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[Fighting Fantasy] Bloodsword v1
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9546944" data-attributes="member: 42856"><p>We leave section 38 with an Invisibility scroll, a Time Blink scroll and 6 Adjust scrolls. We use them to reduce Esmeralda's HP to 4, and transfer those 6 points to Psychic Ability. She now has 14. There is now way we'd roll over 13 with 2d6+1, accounting for keeping this spell memorized, so she basically auto-hit on the spell.</p><p></p><p><em>While it is questionable that PA can go over 12, no rules prevent it, there are other opportunities in later books to exceed this value and we will meet enemies with values like 18 later. So there is no reason not to go all the way. </em></p><p><em></em></p><p><em>On the other hand, there are better spell. Nemesis Bolt will do 7d6+7 damage, enough to one-shot boss level opponents easily. It's a complexity 5 spell, so we'd need to roll 13 or less on 2d6+5, a 72% chance of success. And a 90% chance of success at the next round should we miss. There is also an interesting area damage spell (Sheet Lightning) at complexity 4. But memorizing both would lower our chance of success. </em></p><p></p><p>Let's swap White Fire with Nemesis Bolt.</p><p></p><p>We leave the scriptorium, and continue our journey through the bowel of this dungeon. On the way, we enjoy looking at paintings of gladiators fighting to the death -- something we've already done with the Barbarians and Assassins. I should have paid more attention to the other groups earlier. I remember a high-level guy, though.</p><p></p><p>As we advance, we reach an arena. Hence the gladiators, I guess. In the middle we can see someone dressed as a sorceror. He challenges us to beat him to a game.</p><p></p><p>Honestly, I'd prefer to lob his head off, but we're told to go to section 26 without this opportunity. We're not people who randomly kill people we just met, says Winny, choosing not to remember that they just jumped onto Barbarians and then killed assassins without exchanging a word.</p><p></p><p>The sorceror introduces himself as Kief, and explains the game as the Spiral of the God. It is played with 7 gold coins and a six-sided die. Each side select a number between 1 and 6 (materialized by the die), then we compare. As far as I understand, whoever chose the lowest number loses the amount coin that amount to the difference between the chosen numbers. The winner flips as many of his coins as he chose as a number. Then we start another round, by flipping back one coin each if needed, and then the game continues, but you cannot choose a number that exceeds or equals your number of unflipped coins.</p><p></p><p>In case of a draw, we play again, the round has no effect. Lost coins come from the unflipped coins.</p><p></p><p>We reply we're ready for his game and he proceeds to select a number.</p><p></p><p>But are we ready? Time for some math I guess.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9546944, member: 42856"] We leave section 38 with an Invisibility scroll, a Time Blink scroll and 6 Adjust scrolls. We use them to reduce Esmeralda's HP to 4, and transfer those 6 points to Psychic Ability. She now has 14. There is now way we'd roll over 13 with 2d6+1, accounting for keeping this spell memorized, so she basically auto-hit on the spell. [I]While it is questionable that PA can go over 12, no rules prevent it, there are other opportunities in later books to exceed this value and we will meet enemies with values like 18 later. So there is no reason not to go all the way. On the other hand, there are better spell. Nemesis Bolt will do 7d6+7 damage, enough to one-shot boss level opponents easily. It's a complexity 5 spell, so we'd need to roll 13 or less on 2d6+5, a 72% chance of success. And a 90% chance of success at the next round should we miss. There is also an interesting area damage spell (Sheet Lightning) at complexity 4. But memorizing both would lower our chance of success. [/I] Let's swap White Fire with Nemesis Bolt. We leave the scriptorium, and continue our journey through the bowel of this dungeon. On the way, we enjoy looking at paintings of gladiators fighting to the death -- something we've already done with the Barbarians and Assassins. I should have paid more attention to the other groups earlier. I remember a high-level guy, though. As we advance, we reach an arena. Hence the gladiators, I guess. In the middle we can see someone dressed as a sorceror. He challenges us to beat him to a game. Honestly, I'd prefer to lob his head off, but we're told to go to section 26 without this opportunity. We're not people who randomly kill people we just met, says Winny, choosing not to remember that they just jumped onto Barbarians and then killed assassins without exchanging a word. The sorceror introduces himself as Kief, and explains the game as the Spiral of the God. It is played with 7 gold coins and a six-sided die. Each side select a number between 1 and 6 (materialized by the die), then we compare. As far as I understand, whoever chose the lowest number loses the amount coin that amount to the difference between the chosen numbers. The winner flips as many of his coins as he chose as a number. Then we start another round, by flipping back one coin each if needed, and then the game continues, but you cannot choose a number that exceeds or equals your number of unflipped coins. In case of a draw, we play again, the round has no effect. Lost coins come from the unflipped coins. We reply we're ready for his game and he proceeds to select a number. But are we ready? Time for some math I guess. [/QUOTE]
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