Zepher

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    I can't control my tongue
  • Birthday 11/13/1993

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  1. Zepher

    Heroica RPG 2.0

    Alright, one final idea for how classes might work in this game. We put together a series of "dice roll packs". For this example (based on what we have) you'd have the dice roll packs: Protect, Rally, Attack (Guardian Variety), Attack (Mechanic Variety), Target Shields, Repair Shields. We could come up with maybe... let's say 9 more to begin with. Each class would be able to access five total, but you would only start with two and then be able to unlock more as you level up (access to 3 at level 10, 4 at level 20, etc.) This would give classes a lot of variety and customizability, as different combos of roll packs would favor different builds (for example, a level 10 with Rally, Target Shields, and Repair shields would look very different from a level 10 with Protect, Attack, Target Shields). It would still let you have an idea of what you're starting with, but would also let you to grow into your character. I also have a lot idea for roll dice combos without a particular class to tie it to.
  2. Zepher

    Heroica RPG 2.0

    Here is a pitch for a class I considered. It's not quite as flashy as Guardian, and I'd be interested in sprucing it up a little... I have a few more ideas how to do that (maybe each class has 1 attack ability and then 3 "abilities" it can choose between, adding more as it goes along as I outlined above?) I referred to "Armor" as "Shields" throughout. MECHANICS Mechanics are masters of Shield Technology, allowing them to both cripple enemies and protect their allies from bodily harm. Health Points: 10/10 Armor Points: 10/10 Might: 1 Skill: 1 Initiative: +1 Equipment: Mechanics can wield… some weapons. Class Traits: Diplomacy, Fortitude, Tactician Combat Actions: Mechanic Attack – The hero can attempt to hit an enemy with their weapon, dealing damage. Dismantle Shields– The hero can attempt to protect an ally or themselves from damage they might take. Repair Shield– The hero can attempt to rally an ally, improving their combat capabilities. And that would be basically everything for each class. Somewhere else are class trait descriptions and combat actions such as the following: ATTACK (Attack) The hero attempts to hit an enemy with their weapon, dealing damage to the enemy. The success of the roll determines how much, if any, damage is dealt. Any hero may attempt the attack action. CRITICAL HIT: The hero lands a decisive blow, attacking with strength equal to their weapon power added to twice their might stat. (e.g. WP 3 + might 1 x 2 = 5 damage) HIT: The hero attacks with strength equal to their weapon power added to their might stat. (e.g. WP 3 + might 1 = 4 damage) GRAZE: The hero only barely hit their target with strength equal to their weapon power only. (e.g. WP 3 = 3 damage) MISS: The hero misses their target. MISS:The hero misses their target WEAPON FAILURE: The hero misses their target, and their weapon becomes inoperable for the next round. TARGET SHIELDS (Offensive Ability) The hero may attempt to dismantle enemies’ shields, allowing their allies to do more damage immediately. SHORT CIRCUIT SHIELD: The hero totally dismantles the target’s shield, reducing it to 0. FRIED CIRCUIT: The hero locates and destroys a vital circuit in the target’s shield, damaging it with a value equal to five times their skill stat. (e.g. Skill 1 x 5 = 5 damage to shields) REND HOLE: The hero uses their special shield splicing tools and opens in the target’s shield, damaging it with a value equal to two times their skill stat. (e.g. Skill 1 x 2 = 2 damage to shields) FALTERING TARGET SHILED: The hero deals damage to the target’s shield with a value equal to their skill stat. (e.g. Skill 1 = 1 Damage) NO TARGET SHIELD: The hero fails to dismantle its enemies’ shield. INTERFERENCE: In the chaos of combat the hero presses the wrong button, dealing damage to their own shield with a value of two times their skill stat. (e.g. Skill 1 x 2 = 2 damage to shields) REPAIR SHIELDS (Defensive Ability) The hero uses their special shield splicing kit to repair their allies’ shields. MASTER SHIELD MASON: With a keen eye and swift hands, the Mechanic is able to repair all their allies shields, granting all allies repaired shields with a value equal to twice their skill stat. (e.g. Skill 1 x 2 = 2 shield points to each ally) DEFT REPAIR: The hero makes quick work of their ally’s shield, repairing it with a value equal to twice their skill stat. (e.g. Skill 1 x 2 = 2 shield points to target) REPAIR: The hero repairs the target’s shield, granting them repaired shields with a value equal to their skill stat. (e.g. Skill 1 = 1 shield point to target) BLUNDERING REPAIR: The hero’s hands are shaking with panic, repairing their allies’ shield with a value equal to half their skill stat, rounded down, minimum 1. (e.g. Skill 1 / 2 = 1 shield point to target). NO REPAIR: The hero fails to repair their ally’s shield. CUT THE WRONG WIRE: The Mechanic is befuddled by the colors of their ally’s shield’s wires, and ends up cutting the wrong one, dealing damage to their ally’s shield with value equal to their skill stat. (e.g. Skill 1 = 1 shield point to target) NOTES Unlike CMP's Guardian, both the Mechanics' (or Shield Mason, as I might want to call them) abilities rely on it's Skill, whereas the Guardian uses both it's armor and it's skill. That's FINE, I think, and I'll point out why: the Guardian will want to buff it's armor, which it can use in combat and with an ability. Alternatively, the Mechanic is less likely to attack, so Armor is less likely to be necessary. The fact that it uses the "skill" modifier for both will give it a different flavor and build than the Guardian. @CMP - interesting question regarding the Guardian. It's protect uses it's "AP". As it loses AP throughout the battle, does that ability get reflectively worse? That leads me to another point. What is the difference between Armor/Shields, and health. One potential thing we've suggested is that it armor can be easily regained, but health cannot. That doesn't seem big enough to me, though. Has anyone played Banner Saga? There, Health contributes to attack, so as you grow weaker your attacks do less damage. That might be an interesting addition (on some scale). Otherwise, I don't see much of a point of differentiating them, though I still strongly suggest we do.
  3. Zepher

    Heroica RPG 2.0

    I like the idea of making the "types of weapons" work against different types of armor (energy, kinetic, elemental). That is easy. It creates three types of weapon classes, three types of armor classes. Done. I'm much more opposed to CMP (sorry, we were so in line with what the classes should generally be doing!) reconfiguration of rows. It all feels so complicated. There are ALREADY lots of complicated RPG systems out there. The whole appeal of Heroica, at the beginning, was that it was incredibly simple. We want to keep that simplicity, and more importantly ensure that the simplicity survives to the higher levels. My suggestion for ranged weapons is much simpler, and was something I thought was dumb when I started Heroica but think would work well now. Ranged weapons consume "bolts" (batteries, arrows, juul pods, whatever flavor text we want). When they're fired, they consume one "bolt". You can buy new bolts between quests. This is useful for three reasons: 1) It's incredibly simple. 2) It makes it so that people carefully consider using ranged weapons. Use a bolt in battle one, you might not have enough in battle three. CONSERVATION is GOOD. It again is my argument with shields. We don't need to make choices more COMPLEX, we need them to be straightforward with extremely obvious rewards but, more importantly, consequences. This means strategy will be easily grasped (which was a problem in later Heroica) but also means that it will still play a vital role. 3) It allows for some improvement, but not a lot. People with less money will be LESS likely to use bolts, that's true, so there will be less of a divide between melee and ranged fighters at the beginning of the game (ranged fighters will often choose to fight from the front row with a melee weapon to conserve ammo). Once there is more money in the game, ranged fighters will be more liberal with using bolts, but that will scale with them - if you use, let's say, 20 bolts per quest you can fight a lot from the back row, but your upkeep will go up as well. Then we can keep a simple "front row/back row" dichotomy. I haven't been as involved in this as I want to be, but I would like to be part of making Heroica 2.0. I can't ask you all the slow down, so I will try to contribute more. My most important thoughts come on the side of classes. I'm largely in line with EXACTLY what CMP was saying. Let's use his guardian class as an example, because I think it's smart (though I will argue, maybe, on a slightly different combination of abilities). I think each class should have an attack option (that is obviously ATTACK, under CMP's model). Each class should then have an offensive battle modifier (Rally) and a defensive battle modifier (Protect). Again, I'm not married to that exact breakdown - I was actually imagining breaking things down into a simple three class system: Attack, Support, and Defense/Healer, but I can see why CMP's is good as well. For leveling, I think people should be able to pick any TWO of those three when they start the game, depending on their first class. At level 10, they can gain access to whatever option for their class they didn't originally pick. At level 20, they should be able to open up 1 battle option from ANY OTHER CLASS. This will, I think, mitigate a little of what Flipz was worried about with being stuck with exclusively your original class, while still making you stick with your original choice. Finally, and this is another sort of radical proposal, but I think players should have something called ACTION POINTS. Each action costs one action point. This would add another stat people could level up. Every character could choose to REST during battle, regaining a set number of action points (number of action points regained with each rest being another thing people could level). My reason for this is the same as all my other proposals - it will be an easy stat for people to learn and strategize around, but will still add another decision with consequences. That's going to be my manta. Simple decisions with clear consequences - easy to learn, allows for lots of strategy and punishment. Finally, totally unrelated, I like the multiplier idea for round of combat, WBD (I keep almost calling you Skrall...)
  4. Zepher

    Heroica RPG 2.0

    I will fully admit I want to read this but am only skimming at the moment. I have a few thoughts - will go back and re-read more carefully. As a long time QM and player - Heroica was incredibly easy to run while the heroes were low level, extremely hard to run at higher levels. We want to streamline things, to make them more complicated. I see WBD (almost called you Skrall...) talking about more horizontal growth instead of vertical growth. I STRONGLY agree with this. CMP gives a great example too with each class having a base skill they can use to help their allies in combat. This is something that makes a lot of sense to me. I was originally going to propose only three classes (with maybe branches later): Offensive / Support(This would be both buffs and debuts) / Healing(Tank). They would all be able to "dip into" each other's territory, but would be VERY good at what they do. This would make for collaborative play and still allow for diverse strategy without making things overly complicated. That being said, I also really like CMP's idea of dividing those things out over multiple classes. I suggested this in another thread, but I think the best way to allow people to power up is to let them increase one stat every time they get XP. This means that someone could get decently powerful, but mixed parties of new and older players wouldn't be a nightmare. Using our current stats let's say we have a hero who has gotten 10 XP and one that has no XP (assuming, randomly, that we start each stat at "2"). 10 Hero Power: 7 SP: 3 Health: 6/6 Ether: 2 1 Hero Power: 2 SP: 2 Health: 2/2 Ether: 2 It looks tough, but imagine the enemies are balanced for it - and a level 10 hero would have probably been on 2 quests while the 1 hero has been on none. It also, importantly, allows for people playing the same class to really customize their build without a zillion artifacts. If you want to be a really heavy hitter with no protection, that's fine. If you want to be a spell caster with lots of ether but no power, that's fine. A spell caster with lots of armor and health that needs to constantly replenish ether? That's fine too. Etc. I have a lot of ideas for story as well, but feel we should hash out character creation/stats first. I'm in favor of more challenging dice rolls, but again don't want to overcomplicate things. I'd love to host, but the reality of the situation is I don't have 3 hours to run a round of combat. My final BOLD suggestion is (I can go more in depth about this, and haven't thought out all of the mechanics, but am interested in what people think: TWO HEALTH POOLS. In my mind (we were always going sci-fi) they'd be called "Shield" and "Health". Shield can be replenished relatively easily between battles and during, and acts as a barrier to Health. Health, on the other hand, is extremely expensive/difficult to replenish (in my earlier example I think maybe only the healer class would be able to do it). It would only fully regenerate between quests. That way EACH BATTLE has a serious impact, even the "throw away" ones. It would essentially "make the party more tired" as the quest went on, so battles wouldn't have to get progressively more complex to get more challenging. It was the initial idea behind ether, but it immediately went down the tube because people simply had too much. If we make the quests have more serious resource drain people will be more careful about their decisions. It will still inspire serious thought in EACH combat situation without forcing people to juggle a zillion effects. It's probably my biggest departure from Heroica, but it's the one I feel most strongly about.
  5. Zepher

    Heroica RPG General Discussion

    Really enjoyed all the epilogues! It's good to see these characters have some sort of ending. Dyric's I thought was very nice in particular - buying an apartment is a wonderful ending as well as a beginning, while not being too big! I know I got quiet there at the end but I had to let Boomingham have some sort of conclusion. Thanks all for the game! I'll be sticking around to see what we do next for sure, and still want to post my quest ideas (it's just gonna take me forever to write out...). WBD, Sandy, and the many people I quested with and who quested under me, it's been a genuine pleasure!
  6. Zepher

    Heroica RPG - Quest #159: An Unexpected Return

    Boomingham watches at the heroes finish ironing out of the final details of the government, elect new founders, and select new adventures for themselves. Remaining silent, he fumes for a moment when his name isn't even thrown into the ring for a founder, but he feeling quickly fades. Why not Atramor, and Dyric, Hoke, and Karie? Let them have their try. In truth, Boomingham had already tried enough. He'd been a King, and a General, and a hero. He'd been a husband and a father. He'd been a Knight, a Paladin, and a Vindicator. Now maybe he can be a citizen... a watchful citizen, but a citizen still. He slips out of the Hall quietly, confident the others will find him if he is ever needed. At his apartment he is greeted by Severus, who flatly remarks that the (current) danger has passed, and who explains he is going to the Hovels to celebrate. Boomingham lets him go. He hangs on the wall his sword: Scupperer, from a Orcish Slaver, the Frozen Saber, from the High North, and the Silver Sabre, given to him for a Grogmas by the boy Atramor, now a Veteran of his Hall. He leaves his armor there too, stolen from a corrupt knight in the sands of Salamnda. He lifts his Tome heavily and flips through it, and decides it's done. In the front he writes an inscription: to Nyx, to Atramor, to Ellaria, and to Karie. They were the people he'd kept it for, and one day it'd go to one of them, but not quite yet. As he leaves the apartment and heads towards the Port he regrets not having grabbed the big ogre Skrall or Nerwen to join him for a drink, or even Zelda or Umbra, but that was that, too late now. He buys a bottle of booze at a pub and heads towards the water, keeping an eye for Mumbassa's ship, though he imagines it'll take a while for proper trade to return to the port. He takes up a seat on a seawall. Barely discernible in the distance the remains of Fort Bonaparte smolder. A light circles his head and he swats at it, and it dodges. He laughs and it fades. Sitting and drinking he stares off into the dark sea and looks at the stars.
  7. Zepher

    Heroica RPG General Discussion

    That’s a rather rigid approach to story. If a DM disappeared someone else could pick up the story and take it in whatever direction made sense to them. That’s how the best TV shows work when they change show runners. As for the Bonapartes, I think WBD is exactly correct. I actually liked Blackgull too. Authority isn’t inherently bad (that coming from a liberal/socialist) (and it’s important to recall that Heroica takes place in a different era than our own). It’s funny the house that seems least evil to you is the one you claimed as your own, Flipz. Def supports WBD’s suggestion that we read into the houses what we wanted.
  8. Zepher

    Heroica RPG - Quest #159: An Unexpected Return

    Having said his piece and having been rejected, Boomingham remains quietly in the corner keeping an eye on things. He is sore at Atramor, sure, but not so sore that he doesn't back the ex-pirate, and if the Bonapartes pull anything fast he'd be content to help stop them. "Can't beat experience," he grumbles as Arthur suggests building and manning an entirely new fleet of ships.
  9. Zepher

    Heroica RPG General Discussion

    That is exactly how I would have Heroica 2.0 work. Sandy had a central story, which was awesome, but it meant that they were left fleshing out 6 factions PLUS anything else that struck their fancy. Next time around I'd assign a faction to each of 6 DMs. Anyone else could do a quest in that storyline, but the 6 DMs would run the overarching story of their individual faction. I would also not have "rivalries" but instead immediately implement perks for siding with a particular faction, like we tried with the Sungold and Crescent crests. I think that would work well. You could only wear an allegiance to a particular faction one at a time, but could do quests for other factions without losing rep with your favorite faction.
  10. Zepher

    Heroica RPG General Discussion

    I apologize that Boomingham's a real @ss, even to the folks he holds dear.
  11. Zepher

    Heroica RPG - Quest #159: An Unexpected Return

    "Eh, don't worry love, you wouldn't be able to do a thing about me because first thing I'd do would be to throw you in jail." He winks. "Point is I'm not sure if we should have a King either. I'm not advocating for any particular way of things falling out, except that we're not the ones to make the decision. And Dyric, you're more than right. Voice the opinion all you want. But maybe as a citizen and not as a conquerer setting terms. But I'll say it again. If you're using absolute power to ensure there isn't any absolute power... well, you're a smart boy, I'm sure you can figure out why that' a contradiction." "I've got an idea for your council, Atramor. How about we take the... hm, six seems a fair number... six most influential groups in the city. People who have power, but also the respect of the people, the majority let's say, the Hovels being a minority of the city. So you take the six most influential groups in the city... and make sure, too, that there's some rivalry between them so they don't all become cozy with each other and strip the city bare. Those six factions can all serve as the council. And then, since they're the rulers and what not, they should have some sort of authority over the Town Watch. And what's more, maybe they can sort of direct Heroica at what sort of problems they think need solving. They could come to the Hall to post quests for us to go on. Sound good?"
  12. Zepher

    Heroica RPG - Quest #159: An Unexpected Return

    Boomingham just shrugs at the Whisperer. "All I'm saying is there isn't a lot of good in us dictating the terms. What if the entire city wanted to install the Bonaparts as dictators. Or wanted to return to rule under the Houses, which everyone here seems just about dead set against. I see, what, about thirty citizens of the city here? Not a great way to imagine a new government. Already everyone has declared no King, no Houses, a council of peers that you have selected, and at which heroes are absolutely guaranteed a seat. Maybe you don't recall that only hours ago the city was turned against us. The fake founders may have lit the match, but if there wasn't a powder keg, it wouldn't have done anything but fizzle out." He snorts. "I don't think you understand the first thing about service. If we demand at a seat at the table, it's not service, it's not heroic, it's just quid pro quo."
  13. Zepher

    Heroica RPG - Quest #159: An Unexpected Return

    Boomingham's eyes narrow and he laughs mirthlessly. "It's a funny thing saying you don't want a King but also claiming you better know what's good for the people than they do themselves." The funk passes over him, and he sits back down and hails Scheherazade for another drink. "I'm not saying you have to or should just walk away, and you don't have to lecture me on bad kings. Don't forget I was one, and that my Kingdom fell to a worse one down the line. But the truth of the matter is if you're going to dictate the new form of governance, and if what Wolfie says is true about his popular support, that's going to make you a dictator. Just the way words work. You can walk away from it afterward, but you'll still have been one, for however brief of a stint, and I just want to make sure you're comfortable with owning that."
  14. Zepher

    Heroica RPG General Discussion

    I remember that quest relatively fondly, save for the relatively massive delays. I think I hold the record for the most cancelled quests my character went on. 4? Can anyone top that? Anyway now that we're wrapping up I guess I should finally write about my hypothetical final quest. I keep meaning to do it. Soon there won't be anyone around to read it. At the end of the day the issue was that it was too railroady as well, much more so than that Baltarok quest. I simply had too many NPCs, and I wanted to give them all a story. I'll try to get around to posting that tomorrow. This final quest has reinforced that a) Heroica was very fun, b) the battles grew indecipherable to me, c) I don't have as much time as I wish I had, d) quests were right to be limited to only a few players.
  15. Zepher

    Heroica RPG - Quest #159: An Unexpected Return

    Boomingham, having for once held his peace as the others babbled, stands up from his chair at this indignation! "I may be old," he growls at Atramor and Hoke. "But you're certainly catching up. And if youth is a measure of beauty and smarts than it might be that you've both passed me already." He clears his throat, trying to get the attention of as many heroes as he can. "Truth is you could all be a little more like Hoke. Hands off, is what I'm saying. Don't know what went and made you all into politicians all of a sudden, but you're all making me like Wolfie a little too much. Point being I don't know the last time any of you walked down the street. More often than not we're not even in the damn city. Yet here you all are saying who should be on some council you've just gone and made up. You're saying the houses were mad with power and that they didn't have any right to rule the city, which mind you they didn't truly do, but now you're saying not them but us, we're the right folks for the job." Boomingham shrugs. "Dumb. Wolfie's right about at least one thing. The people of the Hovels should get a say about who they want to lead them, and how they want to be led. If they say one King, and that King is Miss Green Skin over there," he jerks his thumb at the Scheherazade, "I don't know why you think you get to say no to that."