Difference between revisions of "Strategies"
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== Notes == | == Notes == | ||
* Chance of success is <code>30 + ½(Charisma + Tenacity)</code>% | * Chance of success is <code>30 + ½([[Stat#Charisma|charisma]]+[[Stat#Tenacity|tenacity]])</code>% | ||
* Option 1 is promoted by the most [[Stat#Hothead|hotheaded]] warrior | * Option 1 is promoted by the most [[Stat#Hothead|hotheaded]] warrior | ||
* Option 2 is promoted by the most [[Stat#Loner|loner]] hunter | * Option 2 is promoted by the most [[Stat#Loner|loner]] hunter |
Revision as of 17:52, 5 December 2019
Strategies |
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Author |
Nate Austin |
Event type |
Defend against incursion |
Depending on party composition you will receive various choices (with various chances of success).
Choices
1. Stand tall, sound the horns, put fear into their hearts.
Outcome Success: Intimidation. 2 damage to enemies at start of combat. Failure: The hothead starts combat with half health.
2. Sneak ahead and harrass them before they arrive!
Outcome Success: Cunning. Flanking attacks this combat deal +1 damage. Failure: Hunter begins the fight stunned for 2 turns.
3. I'll brew a mystic drink to bolster our abilities.
Outcome Success: Fortitude. All heroes +1 temporary hp. Failure: Nausea. All heroes –1 hp.
4. Nothing clever, nothing to go wrong.
Outcome Just fight normally.
Notes
- Chance of success is
30 + ½(charisma+tenacity)
% - Option 1 is promoted by the most hotheaded warrior
- Option 2 is promoted by the most loner hunter
- Option 3 is promoted by the most bookish mystic
- Option 4 is promoted by the hero with the highest
(coward+greedy+romantic)