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CMP

Eurobricks Archdukes
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Everything posted by CMP

  1. Shelob Attacks. Was half-forced into getting it as consolation after realizing Helm's Deep was sold out at Wal-Mart...was gonna get it anyway, though. Cannot recommend it enough.
  2. Longswords, at least, should be added, I think. But lugging around a dagger and shield would look ridiculous. Maybe something to the effect of a party-wide counter? Like Phalanx/Skirmish Line: For the next round, all damage incoming to a hero is halved, and the attacking opponent is struck with an attack equal to the hero's level in return. That's called Peltast, which was turned down, and a phalanx is a military formation of units that fit the Skirmisher's description.
  3. Phalanx just sounds better.
  4. Now that's a class I could go for. Defend and Cooperation really make it worth it. Phalanx is a little weak, though.
  5. The Construct looked too much like a bunch of different classes in one, in my opinion, and not every roll has to be special (QMs would have to be dealing with twice as many actions, there's no need for them to be so complicated). And generally I think rolls 5. and 6. are supposed to be negative, otherwise there's very little chance of the Engineer getting KO'd. But these are just my suggestions to your suggestions.
  6. Engineer Additional Health: +X Additional Ether: +X Weapons: Engineers use only smaller emergency weapons, like daggers, clubs, staves, and longswords. Job Trait: Mechanical Expertise - Allows the Engineer to repair or alter various machinery encountered. Battle Style: Construction - Engineers build Constructs to aid their party, but cannot physically attack. 1. SHIELD: Eureka! – The Engineer is inspired by an idea, granting a random positive effect to their Construct the lasts until the Engineer rolls another SHIELD. 2. MAJOR REPAIRS: The Engineer can spend 1 Ether to repair his or her Construct with strength equal to two times their weapon power added to their level (e.g., WP: 4 x 2 + Lvl 5 = 13 Health restored to Construct). 3. MODERATE REPAIRS: The Engineer can spend 1 Ether to heal his or her Construct with strength equal to their weapon power added to their level (e.g., WP: 4 + Lvl 5 = 9 Health restored to Construct). 4. CONTEMPLATE: The Engineer concentrates to regain 1 Ether. 5. DAMAGE: The Engineer takes damage from one random enemy equal to the enemy's level. 6. MALFUNCTION: The Engineer takes damage equal to their Construct's weapon power added to its level. (e.g., Construct's WP: 4 + Lvl 5 = 9 Health taken to the Engineer). CONSTRUCT Base Health: Constructs have Health equal to their creator. Base Ether: none Weapons: The Construct can use any non-ranged basic weapon (no special effects or enchantments). 1. SHIELD: Electromagnet - The Construct produces a field of magnetic energy, dealing Lightning elemental damage to all enemies equal to twice its weapon power added to its level (e.g., WP:6 x 2 + Lvl 5 = 17 Damage)., while also Stunning itself and all enemies for the next round. 2. CRITICAL HIT: The Construct attacks the target with strength equal to two times their weapon power added to the Engineer’s level (e.g., WP:6 x 2 + Lvl 5 = 17 Damage). 3. HIT: The Construct attacks the target with strength equal to its weapon power added to the Engineer’s level (e.g., WP:6 + Lvl 5 = 11 Damage). 4. ZAP: The Constructs Stuns itself and its opponent for the next round. 5. DAMAGE: The Construct is struck by its opponent. 6. SPECIAL DAMAGE: The Construct is struck by the opponent’s special skill. QM Note: The Construct is Mechanical type, and follows corresponding elemental strengths and weaknesses (takes double damage from Lightning-elemental attacks, takes no damage from Wind-elemental attacks). The Construct is unaffected by healing, consumables, or Phoenix Essences. If disabled (Knocked Out), the Engineer may expend 10 Ether to repair it; this follows all other rules for revival (as if with a Phoenix Essence). ...I see what you mean, I don't feel like I shortened it at all.
  7. It's still extremely complicated. The idea is cool, but it's a lot to keep track of.
  8. No, it would still longer. Most battles drag on because of people having to state their actions rather than the actual strength of the enemies. Of course, if you have 1/1 health enemies and one bomb...
  9. Well, I can't say I honestly expected otherwise. Still, it's probably the most well-thought out theme idea on CUUSOO, it has a shot.
  10. I'm pretty sure those have been well-known to most of us, but what exactly is it that violates those guidelines?
  11. Whatever. You've just handed me a good bit of roleplaying material anyway.
  12. Wow. I think I deserved that.
  13. But to balance it you could add in "Automatically becomes Second-in-Command Party Leader." As for the battle style, maybe everyone in the same row as the Spearman, including itself, deals doubled damage?
  14. Sure. I don't know about that, you're the one with Skrall in your quest. Like I said, it's not a particularly bad choice, it's just that QMs like to have the most versatile weapons be the ones with special effects. Basic classes, no, but these classes are going to be unlocked at level 30. People will have put in a lot of time and effort into this game to be the party leader's lackey. Although it does make sense considering the triple damage.
  15. Seems interesting, but it sounds a lot like Scuba's Infiltrator class, and I can't say the weaponry options are very good. Not to say it's particularly bad, it's that most of the specialized weaponry (eg, with special effects) are swords, staves, or daggers. (Rangers don't count, they only take half damage when in the back row so it's somewhat balanced.) Their Job trait is pretty much pointless, I love the idea, but generally job traits are meant to have positive effects. Phalanx seems cool, a bit like Berserker, but with an actual defensive twist. As for the name, maybe Skirmisher, or Peltast?
  16. Is this your creation, or are you just linking to it? I'm a bit confused on that. Nonetheless, it is an utterly fantastic creation, the landscaping and the wall itself is just downright amazing. Even the caves have been built into the side of the mountain! The accuracy and scale are amazing...I can only imagine how long it took to get 270000 bricks.
  17. TLG's gotten good at keeping exclusives under wraps. It may have just saved a couple of weeks/months of disappointment, though. Very bland build, although the figs we've been needing in their non-CW form for a while. Basically, it's a smaller, PT Jabba's Palace.
  18. Yup, that about sums up the plane of Oblivion. I am jealous of your horde of flame pieces. The scorpion's a nice build, but it's the little details that make this one (the ash on the ground, the flaming flag, the accurate landscaping). Where's the Champion of Cyrodiil when you need him?
  19. "I think that's 'bout right."
  20. Naaaw, just CallMePie, no threats necessary.
  21. That would be the boring/easy way, even if it didn't work. I use the classic method of endless trial and error.
  22. Why does our party keep getting dropped with the riddles? I think Zepher can take the trophy for them, there's been more in his quests than every other one put together. Sorry if I'm revealing too much, I just have to point this out.
  23. Damn it. I'm thinking about complete opposite. I can never be right about math, even the most basic definitions... Atramor tosses a few crumpled parchment balls into the fireplace, cursing at his own ignorance. One hand sribbled a bit of charcoal to form some extremely complicated and likely inaccurate on another sheet, drumming his other hand on the tabletop irritably. McCafferey rolls her beady eyes and sits atop one of the petrified U'kin's head. After several minutes, he sighs, leaning back and rubbing his eyes. "Thothwick, I think U'Stus should take drinks 1 and 2, there's no way harm'll come to 'im....if I've done all this right...and if nobody wants to take any risk at all, take drink 9. As for the rest of ya', take either an odd prime number, or an even number. Me and Tarn will have balanced the odds for them, I think." Atramor regards the glasses for a moment, before tossing drink 12 down his mouth, waiting for the flavor to kick in. "Cheers, mates."
  24. I know, but 4, 6, 8, 9, 10, 12, and 14 all are.
  25. In the middle of doing a bunch of calculations and stuff... But I count 7 prime numbers, and only 6 are accounted for in the hint. Is that intentional, or...?
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