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Set Trap should perhaps be changed to "any space without an enemy" rather than any "unoccupied" space. As allies can't trigger or be damaged by the trap anyways.
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Sielle: Set Trap should perhaps be changed to "any space without an enemy" rather than any "unoccupied" space. As allies can't trigger or be damaged by the trap anyways.
Sharp eyes

It was changed.

Now, I fear, I must be off. Will speak to you all soon.
Post edited June 16, 2011 by stoicsentry
Finally I'm thinking that any level 1 abilities should be changed to just "weapon" or "physical attacks" so that they become useful for both melee and ranged? Would give more availability.

That kind of ties into one other thing I'm thinking with the rouge....

Lower the cost of skills by 1 point each (putting them in line with the mages) but at the same time lower the max uses by 1 each as well. This will give more skills, but they'll have to diversify, meaning you have the rogue being a very versatile character that can respond to situations as opposed to the mage that tries to create a situation and the warrior that just sticks with their plan no matter what changes around them.
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Sielle: Finally I'm thinking that any level 1 abilities should be changed to just "weapon" or "physical attacks" so that they become useful for both melee and ranged? Would give more availability.

That kind of ties into one other thing I'm thinking with the rouge....

Lower the cost of skills by 1 point each (putting them in line with the mages) but at the same time lower the max uses by 1 each as well. This will give more skills, but they'll have to diversify, meaning you have the rogue being a very versatile character that can respond to situations as opposed to the mage that tries to create a situation and the warrior that just sticks with their plan no matter what changes around them.
You almost make them sound like political stances. Interesting...
OMG, I just noticed that I mistyped rogue in my last post! I've turned the class into makeup!
Warrior skill called shot:
Just want to make sure I understand the skill correctly.
It increases the range of whatever missile weapon you are carrying (3 for longbow) to 5?

None of the warrior skills have a number of uses listed.
Is this intended to be 1 use for each pick, or am I missing something?
Post edited June 16, 2011 by Rodzaju
Weapon proficiency. Is it possible for the player to become more skilled in fighting with a specific weapon as time goes on? You start out as a novice at using your weapon, and the more you use that weapon the more damage you could do. How fast you progress in your proficiency should be determined by how often you use your weapon.

Weapon customization. This somewhat ties in with the proficiency. When a player finds a preferred weapon and reaches a certain level of proficiency allow the player to sacrifice something (1 skill use + x amount of gold) to add an enchantment to the weapon. Mages could require a slightly lower proficiency level and perform the enchantment themselves which would not require any gold.
Post edited June 16, 2011 by CowboyBebop
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Rodzaju: Warrior skill called shot:
Just want to make sure I understand the skill correctly.
It increases the range of whatever missile weapon you are carrying (3 for longbow) to 5?
Yes. Every time you use it, your range with a missile is increased to 5 for that turn.

None of the warrior skills have a number of uses listed.
Is this intended to be 1 use for each pick, or am I missing something?
Level 1 skills and spells all have a use number specified for new characters. This way, new characters can begin with more than one skill/spell.

After you level up, skills and spells (level 3 skills/spells if you're at level 3 as well as the level 1 skills/spells) are "bought" one use at a time using skill points.


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CowboyBebop: Weapon proficiency. Is it possible for the player to become more skilled in fighting with a specific weapon as time goes on? You start out as a novice at using your weapon, and the more you use that weapon the more damage you could do. How fast you progress in your proficiency should be determined by how often you use your weapon.
Level 3 subclasses do gain SOME proficiencies:

http://adventuresinvue.blogspot.com/2011/06/level-3-character-classes.html

I will introduce weapon proficiencies after the next set of games.

Weapon customization. This somewhat ties in with the proficiency. When a player finds a preferred weapon and reaches a certain level of proficiency allow the player to sacrifice something (1 skill use + x amount of gold) to add an enchantment to the weapon. Mages could require a slightly lower proficiency level and perform the enchantment themselves which would not require any gold.
Good idea - added to the queue of "things to be done" as well.

Ideas for potential "types" of weapon customizations are welcome.
Post edited June 16, 2011 by stoicsentry
As for weapon customizations or enchantments of equipment...

There's the basics
+Damge
+Range
+Armor

Then other things that they could do...

Enchantments that mimic any other piece of equipment, such as;

Glowing - mimics a lantern
Sparking - mimics a matchbox
Screaming - mimics a whistle
Locating - mimics a compass

What ends up happening is someone spends skill points and gold rather than just gold but they get to save an inventory slot and some items that are discarded after use are now reusable.
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Sielle: As for weapon customizations or enchantments of equipment...

There's the basics
+Damge
+Range
+Armor

Then other things that they could do...

Enchantments that mimic any other piece of equipment, such as;

Glowing - mimics a lantern
Sparking - mimics a matchbox
Screaming - mimics a whistle
Locating - mimics a compass

What ends up happening is someone spends skill points and gold rather than just gold but they get to save an inventory slot and some items that are discarded after use are now reusable.
Good ideas. Thank you.
I'm going to leave this for a few more hours - possibly until tomorrow. If no one has any further balance concerns, then things will be left as is.
I went ahead and updated the rules, which you can see in full here.

A brief summation of what's going on:

1. For those unfamiliar, both teams now go simultaneously. Brigade has already played this way.

2. There are two parts to a turn: Movement Part (M) and Action Part (A).

3. A "turn" is the successful completion by both teams of a single Movement Part (M) and Action Part (A).

4. Movement Part (M) comes first, that's where characters of both teams:

1) Effects Phase: deal with effects from previous turn (only if instructed)
2) Movements: move, or decline to move.
3) Exchanges: exchange up to 1 object with another character in the same box as you, as of the movements.

5. Then, Action Part (A) where characters of each team:

1) Specials Phase: use a spell/skill, OR drink a potion OR use an item.
2) Attacks: attack an enemy within range, OR change equipped weapon. If you used a spell/skill that replaces your attack, then you cannot attack again OR change your weapon.

Any questions on this?

The primary thing I can see coming up is whether you can exchange items before moving, in which case, no. In order to preserve a distinct step-by-step kind of turn, everything must be done in this order.
Post edited June 17, 2011 by stoicsentry
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stoicsentry: I went ahead and updated the rules, which you can see here.
+1 for simultaneous turns :)
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stoicsentry: I went ahead and updated the rules, which you can see here.
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dr.zli: +1 for simultaneous turns :)
It worked out well for the Black Brigade's game, I like what it does... very interesting. You move and then have to see where you are after the move. Will you be in range? Who knows?

What do you think of the other aspects of the turn order (as posted above)?
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dr.zli: +1 for simultaneous turns :)
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stoicsentry: It worked out well for the Black Brigade's game, I like what it does... very interesting. You move and then have to see where you are after the move. Will you be in range? Who knows?

What do you think of the other aspects of the turn order (as posted above)?
I finaly had enough time to read through it all and I like it. Rules are not too complex to spoil the fun for you but they are at the same time interesting and offer rich gameplay for a forum game :D
I will update my char asap and join the fun