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KotZ

Eurobricks Fellows
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Everything posted by KotZ

  1. Bit of a side note, but I bought two Star Wars sets yesterday and there's some great pieces for figs I've got in mind. I can fig barf this weekend.
  2. Now that's a name I've not heard in a long time.
  3. Former best friend of Baron von Barron?
  4. I think the difference is the boosts you get to various traits and actions. H1.0 classes were very rigid and really limited players, especially when they switched classes or went to a faction-earned class. I definitely think this more open system of proficiencies, traits, etc is a breath of fresh air (or hopefully would be) and allow more player agency. I've always been a fan or racial bonuses/abilities, as it is maybe the one thing you can't change, aside from a complete respec that has been mentioned. For abilities, I think it might be too much like the old classes, as there are just some abilities/traits players would never be able to access. Of course that's a choice when making a character, but I think at least starting off, rac-based abilities would be a bad idea. If we were to discover down the line that one race's ability was so OP, nerfing it might be more of a headache than just nipping it in the bud now. I love the Exo-Force robots, they should definitely be used somehow.
  5. I mean say it costs 100 coins to respec at level 5, but it costs 500 at level 10, or maybe 1/x of your total gold, if they still wanted to play the same character. Decomissioning makes sense to me.
  6. Absolutely yes to respec and cost. Level up points seems like an interesting option for that. Maybe the respec cost scales? Surely players will amass fortunes in the game, and an easy respec would seem unfair.
  7. Thoughts on changing classes? I think changing classes can be good, but should be restricted to certain levels or pay a fee otherwise people will trade out between quests. Also, I love that mechromancer class right there.
  8. Just snagged 75249 Resistance Y-Wing Starfighter and 75254 AT-ST Raider from Wal-Mart.
  9. Just snagged 75249 Resistance Y-Wing Starfighter and 75254 AT-ST Raider from Wal-Mart.
  10. Absolutely. That's why the consumable ammo/power pack idea should be to increase effectiveness rather than count. Because if there's ammo for guns, then we should have ammo for arrows, etc. It'll be a mess.
  11. I'm all into gods, and I'm sure the setting will have enough leeway for people who might want to play characters who don't see a creator and thing they're living in the matrix. I'd love to see a god of hacking who is an active opponent of the Clergy IT/Tech god. Maybe a superpowered cyborg represents this god? Space dragons are always a win. I love this idea. Seems like it can also be a way for people to play hybrid races or "freaks" of their race, like a scaled, polymeliac elf. Would it be possible for cross-class traits to unlock similar to proficiencies? So someone could be a jack of all trades while others could focus on just one, and some could focus on two cross-class? As for consumables, here's some off the top of my head. Game names are totally fun for me. Recharge pack - refills (or gives back points) Vitality Power Pack - Running low on ammo? Take this to boost your ranged weapons Dice for three turns Firewall - About to take some damage and need some help? Use this to boost your defensive pool Upgrade Booster - boost your magic/tech dice for three turns
  12. I think it depends on the type of fort. Is it made of stone or wood? If wood, the wooden 1x4 and 1x2 palisades and 1x1 cylinders are great. If you're going for stone, 1x4, 1x3, and 1x6 are my go to of one color with some 1x1s and 1x2s of other colors sprinkled in to make it less monochromatic.
  13. Ok cool. I was worried kinetic was only going to be melee. Great to see energy swords like lightsabers getting some love.
  14. The fact that it's on a background like the old game brings back a lot of memories. We really should play test.
  15. I agree, it's not too complicated but allows strategy. And weapon types allow some good variation and force players to carry mutliple loadouts rather than god-tier items. For test quests, I personally don't mind mixing and matching themes. For the finalized game, I do think a sci-fi/fantasy needs to be consistent. Of course than can easily be references and quests that echo themes of Adventuers and Johnny Thunder or other themes, but I think the world should feel consistent. I would argue that a middle ground of aged sci-fi and true sci-fantasy is possible, especially with the multitude of space figures and parts across LEGO themes, as well as even more fantasy based ones like Ninjago. I think Nexo Knights is too flashy for an entire theme, but as a side faction who clearly are designed to be that way, it makes sense. I think the main desire for sci-fi/fantasy, @Faladrin, is that Heroica was so fantasy based that people are wanting the opposite in terms of setting. I honestly would love for something like this, where when you get picked for a quest, you can adjust what spells or tools you have on hand, so in your example, even average players (if they don't have a "belt" to equip more potions) can choose what they might need, and keep the rest in their inventory "offsite" or access it maybe for a price (which I'm not too keen on). Perhaps any potion equipped to a belt or such is a guaranteed to have a 100% success rate, but "reaching into your pack" is a random chance of success.
  16. Exactly. The investment into LEGO (while expensive for some) lasts a very long time. And with the rise of games-as-a-service models and digital games (god forbid Steam goes under), there's a rising chance of losing games you purchased. With LEGO, the physical bricks are always there.
  17. Inject that straight into my veins.
  18. I like it, @Faladrin. It seems simple enough with just a hint of complexity, and seems like there's a good way to grow skills as time goes on. As for the actual playtest, I think player should be limited to a set, small number. Of course there is always the chance for more playtesting and others to try it out, but the test should be small, no more than four. I think either a new thread linking back to here and vice versa would make sense if you wanted to post it not just in this thread.
  19. I think so, just needs some playtesting. I'm down for it.
  20. Bump...
  21. Not sure how much of the previous game you read, but we did have various factions players could align themselves with (it was essentially the overarching main plot of the entire game). Various player characters had varying opinions on the factions, which allowed for lots of fun, great roleplay, especially when a QM tailored quest story points to the players' characters. The big issue with the factions was that many were tied to the ranks/classes, which resulted in a number of issues when changing classes. I personally think perks for aligning with factions should be in an H2.0, but you should be able to keep most of them like skills you unlock.
  22. Maybe I misphrased it. What I was trying to suggest is by mixture, maybe much more of the proficiency system (essentially just that). BUT we have guides, similar to the stat sheets Sandy made for each class that allow the players who want a more rigid structure, or the idea of one at least, to have that and see what proficiencies would make the min/max fighter, cleric, etc, like how H1 did. So I guess I'm really just suggesting proficiency with an optional guide. While it is more complex, I think character creation/proficiencies should be the most complex thing H2.0 should have. While I loved playing Kiray as a knight, there were times I just wish she had a skill like heal so a consumable wouldn't have to be used, even if it was just 1 or 2 HP. And the structure of reaching Class X at level 15 or something, and then Class Y at level 30 definitely made it (in my opinion) more difficult as the years went on for newer players to get a character they wanted to be. But there are pros and cons to all. I'm all for your idea. I like the rules you put out. Seem relatively simple from the getgo (only thing to make sure through playtesting is if they are future proof). I also just read through (finally I have time) to read through your idea for story on the previous post. Right now, my big/minor suggestion is the "Agency" maybe could be called "Heroica" or "Heroica Agency" because a little bit of a throwback is always awesome in my book. Otherwise, I think the premise you have is pretty great. While not a huge fan of time travel or visitn specific LEGO themed worlds, I think there's a way to make it all cohesive.
  23. Why not a mixture? The old system was a bit too rigid and silly with characters losing abilities if they switched classes. I think the only thing that should not ever be able to change is something tied to race. I would say proficiencies are able to be chosen, but we have “guides” saying for example “if you want to be a fighter, choose this one; if you want to be like a mage, pick this one.” That way players can really decide who/what their character is. Of course a respec option would probably be necessary at a cost so players wouldn’t have to drop a character and create a new one all the time.
  24. Personally I think sci-fantasy is the way to go. It opens up a lot more options for people to play characters they want.
  25. Interesting. I need to look into those. I know @Kintobor popped into the other thread and said there were some ideas they had.
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