I like them both. Question: do you still need to roll a dice for the extra attack or is it autamaticly a strike?
No roll, you get the hit with extra damage, but at the cost of an action point.
How many Special abilities should each type of hero have, or does that depends on the hero?
Probably two per hero, but it could depend on the hero. Some I thought of:
WizardGreat Smarts, poor Speed, bad Attack, Defense and Health.
Magical: Gains 3 Action Points per level, including level 1.
Buff Self: Spend an Action Point to raise one of Wizard's skills by 2 for this encounter.
Buff Other: Spend an Action Point to raise one skill of any hero by 1 for this encounter.
So he needs to rely on his action points to survive most of the time, hence receiving three times as many.
WarriorGreat Attack, good Defense and Health, bad Smarts and Speed.
Power Strike: Gain 2 Attack and lose 2 Defense and 1 Smarts until Warrior's next turn. Use before tackling.
Defensive Stance: Gain 2 Defense and lose 2 Attack and 1 Smarts until Warrior's next turn. Use before tackling.
Critical Hit: Spend an Action Point when your attack hits to give an additional 1 Damage.
He's a character who can mould to the situation. Also, the Critical Hit goes hand-in-hand with Power Strike.
Nice, it really is realistic if you choose to let a door only attack if it has been attacked. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
Question: would some creatures also have special abilities?
Sure!
Giant SpiderGood Attack, Health and Speed, poor Defense, bad Smarts.
Attacks hero with most Attack.
Poison: When Spider hits, hero loses their next turn. Hero may use Defense and Smarts against tackles as normal.
Yeah, speed sounds better. so Stealth is from now on Speed, Will is Health, and Atttack is Damage right?
Right. I also want to rename "Action Point" to "Action". that long name is annoying me.
I would go for Fantasy(orcs, goblins, traps, that kinda stuff).
Done!
When do we start warking on the types of avaible heroes?
Now if you like. Do we want to only give them three or four heros, or should we give them a dozen to choose from? There's 11 classes by default in
Dungeon's & Dragons we could use some ideas from, or we could produce our own list.
Could there be like levels of Mazes? like you have a Deck you use for your first maze. then you have a deck with slightly stronger cards for the second maze. and like in the bottom of the card or so it says:'Maze 1' or 'Maze 2'
I had exactly the same idea! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />
How do you handle damage between mazes? It's pretty harsh to enter a new maze damaged. Perhaps remove all damage beteen mazes while they rest in town?
Maybe we should start thinking about a 'Possible creatures' list. to know wich ones we can use in the game.(maybe we can start a poll to see wich creatures the people loves most.
Sounds good. [color:"red"]
Anyone have ideas for monsters?[/color] One thought I had: divide the encounters into three even categories, monsters, undead, and traps. With the minion deck, make one-third of it undead and the rest monsters. Now we can have specific heros and items that are especially powerful against the undead. They're really good, but only against one-third of your opponents.
What do you think? Can we use something other than undead, like demons perhaps?
How much stronger are bosses?
Quite strong. Say each hero skill starts between 1 and 4. Boss skills would be between 4 and 7. This way you would need two level-ups plus equipment to challenge them. Is that fair?
Also, with encounters, I think there should be some that are on par with a party of level 1 heros and some for level 2 heros. If your level 1 party finds a level 2 encounter, use your brains and flee. You can always come back later when you've levelled-up. What do you think?
[color:"red"]Anyone who got ideas my post them!!!![/color]
Yes! Please!
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One more thing sitting on my mind. Levelling up. Heros level up when the party has
x experience; no problem there. What do they gain?
Three thoughts:
- The hero gains 1 Skill as designated on the card (eg. Wizard always gets Smarts).
Problem: Once they reach maze 2, the Wizard's Defense will be so low he'll be pulverised. - The hero gains 1 Skill of their choice.
Problem: Record keeping. This is a card game, not pen-and-paper. Which skill did I boost back at level 1? - All skills rise each level or two. Some go up every level, others every other level. eg.
Warrior: Att: 4+1 Sma: 1+˝ Def: 3+1 Spe: 1+˝ Hea: 3+1
Problem: Too much maths. Keeping track of this plus item bonuses plus whatever else could be more maths than fun. Also, because so many skills increase, the experience needed should be greater than the other options.
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What we need to know to continue:
- Who are our opponents?
- How many heros are there?
- What is the range for each skill (eg. from 1 to 4)? Remember we're using 6-sided dice so 7 Speed vs. 2 Speed is rather one-sided. Should encounters be able to bend this rule (eg. from 0 to 5)?
- How do heros level up?