[Let's Play] Fighting Fantasy 61(?) - Howl of the Werewolf!
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Number crunching sayeth that there isn't any skill gap at which the sword is expected to do more DPR than the mace if we aren't totally screwed anyway.
However given Wolfgang's low HP, I would err on the side of caution and use the sword (after checking that the mace doesn't counterintuitively reduce expected damage in fights we expect to win rather than merely reducing their length). Unless of course we fight something that is called out as mace resistance.
Although according to my perhaps pessimsitic calculations it actually makes no odds to a Stam 8 Skill 8 fight.
Stick the skeleton with the pointy end. (Of a sword, not a mace.)
However given Wolfgang's low HP, I would err on the side of caution and use the sword (after checking that the mace doesn't counterintuitively reduce expected damage in fights we expect to win rather than merely reducing their length). Unless of course we fight something that is called out as mace resistance.
Although according to my perhaps pessimsitic calculations it actually makes no odds to a Stam 8 Skill 8 fight.
Stick the skeleton with the pointy end. (Of a sword, not a mace.)
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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Pretty sure that's prohibited in most gamebooks, and while it's not explicitly mentioned here I don't think I should allow that here.SlyJohnny wrote:There's no suggestion we have to pick one weapon per battle and stick with it, right? We could hit a stamina 7 opponent twice with the sword, then switch to the mace for a finishing blow?
Anyway, I'm assuming by "skeleton" Omegon means the animated armour, so we fight the armour with the sword. We're effectively at SKILL 12 for this fight because even though Call of the Wild doesn't affect the armour, we still have our intoxication bonus!
COMBAT LOG:
Animated Armour 13, Triple W 20. AA is at 6.
AA 12, Triple W 21. AA is at 4.
AA 14, Triple W 20. AA is at 2.
AA 14, Triple W 19. AA is destroyed.
AA 12, Triple W 21. AA is at 4.
AA 14, Triple W 20. AA is at 2.
AA 14, Triple W 19. AA is destroyed.
And since the only thing we have to gain by fighting that thing was to be able to loot a shield, let's take a look at one of those....
More combat bonuses! Triple W is downright badass in the fight now.Reaching up, you lilt one of the shields down from its place on the wall. Nothing untoward happens either, which is a relief. There are several different designs but all of the shields carry the same benefits. For as long as you are carrying the shield in battle you may reduce an enemy's Attack Strength by 1 point. Record the shield on your Adventure Sheet. Will you now take one of the maces down from the wall or leave this floor and look elsewhere?
Next location?
The crypt?
The cellar?
The ground floor?
The first floor?
The second floor?
The third floor?
The fourth floor?
The fifth floor?
The sixth floor?
The seventh floor?
Where do we search next?
Adventure Sheet:
Name: Wolfgang W. Wolfenstein (a.k.a Triple W)
SKILL 11/11 (must take the next SKILL Test at 10)
STAMINA 17/17
LUCK 10/12
CHANGE: 3
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol, Shield (+1 Attack Strength)
Gold: 0
Provisions: 6 Meals (+4 STAMINA)
Codewords: Avokez, Egnarts, Dloterof
Special Abilities: The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)
ALARM: 2
Destroyed a coffin in the crypts of the Tower of Maun
SKILL 11/11 (must take the next SKILL Test at 10)
STAMINA 17/17
LUCK 10/12
CHANGE: 3
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol, Shield (+1 Attack Strength)
Gold: 0
Provisions: 6 Meals (+4 STAMINA)
Codewords: Avokez, Egnarts, Dloterof
Special Abilities: The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)
ALARM: 2
Destroyed a coffin in the crypts of the Tower of Maun
Last edited by SGamerz on Fri Mar 24, 2017 2:37 pm, edited 1 time in total.
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Do we want to check out our new fashionable hairy lycanthrope look in the mirror?On the second floor you come to an ornately decorated chamber that is filled with all manner of stone statues. They range from sculptures of knights in armour and weeping angels to funereal effigies and the busts of notable individuals from Lupravia's past. One of the finest examples of the stone-carver's art is the statue of a griffin standing next to a wall-length mirror hung on the far side of the room. Light from a flickering crystal chandelier casts disconcerting shadows around the chamber so that you could almost believe that the statues are moving. You cannot help thinking that this is a strange place to have a mirror. Do you want to examine the mirror more closely or will you leave the room and the second floor altogether?
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Triple W decides that he looks handsome enough and doesn't need to check his own reflection. Proceeding to the third floor....
Try the door? If not where else do we want to explore?The third floor of the tower is spartanly furnished and decorated in contrast to the rest of the tower. You pass what seem to be a number of cell doors leading off a corridor that follows the outside wall of the tower. Reaching a door, from under which blows a chill night breeze, you stop to listen and can hear a scratch-scratch sound coming from the other side. Trying the handle you discover that the door is not locked. If you want to open the door and enter the room beyond, turn to 361. If you would rather leave well alone, turn to 7.
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Do we want to fight the birds for their shiny?Opening the door you are assaulted by the stench of guano and a startled beating of wings as the birds making their home in the chamber are disturbed by your sudden arrival. The room is open to the right through a large arched opening. Monochrome moonlight enters the filthy roost, gleaming dully from the sharp black beaks and obsidian talons of the throng of huge ravens that have made the chamber of their home. Their cracked croaking caws are deafening and the birds are certainly not happy at your intrusion. However, you can also see something else glinting in the moonlight among the feathers and muck covering the floor. Do you want to risk entering the ravens' roost to claim this 'treasure' or will you leave and quit the third floor too?
Last edited by SGamerz on Sat Apr 01, 2017 2:24 am, edited 1 time in total.
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- Prince
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We're an FF character, of course we want to risk our life for shiny objects.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Of course, everyone knows that "FF adventurers" is just another name for "grounded magpies".
COMBAT LOG:
We got the shiny....do we want to open it? Or just take it? Or don't take it at all?
Either way, please pick another floor to go next:
The crypt?
The cellar?
The ground floor?
The first floor?
The second floor?
The third floor?
The fourth floor?
The fifth floor?
The sixth floor?
The seventh floor?
These are living creatures, so we can use our howl, giving us an effective SK of 12 in this combat!You are not halfway across the room when the birds lift off from their perches and swoop at you, trying to peck out your eyes and scratch your face with their hard black talons. You are forced to defend yourself.
UNKINDNESS OF RAVENS SKILL 7 STAMINA 8
If you defeat the birds you can take it that those ravens still alive return to their perches but continue to caw harshly at you as you rummage through the filth covering the floor (add 1 to your ALARM score). Among the detritus you find a total of 10 Gold Pieces, a closed Silver Locket on a chain, and most disconcertingly of all, the skeleton of a man picked clean by the murderous birds. If you want to open the locket, turn to 394. If not, you may take the locket and Gold Pieces with you (adding them to the Equipment List on your Adventure Sheet) before leaving the foul aviary.
COMBAT LOG:
UOR 13, Triple W 17. UOR is at 6.
UOR 19, Triple W 21. UOR is at 4.
UOR 13, Triple W 18. UOR is at 2.
UOR 13, Triple W 18. UOR is defeated.
UOR 19, Triple W 21. UOR is at 4.
UOR 13, Triple W 18. UOR is at 2.
UOR 13, Triple W 18. UOR is defeated.
Either way, please pick another floor to go next:
The crypt?
The cellar?
The ground floor?
The first floor?
The second floor?
The third floor?
The fourth floor?
The fifth floor?
The sixth floor?
The seventh floor?
Last edited by SGamerz on Mon Apr 03, 2017 1:39 pm, edited 1 time in total.
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- Prince
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Alas, opening the shiny causes us to throw it away!Popping open the locket you find yourself gazing upon the miniature portrait of a striking, platinum-haired young woman. It is so realistic you have to admire the skill of the artist who painted it. In fact, unable to tear your eyes away from the haunting beauty portrayed there, you begin to feel as if the woman is looking back at you. (Add 1 to your ALARM score and make a note of the codeword Dehctaw on your Adventure Sheet.) Unnerved, you hurl the locket out through the arched window and run from the ravens' roost.
Which floor next?
The crypt?
The cellar?
The ground floor?
The first floor?
The second floor?
The third floor?
The fourth floor?
The fifth floor?
The sixth floor?
The seventh floor?
Adventure Sheet:
Name: Wolfgang W. Wolfenstein (a.k.a Triple W)
SKILL 11/11 (must take the next SKILL Test at 10)
STAMINA 17/17
LUCK 10/12
CHANGE: 3
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol, Shield (+1 Attack Strength)
Gold: 10
Provisions: 6 Meals (+4 STAMINA)
Codewords: Avokez, Egnarts, Dloterof, Dehctaw
Special Abilities: The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)
ALARM: 4
Destroyed a coffin in the crypts of the Tower of Maun
SKILL 11/11 (must take the next SKILL Test at 10)
STAMINA 17/17
LUCK 10/12
CHANGE: 3
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol, Shield (+1 Attack Strength)
Gold: 10
Provisions: 6 Meals (+4 STAMINA)
Codewords: Avokez, Egnarts, Dloterof, Dehctaw
Special Abilities: The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)
ALARM: 4
Destroyed a coffin in the crypts of the Tower of Maun
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