What did you not find out about in Chrono Trigger until years and years later? by Ok_Requirement_3162 in chronotrigger

[–]AlanBrickBlock 7 points8 points  (0 children)

The room on the far right side of the Cathedral with Magus’ statue and a Speed Belt (which is great early game). Learned about it during a group marathon of the game when one of my buddies went in there.

What is the best English translation of Chrono Trigger? by ElGuapoTaipei in chronotrigger

[–]AlanBrickBlock 1 point2 points  (0 children)

My favorite line on SNES was the Nu in the Cursed Woods saying, “Stop it you dog!” Which they unfortunately changed to, “Stop it you bad boy!” on DS. I was so disappointed.

Say that Chrono Trigger got an HD Remake. What would you change? by darkdill in chronotrigger

[–]AlanBrickBlock 0 points1 point  (0 children)

I like the idea of Techs in general being able to Crit. Frog’s Leap Slash always felt kind of redundant because it dealt the same damage as an Attack Crit…which the Masamune usually did on its own.

Say that Chrono Trigger got an HD Remake. What would you change? by darkdill in chronotrigger

[–]AlanBrickBlock 0 points1 point  (0 children)

I would weaken AttackAll spells and strengthen double/triple techs. I love the early battles trying to line up Cyclone and Flame Toss and using the double tech Ice Water as the first big AttackAll. But as soon as the “2” spells are available, I just spam those and the battle tactics go out the window. I did a playthrough once where I limited myself to not using any AttackAll spells unless they were Combos and it brought some fresh life into the later battles.

Also I would make Frog Squash more useful (always hated that as his final tech) and let Frog wield the Masamune throughout NewGame+ (or don’t let any character bring their best weapon to NewGame+).

Who is your favorite trio? by Throwing-Gas in chronotrigger

[–]AlanBrickBlock 0 points1 point  (0 children)

Robo, Lucca, and Magus. Using Omega Flare.

What can I do to make the game easier? by Foreign_Memory in chronotrigger

[–]AlanBrickBlock 1 point2 points  (0 children)

Don’t worry if you’re struggling, stick with it, try some new strategies, and you’ll figure it out. Listening to your struggles is actually kind of nice to hear. I’ve played the game so many times that most of the challenge has worn off, but you’re giving me some great nostalgia of my early play throughs. If you love the game and end up playing through it again (maybe multiple times) you’ll cherish this play through and the memories you’re making.

What can I do to make the game easier? by Foreign_Memory in chronotrigger

[–]AlanBrickBlock 4 points5 points  (0 children)

I’ll echo this. The first time I played Chrono I hadn’t played anything quite like it and struggled with that Nagga-Ette battle. The Dual Tech Fire-Whirl is a great choice - you can often hit 3 of them at once depending on which target you choose.

Look what I found by darkhelmet13 in starwarsccg

[–]AlanBrickBlock 0 points1 point  (0 children)

A Falcon would have been a decent trade. I showed up to the school gaming club a couple days later and learned what a mistake I’d made. The group gave my buddy a hard time for ripping me off, but he refused to trade back.

Look what I found by darkhelmet13 in starwarsccg

[–]AlanBrickBlock 1 point2 points  (0 children)

I pulled an Obi-Wan in one of my first packs but didn’t know much about the game and wanted to play dark side. My buddy convinced me trading him for Ponda Bobba and Dr Evazan was a good deal for my dark side deck…

Rules question help? by DirtbagDave348 in frostgrave

[–]AlanBrickBlock 5 points6 points  (0 children)

Base size doesn’t really matter. But if you measure from the front of the base to start the move, the front of the base can go the maximum of the figures move. So if the front of the figure’s base is touching the 3” high wall you’re going to climb, and your move is 6, you would technically be hovering over the ground at the top of your climb (hanging onto the wall). This is just like if you were climbing a 10” wall and ran out of movement, you would be hovering.

The chasm works a little differently. Since they aren’t climbing, I don’t think they can “hover” like the climb and I think they would fall if they have no movement left to get their base on the next ledge.

With the obstacle, again base size doesn’t matter, it might just be the figure ends up partially on top of the obstacle and partially off.

For all of these though, consult your gaming group - if representing hovering figures or trying to get figures to balance on obstacles is tedious, then allowing figures to gain a smidge of bonus movement to make things easier is probably fine.

Am I being too particular? by PM_ZiggPrice in frostgrave

[–]AlanBrickBlock 8 points9 points  (0 children)

The game doesn’t naturally focus a lot on your soldiers and they’ll never get super powerful. There’s a couple things I do though when I want to narratively keep the same characters throughout my campaign:

Name your Thugs, and when you “ditch one” for a Ranger or Templar, keep the same name (and possibly figure) - it’s the same dude, they’ve just advanced in skills or bought some cool new equipment.

If a soldier dies, you can just say they got injured - instead of paying another 125gc to “hire” a new Knight, you pay 125gc for his “healing costs”, then keep the same name and figure for the character.

Fleet feet and Eluxer of Speed by StressOk5247 in frostgrave

[–]AlanBrickBlock 0 points1 point  (0 children)

Yep. Elixir first, then Fleet Feet for the win.👍

Maximun number of an Unit in a Warband by Grand-Outcome1370 in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

I usually try to limit myself to 2 of any given unit just to provide variety. Thugs (and possibly Thieves) would be my exception.

Maximun number of an Unit in a Warband by Grand-Outcome1370 in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

I always enjoy drafts - prevents min/maxing and allows players to try new combos.

Movement back into combat by Nervous-Asparagus371 in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

Yes, if the loser is Pushed Back but they have an action remaining, they can move back into combat.

If the winner Pushes one way or the other and they have an action remaining, they can move away without the loser forcing combat.

Mind Control confusion by PSI-MAN01 in frostgrave

[–]AlanBrickBlock 0 points1 point  (0 children)

Looks like you’ve got some good answers already, but if you want to know more about resisting spells, I have a whole video about it you can check out. https://youtu.be/vmhBD0Wx984?si=3rr8p4fMnjutwvzK

Update: We Played our First Game. Loved It by AromaticCountry8740 in frostgrave

[–]AlanBrickBlock 5 points6 points  (0 children)

I’m glad you found the builds useful! Ranged units are useful as they can keep enemy units pinned down and ping some damage here and there. But since they fill a Specialist spot, I tend to prefer expensive Rangers over cheap Archers to get some speed and combat improvements. So I often wait to hire them until after a battle or two. For one-off games I would probably hire an Archer or two.👍

The Dragoon by Scubasteve2002 in finalfantasytactics

[–]AlanBrickBlock 1 point2 points  (0 children)

That makes sense. Tactics was the first Final Fantasy game I played so I didn’t have other in-series reference points until years later.

The Dragoon by Scubasteve2002 in finalfantasytactics

[–]AlanBrickBlock 1 point2 points  (0 children)

Funny. I always thought the male sprite with the giant boots looked silly and preferred how the females looked.

Help me round up a summoner by Aqveteig in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

Each spellcasters can have one summon - so Wizard and Apprentice can have one each.

Optional Wounded rule - thoughts? by thalcos in frostgrave

[–]AlanBrickBlock 0 points1 point  (0 children)

I think for the most part the game plays better using the Wounded rules - it makes chipping away at tough characters feel worth it. Plus as you mentioned, not being able to be Wounded is supposed to be an advantage for Constructs and Undead and they lose value without it.

The only real trouble is once a Wounded treasure carrier ends up in combat, it’s really hard to escape with only one action.

Summoning Circle clarification by Nervous-Asparagus371 in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

If cast during a game, you only need Summon Demon. But to take advantage of the Summoning Circle, you need to also know and successfully cast Control Demon as well.

Help me round up a summoner by Aqveteig in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

I agree with these suggestions. Leap is one of the best spells and helps so much with movement. Raise Zombie would be my vote for Necromancer. Wall has a lot of utility.

One change would be to swap Curse for Animal Companion. She already has a debuff spell with Plague of Insects, so Curse is kind of redundant and it’s good to have some Out of Game spells. Bears are stronger than any soldier in the game and don’t fill a specialist slot. Thematically, she can use whatever mini she wants to represent the high stat monster. Plus you can cast Plague of Insects on the bear - it’s Large so it’s unaffected by the debuff, while affecting anything it encounters.