CMP

Eurobricks Archdukes
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  1. CMP

    Heroica RPG 2.0

    I thought we were trying to fix the ether problem, not replace it with ammo. I really am concerned about tying economy so tightly into battle effectiveness...again. I don't really understand what you're going for here. The front row/back row thing was simple...at first. Then it started getting ridiculous. Enemies fighting at range interacting with heroes fighting at range, some enemies ignoring range altogether...it was just one more thing to calculate into damage. Your idea keeps ranged weapons better than melee, something I REALLY want to avoid, it's one more thing for GMs to keep track of, and, well, I don't think it'll play out like you're thinking. This was the entire concept behind spellcasting, remember? Limited resource for better attacks? And I can't think of a single instance where lack of ether was ever a concern for anybody but minstrels. I don't see what is so complicated about the range concept. Row no longer impacts damage, so ranged weapons aren't inherently better, and all range determines is who you can shoot at. There's nothing mechanical about it. Nobody has better damage or takes less damage, there's no ammo to keep track of, and it's not attached to how much money someone does/doesn't have. From like a really broad standpoint what I am trying to accomplish is that I want weapons to work the SAME as eachother, so that everyone can just use whatever weapons they want and we can give classes weapons that are appropriate, not ones that are best/better. That's basically the levelling process I had in mind, but with only two trees at the start. I personally think attack needs to just be a baseline thing that everyone can do, but I'm not opposed to having new players select one of these trees at start instead of getting both non-attack ones. Action points is not a good idea. With the way hero turns and enemies turns are now different there IS no punishment for having multiple turns. Multiple actions is just too powerful to be tied into a stat, in my mind. I like the concept of granting shields but destroying them is kind of pointless for an action. That's what weapons for, isn't it? I don't think attack trees should be different at all, that's just going to get terrible to keep track of for GMs. Yeah I'm totally on board with classes relying on different stats. It only makes sense. As I mentioned earlier, the armor/shields/health was my idea to replace the elemental system. I was thinking that each class either uses armor points or shield points, same thing for the most part save for what it's vulnerable to/resistant against. Kinetic damage is as ancient as the oldest races, but it sure is still effective. Everything from bullets to explosive shrapnel to sticks and rocks and the claws of hostile wildlife is kinetic. Kinetic damage deals 50% more damage to vulnerable health bars, but only deal half as much damage to heavy armor bars. Elemental damage is unorthodox, but it’s more than earned its place on the battlefield. Ice such as from cryo weapons, incendiary fire damage, and crippling acid and toxins are all elemental. Elemental damage deals 50% more damage when melting through armor bars, but deals only half damage against shield bars. Energy damage is the most cutting-edge tech one can efficiently dish out. High-end plasma weaponry, electromagnetic ion weaponry, even antiquated laser ‘beam’ weapons – all of it boils down to energy. Energy damage deals 50% more damage to shield bars, but only half damage against health bars. WBD's was this: Energy Armor: Weak to Kinetic WeaponsKinetic Armor: Weak to Elemental WeaponsElemental Armor: Weak to Energy Weapons Which is slightly simpler but doesn't have the, I guess logic behind it? (I get it for balancing reasons but I don't know why energy deals more damage to elemental armor) And I still don't think elemental armor is...a thing? Like I don't really understand conceptually what it would look like. Fire armor? I can't really quote your post KOTZ, so I'll just throw this in here. I honestly couldn't think of a particularly good reason for how any weapon can only damage close or long range, but like you said, it is for the purpose of balance. I did think about having certain weapons letting you fight from different rows, it's just a matter of making sure everything is balanced. If you've got a suggestion for it I'm all ears, because I'm not totally satisfied with it as it stands either.
  2. CMP

    Heroica RPG 2.0

    That's close to what I've got, but I don't think damage type should be assigned to weapon types. Every class should have the same access to damage types. Like, a pike is a pike, but it could be some sort of plasma pike (energy), or an ice pike (elemental), etc. It shouldn't be able to be changed like enchanting/disenchanting elemental gems, an energy pike should always just be an energy pike, otherwise that defeats the purpose of different armors. My only issues with the armor is that I don't understand the logic behind it (mostly unimportant) but also that I don't know what elemental armor would entail. I still think health/armor/shields is the way to go, personally. Row absolutely does need some sort of overhaul, but I personally still don't like the concept of ranged weapons being inherently different than melee weapons. My line of thinking is to change front row and back row to close range, medium range, and long range. Both heroes and enemies follow these rules. Rather than affecting damage or accuracy, all range determines is who you can shoot at, and where from. We'd list how each weapon type works somewhere, like so: Small melee weapons can be used from close range to target close or long range enemies. Small melee weapons are knives, shortswords, batons, gauntlets and other handheld weaponry. Large melee weapons can be used from close range to target close or medium range enemies. Large melee weapons are full-size longswords, battleaxes, warhammers, and weapons designed for combat. Reach weapons can be used from close range to target medium or long range enemies. Reach weapons are spears, pikes, whips, any long weapon for which reach is a factor. Small arms can be used from medium range to target close or long range enemies. Small arms are pistols, phasers, revolvers, submachineguns, or any other handheld gun. Spread weapons can be used from medium range to target close or medium range enemies. Spread weapons are shotguns, flamethrowers, anything that fires in a spread or cone. Auto weapons can be used from medium range to target medium or long range enemies. Auto weapons are full-size blasters, assault rifles, and other two-handed weapons that fire automatically. Bow weapons can be used from long range to target close or long range enemies. Bow weapons are longbows, crossbows, compound bows, and other stringed weapons. Heavy weapons can be used from long range to target close or medium range enemies. Heavy weapons are machineguns, energy cannons, and other oversized weapons of destruction. Sniper weapons can be used from long range to target medium or long range enemies. Sniper weapons are sniper rifles, slugthrowers, plasma beams, and other long distance precision weaponry. So instead of defining 'how strong' or 'how accurately' a weapon shoots all people worry about is 'where' a weapon shoots. GMs wouldn't even have to worry about it any more. Basic template for weapons would then be: Plasma Longsword (WP: 3, energy damage, large melee weapon) Cryo Beam (WP: 3, elemental damage, sniper weapon) Old Revolver (WP: 3, kinetic damage, small arm)
  3. CMP

    Heroica RPG 2.0

    Since we seem to be getting into the gritty of things, what is everyone's opinion on weaponry? I notice none of WBD's figs have any sort of sci-fi weaponry (blasters and the like). I don't think we should just use Heroica's, personally. There was absolutely no differentiating between melee weapons other than "can use it" and "can't use it", and ranged weapons ended up just being...better. I'm still in favor of using two or three 'rows' and weapons each having ranges they can fire from and to. But if we don't do that, I think the weapon classes of ranged and melee weapons should at least be equal.
  4. CMP

    Heroica RPG 2.0

    It isn't what I had in mind at all, but it does interest me... I do think we do kind of need to lean further away from traditional fantasy, though.
  5. CMP

    Heroica RPG 2.0

    The alternative to the static skill stat I considered was an ether-like energy stat that every class had: sort of a universal resource, instead of a handful classes having ether. Rather than scaling abilities based on skill, you'd spend a certain amount of energy to use them. Flavoring it as ammo or stamina for more martial classes, as psychic or magical energy for others. As far as setting is concerned, I think Kintobor's idea makes the most sense: I think a core system of established worlds makes sense. Outsiders from beyond the fringes of civilized space are probably very common, but because of some sort of cosmological phenomena it's harder to navigate, in addition to being unmapped. We can flesh out the core system as much as we want, and if anyone wants to mess around with their own planet it can be part of the uncharted territory. More important I think is this. I do think there needs to be a clean slate. I don't like the idea of alienating players who know nothing about Heroica. I was thinking that at some point in Olegaia's time, a colony ship carrying the planet's core races is sent out into the reaches of space to inhabit new worlds. Conspiracy theorists allege there was an ulterior reason for leaving Olegaia, but they remain unproven. (Maybe big plot thing.) A few centuries or so after they leave, the ship finds itself in a new system, the people wake up from cryosleep, and after making contact, the local alien governments give them a new planet to colonize. Pretty basic stuff but it gets the core races of Olegaia into a new solar system. Another thousand years pass over the course of which the system has seen more wars and strife than ever, allegedly thanks in part to the Olegaians, at which point they offer up an idea: an independent organization of mercenaries with a mandate to preserve an dispense justice across the system as needed. Which becomes...whatever we want to call this. I just think we need to get away from Olegaia itself and try not to rely on old lore and whatnot.
  6. CMP

    Heroica RPG 2.0

    Finals are coming up so I haven't had a great deal of time to mess around with rules stuff myself, but I did come up with a really basic concept of how a class might look. GUARDIAN These valiant space knights are the shield of their party, protecting and inspiring with their presence. Health Points: 10/10 Armor Points: 10/10 Might: 1 Skill: 1 Initiative: +1 Equipment: Guardians wield close and mid range weapons like blades, bludgeons, polearms, shotguns, and small arms. Class Traits: Diplomacy, Fortitude, Tactician Combat Actions: Attack – The hero can attempt to hit an enemy with their weapon, dealing damage. Protect – The hero can attempt to protect an ally or themselves from damage they might take. Rally – 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 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. FLAWLESS STRIKE: The hero lands a perfect hit, attacking with strength equal to their weapon power added to five times their might stat. (e.g. WP 3 + might 1 x 5 = 8 damage) 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. WEAPON FAILURE: The hero misses their target, and their weapon becomes inoperable for the next round. PROTECT The hero attempts to protect an ally or themselves by granting them the Protected effect. This effect grants the target a layer of hit points that takes hits before it can affect the target. This effect lasts until the start of the next hero round. The success of the roll determines the strength of the Protected effect. The Protected effect only functions against direct attacks from enemies. Guardians begin play with the protect action. UNBROKEN DEFENSE: The hero unyieldingly protects the target from enemy attacks, granting them the Protected effect with a value equal to twice their current armor points. (e.g. AP 10 x 2 = Protected: 20 to target) STEADFAST PROTECT: The hero easily protects the target from enemy attacks, granting them the Protected effect with a value equal to their current armor points (e.g. AP 10 = Protected: 10 to target) PROTECT: The hero protects the target from enemy attacks, granting them the Protected effect with a value equal to half their current armor points, rounded down, minimum 1. (e.g. AP 10 / 2 = Protected: 5 to target) FALTERING PROTECT: The hero struggles to protect the target from enemy attacks, granting them the Protected effect with a value equal to a quarter of their current armor points, rounded down, minimum 1. (e.g. AP 10 / 4 = Protected: 2 to target) NO PROTECT: The hero fails to protect anyone. RECKLESS PROTECT: The hero is so desperate to protect the target that they leave themselves open to attack. The hero fails to protect anyone, and is afflicted with the Targeted effect until the start of the next hero round. RALLY The hero attempts to rally an ally, improving their combat capabilities by granting them the Encouraged effect. This effect grants the target a bonus to their might stat. This effect lasts until the start of the next hero round. The success of the roll determines the strength of the Encouraged effect. The hero cannot rally themselves. Guardians begin play with the rally action. INSPIRING SPEECH: The hero’s words inspire the entire party, granting all allies but themselves the Encouraged effect with a value equal to twice their skill stat. (e.g. Skill 1 x 2 = Encouraged: 2 to all allies) SPURRING RALLY: The hero’s rally stirs the ally, granting them the Encouraged effect with a value equal to twice their skill stat. (e.g. Skill 1 x 2 = Encouraged: 2 to ally) RALLY: The hero rallies the ally, granting them the Encouraged effect with a value equal to their skill stat. (e.g. Skill 1 = Encouraged: 1 to ally) BLUNT RALLY: The hero’s rally is stark and straightforward, granting their ally the Encouraged effect with a value equal to half their skill stat, rounded down, minimum 1. (e.g. Skill 1 / 2 = Encouraged: 1 to ally) NO RALLY: The hero fails to rally anyone. BLEAK OUTLOOK: The hero’s dour, bleak appraisal of the situation grip their ally with fear. The hero fails to rally their ally, and the target is instead afflicted with the Shaken effect with a value equal to half their skill stat, rounded down, minimum 1, until the start of the next hero round. Split power into might (for attacks and offensive actions) and skill (for non-offensive actions). Instead of multiplying WP, more powerful attacks multiply might...I think a hero's stats should have more impact than their weapons, personally. Initiative I figure can just be a modifier for a d6 roll. I'm thinking that different classes might have a few different forms of defense, assuming we go with my defense idea, anyway. (Psychic barrier for magic classes, energy shields for classes lighter on their feet, etc). Really rough concept but there it is. Made this years ago when I realized how much fun creating banners was. Think we could all do better now, but damn if I wasn't proud of working the classic space logo in there.
  7. CMP

    Heroica RPG 2.0

    My main issue with allowing 100% control over stat allocation is how easy it is to fall behind if you don't make optimal decisions, especially for newer players. But as long as there's some sort of affordable respec option at the hub, I'm on board. Additionally, instead of a slower EXP gain, maybe you earn a couple of extra stat points the first couple of levels, and that slows later? Say you get 3 for the first ten levels, 2 for the next ten, etc? It'd help with play catch-up, for sure. Yes, job traits need to be normalized. Either they all have to have some sort of mechanical impact or they all need to not have any at all. I don't think mechanical impact works if we're divorcing them from classes, but it might if we attach them to ability trees (for example, if we had some sort of Scout Drone akin to Pet Dragon, and it was tied into an ability tree with a Distract action involving the drone.) I don't think that enemies are normalized enough to work out a weapon triangle, personally, and I don't think it makes much sense to have it affect damage. I do think we need to consider range more, because ranged weapons were just better in Heroica. I think there should be three ranges that both heroes and enemies use, and I think the main difference between weapons is what range you can fire them and what range can you fire to. This exists in Starfinder; they're called stamina points. Short rests (10 minutes or so) restore your stamina points, while long rests (a night's sleep) restore your hit points. I like this idea, and on top of that it could work with my damage bar idea. Maybe some classes use shield points, some use armor points, some use...whatever magical barrier points.
  8. CMP

    Heroica RPG 2.0

    The problem isn't that some items were overpowered. It's that a bunch of small modifiers can add up. Few people are ultra powerful because of one single item. Nerfing items can be taken a lot more personally than just nerfing abilities across the board, I feel. Additionally, notice how everyone incredibly powerful was either a rogue or came up with a way of farming gold endlessly. I really think we should avoid using artifacts and whatnot for the sole reason that they're material objects. Gold shouldn't be a measure of how powerful someone is. On that last note, I have something I've been meaning to add but keep forgetting to. This is one of the few ideas I had back in the day that I feel has aged pretty well, so I'm just gonna cut and paste it here: Kinetic damage is as ancient as the oldest races, but it sure is still effective. Everything from bullets to explosive shrapnel to sticks and rocks and the claws of hostile wildlife is kinetic. Kinetic damage deals 50% more damage to vulnerable health bars, but only deal half as much damage to heavy armor bars. Elemental damage is unorthodox, but it’s more than earned its place on the battlefield. Ice such as from cryo weapons, incendiary fire damage, and crippling acid and toxins are all elemental. Elemental damage deals 50% more damage when melting through armor bars, but deals only half damage against shield bars. Energy damage is the most cutting-edge tech one can efficiently dish out. High-end plasma weaponry, electromagnetic ion weaponry, even antiquated laser ‘beam’ weapons – all of it boils down to energy. Energy damage deals 50% more damage to shield bars, but only half damage against health bars. Lifted pretty much straight from Mass Effect. Because at the end of the day, I think the elemental and enemy type system just didn't work. This encourages heroes to have a few different weapons (no weapon can deal two types of damage), it kills the headache of calculating elemental multipliers, it ensures enemies aren't just straight up immune to certain weapons, and doesn't go overboard with how effective a certain weapon can be. It would also get rid of SP and defenses. Basically, instead of elemental types, immunities, and defenses, enemies will have one or more bars of damage you need to get through. Shields first, then armor, then health, though none but the strongest enemies will actually have all three. Armor can be anything from mechanical parts to natural plate armor, so you could even throw it on wild animals and whatnot. Basically, you just mix and match whatever is appropriate. Obviously it'll need to be altered if we do a non science fantasy setting. But I think the foundation of it is pretty sound. Let me know what you all think. Looking at it now, we should probably add a damage type (and a mental defense to match) for whatever magical force or psychic energy or whatever we decide to use in place of straight up magic. It's true, I'm just concerned about the long-term. Nobody intentionally make overpowered or broken items, but in conjunction with others the effect compounds.
  9. CMP

    Heroica RPG 2.0

    Surprised to find another Starfinder fan here Kintobor. It's pretty much my tabletop of choice. That's generally my line of thinking, but I think we should still streamline things at character creation. I think each class should get a handful of ability trees, and instead of changing classes when we hit a milestone (level 15 or 20 or whatever) you get access to another class's ability tree. As far as out-of-combat skills go, maybe getting another class' ability tree grants you their out-of-combat skill? Oh, definitely. I absolutely do not think we should just port over Heroica classes. That'd be pretty lame. I think for whatever new classes we come up with, their out-of-combat stuff should be generally on the same level. Some were useless, others were just too versatile because of how vague they were. I agree that world-building shouldn't be too limited by the game runners, it's what encouraged so much of the creativity behind a lot of quests in Heroica. Interesting thought with positions. I don't know that elections are necessary, I don't think popular vote should determine who's qualified and who isn't. Personally, I think just a general group in charge of keeping the game running would work, but maybe with one Loremaster and one Referee with the final word on the lore/mechanical sides of the game, respectively. a. So as races are introduced to the game, the game runners assign one or two racial traits to them much like a class' out-of-combat skills? As long the game runners can keep up with the introduction of these races, it's a really cool idea. b. I think with a science fantasy setting there are lot more options when it comes to figuring out classes. Most archetypes can be worked into such a setting, IE, space knights and the like. I still think class fantasy should be emphasized more than in Heroica. c. Yeah, re-rolling is simply too powerful, I think we've all learned that much. d. Exactly my thinking. Instead of this: SHIELD: Summon – The evoker spends 1 ether to call forth an elemental spirit to aid them in battle (see Summoning). If a spirit has already been summoned, it will perform a Summon Burst that damages all opponents equal to two times the evoker’s level at the cost of 1 ether per damaged opponent. If all ether is depleted, nothing happens. CRITICAL HIT/GREAT SPELL: The evoker attacks or spends 1 ether to cast an elemental spell with strength equal to two times their weapon power added to their level. (e.g. WP 10x 2 + Level 15 = 35 (elemental) damage) HIT/SPELL: The evoker attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. (e.g. WP 10 + Level 15 = 25 (elemental) damage) AIM/SPELL AIM: The evoker focuses their strike to attack their target with strength equal to their weapon power only. The evoker can spend 1 ether to aim an elemental spell with the same power instead. DAMAGE: The evoker is struck by the opponent’s attack. SPECIAL DAMAGE: The evoker is struck by the opponent’s special skill. We have something more along the lines of this (and for evoker, its spell-casting equivalent): FLAWLES HIT: The hero lands a perfect strike, attacking with strength equal to five times their weapon power added to their level. (e.g. WP 10 x 5 + Level 15 = 65 damage) CRITICAL HIT: The hero attacks with strength equal to two times their weapon power added to their level. (e.g. WP 10x 2 + Level 15 = 35 damage) HIT: The hero attacks with strength equal to their weapon power added to their level. (e.g. WP 10 + Level 15 = 25 damage) GRAZE: The hero only barely hit their target with strength equal to their weapon power only. MISS: The hero misses their target. CRITICAL MISS: The hero misses their target, and their weapon becomes inoperable for the next round. ...and this. PERFECT SUMMON: The evoker spends 3 ether to call forth an immensely powerful elemental spirit to aid them in battle with strength equal to their level x 5. GREATER SUMMON: The evoker spends 2 ether to call forth a powerful elemental spirit to aid them in battle with strength equal to their level x 3. SUMMON: The evoker spends 1 ether to call forth an elemental spirit to aid them in battle with strength equal to their level x 2. WEAK SUMMON: The evoker spends 1 ether but struggles to call forth an elemental spirit to aid them in battle, with strength equal only to their level. NO SUMMON: The hero fails to summon an elemental spirit. SUMMON BACKFIRE: The hero spends 1 ether to try and call forth an elemental spirit, but angers it, taking damage equal to their level. e. I'm somewhat reminded of Darkest Dungeon the way you describe this: in that game, both heroes and enemies are arranged in a specific order (Crusaders up front, Arbalests in the back, etc) and your main determiner in doing so is that your attacks can only be used from certain positions to target certain positions. Perhaps something similar is in order; sniper attacks can only be used from the back lines to target mid or back lines, melee attacks can only be used from the front to target the front, reach weapons like polearms can only be used from the front but can target front or mid, etc. It'd provide a bit of weapon variety, keep ranges somewhat relevant, and prevent ranged weapons from just being outright better, which bothered me in Heroica. f. I see your points. If that's the case, I do think skills should be rolled for, like in other tabletop games. Like, let's say anybody can attempt diplomacy, but our charismatic space knights or whatever gain a +1 when rolling for diplomacy. Perhaps when you hit certain milestones you can improve one of your skills. Perhaps an NPC's level could be tied to how high you'd need to roll. Kind of dancing on the edge of becoming DnD in that respect, but I agree that it's too vague as it stands. Effects need an overhaul. Absolutely. Too much all-or-nothing. Instead of Lucky, maybe Accurate: +1 to weapon attack rolls. Maybe Blinded is a -1 in the same respect. That sort of thing. Job Traits. I keep calling them skills. I completely forgot they already had names. Whoops. I think this is a given if we're dropping the whole class changing thing, which personally I really think we should, but if we're not then I still agree that skills should be divorced from your class once you've acquired them: space knight might be the reason you have a +1 diplomacy in the first place, but you shouldn't lose it if you become capable of changing your class later. Agreed as far as equipment goes. I don't even think one-of-a-kind items (and definitely powers) should be a thing. I think if a GM introduces a cool new equipment item, it should become available in whatever hub we come up with after the quest is done. I'm still like halfway with ya'll on this. I agree that classes should be nothing more than job traits + combat actions rolled together, but I still am strongly against being to change them entirely. I think whenever you would normally change classes, or advance classes, or whatever, I think that you should instead get to take a 'piece' of another class. Say you're some sort of space rogue and you just hit level 15. You can choose to become a little more Protective (you get the Protect action and a job trait related to that) or maybe become Magical (you get the Spell action and and an inevitably nerfed version of Spellcasting), but at heart I think you should remain a space rogue. Yeah, this was my line of thinking when I drafted a whole bunch of stuff two years ago. I still agree with parts of it, but I really don't like the idea of making someone weaker because they wanted to try other cool new class stuff. If you scale things based on unspent experience points it's just discouraging players from trying new stuff. I like the idea of being able to point stat points into stats you want, outside of a basic + 1 to each when you level up for scaling purposes: power, health, ether/other class resource. But I don't think you should be made to choose between this and alternate class options. Additionally, the advantage of using level is that everyone has one and there is always a minimum baseline for the purposes of damage scaling. Even if you pump every extra stat point into health, you should still be able to damage enemies reliably, which is what using level does. I think your power stat should be your level + whatever points you into power, and that's what your damage scales off of. I'm on board with an initiative stat instead of battle order. I think it should be a stat, it gets added your d6 roll. But I still think heroes and enemies should remained confined to their own turns: all heroes go, then all enemies. If you put enemies between heroes that's only going to bring conditionals back in full force, something that has to be avoided. As much as I like Endgame's battle die idea it's just way way too much to keep track of as a GM in my opinion. I think more build incentive is a great idea and yes, it's one of the main reasons hosting became an issue for me. QM incentive is also a great idea and bonus experience is a really straightforward way to do it.
  10. CMP

    Heroica RPG 2.0

    1. Science fantasy. Sci-fi but with fantastical elements, I'm talking space dragons and everything. I'd love to see some of sort of at least semi-mystical element like Star Wars or Destiny. 2. It's hard to think of somewhere you can't go with science fantasy, but I think we should try and leave whatever dimensional and time travel nonsense we're sure to get into eventually for later. 3. Same as it is now, with a few changes. I think remaining open-ended about the characters themselves is a good idea: racial abilities and whatnot wouldn't work, but the last thing you want to do out of the gate is put restrictions on the players. 4. I posted a while back about forgoing tying enemy attacks into player actions, and give each side a turn. It kills conditionals without the artificial stupidity of not being able to react to your enemies. I still think that's the way to go. Other than that, the d6 system we have in place is simple and solid. I think we should solidify the ability to use skills. We have a lot of social skills and a handful of others, but I think nailing down a more cohesive, more encompassing list could improve the class fantasy and make things more interesting. Maybe even tie a roll into it, like D&D or Pathfinder or...really, any other RPG system. I think skills should be in addition to a class's combat abilities, and not replace them. I think we should separate straight-up attacking and doing other class stuff. There came a point when sometimes your Shield was just not as predictable or as helpful as a really good critical hit. That shouldn't happen. This ties into my last concern... Which is progression. This needs a complete overhaul. This artifact/weapon/item-focused progression hurt the game a lot in the long run. At the same time, you don't want to lose build diversity or dumb things down too much...but you also don't want to overwhelm players by front-loading all this So my suggestion? Ability trees. Let's take the Knight for example. My concept is that instead of just attacking an enemy, a Knight could have three distinct actions. Attack (which everyone has), Protect, and Encourage. You can just straight up try to attack an enemy. Or you can try and protect an ally, reducing damage. Or you can encourage an ally and grant them some kind of buff. Simple, easy to wrap your head around. But when you level up, in addition to increasing your health, you can choose to improve one of these abilities. So maybe you improve attack to simply hit harder. Or perhaps you improve protect to reduce more damage. Or improve the buff that you grant with encourage. And further down the line, more interesting mutations could come into play. Maybe you render an ally immune to damage at the cost of taking their blows for yourself, or you grant a weaker buff to a number of allies. Instead of class changes, maybe you pick up an ability tree from another class at some point. Take a Cleric's Heal ability or a Rogue's Steal, similar to how the advanced classes work. I may or may not have an interest in game design. And an idea file from two years ago about space Heroica. 5. I think an open forum about development is important. People submitting ideas and stuff. I don't think it should be put to a vote as to what appears in the game, though. It's more important that all the parts work in concert than getting every single idea in there, so I think a select few should actually put it all together. 6. Same general idea as design, but the community's voice should carry a lot more weight when it comes to balancing and such. Once the system's actually in place feedback is the most important thing.
  11. CMP

    Heroica RPG General Discussion

    Thanks a lot. Haven't busted out my bricks in months. Only seemed appropriate to do so for one last scene. I've had that hypothetical Veteran title in my brain since Quest 68. Really wanted to set something in the future, but tried to leave things as vague as possible, too. Points to anyone who knows who that grave is for without reading the inscription.
  12. Thanks a ton. I really can't think of any other GM that could've accomplished what you did with 159. You wrapped up the entire game to everyone's satisfaction in one giant finale that did a great job of rolling together plot lines from all over Eubric, while somehow also managing to keep every player engaged with the story and action in the process. I was consistently impressed with the variety of puzzles, battles, and situations that unfolded, and nothing ever really felt trivial in a thrilling race to save Eubric. I knew from Quest 11 you were one of my favorite GMs, and finishing out the whole damn game is such an impressive manner proves why. I can't stress how crazy it is that this whole thing got concluded. 7 years of world building and character development. I never imagined it'd go that long or that someone would be able to step up and actually tie it all together. It's been a hell of a journey, and I am extremely happy to have been part of it. I'm afraid I can't put it as eloquently as WBD did, but Heroica too has had a pretty significant impact on my life; tabletop RPGs continue to be my favorite hobby, and it all started here.
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    Heroica RPG General Discussion

    That took about four hours to post, I'll have my thoughts on 159 and Heroica up after Thanksgiving.
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    Heroica RPG - Quest #159: An Unexpected Return

    Atramor lifts his eyes after a few hours of intense drinking, washing down the last unpleasant dregs of politics as, slowly, the leaders of Eubric filter out of the Hall. A slow smile creeps to his face as silent settles in, a sound that had only recently come to know the Saloon. The rogue finally rises to his feet once he's sure they're all gone. He strides to the counter, eyeing another bottle with longing...but instead, gently places his bottle on the bar as Scheherazade scrubs the last dishes she'll ever touch in the Hall. Atramor tips his hat to the orc's back. "Heh. Hasn't been this quiet in a damn long time....been a hell of a run, Scheherazade." He takes only a second's pause. "Ya' know...pretty empty place when I first showed up. Veterans hadn't even shown their faces yet, and almost everyone else's been gone for years, save a couple....'cept for you. Why don't ya' close out my tab?" The orc matron snorts, not even turning. "Very funny. I told you lot from day one, heroes drink free." Atramor nods. "Aye. Half of why I stayed, in the beginnin'. But ain't many heroes sleep on that stool at the end of the bar. Just sayin'. There's been more change 'round here than I care to try and remember. But ya' always stayed the same. Always appreciated that." He waited for a moment. She gave another hoarse snort, and a vague nod, but still didn't turn. The rogue shrugged, and swept his coat about him as he left, leaving a sizeable tip in a pouch on the counter: every coin to his name. "Enjoy retirement, Scheherazade. Anyone deserves it, it's you." And with that, he slipped out of Heroica Hall. ____________________________________________________________________________________________________________________________________________________________ In the later hours of that evening, Atramor's self-imposed chore was about as glamorous as that room full of politicians. The chilly waters of the Crystalline Sea lapped up along the shoreline like creeping shadows. He paid no attention to the sea snarling about his boots as he walked along the soaking, serene beach, glancing back only briefly to give the ruins of Fort Bonaparte a mock salute before moving on. The wet footprints in the sand reminded him of that shanty town in Dreida. Where he was born and raised...that much was true. The surf, the sand, the sun. The urchin gangs, the raucous sailors. That damn chicken. They were...times. Not good ones. Those came later...in Heroica. His true home. He trudged through some obscuring bushes, climbing a hill that brought him a few dozen feet above the shoreline, and slammed the head of the shovel into the grassy dirt with his foot. The last time he'd been here had been traumatic for all involved, but those memories no longer paralyzed him as they once did. That's how he knew it was really home: he'd never felt real, tangible loss until these quests. Life had been so easy before. Thieving, piracy. Numbing feelings was second nature. There was no thinking about the morality of it. Atramor chuckled as he dug. When did the morality of things hit him?.... Wasn't in that Shadeaux warehouse. That was just good old fashioned House politics. He let out a silent exhalation, still counting his lucky stars Umbra seemed to have let that go. Or maybe she just forgot. He didn't think in the moment how easily Hybros took to the shadows, but it would explain that demon nonsense later. That was where he'd met Boomingham, too. Who would've guessed that the guy swindling those guards would be in line to be king...again. He smirked to himself. He'd never admit how much he'd learned from the old man. Maybe it was Julian. Damn kid reminded him too much of himself! Atramor briefly marveled at how long ago he'd met Mynatt, then his thoughts turned briefly to his closest ally on the quest. The rogue laughed to himself as he recalled Tarn trying to lead that loose cannon of a party. What an adventure...he felt like he'd seen all of Eubric by the time it was over. How naive he was back then....there were also those psycho losers in that cave. Who the hell those guys were, Atramor had no idea. What a sad excuse for a cult. The storm...no, that was all just survival instincts. He must've been damn desperate to get on a quest to work for the Bonapartes. That was the first time he'd met Namyrra...always reliable in a pinch, but he'd never admit he had no idea what she even was. That was the first time he'd come face to face with honest-to-gods pirates, too. Maybe it wasn't a battle of morality, but his allegiance was pretty solidified at that point. McCafferey's too. Damn, that was weird. Was also the first of many quests with Ellaria. The rogue sighed as he shoveled out some more sand. Guarding those guards, heh, what a misleading title. All he could remember was trying to hunt down the Wolfgang. Back when they were bad guys...the straightforward kind, the ones you didn't even think about taking down a peg. Cronk, Rufindel, Nyx. What a team. Atramor smirked to himself as he recalled that prison fight. Nothing was going to compare with fist-to-fist with a metasimian. That was when Cousland stepped into the picture, too. If nothing else, she gave a damn about her own men. Dastan, hell, where could he even start with that mess. A dozen or more heroes, a whole damn palace full of enemies. Who was the worst...that damn U'kin...or Brunt, that ghost ki-.....no, it was XX, that trigger-happy sleazy little...oh, damn it. That's when Wren showed up, too. What a damn disaster. At least everyone came out alright. That's when he knew Nyx'd always have his back. Dyric, too. And Tarn, of course...along with no small number of allies. Hans, Felton, Vipera. Phil...still running the show, hopefully. And Ella. Atramor's mind flickered back to Drakencourt, wondering what'd become of Tarn and his princess. A legion of dragon-crazed kids, no doubt. A ray of light in an otherwise pretty dark quest. Nothing compared to how dark things would get, though. Atramor shook his head, escaping his reverie and the point that he'd already missed. He frowned down into the small, shallow, empty hole at his feet, and knelt down, setting a flat, ironbound chest into the hole. He popped it open, and then set about to laying a three items inside it. The Amulet of the Court. Nothing now but a memory of that night...of the lives lost. And, after a moment, the Archangel and Archdemon Summonstones. Divine jewels of unlimited...terrible power. There was only one outcome if he held onto them. So he needed to leave them behind. Alone...but never unguarded. After a few more minutes of silent contemplation, the chest was buried, flanked by its eternal guardians. Atramor levered the shovel back over his shoulder and eyed the sun as it set. That night in a safehouse with Ellaria and the alchemists. That night in a theatre with Ellaria and a bunch of rats. Scaling a mountain in Xu with Tarn for the last time, facing off an army of ninja. Azzurat. Strivvi, twice. Xu, a second time. The Dwarven Kingdoms....Goetia. A lot of loss. But a lot of victories, too. For every hero gone, another six would join. Maybe not now. But there was always later. And now it was on him and every remaining hero to make sure later always came. No matter what would come. With one last look down at the worn inscription in the stone, the Veteran turned and left the still scene. ____________________________________________________________________________________________________________________________________________________________ Later: The heroes' gallery is muted and quiet in the dead of night. Darkness hangs in the air, lanterns flickering only softly, doing little to illuminate the collection of aged, but conspicuously well-polished emblems of heroes past and present. In its prime, visits to the gallery were sporadic. But as a door snaps open at the behest of a panicked, desperate individual, it becomes immediately evident that tonight, this is not the case. "Please be empty please be empty please be empty! Gods, just ONE thing going right tonight would be-" He speeds his way through the gallery, too focused on watching for pursuers to look ahead...until he's barely ten feet away from the gallery's other occupant, hunched over a centuries-old globe of Olegaia and wearing an impossibly battered hat. "-just...great. Look, I- I didn't mean to trespass-...but...." The young man trails off, paralyzed in shock. The older, cloaked figure does not appear to register his appearance. The younger, glancing between the older man and the door behind him, shakily pulls a longsword from behind his belt - a fetching one, beset with jewels that glimmer in the firelight. But his resolve seems to fail him, briefly; he can't even seem to come to terms with the idea of threatening the man in his path. The blade falls limply to his side, the point clattering to the floor with a clank. It is only with this metallic ring that the figure turns, and as the lad's eyes fall upon this ragged, unkempt man, the figure reaches into its torn, battered cloak of rathide to reveal- A mostly-empty bottle of rum. "You....need a drink," remarks the man hoarsely, holding aloft the alcohol. The younger man appears baffled. The bearded one fixes him with an entirely unsurprised expression. "But I-" "Need somewhere to hide. Aye?" He heaves a deep, gruff sigh. "Learn to pick locks. Gives ya' a thousand places to hide. When did ya'll forget how to pick locks. Used to be ya' couldn't mug so much as a direwolf without knowin' how to pick a lock." "How....did you know I?..." "Because that ain't your sword. Bet ya' haven't held anything longer than a dagger before," he muses, scratching his beard. Before the younger man can do anything more than gape, the door slams open again, and in storms a sweaty, exhausted-looking noble wielding a blade just as, if not more impressive. He glares as the young lad whips around, entirely ignoring the elder. "There you are. Had me running down TWO...WHOLE...STREETS, but I have you. Relinquish my sword, you unrepentant burglar-! The nobleman lunges forward with his blade. The thief flinches. But while the attack is sudden, it is not nearly sudden enough as the elder man whips the steely feather from his hat and sweeps forward at the nobleman, where its true nature is made very evident. The torches flicker and flare the same deep purple as the cutlass balanced precariously on the shocked, horrified noble's collarbone. The thief, backing away, is transfixed with a mix of terror and fascination. "Harsh. We prefer 'rogue'." "...I- I meant no disrespect-" The older man's eyes flashed. "Look around. Every hero that's ever existed is memorialized in this gallery. Every one that's given their all so people like you can live in your glamorous mansions is remembered here. But you'd see it covered in blood; over a kid that stole one of your toys." "That sword-" "Will find better use in this kid's hands than it ever would in your home. You're rich enough. Now get out. Or I might actually start gettin' upset." The noble's desperate eyes flickered between the two, and barely registering a conscious decision, he stepped back off the cutlass and fled the way he came. The thief looked on in amazement as the older sheathed the weapon, and the lanterns returned to their normal state, even brighter than before. "Who the hell are you??" "Well. Nowadays they call me the Rat King. Veteran of Heroica. But you can just call me Atramor. And if you're going to steal somethin', I suggest not gettin' caught." Atramor took a long swig from his bottle. "And what am I callin' you, mate?" "Uh. Dymas. Where did you learn all that?" "Experience. Beatin' bad guys. Gettin' beat by bad guys. And a good teacher. And, before you go thinkin' anythin', kid." He raised his bottle, halting the thoughts he knew were occurring to Dymas. "Know that it ain't easy. And it ain't fair. The best heroes fail the most. But...thing to keep in mind." He fixed the young rogue with an intense look. "They never fail alone. And that's the one thing Heroica can guarantee a hundred percent, every damned time. Just a question of if you have what it takes to try." Dymas blinked back at Atramor. The grip on the stolen sword tightened a bit as he nodded. "...I think I do." "And I think ya' do too, so don't make me look like an idiot." Atramor dug around in his ratty cloak. "We all come from nothin'. Maybe we had somethin', maybe we never did, but that's the one thing we all got in common. Got any coins?" Dymas rifled through his pockets. "Yeah, six." "Good. Here's four more. And this...." he tossed the rogue a Venom. "...and this," he finished, handing over a Potion. The temporary magical imbuement started to fade from the lanterns. "There. Exactly as ready as I was." "Thanks...but, uh, that's really specific, is that an official policy, or?-" "Don't worry about that," hand-waved Atramor. "Ya've got what ya' need. And what it takes. Now, last thing..." "Er...there's not a test, is there?" "Sort of. New tradition." Atramor smirked under his beard. "Everyone's upstairs. Go introduce yourself...and ask Sham at the bar for a Flaming Gumball." "...Is that...some sort of code?" "It's exactly what it sounds like," laughed the Veteran gruffly, crossing his arms. "Now go." "Alright...heh. It's funny...." "What's that?" "When I was coming up they said Heroica wasn't what it was. That most of the heroes left years ago...but I guess not all did, huh?" Dymas gave an excited nod, and a grin Atramor couldn't help but find familiar. "Thanks. Never had a chance like this before - but I guess I'm not alone there, huh? Don't know what happened to all the other heroes. But I think you're doing right by 'em, even if they're gone. World's gonna miss 'em." Dymas pocketed his equipment, and set off for the saloon, leaving Atramor alone in the darkening gallery. "...Huh." "Well...good thing they ain't ever gone, then."
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    Heroica RPG - Quest #159: An Unexpected Return

    Atramor stirred slightly in his seat. The exhaustion finally seemed to be getting to him as he put his hand down on his table. "Asa, Dyric, Karie, Hoke, Vindsval. And if ya' want me in on this too, then....aye, alright. Heroica was there buildin' me back up when I was at my worst. If I gotta chance to pay that back, it ain't gettin' passed up." "Hell no. You seein' how few of us are left? Now more'n ever, every single hero needs to be pitchin' in the fight. Veteran or...." He paused, rolling the word around his mouth for a moment. "Veteran or no."