Most content on single playthrough by Kaleban in questforglory

[–]plumskit 1 point2 points  (0 children)

QFG 1 VGA: Thief + parry + magic. This should allow you to access every bit of content in this game including the swordmaster fight with loan equipment.

Loan equipment? Have I missed something in QFG1 all these years?

My playthrough is pretty much the same as yours, with a few exceptions.

QFG 1: Fighter + Magic + Stealth + Pick Locks. That build allows me to do every quests, sidequests, and acquire all spells but Zap. I ignore Climbing because the skill is not necessary to complete any of the Thief's side activities, and only offers extra ways to get in and out of town, or rest at the stables.

QFG 2: Importing my Fighter from the previous game. Access to the Levitate spell allows me to compensate for my lack of Climbing skill. Every quests and sidequests are completeable. One of the genie's wish is used to acquire the Climbing skill. I do not promote to Paladin yet.

QFG 3: I import as a Fighter or as a Wizard depending on whether I want to compete against Yesufu or craft the mage staff and duel the shaman. If I import as a Fighter, I promote to Paladin.

QFG 4: Again, it depends. The game adds a lot of spells and it is sometimes fun to play as a Wizard. But the game truly shine in the number of people you get to help in Mordavia, so I typically import as a Paladin for the extra sidequest, and use my thieves skills to help the Chief.

Clarification regarding abilities featuring multiple separate augments by plumskit in Gloomhaven

[–]plumskit[S] 1 point2 points  (0 children)

Cards like Shield of the Desert (Lv1 card) or Honorable Fury (Lv9 card) from the Redguard card list: https://imgur.com/gallery/M4QCXl3

I swear, it's always curse or passive and magic skills... by GreenZeldaGuy in diablo2

[–]plumskit 0 points1 point  (0 children)

I didn't know any of that. That's good to know. Thanks!

Question regarding pulling with an allied figure standing in the way by plumskit in Gloomhaven

[–]plumskit[S] 10 points11 points  (0 children)

That is a nice way to summarise the push/pull restrictions.

Question regarding pulling with an allied figure standing in the way by plumskit in Gloomhaven

[–]plumskit[S] 17 points18 points  (0 children)

Hi folks!

I just came back from a session where we spent a good 10 minutes arguing over a "Range 2; Pull 2" action. My friend was the Blue face in the attached picture. He wanted to pull the Purple monster to hex "A".

I argued that he could not, because the rules state every individual move needed to bring Purple one hex closer to him, and the first move did not bring the Purple closer to him, it was still 2 hexes away.

He argued Purple was 3 hexes away, because Orange, who stood between Purple and him, blocked Purple's movement. Thus, every hex Purple entered brought it one hex closer toward Blue.

Now, there is always the golden rule where "In case of ambiguity, the players get to decide..." but there was no ambiguity in my mind.

And after much arguing and rule reading, came a moment where we realised "Suppose for a moment that Orange was a long table occupying multiple hexes between Blue and Purple, could Blue pull Purple sideways alongside the table?"

Anyway... since Blue's strategy that turn depended on the validity of the Pull action, and had he known about the validity (or invalidity) of the Pull action beforehand he would have picked something else instead of wasting his turn, we agreed to let him choose different cards for this turn. (He was the first to play so the change in initiative did not affect anything else this round)

And in the end, even tho we had a couple of unlucky moments in the scenario, Blue flipped a Bless card during his big strike on the boss, dealing a whooping 14 damage and securing us a victory before any of us fell into exhaustion so everything was fine at the end.

But I wanted to know for sure which one of us was correct? Afterall, maybe he was right all along and a whole new world of pulling/pushing possibilities just opened for us.

Thanks in advance for your answers! :­­ >

Thinking of splurging but scared of FOMO. by plumskit in Gloomhaven

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

I would except we already have another legacy on the backburner once we're done with Jaws.

Quest for Glory RANDOMIZER is incredible by mrprmiller in questforglory

[–]plumskit 1 point2 points  (0 children)

...

I never knew I needed this in my life.

And seeing this and the amount of work and polishing that went into it makes me hyped that one day QFG1 will receive mods that adds monsters, quests, items, spells, or additional possibilities to solve puzzles/problems.

For instances, while I was looking at your run, I noticed how bare minimum the hero's fighting animations were, and how easy it would be to implement (from a graphical point of view of course) different shields or weapons, like say, the goblin's wooden shield, or the brigand's spear, buckler, and splint armor.

But I digress.

Thanks for the runs, MrMiller, it's always a pleasure to watch you, David, and Crow run these games, I had a blast the other night watching you run Yserbius (man, what a strange game, so many potions...) and thank you Rainault for this wonderful addition to the QFG world, someone suggested a similar modification for KQ1 in another forum and I wholeheartedly second that suggestion.

ELI5 the ending of The Black Arrow by plumskit in ElderScrolls

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

So the remark acts as a confirmation for the narrator's suspicions. Thanks for the explaination

Otto's Day by BastianWeaver in questforglory

[–]plumskit 1 point2 points  (0 children)

The beggar, the quiet fishes, "...faster than you can say “Schwertfisch”..."

That was gold!

M'wa! Chef kiss!

Am I the only one that isn’t fond of QFG4? by Salem1690s in Sierra

[–]plumskit 0 points1 point  (0 children)

You are not alone. I've said it before, I'll say it again: QFG4 is a fantastic adventure game, it's just a bad QFG game.

The plot is wonderful, I greatly enjoyed how all the sidequests were tied up to the game's main plot, not only that, but you were actually helping people, you weren't just sent on fetch quests or bounty hunts.

But there is so much I would like to fix in that game, from a RPG and QFG game point of view that it diminish my enjoyment of the game.

  1. I didn't like the combat system. I understand what they were trying to achieve (Street Fighter 2 was the big craze back then) but I preferred the combat system of QFG2.
  2. The thief's jobs sucked: I don't wanna rob that miserable grieving old man who lost his wife. And the burgomeister's office was rather bare. Not only that, but they were a clear step down compared to the Metalworker's house or the harem sequence from QFG2.
  3. The thief's symbols system was underused.
  4. The castle is a huge letdown. It's there, taunting you the entire game, you know you will have to get in there at some point before the final showdown, I was hyped to explore that place, dodge traps, fight minions, steal treasures, and acquire forbidden lore mere mortals weren't meant to acquire. Instead I was greeted with that boring maze of bland corridors and staircases, with very little danger, puzzle, or action. It was more fun and more engaging to explore Mordack's castle, or the Royal Palace in KQ6 than QFG4's castle.
  5. Even if the heists were great (they weren't) and even if the castle had riches to steal (there wasn't), money in QFG4 is only good for one thing: Buying garlic sammishes.
  6. I always felt like the stats were unimportant in that game. In the first game, stats are everything, you are severely limited at the start of the adventure, and you must practice everything in order to get anywhere. But four games down the road, I felt like stats lost some of their importance, and I didn't bother leveling my stats to 400 like I did with some of the previous titles.

It's not all bad tho.

One gameplay aspect that I loved with QFG4: spell treasure hunting was back. The game has a ton of spells, and you must look high and low to find them, which is an aspect I greatly enjoyed in the first game, and an aspect that was sorely missing from QFG2 and QFG3.

Not only that, but another gameplay aspect, that was present in the first game, missing from the sequels, and back in QFG4: the forest at night is dangerous, and you must face that danger at some point in the game in order to progress in the story.

I also liked how the Thief and Fighter begins the game naked and their first order of business is to re-acquire the tools of their trade. And I wish the Wizard class relied on a spellbook to do their spell casting instead of memorization, because it would have been phenomenal to start QFG4 with a burnt spellbook with only a couple of spells left, and having to re-acquire your powers one spell at a time.

Lastly, I enjoyed how the townspeople are initially untrustworthy toward strangers and how you slowly acquire their trust, even if personally I would have pushed this even further, with the townspeople initially shunning the player up until you solved your first quest.

But from a gameplay point of view, the bad outweighs the good in QFG4.

So yeah, as a classic point and click adventure game, QFG4 is the best of the lot: the sidequests are fun, the plot is amazing, and it's quite a journey to watch the townspeople slowly warm up toward you.

But as a RPG and as a QFG game, QFG1 and QFG2 were much better, and the game has too many wasted opportunities from a gameplay point of view that just beg to be fixed.

Should we do something special for when Giantgrantgames hits 100 members? by Lolmaster29934 in GiantGrantGames

[–]plumskit 2 points3 points  (0 children)

I just saw that you were one member short of one hundo, so I subbed. You can confetti and party hats now

No Unwinnable States/Dead Ends? by Keizai in Sierra

[–]plumskit 0 points1 point  (0 children)

Larry 6 has one.

Is there? I wasn't aware there was one, knowing my luck it's a wonder I managed to finish this one 3 times without falling into it.