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Dungeon Robber

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Justisaur

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Aug 4, 2013, 12:06:44 AM8/4/13
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http://charm-monster.blogspot.com/2013/08/dungeon-robber-flash-game-that-takes.html

A pretty cool take on 1e DMG Appendix A mixed with some d20 it appears, and made into a computer game.

I've played a couple hours, and have a level 5 dungeon robber, I had to use a 'save' point after I died at 3rd to a crushing wall trap. I did up some other characters, but they died before I got through 1st level.

- Justisaur

Rast

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Aug 5, 2013, 4:42:22 PM8/5/13
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Justisaur wrote...

http://blogofholding.com/dungeonrobber/

Interesting.

Here's the poster version of the tables:

http://blogofholding.com/images/poster/reasonablysizeddungeonposter.png

> A pretty cool take on 1e DMG Appendix A mixed with some d20 it appears,
>
> I've played a couple hours, and have a level 5 dungeon robber,

I retired at just over 10k exp, unlocking the Fighter class and the smithy. I only used a
few restores, and never intentionally went below DL1. I retreated to heal every time I took
damage.

The online version doesn't seem to make any effort to make the dungeon physically possible,
or even keep track of where you are. So everything becomes fluff except the traps,
monsters, and treasure. The xp you get for monsters is so pathetic that you might as well
count them as traps also (except that treasure guarded by a monster is doubled). There
doesn't seem to be any strategy for maximising treasure vs traps, so move until you find
stuff.

I'm still not sure if bashing doors or searching for secret doors is worthwhile.


Spalls Hurgenson

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Aug 6, 2013, 9:54:07 AM8/6/13
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I've fallen in love with this game. Even saved it to disk so I can
carry it around with me when I don't have net access. Just wish it had
a more robust save option...

My strategy was always "run into dungeon, find treasure, backtrack to
exit and return to town to save game". Even if I was down to 1hp, I
wouldn't return to town until I found some worthwhile loot (if I died,
I'd just reload from the last save ;-).

I think bashing doors (or picking locks, if you are thiefly) has a
greater chance of leading into rooms, and rooms are usually where you
find treasure. With a thief, sneaking was a viable way to avoid
monsters; just grab the treasure and run. I wish henchmen would stay
for more than one dungeon run, though... as is, they aren't worth the
money spent on them.


Rast

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Aug 6, 2013, 5:55:48 PM8/6/13
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Spalls Hurgenson wrote...
> I wish henchmen would stay
> for more than one dungeon run, though..

Oooooh that's where my henchman went. I never even got to use him. Do they absorb damage?

Justisaur

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Aug 6, 2013, 7:13:05 PM8/6/13
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It seems to be random on monster attacks and some traps. Other traps damage you both, but only if you fail your detect, in which case neither.

You can 'train' animal type monsters to be your henchmen with a whip, but it seems fairly dangerous for the return.

...
I'm slightly irritated fighter's (or anyone's) attack doesn't go up through leveling, it makes the higher level monsters much more dangerous.

I also had a rust monster eat my fighter's weapon, shield and armor!

- Justisaur

Joanna Rowland Stuart

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Aug 7, 2013, 8:01:00 AM8/7/13
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In article <7f4bf77a-8472-4cc1...@googlegroups.com>,
just...@gmail.com (Justisaur) wrote:

> I'm slightly irritated fighter's (or anyone's) attack doesn't go up
> through leveling, it makes the higher level monsters much more
> dangerous.

You may all find this useful (it's the board game version):

http://blogofholding.com/backings/dungeonrobberrules.pdf

+1 HP: For every level you've earned, you have +1 to your
starting HP.
+1 AC while fleeing: As you level, you get better at running
from monsters. During the Discovery phase of your turn,
while monsters are attacking you as you flee, your AC gets a
bonus of +1 per level you've earned. Thus, a level 5 Dungeon
Robber with plate armor (AC 16 during combat) has AC 21
while running away.

Which seems quite pitiful. I assume one has to find magic weapons or such
to do serious damage to higher level foes

Cheers
JOanna

Spalls Hurgenson

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Aug 7, 2013, 9:35:24 AM8/7/13
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They can take damage from monsters and traps, but monsters don't
always seem to target them (it may be random). Similarly, it seems to
be random as to who trips over the trap. So they aren't too useful as
damage sponges.

Similarly, they aren't particularly useful in combat. They have
pitiful hitpoints, don't seem to attack until the second round, and
almost never "hit" anyway.

They are most useful for sending back to the village to sell your gear
(to keep you from becoming overburdened with loot), although you can
only do this in certain areas (like those dead-end corridors with the
secret doors). Except you then keep the cash on your person, so if you
die you lose it all. Better to make the return trip in person so at
least you save your status.

Given the price of the henchmen (5-125 gp to locate one, and then
60-100gp to hire) /and/ that they only stay with you long enough for
one sortie in the pit, they definitely are not worth the cost.

If you have a "hi" charisma, you can parley and bribe monsters to act
as your henchmen. I had two kobolds on my team at one point. They work
under the same restrictions as the hirelings, but at least they don't
cost as much...

Still, this is all nitpicking. It's a freebie tossed to fans,
extremely clever and enjoyable to play, and a nice nostalgic flashback
to the early days of AD&D.

Justisaur

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Aug 7, 2013, 11:02:37 AM8/7/13
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On Wednesday, August 7, 2013 5:01:00 AM UTC-7, Joanna Rowland Stuart wrote:
> In article <7f4bf77a-8472-4cc1...@googlegroups.com>,
Ah, the rules! Actually it says all monsters have only d6 hit points, even dragons. They just get harder to hit. Although it seems under the advanced rules fighters & clerics get +1 to hit every other level, though my fighter didn't, probably a bug.

I just got to getting my cleric, and it seems they gave the cleric all the bennies the fighter is supposed to have (+1 to hit every other level, 2 hp per level) as well as all the cleric bennnies, which makes them wicked powerful.

There's only +1 weapons, so you aren't going to get much there.

A dungeon exploration game in 15 pages, nice.

- Justisaur
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