Yzalirk

Eurobricks Dukes
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Everything posted by Yzalirk

  1. I am all for it! I just need to reinstall Discord on my phone.
  2. Interesting. I like that players can choose to keep their old character rather than making a completely new character if they so choose. I take it players can have only one active character at and not two? When you die and lose all your gear, does that extend to currency and “unique gear” if that happens to be in the game? Things that are not tradeable and unique to only you the player?
  3. Hey all, so sorry I have been inactive again. I recently just started a new job so I have been extremely busy with little to no down time. Based on what I have caught up on, I really like the progress. However, some things do not need to be entirely set in stone. Things will just spontaneously spawn and evolve around us while we play. The beautiful thing about Heroica 2.0 is that there is a ton more room for world building as we are not confined to a single planet. There are many mysteries and wonders to be found out there on many planets yet to be explored! So, in my opinion, there is no such thing as a bad idea. If someone has an idea but are not sure if it is okay they are more than welcome to share the idea and we can help. Also, is the general consensus that Heroica 2.0 takes place in the same universe as Heroica 1.0? Basically that it is quite far in the future? Final thought - while I was looking at the Google Doc regarding races and stuff, would it be more convenient to lump Terra / Star / Void Born into a single race called Celestial? They seem rather gifted and special so I thought Celestial would be a more appropriate name for them.
  4. I have been messing around with some minifig combinations and I feel like I cannot get some nice combinations since my collection feels so limited. I will have to get more stuff haha. I especially tried messing around with the classic Boba Fett pieces. They seemed like a great idea but there just seems something off with them, maybe it is too green? I will have to look at some figbarfs for ideas, especially to accommodate the theme for different planets as someone who lives on an ice planet would dress differently than someone on a desert planet. Are there any rules for third-party assets, like from BrickForge and BrickArms for example? I am trying to stay away from those as not everyone has those types of things.
  5. I think this is a great idea! I think it would also allow more freedom for settings for future GMs as they can essentially create their own planet its many accommodations to fit their story. Also my apologies for being inactive the past three weeks or so, I have been quite busy with things so I need to catch up with the recent discussions haha.
  6. @Waterbrick Down Wow the Hall is really looking fantastic! It's making me more hyped for Heroica 2.0! What we can do with Heroica 2.0's main story is have something like chapters. We can focus on one thing first, like Orcs since you appear to be in favor of having them as being important. Eventually as the main story progresses it can shift to another storyline like focusing on the Dwarf clans or have something else brewing near the end. Given the unique setting being created there is a lot of potential for fun storylines to be created and explored upon.
  7. Of course! It can always be something to look at again in the future as it's not really a necessity by any means. I have an alternate idea for the main antagonists but nothing extremely detailed. I was thinking they could be a race of genetically sterile humanoids due to excessive cloning and being genetically engineered. They are very militarized and hellbent on conquest and domination. Think along the lines of the Grineer from Warframe and the Cabal from Destiny. A lot more lore can be expanded on like if they came from another star system, their origins, culture, etcetera.
  8. Well hey, I think it's a great start nonetheless!
  9. Good point! I am just confused how we will create and balance character traits that was proposed before. I believe one of the examples was wings or some type of character flight? I think choosing a free beginning proficiency works just fine but I am not sure about the other. Some seem like they can have combat applications and some seem like they can only be exclusive to certain races HOWEVER, I think most of that should not be too much of an issue considering the unique setting. For races who cannot have wings, they can simply have jetpacks or if they're more affluent in the arcane arts they can levitate. This is something I think we can explore later on the future too if we decide to have purchasable character upgrades. @Lord Duvors I think that is a phenomenal attempt at basic lore! I like it, it is certainly a solid foundation for worldbuilding.
  10. I suppose it would but I was thinking that the skills you tag have a better chance of being successful outside of combat. If you fail that skill check, you can get another chance? Not sure, it sounded like a fun little idea in my head. I think with being biologically stronger / stealthier / perceptive we can can have traits like these: Burly (+1 Acrobatics) Light-Footed (+1 Stealth) Eagle Eyes (+1 Perception) Unless you have other ideas because I am not sure how some of them can be implemented without complimenting proficiencies. I also find it much harder with the beastial races as a lot of them feel like they can have multiple of them. I would also say that's a pretty accurate assumption. I think going against the general norm can potentially create very interesting characters. Sometimes that intelligent magic-affluent Orc is more interesting than the brutish rock-for-brains Orc.
  11. @Lord Duvors I just went with the colored text to avoid any additional text to the character sheet so it looks cleaner and less cluttered. What will be the differences between Species / Class Traits and Generic Traits? I want to assume that Generic Traits are simple stat and proficiency boosts, nothing too special.
  12. @Waterbrick Down @Lord Duvors The more I think about it I think each race should just have their own unique trait based on biology, not proficiencies. I think all proficiencies should be up to the player and how they want to play that character. So if you want to be a Dwarf who is great at Arcana and knows nothing about Engineering or Insight, you can do just that! Like I suggested before with being passionate about something and having a burning passion for something else, some way to indicate you excel at certain thing maybe . I think your starting proficiencies should reflect your character and personality rather than because you chose to play so and so. I think it will define your character a bit more and make them more unique. Maybe I am just overthinking it too much? Here's an example: ??? Cycles old, Android Vitality: 5/5 Strength: 1 Skill: 2 Smarts: 2 Spirits: 1 Proficiencies: Acrobatics 2, Athletics 3, Perception 1, Short Range Weapons 1 I just threw this example together pretty quickly so don't pay too much attention to how the points are distributed. Anyways, the colors indicate that this Android excels at Acrobatics and Athletics. Acrobatics being highlighted with orange indicates they are good at that. Athletics being highlighted with red indicates that they are great at that. Maybe when you perform a skill check with whichever proficiencies your character is passionate about they have a better chance of being more successful at it?
  13. Yzalirk

    H20: Fantasy's Back on the Menu!

    Great! And yes I most certainly will! I have to break out some boxes to get my hands on my collection. Besides the setting being an icy hell, can you spare some more details? Also are we a tribe of Orcs or does it not matter?
  14. Ah, okay, I think I see what you're saying now. So basically what proficiencies are associated with which race, like Engineering and Insight for Dwarves for example, you choose one of the two for for free and can choose any other three you want? Or do you get both for free on top of three of your choosing? Also, a bit off topic, but whenever I press "enter" once it bascially creates a gap so I cannot make a compact list or anything. Anyone know how I can fix that?
  15. I think the system should shy away from having default Proficiency bonuses so players don't feel too bogged down to when it comes to creating their characters. An alternative that I think could work could be similar to Rimworld where a character can have a passion or burning passion for some type of Proficiency of their choosing. I do not know how I would balance it but it would allow players to get a boost at the start. Maybe your Proficiency you have a burning passion for will start at 3 and another Proficiency you have just a passion for starts at 2? Or they could vary in "price" when you want to upgrade them in the future? Apart from that I think each race having a specific trait by default is a good idea. We would just need to think of one for each race that would fit them best but not be too crazy.
  16. I like it! I think having a default bonus and one special bonus would be a good idea - a Racial trait and Character trait. For example: Someone chooses to play a Reptile-based race. The Racial trait could be Cold Blooded (grants some bonus to stealth). Then the player can choose another trait that is not specific to one trait, like say Regenerative (+1 health every other turn or something). I just thought of the example on the spot but hopefully you guys understand what I am trying to say.
  17. @Lord Duvors @Waterbrick Down I am all for making every species / race distinctly unique, I think that is great! Though I am terrible at naming things so I can't necessarily help with that too much. If each race ends up having a special racial bonus or something how will this apply to each of them? Unless we just have a list of said bonuses and let players choose what they want?
  18. Ah, okay! I was thinking Bladerunner when I saw Androids. Anyways, that works out just fine I think. For roleplaying purposes there can be older Androids, those that look more machine than man, and newer Androids, those that look more man than machine. Just to piggyback off the idea of an insect races, they can be categorized into a single dominant species called Insectids or something like some of the other races. The few other pieces that come to mind for insect-based characters are the the Star Wars Geonosian pieces and the Toy Story Mantis head.
  19. I think that is a fantastic list to start with! I would just add Robot, or call it by some other fancy synonym, to that list for those who want to be completely mechanical.
  20. Great! I will continue to check-in daily and see what's new and share some creative ideas when necessary. Speaking of which, one idea that popped into mind when browsing BrickLink was one for some type of Robot race if you want to call it that. Basically I just thought of them as "Skeletons" as the pieces to create them are basically those from skeleton pieces. If I had the pieces I would show you all but basically they just use the black skeleton pieces with I want to say it's a head from the Insectoid series? It's a black head and looks the most robotic of all heads I saw. I also wonder how the tall Enderman / skeleton legs would look with it... No worries, it's all good!
  21. Hey folks, sorry I have been absent for a while. I have just been lacking any motivation and creativity the past couple of weeks and even months. I am hoping when you guys start sharing some figbarfs, character sheets, and really anything I can hopefully gain some of that creativity back. @Waterbrick Down The new hall looks incredible! You really did an outstanding job on it. I really like how it it is a futuristic take on the original hall, it feels so nostalgic! I know a couple of months back we were still debating on the mechanics and I think these look great, @Lord Duvors! All that stuff is not my strong suit so I am completely fine with what you guys want.
  22. Yzalirk

    H20: Fantasy's Back on the Menu!

    Oh my goodness I am so sorry I have not seen this sooner! I have just been very busy and lacking any creativity the past couple of weeks. I think when the Heroica 2.0 chat slowed down my motivation just took a toll. This looks like a good solution to scratch that itch haha. Well, if you still need an extra participant I can try to make some time to join in. I just do not think I have the time and motivation to host though.
  23. Same here. I am surprised that there has been no new updates as of late considering the quarantines and all. I still am super interested in Heroica 2.0 and would not mind seeing another quest. If we just want to test out certain mechanics and changes I am on board with just having Test Battles, for example, rather than full fledged quests that could take up to a month to complete. I still stand by my idea for a magic overhaul. I would love to try a dedicated magic user as it is something I have never attempted. Normally I play the upfront brute warrior character and want to try something new. We could try out a Test Battle and see how magic performs if you just want to use all magic.
  24. I think I was referring to dividing certain Spells Types into more proficiencies that would become overwhelming, such as having Medicine become a requirement for healing spells and Athletics or something for teleportation spells. Rather than having to invest in multiple proficiencies it would just be bogged down to two. Think of it this way, each Spell Type has a Level ranging from 1 - 4. In order to "level up" the Spell Type you must meet specific requirements, such as having Nature / Technology at 5 to become Level 2. And that can be achieved in due time with the updated system I am proposing. Being able to teleport multiple targets in battle will become super chaotic and beneficial. You just have to set that as your goal. That is the intention. If magic damage can compete with other weapon damage, than everyone would be more inclined to favor magic as they can do a broad variety of other things. Magic being weaker for damage is mostly for balancing. Later on when you can attack multiple targets for the same amount of damage as others is just not very fair. Yes but again being able to target multiple targets with your spells is something you have to work towards to because it is very handy. Do keep in mind that items can be adjusted as well. If you want to heal a person with an item but they are multiple squares away, you should be able to toss the item their way. Bombs can be items that do AoE damage and can damage multiple people. Or even work as a healing item like Bacta Bombs from Star Wars. Well so far Heroica 2.0 is in its infancy. A lot of these items can come with the launch. So far the basics seemed to have been added. I think I have a solution for your concern - other proficiencies can affect items. You gave an example of a healing build that does not use magic. Perhaps Medicine can add to the use of items? If your Medicine is 2, you are guaranteed to heal 2 point of health with healing items. Whatever the roll is for healing is added to the 2 points. To an extent using items will be better than their magic counterparts but you have to stay stocked up on these items. I will gladly type out a better layout for the system I have in mind if you would like to quell any concerns. That is why I am giving my suggestions so we can all work towards a good system here. Spell casting can be changed to act similarly to how Short Range and Long Range Weapons work. You roll for the attack. If the attack is successful, the damage is whatever your Arcana proficiency is. I just do not have an idea how to determine what type of damage magic is. The only things I can thing of is it is based on whatever you select, Nature or Technology. Nature being Elemental and Technology being Energy, for example. But arguably it would not make much sense. Unless magic damage becomes its own separate exclusive thing? Alternatively it just bypasses armor because it is inherently always weaker. This is one of the biggest things that needs work in my suggestion. There will be no weapons that adds +? to Arcana to further your damage. Unless you can obtain armor that does as loot. Again, it is mostly for balancing. Your magic damage should never surpass or be on par with everyone else. That was just an example but each Spell Type can have different requirements. It is hard to give statistical examples as not everyone would distribute their points the same. But going back to my example, yes, suppose my Arcana is 5 and my Nature is 5. I deal 5 points of damage as indicated by Arcana. I can attack an additional target dealing 5 points of damage to both. I believe it would have been a total of 28 points to achieve that. It is hard to compare that damage to someone not doing damage as there is no example but I would imagine that would be doing more damage to a single target. But based on just points distributed to say Short Range Weapons, that player can achieve Short Ranged Weapons of 7 using 27 points leaving 1 extra. Add a weapon to the mix like a Blaster Pistol (+3 Short Ranged Weapon, Energy) they would be dealing 10 points of damage assuming their target is not resistant to Energy damage. They will be dealing double the damage but only to a single target. The requirements to affect multiple targets can be adjusted but it is honestly very hard especially since there seems to be no cap on what your proficiencies can be upgraded to. If there is no limit and the most expensive spell requires a Nature of 10, why invest in it even more? I used fireballs as an example since fire magic comes to mind first when you want to attack. You could just as easily be using ice magic or whatever you want, really, it is all up to you. If you want to use a staff and magic as support, you can do that if you choose. You would have to invest in Melee and Nature. Melee to boost your damage, obviously. Nature so you can cast your spells to affect multiple targets if you wish to pursue that. But if you choose to pursue magic that involves damage or healing you would want to invest in Arcana as well to boost the damage or healing. If you want both you would have to invest in both beyond having them set at 1. I hope I am being helpful with what I am suggesting. I can put everything in a centralized post when I get the chance if that will help.
  25. Currently when you cast a spell, you use a point of Spirit. In the system I propose you do not. Spirit just determines how many Spell Types you know. Like I stated earlier. Because you would be looking at a lot of new proficiencies just to categorize each type of magic spells. All of that would be unnecessary and be way too overwhelming. The whole point of investing into this is to become strong later, not initially. That would be asinine. Investing in even more things would make becoming a spellcaster pointless. Investing in Arcana and either Nature and Technology are enough. Because attack magic exists already and seems pointless to even invest in with the current system. You might as well just attack with your basic weapon and do more damage with that. So if you invest in one why would you want to invest in the other? Arcana would solve that issue for players wanting to solely use magic and no guns or melee weapons. And non-magic players can do the exact same things but they would need specific items so what is your point? Take your teammates into account. Players will be bringing in items to do the same things as a magic user. Having a magic guy on the team is not a requirement at all. Guess you have not been paying much attention to what I have been saying either. Arcana would affect the damage and healing of spells, yes. Nature and Technology is more like the skill part allowing you to affect multiple targets. If you have Arcana and Nature at 1, you can attack one person dealing only 1 damage. If your Arcana is 5 and Nature is 5, you can attack two targets dealing 5 damage each. If your Arcana is 10 and your Nature is 1, you can attack only person dealing 10 damage. Do you see what I am getting at? When the spell sheet is created, they will tell you what has to be what in order what. There is also the factor of casting the spell correctly. Items can be added so ordinary players can do nearly the same things. It is literally that easy. That is sorta the point. Keep it familiar but updated. Did you seriously not read what I said? Just to recap, I literally said that nearly verbatim. If you are creating a character with the sole intent on being only a magic user, you should select Damage as your first before other spells. If you design a character and want only one Spell Type and are not going to be magic-heavy, like healing, you can do exactly that. Just like any other build it takes time to get there. Besides, a healing build at the start may not even be effective at all. How many times did we have to heal up on the test mission? Not a lot.