Roll Player - Game Play 2
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- Опубликовано: 8 сен 2024
- Watch It Played is a series designed to teach and play games. In this episode we continue our Roll Player play through.
How to play Roll Player: • Roll Player - How To Play
If you have any questions, please do not hesitate to ask a question in the RUclips comments below.
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You guys are cracking me up. I'd love to watch a D&D where you two play as your characters. My friends and I are working on adapting our characters for a mini campaign. Any suggestions on adapting the characters for a campaign? One player's concern was overpowered characters.
That sounds like a fun idea :) I don't have any particular tips, but let us know how it goes!
The obvious concern is that if you're playing well, you'll have pretty big ability scores. (In particular, 5e doesn't generally let you start with an ability score at 18.) Aaand...that's about the only thing on the character sheet that translates to a potentially-broken number on the character sheet.
One option is to just not worry about it, but that's not a great option; such high ability scores probably mean a +1 to the most important rolls and potentially higher bonuses to your "dump stats," and those little bonuses mean a lot in 5e. My intuition says that everyone having such wonky ability scores might be worth throwing slightly tougher opponents at them without giving extra XP; in 3.5 terms, it increases their effective character level by 1. Buuut I'm not sure I trust my intuition.
Thokk should take purple 5 with the coin, put in in the Constitution row (finishing backstory goals and Constitution goal thanks to Jeweled Dagger). Don't forget to take a coin for filling the row and use constitution ability to increase gold dexterity die by 1 (to get closer to the goal of 18). In shop phase buy Famous card - that is quite likely to give 3 points to Thokk in the end of the game for being Famous Lunatic. If Famous is not available, go for Knowledge (for a better chance of finishing Dexterity and Intelligence goals).
It won't hurt to use Cure Wounds (to bring Wisdom up to 14 as well). Also, you can possibly mess up Rohdo's plans by Intimidating him and rerolling the remaining red 6.
EDITED THANKS TO SUGGESTIONS IN REPLIES.
When we Intimidate Rohdo, only reroll the red six. Leave the purple two alone. If we can't become Famous because Rohdo thwarts us, we should at least get some Knowledge.
Good suggestions. However, I don't think it is necessary to increase a constitution die by 1 as the Jeweled Dagger increases the value of the gold die by one. So I would rather increase a wisdom die. I would also consider taking Knowledge, as it will be worth a point to Thokk at the end and will aid in boosting his intelligence :) and/or dexterity.
The Jeweled Dagger gives +1 value to gold dice so Constitution is at 10 before purple 5 and would be at 15 after purple 5. Hold at 15 and use the +1 on dexterity
Good catch with the Dagger, guys - I missed this one. Yes, putting this +1 towards dexterity is better option to get closer to these 4 points.
I'd pick up the purple 5 and place it on CON to finish that row to boost the backstory bonus. The CON bonus can be used to boost a WIS die to get that row up to 14, or the 4 gold die on DEX to 5 to get it closer to the needed 6 there. At the market phase, hopefully the Knowledge skill is available, and that can be used up to 4 times before the game is over to further boost WIS & CON as needed to get them up to 14 & 18, respectively. The extra skill also adds to the game-end Trait bonus. Good luck, Thog!
Thokk needs to take purple 5 to finish backstory on constitution. You should then use the constitution ability to increase yellow 4 die on dexterity because you need 18 total for the attributes. Since your yellow dice are all plus one because of the Jeweled dagger your new dexterity total will be the yellow die 5+1 and the white 6 for a total of 12. The constitution attribute will already be at a total of 15 because of the Jeweled dagger increasing yellow dice by 1. So yellow 5+1 and yellow 3+1, and finally purple 5 will give you a total of 15 which maxes out your attribute for constitution. I would then use cure wounds to increase a black die for the wisdom attribute to complete its attribute. Finally I would buy the famous trait because you don't have to move your alignment for skills, so there is a good chance you could double the 3 points for 6 at the end of the game.
Pep, take the purple 5 and place it in the final spot of Constitution. Gain 1 gold from the initiative card, plus another gold for completing Constitution. Using Constitution's ability, raise the purple die you just placed to a 6 to gain the 2 stars at the end of the game. You'll also gain 6 stars for completing your backstory card. Then, in the market, if it's still there, buy Knowledge, to help with adjusting dice to try and complete as many class stars as possible. Use your Cure Wounds ability to increase your black 2 in wisdom to a 3, gaining you further stars on your class card.
Take the purple five, place it on constitution, remember to take the two gold for filling a row and increase the gold dice with 3 pips to a 4. You'll have completed the Rift Walker set and have enough points to get the two gold for constitution.
-Take the purple 5 and put in CON, with this you complete the back story and the attribute goals, with the help of the dagger.
-Use the CON power to increase the value of the gold die in DEX to 5, and I will suggest keep it at five, again, with the dagger is already a 6.
-Then Cure your wounds to increase the first die in WIS to a 6, without moving your alignment, for a backup plan this 6 could help you to take any die with no worries to complete DEX and then swap it with the black 6 to score 4 points for 18 DEX.
-Keep healing your wounds to increase the black 2, just in case, maybe you can reach the +14 WIS
- Decrease the INT die to pickpocket. And maybe later you can reroll it for a better number.
- Finally take the FAMOUS trait over the Knowledge because this will be 3 guaranteed points, instead of 1 or probably more, and Thokk is already doing well, so no need for extra manipulation.
Dagger + Tower Shield -- The classic rogue loadout.
Thokk should use Intimidate to reroll the dice red six in the pool, trying to stop Rohdo’s getting the red six. Otherwise, Rohdo would probably get the red six for extra point, put it in dexterity and use the skill to flip the gold one into gold six in dexterity. Therefore, Rahdo would have 17 dexterity for more extra point. Then taking the purple 5 and put it in constitution that can score him extra point by completing the backstory. This also provide provide him 15 constitution to complete the attribute goal (the jeweled dagger add one value for the each gold dice). After putting the purple dice in constitution, Thokk should add one value to the gold four into gold five in dexterity which can increase the chance of having 18 dexterity later. If Thokk has the first pick, he should buy knowledge from the market. Since it also increases the chance of completing the dexterity attribute goal and score extra point for having another skill card. If not, buying Famous for extra points (under the circumstances of getting the gold back for finishing attribute row before). Finally, refreshing pick pocket for more money to shop.
I'm not so sure it is worth using Intimidate. If it comes out as a red 1,2, or 3, Rohdo will put it in intelligence to fulfill both his back story and the Foolish card. Might be best just to save that. I also like Famous over Knowledge. Thokk is already in pretty good shape with his dice values so 3 points is better than 1. Cure wounds can help with Wisdom row and he has the row ability of Dex, Con, and Int to make sure he gets that last 6 for Dex.
The Risk of a Red 6 in the Role of ReauxDeauxLeaux/Rodolo/Rodo/Rodney.
If the Red 6 was slotted into Con, he can opt to improve the Dex Red 5 to a Red 6 as well. An alternative play would have it slotted into Dex and abstain from using its turn ability of swapping two dice. BUT again this is if the Red 6 was left after Tzhauq/Thokk/Tjawk chose the 2nd Initiative Purple 5 + Gold.
I'd also refrain from using Intimidate.
I also favour Famous over Knowledge.
Yup, confirmed. Using intimidate backfired. He got a red 1, which meant he buys first and then had the bonus gold to take Famous....
Can’t use Intimidate if he’s already as far right as he can go.
Rogue's special ability makes moving alignment for skills optional, so he can, but it was not a good choice to do so.
Froto has suddenly become Mickey Mouse. XD
Great playthrough.
Aww my original post was on the first video and now someone has basically the same thing on the new one! Oh well one of these days I will get to tell Rodney or Pep what to do :-)
Thocc needs to keep his day job and not attempt voice acting as a career or temp job. ;) HAHA.. I'm just joking guys, I love your sense of humor in your episodes. Looking forward to the finale of this playthrough. Keep up the good work!
One more episode to go - glad you're enjoying Steve :)
Is it just me, or has Rodo transitioned from jovial bavarian to mickey mouse? :)
Nope, you're absolutely right :)
Now I'm not sure if any story elements would come into play during these, but here's something that may help out Thokk.
Thokk glow weird purple glow, and suddenly become more sturdy than before while finding more gold. Thokk then glow black and feel more wise, understanding what Thokk must do. After that, using mischievous tactics, Thokk become famous across land. But if Rodo interfere, Thokk gain more knowledge, get smarter using same tactics.
Translation into gameplay: Pick initiative #2 to get the 5 purple and grab the gold coin, Pep. Then depending on Rodney's own move and what card he gets, either buy famous to double your alignment score at the end, or buy Knowledge to increase your Intelligence by 2.
Question: How did Rodo go from having a Constitution of 18 and a Strength of 6 at 13:50 but have a Strength of 18 and a Constitution of 6 at 16:46 ?
Michael F We goofed when moving the sheets for the final shots, so ignore the later shot, but we caught and fixed it before the next episode.
Is this playthrough going to extend to the Roll Player expansion?
Hey Graham, this play through is for the base game. The expansion would involve different rules than what we've covered.
Was this re-uploaded?
Yep, there was a typo in a pop-up.
hello
min 5:30, The pickpocket skill is not available i think because of the inability to drop the alignment.... Min 10:50 and 14:30 the same
He's a Rogue - his class ability is that he can ignore moving alignment card when using skill card.
Hey Marcel, as Bartek says as well, Pep has a class ability that doesn't require him to move his alignment marker when using skills. You'll find it in the close up shots at the end of the video as well.
Thanks for the fast answer to both of you!
So they decided to delete my comments and in fact the original posting of the video just because I was critical of the game itself, not these guys. I was saying that I did not see the point of just character building with no battles or challenges. (not really role playing) Sucks being censored for an innocuous reason as that comment was.
I don't remember deleting your comment. I'm guessing you posted it to the earlier version of the video that was then taken down (I had to fix a mistake in it, which means I lose the original comments). I'm never put off someone not enjoying a game - everyone has different tastes. The challenge in this game is building your character, and meeting the various scoring goals you start with, and pick up over the course of the game. If you're looking for a different kind of challenge, than this game might not be for you - but either way, we're glad you're watching!
I happened to be the first comment so i assumed that was the reason. Now that you explained it, you have my apologies. I will surely keep watching!
I had made a silly typo in one of my pop-ups, and didn’t want that mistake to be the version on the internet for years :) Hope you enjoy the rest of the series, even if the game itself doesn’t entirely appeal to you personally.
Towards the end of the How to Play video, Rodney mentions the expansion which adds the battle mechanic to the game.