pathfinder of doom
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@ davee123: Oh, now I understand. I had pictured them standing in the middle of a pathway waiting to be picked up. But now that I see this, I think that is a great idea. @ the_box: That could be helpful. I have only ever bought a weapon once because I never have enough gold. This could be a great idea.
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@ davee123: I guess I could see your point. When I said that, however, I was talking about how you could potentially just walk up to him and automatically get him. That's why I suggested what I did. Maybe you could make it a little easier by after you move your hero you can move the NPC. He couldn't fight but at least he would be moving instead of being in one isolated space. @ Arigomi: I do see your point, and it was a good one to make. I guess I never thought about because 90% of the time I play battle Heroica where somebody is monsters and somebody is heroes. I think the "strength" idea for each character would only work in battle Heroica. In other styles alternate goals would be the best thing.
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@ davee123: Those are some good ideas. I especially like the magic space rule. The only problem I see is that the "parties" idea seems a little over powered. It also seems a little too easy to acquire. How about starting the "party member" as an NPC and to acquire his help you must defeat him. As usuall he would have 4 health. I think this would make it a little more challenging to get such a boost in power. Another thing on the party members idea. Maybe you could be able to switch out your character during the game. This would eliminate the "use his special power on a sheild" rule, but it would be better (I think) to represent the party member instead of sticking him in your backpack.
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Okay, I came up with Heroica: Advanced 2.0. Suggestions for improvements are greatly appreciated. HEROICA: ADVANCED 2.0 In Heroica: Advanced 2.0, a certain level of complexity is added to the original game. For starters, every character is given a strength rating which represents a number of things. A new map system is introduced as well as a few new monster mechanics. Also, the default game is played in Battle Heroica mode so there is a monster player and a heroes player. The strength rating on every character represents how much damage it can take before being defeated. It also is the amount of damage its combat attacks make. For example, if a Barbarian with a strength of 4 would cause 4 damage against enemies in combat. If he was damaged twice, his strength would reduce to 2. This means that his attacks would only do 2 damage instead of his normal 4. When a character loses all of his strength he is defeated and must stop to heal for as long as necessary. When creating the map on which you will play, each player must take turns placing portions of the map on the playing surface. As an example, player A chooses a corner piece and places it on the area of play. Player B then takes a straight pathway and connects it to the previously placed piece. This continues until no more pathways can be placed or until you feel the map is big enough. Each turn the monster player may nominate as many monsters to activate as there are heroes. This means that if the heroes player is controlling 2 heroes, that the monster player may only activate 2 monsters per turn. OPTIONAL ADDITIONS As an option, players may chose to capture the monsters they defeat and unleash them onto others later on in the game. When a player wishes to unleash a monster, he rolls the Lego dice. If the result is a sword, the monster is released into the game with 1 strength. If the result is a shield, the monster is released into the game with full strength (obviously it doesn’t matter which one you roll if the monster is only strength 1). The released monster is under the control of the player that unleashed it until it is captured by another. The second holder may unleash it as well. This may continue until the game is over. NOTE: Only heroes can capture monsters, other monsters cannot. Also, monsters cannot capture heroes and unleash them.
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Each weapon grants an ability to the user. The bow, for example, allows you to kill a monster 5 spaces away.
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The strength ratings are how much damage the hero or monster can take as well as how much damage its attacks do to the opposition. The ratings are based on my opinion on who would be more powerful than others. For example, the Golem Lord is the most powerful because that is how I imagine a giant hulking monster made of rock hard... well... rock. The theif is the weakest because I picture him to be swift and agile, but without a lot of armor or staying power. About the 2x2 base thing, it was just an idea and a rough one at that. We could definatley improve it. I did have an idea that when you defeat a monster and put it on your pack, you can then, later on in the game, unleash him onto other monsters or heros that stand in the way. Maybe this could occur by rolling a sheild or something similar. @ IamWillGibson: Feel free to join in! It would be great to have more help!
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I like the first idea of the monster movement and the map making idea. I thought of another way to keep track of health or even to just "color code" multiples of the same monster. Just put the microfig on one corner of a 2x2 plate and fill the other three with studs depending on the amount of health he/it has. Or you could just use this for monsters to color code multiples. I have come up with some strength ratings for each character. BARBARIAN=4 WIZARD=4 DRUID=4 THEIF=3 KNGIHT=5 RANGER=4 GOBLIN KING=4 GOBLIN GENERAL=3 GOBLIN GUARDIAN=2 GOBLIN WARRIOR=1 DARK DRUID=5 WEREWOLF=3 SPIDER=2 BAT=1 GOLEM LORD=6 GOLEM GUARDIAN=4 These are not final and are at most, rough drafts. Feel free to make suggestions.
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Awesome, I never undersstood why battle heroica was'nt the default. Okay I want to incorporate some sort of new combat system with something like you mentioned about the strength of the hero or monster being more than just one "attribute". The strength could be the "health" and how much damage that attacks do. One thing though is that I do (like you said) want to use the hero pack instead of putting studs on their heads. I've never been a fan of that. Calloboration is easy, monsters vs heroes, not individual heroes vs A.I. monsters. The minifig scale is on you. Your flying solo on that one. Reply soon!
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@Morbus Iff I completely agree. I made these rules because I am a player of Warhammer, Warhammer 40k, and other similar games. The gameplay that I came up with just feels more natural to me. I do enjoy a certain level of complexety in the games I play, and as Heroica is driven twords the younger crowd, I wanted to up the level of complexety a bit. I do like your ideas and may do another post with a modified version. It can get very confusing playing my way. All I was doing is looking for a way to make it more of an upper aged game that takes more than ten minutes to play. The current Heroica rules are fine, but again they were meant for the younger crowd. Thanks for your constructive critisism. I will use it.
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I thought that Heroica was a little too easy so I came up with this. Heroica: Advanced Heroica: Advanced is a variant of the original game. The game is identical to the original with the following exceptions. Normal six-sided dice are used and each hero is given a statline. Each statline has the following attributes: Maximum Speed (MS), Combat Power (CP), Ranged Power (RP), Evasive Abilities (EA), and Overall Endurance (OE). MS is the maximum amount of spaces a hero can move each turn. CP is the hero’s ability in melee. RP is the hero’s ability from a distance. EA is the hero’s prowess for dodging attacks. Finally, OE is, in other words, the hero’s health. All of the hero’s special abilities stay the same in this variant. When a hero attacks a monster, you compare the hero’s CP or RP (which ever applies) to the monster’s EA. You then roll a die and add that number to the CP or RP. If that number exceeds the monster’s EA rating, then it takes damage equal to the number it was exceeded by. The damage number is subtracted from the monster’s OE. If a monster loses all of its OE points, it is removed from play. This combat system works the same way when a monster is attacking a hero. Note that when a hero is using a ranged attack, it must have a ranged weapon such as a bow. The statlines for each hero or monster are as follows. BARBARIAN-MS:3-CP:4-RP:1-EA:4-OE:5 WIZARD-MS:3-CP:2-RP:4-EA:4-OE:4 DRUID-MS:3-CP:2-RP:2-EA:3-OE:7 THEIF-MS:5-CP:3-RP:3-EA:5-OE:4 RANGER-MS:4-CP:3-RP:5-EA:4-OE:5 KNIGHT-MS:2-CP:4-RP:4-EA:3-OE:6 THE GOBLIN KING-MS:3-CP:5-RP:1-EA:4-OE:5 THE GOBLIN GENERAL-MS:3-CP:4-RP:1-EA:4-OE:4 GOBLIN GUARDIAN-MS:3-CP:4-RP:1-EA:3-OE:3 GOBLIN WARRIOR-MS:3-CP:2-RP:1-EA:2-OE:2 THE DARK DRUID-MS:4-CP:3-RP:5-EA:4-OE:4 WEREWOLF-MS:5-CP:4-RP:1-EA:5-OE:3 SPIDER-MS:5-CP:2-RP:1-EA:5-OE:2 BAT-MS:5-CP:1-RP:1-EA:5-OE:1 THE GOLEM LORD-MS:2-CP:5-RP:1-EA:2-OE:7 GOLEM GUARDIAN-MS:2-CP:3-RP:1-EA:2-OE:5