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  #421  
Old November 3rd, 2010, 08:05 PM
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Re: Heroes of 'Scape (RPG)

Quote:
Originally Posted by Flame Gryphon View Post
kaiyu, in the case of miniatures; try TrollandToad.com. They have DnD, Heroclix, Mage Knight....I don't want this project to die.
I could. I'd prefer not to because then a lot of stuff wont be accesible to players who don't have figures that resemble the sculpts of those other games. I realize proxying is always a possibility, but I do not like forcing players to proxy. If this were an all-game encomapassing forum, then it wouldn't be a probelem, but posting on Heroscapers implies that the players of Heroes of 'Scape only have Heroscape figures available.

All that said. If worse comes to worse, I will continue the project with Races and Classes not available in Heroscape if that is the desired wish if the people participating.

Quote:
Originally Posted by Karat View Post
Quick question for you. I was reading through the creation of a character and a question came to mind. Would a charachter stop leveling at 4 or would it continue, and if so what is the precedence for the continued leveling of said character?
From what information I've provided thus far, the answer would be no.

However, I've gotten a lot of positive feedback about removing the level system and simply basing Skill Points off of experience. It has come up before in the past and I brought it up again in a recent post about discussion topics and future potential improvements. In this situation, you could continue to spend your skill points and as you gather more and more experience. However, if I set a cap on the number of special powers you can obtain then this wouldn't be entirely true.

... but this is all speculation about a system that doesn't exist yet, so take what you will from that
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  #422  
Old November 3rd, 2010, 08:25 PM
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Re: Heroes of 'Scape (RPG)

I probably skipped something important, but what/who decides how many enemies you put out on the field? The players?

I would like to try and hopefully help test for you but I don't understand how this vital part works.
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  #423  
Old November 3rd, 2010, 08:31 PM
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Re: Heroes of 'Scape (RPG)

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Originally Posted by Chardris View Post
I probably skipped something important, but what/who decides how many enemies you put out on the field? The players?

I would like to try and hopefully help test for you but I don't understand how this vital part works.
Unfortunately I haven't figured that out yet either

Not much testing has been done at higher levels, so I only have Level 1 nailed, and that's about 80-100 points per Level 1 Hero playing the game, depending on how many of them. The more Heroes you have playing, the closer you'll want to get to 100 points.

As for what you fight is up to the players. Typically when I play, I'm the game host and create a fair, themed, and fun army for my guests to fight against. So if we're in the swamp they fight some Marro, if they're in a cave they fight some Dark Elf. This really gives figures that don't see much table time a chance to play (my friend who's been playing for 4 years had no idea Sudema existed ) So either you host a game for your friends, picking an army to go against them, or you play with them and everyone agrees on something to fight.

Again its about 80-100 points for every Level 1 Hero, and my best guess for Level 2 is 200 points, Level 3 is 300 points, and Level 4 is 400 points.

Glad to have you on board!
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  #424  
Old November 3rd, 2010, 09:05 PM
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Re: Heroes of 'Scape (RPG)

I really, really like the level system. Please for the love of all that is holy do not remove it. I've already lost so much today.

Actually this would probably turn into a first/second edition deal. I could be the old geezer telling the kids about how I "hate that newfangled thing. Play the original".



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  #425  
Old November 3rd, 2010, 09:08 PM
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Re: Heroes of 'Scape (RPG)

I would actually suggest that you keep the level system, removing the skill points based on leveling, and add in the skill points based on experience points system.


Your curiosity will be the death of you....
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  #426  
Old November 3rd, 2010, 10:00 PM
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Re: Heroes of 'Scape (RPG)

heroes of 'scape rpg




My current thoughts on what needs to be changed:


-make seperate minion classes after the basic game is made

-have the minions go after all players have taken a turn.

-have minions start out with one extra turn, but each army card gets a maximum of one order
marker per turn. To play typical rounds, the minions would have X number of 1, 2, 3,and x
order markers if x is the amount of turns the minions have. Common squads and heroes can
take as many turns as drafted cards of that figure are in that army

Example:

Minion forces' cards
3 turns alloted

{Venoc vipers} {Venoc Vipers #2} {Venoc Warlord} {Armoc Vipers}{Guilty }

[1][2] [2] [3] [1][3] [1][2] [3]


X goes wherever you want






(this balances swarms of cheap heroes versus a few powerful ones. Note that
some heroes can take multiple turns due to special abilities like bonding and overextend.)

-Dragonborn species have +1 move, +1 defense, -1 attack
(Is this too good? +2 attribute, -1 awesome attribute)

-Additional gametypes: reach/hold the glyph, defend area for set rounds, find
1 from many hidden glyphs, etc.

(experience won would be a set amount (50 exp.) or percentage of current experience (2%).)


I am going to try and post a battle report soon. I really hope this game varient will take off,
as this will be the first fully functional decent heroscape rpg in existence.
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  #427  
Old November 3rd, 2010, 10:49 PM
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Re: Heroes of 'Scape (RPG)

We play a game like this at my house. This is way better though
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  #428  
Old November 3rd, 2010, 11:04 PM
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Re: Heroes of 'Scape (RPG)

Here you go.

Battle report

Map: Meat Grinder

Turns: Krug, enemy, Kaemon, repeat

Enemies: 1x sacred band, Marcus Decimus Gallus, Izumi Samurai

Heroes: human archer, "Kaemon" troll cave dweller "Krug"

Life: 4 7 Regenerate
Move: 5 5
Range: 7 1
Attack: 2 3
Defense : 2 1



Krug rushed ahead while Kaemon took hight. The samurai took on the rushing troll
and surrounded him. Their dice rolls gave them 5 out of 6 skulls. Krug somehow only took
two wounds. Kaemon, not skilled in the art of quick release yet,held back and sniped,
only to get a 3 shield attack. Krug took down a samurai, and failed at recieving treasure.
Meanwhile the Greek and Roman squad formed up to take down the hulking brute next turn.
Awa now shoots at a greek, but to of no avail. Krug, now completely healed, now attacks
another izumi, only to recieve the 2 wounds he started with. Now fully assembled, Marcus
urges his soldiers onward to finally fight the fearsome foe with outstanding sucess. The
warlord himself inflicts 3 wounds. Kaemon, upset that his cannon fodder is gone, retreats
slowly while firing off volleys of arrows that don't pierce anything. 2 soldiers catch up
but deal no damage. In the heat of battle, the archer slays his first adversary in melee
combat and gets no treasure. Marcus cheers his warriors onward while kaemon is in a close-
range battle. Finally, the last warrior is surrounded by a multitude of slashing blades and
collapses beneath the onslaught.

Final Score

Heroes: 2 members of sacred band, 1 samurai

Minions: human archer, cave-dwelling troll (victory)



Summary:

Krug was fun, but possibly needs 1 more defense. I might have rushed him in too fast
by himself into too much opposition. A better strategy would have been to have him protect
Kaemon and trap the incoming horde.

Kaemon can't hit anything unless in melee! At the end, he was holding his ground for a while.
I think I was just rolling horribly though. As a lvl. 1 archer, I think his range should be
6, maybe even 5.

The enemies were very powerful this game, in no small part due to me rolling almost all
skulls or shields when necessary.
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  #429  
Old November 4th, 2010, 01:00 AM
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Kaiyu Kaiyu is offline
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Re: Heroes of 'Scape (RPG)

Quote:
Originally Posted by Chardar View Post
I really, really like the level system. Please for the love of all that is holy do not remove it. I've already lost so much today.

Actually this would probably turn into a first/second edition deal. I could be the old geezer telling the kids about how I "hate that newfangled thing. Play the original".
Why keep the level system? For the skill point acquisition? The pre-determined stats? Or just having the neat little number? Because I can make that happen
Quote:
Originally Posted by gorthan313 View Post
I would actually suggest that you keep the level system, removing the skill points based on leveling, and add in the skill points based on experience points system.
But you still want the pre-determined stats right? Just clarifying.
Quote:
Originally Posted by Chardris View Post
My current thoughts on what needs to be changed:
Spoiler Alert!
Before I respond to this, are aware that some Classes and Special Powers allow your Hero to control Squads and Common Heroes? The Warlord, Elementalist, and Necromancer are specialists in this matter. Other Classes like Champion and Arachnomancer can as well.

Quote:
Originally Posted by Chardris View Post
-Dragonborn species have +1 move, +1 defense, -1 attack
(Is this too good? +2 attribute, -1 awesome attribute)

-Additional gametypes: reach/hold the glyph, defend area for set rounds, find
1 from many hidden glyphs, etc.

(experience won would be a set amount (50 exp.) or percentage of current experience (2%).)
So why do you think the Dragonborn should have those stat modifications? I definitely disagree with the +1 Move since Rhogar Dragonspine only has a Move of 5. (And no that would be good. Attack is worth more than Move, Defense, and Life. In fact the Lizardfolk is Attack -1, Life +1, Move +1.)

Its actually up to the players to figure out game modes, I知 just trying to create a system of Heroes for you guys to do what you want with. But if you want*** (Check bottom).

That is an interesting idea for experience. What are your reasons for wanting the switch?

Quote:
Originally Posted by sam113097 View Post
We play a game like this at my house. This is way better though
Thanks! I hope you get to try my version soon.

Quote:
Originally Posted by Chardris View Post
Spoiler Alert!
First of all, nice battle report. But did I miss it? What was Krug痴 Special Power?

The reason your battle was so difficult was because first of all, you exceeded the 100 points per Hero (only by 10) but you also only have 2 Heroes. 3-4 is the usual minimum. Even when I知 playing a game with only 2 people I make one or both of them make an additional Hero to bring it to a 3 or 4 Hero team. You must also take bonding into account. So with all of that added up, you should have been facing the low end of the point spectrum of 80 per Level 1 Hero. Try the battle again without the Samurai and I bet you値l do a lot better.

Its funny you should mention changing the Level 1 Archer痴 Range to 6, because until today actually in my little ninja patch, the Range was 6 As for the Regenerate and 2 Defense, Regenerate is pretty powerful already and there are special powers to increase your defense. But I値l make sure to make a mental note of it, and if the Troll proves to be too weak I値l do something about it.



***PLEASE READ***
Since I don't actually provide game modes for Heroes of 'Scape like I used to in Evolution of a Hero, some of you have been offering different ideas for different game mode types. I'm not against this by any means, but I'm not planning on publishing anything myself or making a list of different idea.

However...

If you guys want to start offering scenario ideas, we can either:
1) Keep them organized in one of my reserved posts, or
2) You guys can individually post your Heroes of 'Scape scenario ideas in your own threads, and I can use a reserved post to list the links, or
3) We can start a new thread dedicated to people suggesting scenarios for Heroes of 'Scape.

Thoughts?
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  #430  
Old November 4th, 2010, 02:09 AM
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Re: Heroes of 'Scape (RPG)

It's a sad day that Heroscape and Heroes of Scape will eventually die
But for the scenario ideas maybe Escort for one? Where you control a character that you have to carry from one side of the map to the other while being under attack by waves of enemies.

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  #431  
Old November 4th, 2010, 01:32 PM
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Re: Heroes of 'Scape (RPG)

Forget about what I mentioned with the order marker thing. I realize now the battles are to give an advantage to the heroes and giving them more turns than the enemy helps.

-If we're doing infinite dungeon, there is a link somewhere that uses the d20 to continually create random boards.

-An idea for spawning enemies is at the start of each match, roll the d20 once for each level 1 hero.

1 = 60 pts.
2-5 = 70 pts.
6-10 = 80 pts.
11-15 = 90 pts.
16-19 =100 pts.
20 = 110 pts.

Example:

Hero #1: 3, Hero #2: 14, Hero #3: 12, Hero #4: 1

You (minion player) would create 4 armies of 70 pts, 90 pts, 90 pts, and 60 pts then lump them all into 1 army. Obviously, there will have to be multiple charts for different level heroes.

-You could also roll a d20 to choose a game mode. The harder ones could give a better reward

1-3: deathmatch
4-6: uncover glyph of brandar from a bunch of symbol-side down glyphs
7-9: hold a spot for 6 rounds
10-12 reach and hold a glyph for a full round
13-15 assasinate a minion leader (leader gains extra attack and defense. If using automated rules, he either moves to high point the safe route or holds)
16-18 escort a figure without him/her dying
19-20 zombie apocalypse????

-Dragonborn stats should be +1 life, +1 defense, -1 attack.

-Troll is probably fine, I think I expected too
much from him.

-A question, are you looking for a scenario campaign or an infinite dungeon? A campaign would be harder to create and would last a lot shorter, but would probably be more fun.

Last edited by Chardris; November 4th, 2010 at 01:40 PM.
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  #432  
Old November 4th, 2010, 01:33 PM
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Re: Heroes of 'Scape (RPG)

Quote:
Originally Posted by yoyomansizzle View Post
It's a sad day that Heroscape and Heroes of Scape will eventually die
But for the scenario ideas maybe Escort for one? Where you control a character that you have to carry from one side of the map to the other while being under attack by waves of enemies.
Yea, escort maps are fun. I used to do escort maps back when I was still playing Classic 'Scape. But that wasn't what I was asking about I need to know what people want to do about collection scenario ideas.
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