![]() ![]() The basic strategy of Drugwars is to buy a drug in one location at one price, and then travel to another location to sell it for a higher price.Īt the beginning of the game, the player does not have much money and must deal with the cheapest drugs such as ludes and speed because that is all the player can afford. If a player reaches $50,000,000, the maximum score of 100/100 will be attained and the player will have beaten the game. For example, a player who finishes with $25,000,000 will have a final score of 50/100. The number of millions of dollars a player has is his/her score out of a 100. The final score is calculated by taking the players current amount of cash and multiplying it by two. Random occurrences also occur during the game such as muggings, drug sales, increased drug prices, and the finding of drugs.Īfter 30 days, the game ends. If the player can kill Hardass and his deputies, a cash award will be earned. In order to fight the police, the player must have a gun. Any choice risks injury to the player and after 10 shots the player dies and thus loses the game. The player has four choices: to get arrested, to run, to fight, or to keep dealing. During the game, Hardass will randomly confront the player. Other components include the police who are embodied in the character of Officer Hardass. In each part of the city, the player checks the prices, buys and sells drugs, and then travels to another part of the city. During the course of the game, the player can buy a gun or extra pocket space by randomly being offered those things during travel. A player must deal with loan sharks who are useful because they provide the much needed initial capital investment, but charge a high interest rate and must be paid back quickly or the player loses the game. The player begins with $2,000, 100 spaces in his/her trenchcoat, and no weapons. The point of the game is to make the most amount of money in the given time of 30 days. Traveling from one part of the city to another takes one day. ![]() The player also buys and sells various drugs such as Cocaine, Heroin, Acid, Weed, Speed, and Ludes. ![]() The player travels around the various parts such as Manhattan, The Bronx, Coney Island, and Brooklyn. The premise of the game is that the player is a drug dealer living in New York City. ![]()
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![]() ![]() The web is a second-level spell that is frequently neglected and undervalued.Īs previously stated, the Web stifles targets, preventing them from moving at all. The web is a useful utility spell that may be used to confine your foes in battle. Please see Hypnotic Pattern as a possible substitute for this one. So if you start to meet enemies with larger health pools on a regular basis, you may want to consider replacing Sleep. It’s still quite powerful, but it loses some of its edges as the game progresses. ![]() Minor illusion 5e full#The vast majority of the time, you won’t be utilizing this on full health objectives In order to kill them out, you may weaken their health first, then use sleep deprivation to do it. It also has the advantage of requiring minimal focus and having no saving throws. This first-level spell can make even the most challenging low-level confrontations bearable. Then there’s the possibility of limiting the power of Phantasmal Force.Īt the very least, it’s a useful spell for making an enemy’s Intelligence check.Īlso Read: Healing Word 5e D&D Guide 16. Sleep Your DM may allow you to use other, equally potent methods of brainwashing your victims… However, most DMs will quickly notice if this tactic is being misused. You may trick your opponent into believing that the god-avatar has descended to defend them, which would put an end to the confrontation. Second-level spells like this one have the potential to ruin a game, but they are often neglected by DMs.Ī creature’s mind is tricked by Phantasmal Force, which generates an illusion. The power of Phantasmal Force lies not in its destruction but in what it can do. With a maximum flight distance of 60 feet per round and immunity to slowing effects, Fly is a fantastic spell for escaping or tracking down an evading foe. However, your allies will find it quite beneficial. If you choose Draconic Bloodline or Divine Soul as your Sorcerous Origin, the value of your Sorcery starts to dwindle because you’ll get wings. Counterspell, Haste, and Fireball are the three spells I’d prioritize above this one if I had the resources. The 3rd level flying spell is really beneficial. It’s possible that you’ll want to pick up another Cantrip to compensate for the loss of Fire Bolt’s damage type. Many monsters in the game are resistant to fire. This is a fire spell, as the name implies. The damage done by Fire Bolt increases in direct proportion to your level as a Sorcerer. Inflicts 1d10 fire damage and has an excellent range of around 120 feet. 19. Fire Boltįire Bolt is an excellent choice for a Cantrip. ![]() If your adversaries can see you creating the illusion, then it’s a waste of time. Minor Illusion may be used to confuse a group of wolves by conjuring a rabbit or a shrub to hide behind. An object’s size must not exceed a 5-foot cube if it is to be depicted. Within a range of 30 feet, you can project a sound or image using this Cantrip. Cantrip Minor Illusion may be powerful when utilized in a creative way. ![]() |
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