take no damage
Sapphire Ring of Indefatigable Resolve (+6, -3) Strong enemy adds +1 to attack roll
If I did the math right, after Floor 3 I have 15 max HP, 29 damage, -16 protection, +1 on attack rolls, and the enemy has an attack target of 5 instead of 4.
Combat feels easy and goes quickly. After a few rooms, my damage was enough to wipe out any enemy with one shot. I was going to skip straight to Floor 5, but I realized if I play through I’ll have many more chances to get some super powered loot. Generating the new equipment and strategizing the replacements became the most fun part of the game. I can see things getting really interesting by the time I reach floor 5 or 6!
Remembering all of the equipment effects is a little daunting. I'm thinking next round I'll try adding a list for my effects and the enemy's at the top of the combat page (where I sketch out each floor and track HP for each combat).
Sorry for the delay...life's getting crazy. Here's a pretty basic spreadsheet I came up with to track modifiers and effects. It's working pretty well so far!
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I’m gonna give this a whirl, it looks cool. If I enjoy it, and if you’ll allow it, I’d make a roller for this just to keep track of items… maybe even a browser version?
Update I have made a roller to keep track of items.
I am on floor 11 with my absolutely sick stunlock/disadvantage/multiattack combo and it would take divine intervention to stop me.
2 Shield: Heater shield of Intractable(-5) Vitality(-5) 9. Flee: Can avoid combat with one enemy per floor, but no loot. 2. Frighten: +1 to enemy attack roll target. 4. Advantage: Roll +1 die per attack. Hit if any die meets the target.
3 Armour: Breastplate of Impregnable(-5) Fortitude(-5) 19. Trade: Halve enemy damage but -1 loot drop per enemy. 14. Doubles: Enemy rolls +1 die per attack. Any double cancels all damage.
1 Sword: Falchion of Dominating(+3) Temperament(-6) 8. Stun: [6] on attack roll makes enemy skip their next attack.
4 Boots: Greaves of Unassailable(-6) Temperament(-6) 2. Haste: +1 attack roll on your turn. 1. Toughness: -1 damage per hit.
5 Amulet: Rhenium amulet of Violent(+1) Fearlessness(-6) 3. Disadvantage: Enemy rolls +1 die per attack. Use the lower number. 14. Crazed: *2 attack rolls per turn, but +1 to attack roll target.
6 Ring: Sapphire ring of Howling(+1) Punishment(+6) 7. Shock: [6] on attack roll adds +8 damage at the end of your turn. 11. Follow-up: [6] on attack roll can be re-rolled, extra hits counted. 4. Block: No damage from attack rolls of the minimum target number.
Incredible. How did you make the roller, and can you share it?
Oh, sorry for not replying, got a bit busy. I mostly just added rollers to JSON lists, I’ll make a HTML interface if you want, or I can share the script as it is right now.
I think what I want to add for the most effect (without coding every little thing) is the base damage and defense of each item, and a slot for each.
Just a couple questions: The (+5) on items means 5 damage per hit, and (-4) means 4 less damage taken per hit? So you can take 0 damage no matter what for a while?
Also, do “extra hits” mean extra attacks?
And lastly, Doubles + etc + Disadvantage and damage only on enemy rolling 6… means I’m invulnerable right? I only take damage on a 6, so it has to be the lowest of the pool, which means they’re all 6, which means it’s blocked by doubles?.
"+5" on an item name means 5 more damage per attack, not per hit. e.g. if you only attack once but the attack does 3 hits, you'd get +5 damage total, not +15, because the bonus is per attack. (There are some effects that let you attack more than once in a turn, like haste, at which point you'd get the bonus more than once).
"-5" on an item name means you take 5 less damage from each monster attack. So you're right: if you got a -5 item on floor 1, the earliest a monster could damage you is a strong monster on floor 3 (3x3 damage).
"Attack" and "Hit" are hopefully used consistently in the rules, but combat is broken down like this:
Turn → Attack → Hit
Depending on the effects you have, you can attack more than once on your turn, and each attack can hit more than once.
Thanks for pointing out the invulnerability combination, as well. I've updated the PDF so that the "Doubles" effect now only works on non-6 doubles. I also changed the "Block" effect, which stops all damage from the minimum attack target number. But you can increase this to 6 for strong enemies, with other effects, which is another way to block all strong enemy damage.
Ooh! Happy to debug your game! I’m still a bit fuzzy on how attacks and hits differ. Could you give me a brief example?
This is the most fun I've had on a dungeon crawl in a long time! After Floor 3, I'm already overpowered, but I know that's not going to last. It's a blast finding new loot with insane bonuses and strategizing what to keep, and when to replace. Looking forward to pushing as far as I can!
Glad to hear it. I’m interested to see your current equipment, if you can write it out or take a photo?
And do you find it easy enough to keep track of everything in combat, or is that a chore?
Absolutely! This will be easier than trying to read my handwriting:
Shortsword of Invulnerable Will (-6, -1)
+1 to attack rolls
+1 to first attack roll on your turn
Buckler of Barbaric Torture (+1, +4)
Enemy attacks with disadvantage
FLEE once per floor
Breastplate of Inexorable Torture (+3, +4)
If Enemy rolls [1], it takes +2 damage
Turnshoes of Unstoppable Hellfire (+5, +5)
Exploding 6 on attack rolls
Frighten: +1 to enemy attack target
Amethyst Amulet of Barbaric Fearlessness (+1, +6)
+5 max HP
Gamble: double damage to whoever has more damage each round
Parry: if attack roll is [6], take no damage
Sapphire Ring of Indefatigable Resolve (+6, -3)
Strong enemy adds +1 to attack roll
If I did the math right, after Floor 3 I have 15 max HP, 29 damage, -16 protection, +1 on attack rolls, and the enemy has an attack target of 5 instead of 4.
Combat feels easy and goes quickly. After a few rooms, my damage was enough to wipe out any enemy with one shot. I was going to skip straight to Floor 5, but I realized if I play through I’ll have many more chances to get some super powered loot. Generating the new equipment and strategizing the replacements became the most fun part of the game. I can see things getting really interesting by the time I reach floor 5 or 6!
Remembering all of the equipment effects is a little daunting. I'm thinking next round I'll try adding a list for my effects and the enemy's at the top of the combat page (where I sketch out each floor and track HP for each combat).
This is fantastic. Thank you. If you try a different method of keeping track of effects, I’d like to see it.
Sorry for the delay...life's getting crazy. Here's a pretty basic spreadsheet I came up with to track modifiers and effects. It's working pretty well so far!
Amazing, thank you. How have you found the new enemy scaling, where strong enemies multiply their damage?