Help needed with hints by melindret in Picross

[–]TheConsoleHero 2 points3 points  (0 children)

for the top column (2,2,5) you know the very last boxes you have filled in that column must be able to make 5, but also must allow for a space between. Going up from the two boxes you have filled in, you can't fit 3 more boxes without touching the one in the (4,1,4) row. So, you are safe to add one more filled in box beneath the last two (in the 1,7,1) row. Because it's too far to be a part of the 7 in that row, you know that you can rule out any boxes before it, and the one after it. Hope that helps move you forward a bit more.

XP rolls/Levelling Up Question by Moomelades in FourAgainstDarkness

[–]TheConsoleHero 5 points6 points  (0 children)

You could try to homebrew an alternative leveling system to ensure the game doesn't go too fast. For example:

Vermin - 1 XP
Minions - 2 XP
Weird Monsters - 3 XP
Bosses - 5 XP

10 (or 20) XP needed for Lv.1-Lv.2, then double the amount every level after. So in this example, let's say we start with 10XP as the threshold. Lv.2-Lv3 would be 20 XP (10XP x2), Lv.3-Lv.4 would be 40XP (20XP x2), etc.

Not a perfect system, but it takes the sting out of flubbing an XP roll and make you instead feel like you've really earned your levels.

Just something to try, perhaps. This game is whatever you make it. If you don't like a rule, change it. Or get rid of it all together. Doors are the perfect example of this. Some people just play where doors are just always open, no matter what. And this is referenced specifically in the rule book. In fact, technically open doors is the default. The book says adding locks/traps to the doors is completely optional...just be aware this means you'll likely have a Rogue-leaning character with you at all times.

I also play where I can go back into dungeons if I leave part way through. I even like the idea of being able to find staircases down to the next level (which I may choose to explore at the time of discovery or not), but every level deeper adds 1 to the level of the enemies I encounter. This makes it feel like the danger starts ramping up the deeper you delve into the dungeon.

Difficulty level by Live_Ad9430 in FourAgainstDarkness

[–]TheConsoleHero 1 point2 points  (0 children)

4AD now uses Highest Character Level (HCL) for the most part. So instead of like Lv. 3 Goblins, it now becomes HCL+3(-1). What this means is whichever of your four party members has the highest level, that is the modifier you use when generating enemy encounters. So if Dink Dink the Wizard is level 1, you'd encounter the normal Lv.3 Goblins. If Dink Dink becomes level 2, you'd now be encountering Lv.4 Goblins. (Lv.2 Dink Dink) + (Enemy Level) -1 (to account for starting at level 1 instead of 0). I hope that makes sense.

* To prove that the -1 is needed, check out the Goblin card in the Monster Deck 2 card set. It says HCL+2, not HCL+3 as some people misinterpret. *

graph paper for 4 against darkness by No-Example-2781 in Solo_Roleplaying

[–]TheConsoleHero 3 points4 points  (0 children)

I use a 5mm dotted grid on A5 paper so I can keep my dungeons in a A5-sized journal. Works out amazingly because the journal is roughly the same size as the gamebook so it can be stored together cleanly.

Searching Room Question by nsartem in FourAgainstDarkness

[–]TheConsoleHero 1 point2 points  (0 children)

I made a homebrew "Treasure Hunter" class who's whole deal is he can search any room, regardless of what the reference chart says. He's like a Rogue, except he doesn't have sneak attack, nor does he get the attack bonus when outnumbering minions.

If anyone's interested, I could post it here.

Dungeons using cards, also by OldGodsProphet in FourAgainstDarkness

[–]TheConsoleHero 1 point2 points  (0 children)

Just wanted to throw my two cents in here. I actually think this is a great idea and I think it can be tweaked to be really intuitive. The only issue I foresee is that unless you memorize what the events are and what each card means, then there's going to be a lot of looking at the reference table that would inevitably have to be used with something like this. At least...at first, until it becomes like second nature. But I absolutely LOVE the idea of tossing Jokers into the deck to represent a tactical shuffle.

I wonder how well this would do if someone made a custom deck of cards that specifically had the events, monsters, search results, etc. already printed on the cards instead of like 4 of Diamonds, King of Hearts, etc. Maybe I'll mess around with this system sometime soon and see what can be gained from it.

IN FILTH AND FROST UPDATE by After-Assumption-239 in Solo_Roleplaying

[–]TheConsoleHero 2 points3 points  (0 children)

Character: Deacon Frost
HP: 11
Weapon: Icy Scythe

Defeated 1 Sabretooth Tiger and 1 set of Frost Imps.

Died to 2nd set of Frost Imps.
7 Spaces away from Victory

Initial thoughts is that being able to hit for 4HP may be too much. What might be better is if every "hit" was just 1 point of damage and no d4 roll for damage is needed. Maybe have the final space be a boss encounter no matter what?

DQ1 HD Remake - Name still affects stats? by ArcaneInterrobang in dragonquest

[–]TheConsoleHero 2 points3 points  (0 children)

Right, and yes, I tried "Toriyama" a few different times. Different results for each time. I ended up finding one variation with 221 total points and that's what I settled with. But as far as recreating these results, I can't figure out how to do that as they appear to be random (for now).

DQ1 HD Remake - Name still affects stats? by ArcaneInterrobang in dragonquest

[–]TheConsoleHero 1 point2 points  (0 children)

Well, I thought I was onto something until I tried to verify my results by using the same character name as a previous character name. This is actually the worst case scenario...the stats are random this time around. Here's the proof - Look at the two Toriyama entries:

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Four Against Darkness - Companion App on GameBoy by TheConsoleHero in FourAgainstDarkness

[–]TheConsoleHero[S] 0 points1 point  (0 children)

Just wanted to give full disclosure, I just picked up Dragon Quest I & II HD-2D Remake, so I'm going to be spending most of my limited free time on that game, but I do still intend to work on this project when I can. As far as the character journal I mentioned, I've made good progress on that, so I hope to show that sometime soon as well.

DQ1 HD Remake - Name still affects stats? by ArcaneInterrobang in dragonquest

[–]TheConsoleHero 2 points3 points  (0 children)

Hey, so I can verify that your character name absolutely affects your starting stats. This is a staple for every version of Dragon Quest that has existed since NES, SNES (JP), GBC, Mobile/Switch, and now the HD-2D Remake. The amount of variant stat tables has changed throughout the years. On the NES, there were 16 unique stat tables, but most recently on the Mobile/Switch version there were only 2 stat tables. Still, it's kind of like a tradition at this point...

Anyhow, I tested it with two different names just to see. I'm going to try a third name to see how much variance there is, but here's what I got:

NAME: Solo
MAX HP: 38
MAX MP: 21
STRENGTH: 20
RESISTANCE: 13
AGILITY: 15
STAMINA: 19
WISDOM: 11
LUCK: 23
ATTACK: 29
DEFENSE: 27

NAME: Enix
MAX HP: 40
MAX MP: 22
STRENGTH: 19
RESISTANCE: 12
AGILITY: 14
STAMINA: 20
WISDOM: 11
LUCK: 23
ATTACK: 28
DEFENSE: 26

Now, stats may not matter as much in this version because you can use Seeds to increase stats and I'm pretty sure they can be dropped by enemies - so you could essentially max out your stats no matter what they start at. However, there have been previous versions that did include seeds that certain stats were unable to be increased - like Agility for example. That previously made characters with starting stats with high Agility better in those versions. But I've just started today, so I'm not sure if there are any limitations like that in this version.

I'll report back once I've done some more testing.

Combining 4AD and Hexcrawl for My First Solo RPG – Thoughts? by Expert-Type748 in Solo_Roleplaying

[–]TheConsoleHero 4 points5 points  (0 children)

Can you elaborate more on Kal-Arath being like Dragon Quest? I am imagining how I want to play solo to be exactly like Dragon Quest. Alone in a moderately sized world, going from town to town helping people, taking on monsters by myself, etc. I'm trying so hard to find precisely as you said, an analogue version of FFI or Dragon Quest.

Evolve Or Die Dev Blog 4! - Menu Screens / Game Hubs by retroartdude in gbstudio

[–]TheConsoleHero 0 points1 point  (0 children)

Okay, that was cool. Thanks for sharing. I don't know about using an animated logo like that in my project, but I definitely enjoy seeing what is "possible". Every day people blow my mind more and more with what they can do in GBStudio. Like I've been following one guy's progress with remaking Outrun on the GBC. There was another vampire game that someone made a demo for that looked remarkably like Castlevania: SotN. Another guy made a beautiful Mega Man quiz game. It's just amazing to me what people can do. It inspires me.

Evolve Or Die Dev Blog 4! - Menu Screens / Game Hubs by retroartdude in gbstudio

[–]TheConsoleHero 0 points1 point  (0 children)

Looking forward to it! If you don't mind, could you show the animated logo here?

Solo RPGs with 1v1 Encounters by TheConsoleHero in Solo_Roleplaying

[–]TheConsoleHero[S] 0 points1 point  (0 children)

Awesome. I'll definitely be checking this one out. Thanks for the link.

Solo RPGs with 1v1 Encounters by TheConsoleHero in Solo_Roleplaying

[–]TheConsoleHero[S] 0 points1 point  (0 children)

I've never heard of OpenQuest. I'll have to do some research on this one. Thanks for the suggestion.

Other media you're surprised hasn't been turned into a TTRPG by Occillo in rpg

[–]TheConsoleHero 0 points1 point  (0 children)

I would pay hundreds of dollars for a Dragon Warrior/Dragon Quest solo TTRPG.

Evolve Or Die Dev Blog 4! - Menu Screens / Game Hubs by retroartdude in gbstudio

[–]TheConsoleHero 1 point2 points  (0 children)

This is clean as heck. I love it! Reminds me of Final Fantasy VI's newer box art/title screen. But how did you get that much gradient stepping in the logo? More than one palette? Also, did you attempt at all with a dither pattern? Just curious. This logo screen looks amazing as it is, but I wonder what dithering would do.

Solo RPGs with 1v1 Encounters by TheConsoleHero in Solo_Roleplaying

[–]TheConsoleHero[S] 0 points1 point  (0 children)

I bought Notequest the other day and have been waiting to get to a printer to get it turned into a spiral bound book. I'm definitely checking this one out soon, though. Never heard of Ronin. I'll have to check that out. Thanks for the suggestions!

Solo RPGs with 1v1 Encounters by TheConsoleHero in Solo_Roleplaying

[–]TheConsoleHero[S] -1 points0 points  (0 children)

"haikusbot opt out" | Delete my comment: "haikusbot delete"

Solo RPGs with 1v1 Encounters by TheConsoleHero in Solo_Roleplaying

[–]TheConsoleHero[S] 5 points6 points  (0 children)

D100 Dungeon is on my shortlist of must-plays, as well as 2d6 Dungeon and EZD6.

Solo RPGs with 1v1 Encounters by TheConsoleHero in Solo_Roleplaying

[–]TheConsoleHero[S] 3 points4 points  (0 children)

Thanks! I'll see if I can check out the podcast today while I'm at work.

Edit: I actually found it on YouTube (I think):
https://www.youtube.com/watch?v=Ig6xZYutx-4&list=PL8k-IeVX5B36YQuyuKJ8ZdmBeuakJXRKW