League of Dungeoneers - Episode 3

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  • Опубликовано: 5 окт 2024
  • League of Dungeoneers!
    In this episode, my heroes are heading to Coalfell but can't quite make it there before dark. It looks like they'll be camping... but is it close enough to the settlement for them to have a safe night's rest?
    Welcome to my new playthrough series! After a few episodes, my Patrons will start getting episodes a week in advance, so please consider becoming a Patron for just $2 per month... info at / tteworkshop
    More info on League of Dungeoneers:
    vonbraus.se/ga...
    Subscribe to my FREE weekly gaming newsletter for RPG and wargaming news and more with the following URL - bit.ly/rpgwargamenews

Комментарии • 27

  • @chriswaltz-q5v
    @chriswaltz-q5v 7 дней назад +2

    The wizard cant cast flare against the leader because he is next to him it is a ranged spell. So he needs to move one space away before casting. Also you keep forgetting everybody has 2 AP. Dont worry you will get it in time lots of crunchyness in this game but lots of fun. 🙂 When anybody is down to half health then they are wounded and only get 1 AP

  • @kevinbittman7255
    @kevinbittman7255 2 дня назад +1

    I think you forgot zone of control for your rogue's first attack. Because he is next to the enemy facing him, he can only move 2, not four.

  • @lergof0202
    @lergof0202 12 дней назад +8

    I love this game. Very glad to see it brought to the channel. I've listed the rule mistakes below that I noticed.
    Round 1:
    Archer had 2AP, you only used 1. In fact, multiple times throughout this video you only used one AP when the hero or enemy had 2 to use. Also, you're not rolling to see what the enemies are doing, you are just assuming they use standard attacks. They actually have a chance to go into parry stance and not attack.
    Don't forget it's double movement to move through an enemy's zone of control. It did not stop your rogue from getting behind, but would have taken more movement to do so. (You still had enough though). Also, +20 CS to backstabs, but you noticed this later.
    CS goes up by 1 on the natural 1 roll, not dexterity. They are separate after the game starts. Also, on an attack thats

  • @JohnnyMcNabb63
    @JohnnyMcNabb63 12 дней назад +4

    When the wizard missed the flare against the leader then it only cost half the mana. So it saves you mana

  • @mejeg
    @mejeg 12 дней назад +5

    Your Elf starts with the Perfect Hearing talent, this adds 1 white counter to the bag for the first round of combat.
    Also regarding the crits (01-05) they only effect the specific roll you used. Critting on dodge will increase Dodge by 1, but your DEX would stay the same. Likewise when the Thief crit when attacking, that would not increase DEX stat, but would increase the "CS" stat as that was the roll that crit.

    • @thetabletopengineerplays
      @thetabletopengineerplays  12 дней назад +1

      Thank you!

    • @lergof0202
      @lergof0202 12 дней назад +1

      @@thetabletopengineerplays Actually, perfect hearing only applies to combat that begins after opening a door. You played this one right.

  • @bryansanda3724
    @bryansanda3724 12 дней назад +2

    LOL League of Engineers FTW. Anyway, thanks for the video and I look forward to seeing more. Just got my copy, still need to roll 3 more heroes, eager to start playing. I didn't notice anything that hasn't already been mentioned, but I recommend making more use of the dry erase party tracker for dodge, light source, etc. Dungeoneering definitely seems like it will demand more fastidious bookkeeping than outdoor skirmishes. It warms my heart to see one of my favorite content creators playing one of my favorite games! Rock on!

  • @terrainaholic
    @terrainaholic 12 дней назад +1

    I like the AI rules so if you could keep that in mind as you play that would be AWESOME!!!

  • @Chucklinus007
    @Chucklinus007 12 дней назад +2

    Standard Attack costs 1AP. Since every character has 2AP, you could attack twice ;)

  • @JohnnyMcNabb63
    @JohnnyMcNabb63 12 дней назад +2

    The way I randomly put the bad guys… roll 1d4 to see what tile the bad guy starts then roll 2d12. One for how far right and one for how far down. Example. Starting from top left going clockwise.. I roll a 1 on a d4. So tile is left right. The roll a 5 and a 7 on d12. You count from left corner 5 then down 7 and that is where the first bad guy goes then repeat for others.

    • @lergof0202
      @lergof0202 12 дней назад

      That doesn't apply for this combat. This combat has special placement rules in the book.

    • @off1k
      @off1k 12 дней назад +1

      @@lergof0202
      You can randomize it however you want really, its your game but yes there is a difference for this particular scenario.
      This would be my method. Roll 1d4 for tile, 1d6 for which edge of that tile; 1-3 for one edge, 4-6 for other.
      1d12 for edge square, 1d10 for how close to Heroes (1=edge of tile).
      One difference I would do is replace d10 with a d6 for the Bandit Archer.
      Everything is sorted starting left and going clockwise from Heroes perspective

    • @switchmentalhealthservices8327
      @switchmentalhealthservices8327 11 дней назад

      Yep

  • @dawolvx3098
    @dawolvx3098 13 дней назад +1

    Great watching this played out. I think Charge must be in a straight line? No Diagonals?

    • @JohnnyMcNabb63
      @JohnnyMcNabb63 12 дней назад +1

      I think charge and Diagonals are fine it still works

    • @j3errym
      @j3errym 12 дней назад +1

      @@JohnnyMcNabb63 Correct and can be made as long as the target ends in one of the attackers 3 frontal hexes, effectively any target within attackers max move in all directions (as atttacker can rotate then charge, see page 108).

  • @liberaelsapo
    @liberaelsapo 12 дней назад +1

    Are you checking the ZoC (Zone of Control) each time you move adjacent to an enemy?

  • @earlofdoncaster5018
    @earlofdoncaster5018 10 дней назад +1

    Is this Second Edition?

    • @thetabletopengineerplays
      @thetabletopengineerplays  10 дней назад +1

      Reprint... I was told there isn't a 2nd edition, just 1st Editinon reprint

    • @earlofdoncaster5018
      @earlofdoncaster5018 10 дней назад +1

      @@thetabletopengineerplays I didn't recognise some of the components. Good video.

  • @timf7354
    @timf7354 12 дней назад +2

    29:25 Choosing targets: Page 118, it just says to target one that hasn't been targeted by another enemy. But, page 116, under Basic Rules, says there may be situations in which the rules do not provide a clear answer. In such cases, move the model in the most favourable way for the enemy. Page 16 of the Bestiary continues this sentence with If there are several equal possibilities, randomize! That's also said on the quick reference card. So, all that to say, randomizing was correct. LOL.
    All heroes get 2 action points (APs). It says to refer to the bestiary for how many APs monsters get. I didn't catch what types of attacks your heroes are doing, but perhaps something to keep in mind for future videos are the actions that use 1 AP vs 2 AP. Power attacks use 2 APs, but give a +20 bonus to CS and let you reroll damage dice. Also more rules in there. But, my point is, if you are doing Standard Attacks, those cost 1 AP and can be done 2 times during the hero's turn. So, maybe you could attack them more often. But also, maybe they will attack you more often too. I'd have to rewatch the video to catch which one.

    • @timf7354
      @timf7354 12 дней назад +1

      Yeah, so at 30:25 you start the cleric's turn. She attacks one time with what seems like a standard attack, but you don't specify which kind of "fight" she does. So, if 45 is her normal hit chance, then she did a standard attack and you could've attacked a 2nd time.

    • @thetabletopengineerplays
      @thetabletopengineerplays  12 дней назад +2

      Yeah, the 2AP is good to know. Thanks, Tim!