2D6 Dungeon - Solo Play - Episode 2

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  • Опубліковано 4 сер 2024
  • Welcome to my 2D6 Dungeon Campaign - my 1st level warrior has started exploring Level 1 and learning about its dangers...
    2D6 Dungeon is a solo dungeon delve experience by Toby Lancaster. You can find more information on 2D6 Dungeon at: drgames.co.uk/2d6-dungeon-a-c...
    Subscribe to my FREE weekly gaming newsletter for Mythos News and more with the following URL - bit.ly/rpgwargamenews

КОМЕНТАРІ • 14

  • @tomjones4878
    @tomjones4878 2 місяці тому +3

    It didn't really matter in the end, but when you were at 6hp and 5 Exp, you jumped tracks and started ticking down your Exp for damage. By the end of the episode, your board read 20hp and 10 exp. More importantly, I think you will have a better time of this if you change your combat target numbers so they don't overlap so much (such as having both secondary numbers being a 3). You need to "cover" more of the 6x6 combat grid. You can graphically calculate your odds to hit by creating a 6x6 grid, filling in your two target numbers, and then highlighting each square on the grid within 2 orthogonal spaces of each. This represents the default 2 shifts. Fill in the 6,6 space and note that the 1,1 space cannot be a hit, so never fill that in. Count how many squares are filled in, divide by 36, and that is your chance to hit each turn. To calculate your odds with a +3 shift, fill in additional spaces in that grid, and so forth for higher shifts. Any time you would fill in the same space starting from both of your starting numbers, this is basically a wasted opportunity to increase your overall chance to hit. The fact that different target values have +/- to the d6 is an additional wrinkle, as you really want to maximize 'expected damage/round' rather than strictly just 'probability of hitting/round'. I feel like it would be spoiling the game a little to solve this puzzle and discover the optimal target numbers, given the damage modifiers. It seems to me, intuitively, than any target number than comes with a negative damage modifier is to be avoided, particularly at 1st level when a d6-1 vs a d6 results in an average damage of 2.5 vs 3.5. That's a meaningful decrease, and as you saw this episode, really bites when you roll 1's for damage.

  • @samrobbo9270
    @samrobbo9270 4 дні тому

    Looks like good fun, been currently doing a solo playthrough of Mork Borg as my introduction to solo TTRPGs but this might be next on my list! Cheers from the UK!

  • @nickmoore8486
    @nickmoore8486 2 місяці тому +1

    Shift is not cumulative and resets each turn. So if it is round 6 and the enemy started out at 1 shift, the max they can ever be at is 4 shift each turn due to gaining a shift for turns 4-6. You start at 2 shift, so you can have 5 shift a turn by then. You don't lose shift or accumulate shift each turn. May help your combat 😀 also, after 7 rounds of combat any enemy interrupt they have that is physical no longer applies due to the strain of the length of combat

  • @terrainaholic
    @terrainaholic 2 місяці тому +2

    The combat is different to say the least but your making it entertaining:)!!! Great play though so far:)!!!

  • @Murph_.
    @Murph_. 21 день тому

    There is an exits table on page 35. There's one for each level of the dungeon.

  • @JRF2k
    @JRF2k 2 місяці тому +2

    You can probably use pg 35, EXT1-Exit Types in the codex to randomize doors, though how you did it would seem to be acceptable too.

  • @jeremyherndon2974
    @jeremyherndon2974 2 місяці тому +1

    Did you not say you were suppose to roll to see where exits were placed then just chose where to place them on the corridor and room you did right after that?

    • @thetabletopengineerplays
      @thetabletopengineerplays  2 місяці тому +3

      You CAN roll randomly for where doors are placed, but the rules also say you can choose.

    • @jeremyherndon2974
      @jeremyherndon2974 2 місяці тому +1

      @@thetabletopengineerplays okay nice to know!