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Grex Rpg Item 8: TIPS, HINTS, QUESTIONS, what are you having trouble with? Post it all here
Entered by kain on Wed Jun 26 01:02:27 UTC 1996:

This item is for general tips and hints.  Do you have a question on that one
video game your stuck on? Have you found an awsome trick? Please post them
here.  ALso if you have a game your working on, tell us.  We'll dump out
anything we may know <unless you tell us not to> Post it all here <if it's
not long now it will be!>

100 responses total.



#1 of 100 by kain on Wed Jun 26 01:19:49 1996:

Remember The final fantasy series? Well I know a few things about FF3 that
might be helpful. I also have a few things on FF2.  Your talking to an expert
on both have any questions ask me.

In FF3, Try equiping evreyone with flame shields or something else that
absorbs flame then casting merton <cruel ain't it!>.  You heal yourself while
damaging the enemy
Try giving someone the relic ring then casting doom on them.
Try casting vanish on an enemy, followed immediatly by x-zone or doom.  Spells
instant death for them.
A few of My favorite relic combos: Gem Box + Economizer, Offering + gengi
Glove, Offering + Theif Glove. Offering+ Hero Ring.
Something fun: Bet a Phoenix Down at the Coloseum win and recieve a magicite
SOmething More fun!!: Get Gogo in your party give him the their glove and
offering.  In his status screen, set all his abilities to capture.  Bet a <I
think it's a pearl lance?> you get something that you can bet to get the pearl
lance back but, the enemy you fight inbetween, you can steal Economizers
from!!!
Want to build your level at the begining of the game effortlessly? Go to the
lete river <just outside the returners hideout> set the cursor to "memory"
have edgar use autocrossbow, sabin fight, terra fight and bannon use health.
put something on the A button to hold it down <note: THIS MUST BE DONE IN THE
AREA WHERE THE LOOP IS need further explanation, ask.> come back in a few
hours and see how high your level is!

In FF2, try this.  Go into battle.  Choose item scroll down to an empty space
and select it.  Then move up and select your characters sword or shield to
un-equip it.  THen run away. Immediatly equip the item again and you'll see
that you have two of it.  USee the other for some other purpose <Ex: darts
for edge or sell it!!!! if it's a good item this can be a gold mine!!>


#2 of 100 by bjorn on Wed Jun 26 01:44:29 1996:

Running AD&D and getting sick of 1st or low-level characters getting critical
hits every time they do manage to hit?  Use the critical hit charts presented
in Player's Option: Combat & Tactics.

THE EASY, QUICK WAY: When a character rolls a natural 18 or higher *and* hits
by a margin of 5 or more, he/she/it scores a critical hit.  If this happens,
it inflicts *double* damage dice (calculated before any other adjustments).
In circumstances where damage is doubled for another reason (e.g. a polearm
set to receive a charge) do not double the multiplied damage, add it instead,
then add the appropriate modifiers.

THE NOT QUITE AS EASY, MORE TIME-CONSUMING WAY: Start as per THE EASY, QUICK
WAY's first sentence.  (This way will require you either to have Combat &
Tactics or the Dungeon Master Screen and Master Index on hand, the former will
be far more useful.)
        Then, if the victim fails a save vs. death, a specific injury occurs.
4 factors determine the effects: attacker's weapon size compared to defender's
size, the type of weapon compared to the type of target, the location of the
hit, and a roll for the injury's severity.

To speed this up, I'll neglect the Humanoid, Animal, or Monster chart - just
determine what it fits closest to yerself.

Location - Called Shots if connected, always hit the called area (i.e.
location die is ignored).
Low attacks - If the creature is attacking somethin two sizes larger or
something with a distinct height advantage use a single d6 for location.  Head
and upper torso shots become extremely unusual in these cases.
High attacks - Reverse most of the low attack information.  Use 1d6+4 for
location.

Normal Location die is d10

Severity
Weapon is < target      Minor   1d6
Weapon is = target      Major   2d4
Weapon is > target      Severe  2d6
Weapon is 2x > target   Mortal  2d8

Consult the Charts versus Weapon type to find proper effect hereafter.


#3 of 100 by kain on Wed Jun 26 03:43:52 1996:

woah, I prefer the short easy way
QUESTION: In lord of the rings: How do you get the hobbits out of old man
willow?
Also: if anyone could find me an faq on this game that'd be great!
thanks


#4 of 100 by cthulhu on Wed Jun 26 12:40:50 1996:

 I've been fiddling with Wizardry V on SNES for quite some time and
 was wondering where the final card is <according to the hints I
 have thus far, it should be somewhere I've already been after
 finding the other cards>

 anyone know?



#5 of 100 by kain on Wed Jun 26 13:27:45 1996:

Hmm, that's one game that I have not played yet.  when gandalf or jsr show
up they'll probably be able to answer both though


#6 of 100 by gandalf on Wed Jun 26 16:23:52 1996:

Hmmm.  I've never played Wiz. 5.  Are you talking about the LOTR for
computer?  I don't play it much, but I've got a friend that does.  If
it is the one for computer (ultima-like graphics), email busman.  He
should be able to give ya a hand.  Tell him I told ya to.


#7 of 100 by gandalf on Wed Jun 26 16:29:59 1996:

One last thing, I'll be going out of town tomorrow and I don't know
if I'll be back to check my mail and conferences very frequently.  If not,
I whope you all have a great summer.  I'll c'ya all around the middle
of August.


#8 of 100 by orinoco on Wed Jun 26 17:09:03 1996:

what the 7th layer of the abyss is this doing in greatring!?


#9 of 100 by bjorn on Wed Jun 26 17:49:12 1996:

As a generic tips, hints, questions, and Ideas item - I figured there was no
real reason to kick it out.  However, if you want it gone herefrom - so shall
it be.


#10 of 100 by orinoco on Wed Jun 26 22:56:27 1996:

The item is fine, the topic OTOH...
It can stay.  It's linked elsewhere, after all, and we can't do much about
what they talk about.


#11 of 100 by bjorn on Thu Jun 27 02:11:17 1996:

Very Well then.


#12 of 100 by kain on Thu Jun 27 02:56:11 1996:

JEFF!? PLEASE COME IN JEFF!


#13 of 100 by robh on Thu Jun 27 06:35:19 1996:

This item has been linked from RPG 8 to Intro 71.
Type "join rpg" at the Ok: prompt for discussion of
games and such.


#14 of 100 by bjorn on Thu Jun 27 18:14:08 1996:

Not to mention the fact that it's also Great Ring 46.


#15 of 100 by jsr on Fri Jun 28 15:02:29 1996:

Still here, kain.  You can't get rid of me THAT easily.  I don't have any
answers for you, though.  But stay tuned, maybe I can dig something up.


#16 of 100 by kain on Fri Jun 28 15:32:52 1996:

slick! Say something now and then! It doesn't matter what just acnowledge your
existance and if we're not talking about anything interesting to you enter
an item that IS interesting


#17 of 100 by orinoco on Fri Jun 28 18:29:08 1996:

bjorn--re: critical hits,

that would make it impossible to get a critical hit in many cases, being as
it is impossible to get more than a natural 20.  There should be a *chance*,
howeever small, of getting a critical--how about a % chance equal to your
level?


#18 of 100 by kain on Fri Jun 28 18:56:10 1996:

hey, now that's a good idea
Rool a standard attack then roll a percentile die to see if the person go a
critical hit.  I personally would go a chance equal to twice the level, but
that's just me


#19 of 100 by bjorn on Fri Jun 28 19:25:27 1996:

True, but all you really need is an 18 and to hit by 5 or more, although I
do see how that makes it difficult for some characters, but making it
difficult for low-levels was really the whole purpose in re-doing crit hits.
Crit fumbles are still 1s only.

I will consider the other ideas, however.


#20 of 100 by starwolf on Sun Jun 30 17:48:15 1996:

I like the hard way of doing it by Combat Tactics.  It makes much more sense
than any other crit system I've seen.


#21 of 100 by bjorn on Sun Jun 30 20:10:27 1996:

That's actually the way I'm doing it for the "Fires of Dis" adventure.


#22 of 100 by coyote on Mon Jul 8 02:55:14 1996:

kain, did you ever find out how Ayla got that Bronze Glove in Chrono Trigger?


#23 of 100 by mneme on Wed Jul 10 00:26:55 1996:

Umm.  The only purpose of critical hits is to make possible those "impossible"
victories, like David vs. Goliath, or the squire knocking off the Dragon;
making them inaccessible to lower levels mises the point.  If you are usng them
for other reasons (like, say, the combat system being broken to the point that
seasoned warriors are unable to kill eaeach other with daggers in a  single
blow, then prehaps you need a new system.
        Any system that does not allow both types of fights in _Rob Roy_ is
distinctly broken.
        Why am I talking about this? I don't play D&D:)


#24 of 100 by bjorn on Wed Jul 10 02:05:50 1996:

Actually, the point of critical hits is to make battle more, dare I say,
realistic.  Kills by single blows are the purpose for which called shots are
made - there are just some parts of the bod where it's too hard to kill
someone with a single swipe.
The point of making them inaccesable to lower levels is such that in the odd
chance a low-level actually does hit, that he is not automatically afforded
a critical hit.  Thus, it represents the EXPERIENCE aspect of the game - the
more experienced on is, the easier it is to control the weapon thus making
it easier to make a critical hit.


#25 of 100 by kain on Wed Jul 10 19:20:28 1996:

I never really did get how to roll called shots and what they did


#26 of 100 by bjorn on Wed Jul 10 20:19:24 1996:

The character determines that he wants to determine a certain area (normally
other than the torso - if it is the torso, a specific area there on).
Then the DM applies the proper penalties to the attack roll
8 for head or neck with no helm, 9 with
4 for legs and groin
6 for specific area torso
2 for arms, and so on.
Then the attack roll is made.  If you still get a hit, you hit the area you
"called".  That's why it's called a "called shot".  Then you have to do a
certain percentage of the target's hp in damage to destroy, break, or maim
that area.


#27 of 100 by kain on Wed Jul 10 22:56:54 1996:

How much percent do you have to get to sever the neck?


#28 of 100 by bjorn on Thu Jul 11 01:30:47 1996:

50% - which is not to say that the neck or head contains 50% of the Maximum
hp.


#29 of 100 by kain on Thu Jul 11 03:25:20 1996:

DANG!! Forget about severing baatetzu heads.


#30 of 100 by bjorn on Thu Jul 11 12:16:03 1996:

Well, you know that 50% of maximum oly has to be the current maximum . . .


#31 of 100 by kain on Fri Jul 12 17:36:12 1996:

so if he was down to 50 and I called the head and hit him for 25 damage I
could sever his head? cool! <note: I am still here but for today only we're
leaveing one day later than I thought>


#32 of 100 by bjorn on Fri Jul 12 18:43:53 1996:

Okay.  yes.  Reverse the order of my response.


#33 of 100 by starwolf on Tue Oct 22 17:32:19 1996:

Make head severing easier: Get a Vorpal Weapon.


#34 of 100 by kain on Tue Oct 22 20:50:30 1996:

true unfortunately my holy avenger isn't worpal


#35 of 100 by bjorn on Wed Oct 23 13:40:15 1996:

I believe somebody in the party already has one of those.


#36 of 100 by kain on Thu Oct 24 20:59:37 1996:

who? <if we ever start playing again>


#37 of 100 by bjorn on Fri Oct 25 14:54:50 1996:

<maniacal laughter>
As soon as I get near my stuff and ordered enough to NPC people.


#38 of 100 by kain on Fri Oct 25 22:14:58 1996:

well you have intent from me and coyote and hopefully we'll get eld's soon.


#39 of 100 by bjorn on Thu Oct 31 17:45:42 1996:

Yep.


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