Waterbrick Down

Eurobricks Archdukes
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  1. Waterbrick Down

    Heroica RPG 2.0

    Looks like I need to include info on starting equipment and basic consumables. Regarding weapon typings, there are: Kinetic: Do physical damage, i.e. bullets, rockets, swords, maces, etc. Energy: Do radiation/blast damage, i.e. beam swords, phasers, ion cannons, etc. Elemental: Do Fire/Ice/Electricity/Etc. damage, i.e. flame-throwers, tasers, freeze-rays, etc. Each of these corresponding to different range weapons: Melee: Hits adjacent grid squares Short Range: Hits grid squares up to 2 spaces away Long Range: Hits grid squares up to 3 spaces away Artillery: Hits any grid square not adjacent
  2. Waterbrick Down

    Heroica RPG 2.0

    Figured I'd start uploading these. Rough drafts and definitely need polishing, but they're a start.
  3. Waterbrick Down

    Heroica RPG 2.0

    I second the consistent theme, the more I look at it, the more I'm working on something closer to the idea of aged sci-fi (think Starwars). While Science-fantasy is a good idea for accessibility, it's difficult to get a consistent look (Nexo knights is the closest). I think the best solution to the consumable issue is to either include a random element to the consumables or simply limit the number available in the setting. As for how the healing works in the system proposed, here's a spell example. Healing Light (Heals HP = # Magic Proficiency Source (Religion/Nature) Successes over the DC)Sustaining Healing DC 1, 1 targetPlentiful Healing DC 3, 2 targetsGenerous Healing DC 5, 3 targetsMasterful DC 7, 4 targets I like the enthusiasm and I think the class abilities could potentially be worked in to a dice pool system impacting things like success criteria, die rerolls, extra dies, etc. I'd echo Kintober with one of the main issues of Heroica 1.0 was the power-creep of equipment and balancing equipment created by different DM's across the quests. There were a lot of times where a single item would be ok but when combined with another piece of equipment would create a very over-powered combo. Plus power creep due to equipment often creates a system where in gold/currency becomes the most important aspect of the system and classes/builds which emphasize it's generation start to skew the economy.
  4. Waterbrick Down

    Heroica RPG 2.0

    So I’ve been going back and forth and I’d like to put a slightly modified dice pool system out there to try. For those of you not familiar with dice pool systems you roll a number of d6's equal to your given skill, 1-3 is failure, 4-6 success. The number of success is compared against a target number or an opposed roll and the result is determined from there. Difficulty Level Simple: 1 Successes Skilled: 3 Successes Difficult: 5 Successes Impossible: 7 Successes Max Dice Pool = 10 Actions in Combat Attack: (Weapon Proficiency Dice + Weapon Rating) - (Opponents Skill Dice Successes + Armor Rating) = Damage done Defend: Add Skill Attribute Dice to player’s next Defense pool Rally: Add Smart Attribute Dice to Player’s Attack pool Magic: Arcana/Nature/Occult/Religion Proficiency Dice vs. Spell Difficulty Level Any other action: 3 + Proficiency Dice vs Difficulty Level Character Creation 10 Points, 3 starting Proficiencies at level 1, 3 HP Additional Proficiencies cost the number being increased (i.e. to move a proficiency from 1 to 2 it requires 2 points, from 2 to 3 it requires 3 points, etc.) Additional Hit Points cost 2 Points Additional Attributes cost 2 Points Attributes Vitality (HP) Strength (Every 2 = +1 HP, usually a requirement for kinetic weapons, and all armor) Skill (Defensive stat for avoiding damage, rolled for initiative, usually a requirement for energy weapons) Smarts (Every 1 = 1 new allowable Proficiency [over the starting 3], usually a requirement for elemental weapons) Spirit (Every 1 = 2 known spells, often a requirement to cast spells of a certain potency) Equipment (3 Slots) Proficiencies Acrobatics Culture Intimidation Nature Persuasion Short Range Weapons Arcana Deception Long Range Weapons Occult Piloting Stealth Artillery Engineering Medicine Perception Religion Survival Athletics Insight Melee Weapons Performance Sleight of Hand Technology Weapon Ratings (Kinetic Weapons typically have Strength requirements, Energy Weapons typically have Skill requirements, Elemental Weapons typically have Smarts requirements): Standard: +1 Success (Minimum corresponding Attribute = 0) Calibrated: +2 Success (Minimum corresponding Attribute = 3) Engineered: +3 Success (Minimum corresponding Attribute = 5) Precision: +4 Success (Minimum corresponding Attribute = 7) Armor Ratings (Kinetic, Energy, Elemental, All armor typically have strength requirements): Standard: +1 (Minimum Strength Attribute = 1) Padded: +2 (Minimum Strength Attribute = 2) Reinforced: +3 (Minimum Strength Attribute = 4) Composite: +4 (Minimum Strength Attribute = 6) Points for leveling up are awarded after a quest and can be determined by number of combats/quest objectives met, etc. There’s a lot of things that can be added to the system as we go: Weapon type effectiveness against certain armor, Monster types, classes (either by adding extra proficiencies, or changing how actions/skill checks/combat checks work), racial attributes, terrain effects, and of course spells. This should be a good starting point though. Is there a preference for pre-generated characters for a first test or do folks actually want to try creating there own?
  5. Waterbrick Down

    Heroica RPG 2.0

    A mixture tends to be complicated (think D&D) and trying to keep it simple is the goal. The downside to having everything proficiency based is character mechanics do not vary dependent upon those proficiencies. In Heroica 1.0 the only way you could heal (outside of consumables) was if you were a cleric. In a proficiency only based system, anyone can heal, but only those who advance their medicine proficiency can do it consistently.The same goes for sneak attacks, magic, shielding, etc. Essentially proficiency based systems allow for complete character customization at the cost of unique mechanics. Class systems allow for unique mechanics, but take away some of the customization. This also effects advancement. In proficiency based systems you simply become more reliable at certain skills and the mechanics stay the same, in class based systems you tend to get new different mechanics available to you.
  6. Waterbrick Down

    Heroica RPG 2.0

    So I guess a good question is whether folks want the ability to free-form create their character based on a proficiency system or whether they want everything tied to a class/race system.
  7. Waterbrick Down

    Heroica RPG 2.0

    I'd be up for something. I've been looking at a lot of rules light systems lately. Has anyone else played Dungeon World before?
  8. Waterbrick Down

    Heroica RPG 2.0

    D&D 4th edition used the "Bloody" condition to indicate when enemies were below half health, maybe we could look at something similar in addition. One thing to consider as well, most RPG's have a set bestiary, which means that most players eventually develop a good sense for what the stats of certain monsters are. Because most enemies were unique from quest to quest, perhaps that necessitated the showing of stats since players would never have the advantage of fighting the same monster twice...
  9. Waterbrick Down

    Heroica RPG 2.0

    But from a RP perspective, how would a character know the giant death robot only has 5HP remaining? Or what about the scenario where the monster can do 60 points of damage and the hero only has 59 hit points left and decides to take a potion? Maybe I just haven't encountered any bad QM's yet in my gaming experience, but I typically find it's easier for players to game the system than DM's.
  10. Waterbrick Down

    Heroica RPG 2.0

    Action point systems tend to be pretty crunchy and requires quite a bit of balancing to ensure no particular strategy becomes abused. Not that it can't work, but it will require a lot more finagling. Figured I'd give a first stab at CMP's proficiency abilities, a few caveats. I'm assuming we'd include the following standard combat options: Attack: Weapons Test vs. Enemies Skill and Armor Defend: Add the character's Skill Attribute dice to their target's next defensive pool (Can target self)Rally: Add the character's Smart Attribute dice to their target's next offensive pool A couple other notes: When dividing, always round down to a minimum of 1 Combat Action DC's (Dice Check) reset at the end of a battle unless otherwise stated Combat Effects and Proficiency Skill Tests are limited by their corresponding Attribute Limits (See CMP's post) Combat effects last till the end of a battle unless otherwise stated Enemies are divided into: Organic, Synthetic, Phantasmal Success Score standard is 1-3 Acrobatics - Dodge (Combat Effect): Characters may add their Acrobatics Proficiency/2 to their Skill attribute against Enemy Ranged Attacks Athletics - Grapple (Combat Action): Characters roll an Athletics Skill Test (DC 1) against an adjacent enemy, upon success the enemy cannot move till the character's next turn. The DC increases by 1 for every consecutive round the character maintains the Grapple. Culture (Combined with History) - Identify (Combat Effect): Characters can add their Culture proficiency when Defending themselves Deception - Feint (Combat Effect): Characters can add their Deception proficiency when Defending themselves Engineering - Weapon Boost (Combat Action): Character may add (Engineering Proficiency/2) to an adjacent ally's Weapon Rating a number of times equal to their Engineering proficiency. Insight - Spot Weakness (Combat Effect): Characters can reroll a number of Weapon Test dice equal to their Insight Proficiency/2 Intimidation - Demoralize (Combat Action): Characters roll an Intimidation Skill Test (DC 1) against an enemy, upon success the enemy next Weapon Test Success Score is decreased by 1. The DC increases by 1 for every consecutive round the character maintains the Intimidation. Medicine - Combat Triage (Combat Action): Characters may add their Medicine Proficiency to an adjacent ally's Health a number of times equal to their Medicine proficiency. Perception - Aim (Combat Action): Characters may spend an action to add their Perception proficiency to their next Weapon Test Performance - Mesmerize (Combat Action): Characters roll a Performance Skill Test (DC = Target's Smart Attribute) against an Organic enemy, upon success the target skips its next turn. Persuasion - Encourage (Combat Effect): Characters can add their Persuasion proficiency when Rallying an ally Piloting - Drone Strike (Combat Effect): Characters can attack any enemy regardless of range a number of times equal to their Piloting proficiency/2 Sleight of Hand - Steal (Combat Action): Characters roll a Sleight of Hand Skill Test (DC = Target's Smart Attribute) against an adjacent enemy, upon success the character obtains one random item from the enemy's inventory. Stealth - Hide (Combat Action): Character roll a Stealth Skill Test (DC 1), upon success the character cannot be targeted till their next turn. The DC increases by 1 for every consecutive round the character remains hidden. Survival - Pursue (Combat Effect): Characters may shift into an adjacent enemy's space immediately after they move, a number of times equal to their Survival Proficiency. Technology (Renamed from Computers) - Hack (Combat Action): Characters roll a Technology Skill Test (DC = Target's Smart Attribute) against a Synthetic enemy, upon success the target skips its next turn. On a completely different topic, should enemy stats be shown to the players during combat?
  11. Waterbrick Down

    Heroica RPG 2.0

    We're still going to run into the same issue we had with Heroica 1.0 though, either you have to infinitely scale the spells or "mages" will just stock up on health instead of ether. While it does introduce an extra risk/reward I'm not sure it'll be balanced enough unless healing magic/items are limited. I think that might have been the first adventure for 5th edition, it had a lot of problems. I get the worry about limiting low-level spell casters. It goes back to the old adage of "linear fighters, quadratic wizards". Basically the way I see it, we need a way to keep someone who invests solely in spell casting and someone who invests solely in weapon combat balanced. Weapons combat is pretty straight forward as characters are typically as effective in battle number 1 as they are in battle number 2 (ignoring hit points lost over time). You can keep spell casters the same way (as effective in battle number 1 as battle number 2), it simply means their "weapons" are spells, i.e. instead of shooting a bullet they shoot a fire bolt. That means however that they shouldn't get utility spells (as weapon combatants don't get anything equivalent), they shouldn't get bigger explosion spells (again there is no weapon combatant equivalent), they're simply a reskinned weapon user. I don't believe most folks are going to like a reskinned weapon user however as they like the idea of magic being "different" in either scale or utility. That means spell casters have to have a limited resource, unlike weapon users, that can affect how viable they are from battle to battle depending on how they used that resource. Now if they averaged that resource, their overall effectiveness would remain equivalent to a weapon user (or maybe a little less, if we're giving them utility spells), but they will have the option of blowing all of their resources to do extremely well in one combat and extremely poorly in the next. Now that resource could be health, however because health is effected by other things like items/healing magic it'll be very difficult to balance without effecting how those things impact non-spell casting characters. It could be something like SP or Spirit, it could be spell difficulty (i.e basic spells get harder and harder to cast as the quest goes on), or it could simply be spell effectiveness (i.e. basic spells do less and less damage as the quest goes on). Either way, because it's a limited resource, we'll need a defined way that it can be restocked. If that restocking only occurs over the length of a quest, than a 5 combat quest is going to be much more laboring on a spell caster than a 2 combat quest. I don't know if I have a solution, just things I'm trying to keep in mind. Folks still like playing support "classes" so ensuring ways for people to still play that type of character would be idea. However I don't have any qualms about getting rid of the positive status effects or at least the way they were used (i.e. multiplicative). Agreed.
  12. Waterbrick Down

    Heroica RPG 2.0

    The issue is that with the current system there is no such thing as a "fighter" since everything is classless. 4th edition tried something like what your suggesting by giving every class "spells", but most of the community felt like it reduced the system to a League of Legends like MMO. A defend action could easily be doable: Defend: For one round the character doubles their Skill Attribute against incoming attacks. Considering that as an alternative, I think it'd be better to keep them aligned with proficiencies, otherwise you'll have characters that end up spending more EXP on "powers" and the skills themselves will be somewhat useless.
  13. Waterbrick Down

    Heroica RPG 2.0

    Point taken on the proficiency abilities, I guess I wanted to see it a little more free form as opposed to have defined rules for things like hacking/drones/marking/encouraging, etc. I get the point of the attributes limits, looking back I missed the [Weapon Attribute] limit part. This makes sense now and I'm all for it.
  14. Waterbrick Down

    Heroica RPG 2.0

    I like the additional proficiencies, I get what you're saying about non-magic characters having stuff to do and I always figured that was the point of Proficiency tests. I'm not quite sold on giving each proficiency an ability, we'd need to make sure they're all balanced. Additionally each would have it's own rule set requiring GM's to constantly go back and reference the abilities. If we're interested in giving people more combat options, my first suggestion was allow players two new actions: Defend: Add the character's Skill Attribute dice to their target's next defensive pool Rally: Add the character's Smart Attribute dice to their target's next offensive pool Beyond that, everything else would be a contested check. Want to move an enemy back a row? Roll a contested Strength or Athletics check. Want to more confidently dodge the opponents next attack? Roll a contested acrobatics or stealth check. I like the addition of the Spirit Attribute. If I'm understanding correctly though, casters don't expend spirit to cast spells though, correct? They basically have limitless spells and are more limited by the number they know. Can you explain the point of the Attribute Limits? Would the intention be to correlate each proficiency to a certain attribute?
  15. Waterbrick Down

    Heroica RPG 2.0

    I'd agree. I think we've got everything pretty close except for the magic and combat system. The skills and customization seem straight-forward and the theme is wide enough to be generous to GM's. Keeping everything as intuitive as possible, should help keep the actual rules count down as well as making it easy on GM's to run things quickly.