I think 11 would be a little to many. 6 or so would be good.
Six does sound good. I'm sure we can work with that.
you could add like a 'Town card' or something. if you visit it, damage is removed by going to the chapel or so. You also can have like a Blaksmith and a pub to buy potions wich removes damage. maybe something else to (its in idea, and i would only put in the game if we really feel positive about it) example:
I think having several cards dedicated to towns isn't necessary. I suggest that all towns be the same, and there's a set of rules for healing and trading. Perhaps we can print these rules on one or two cards for easy access. Also, I think you should only be able to access the town between mazes. It'd be too easy if you could buy healing and weapons mid-maze.
I would pick Undead, cause you can place Demons and stuff in the Undead catagory.
Demons aren't relly Undead. Demons are from another plane of existence. They often like to make undead. Some monsters fit in both categories, like Vampires.
On second thought, that's someone elses interpretation of "Undead" and "Demons". We can do this however we like! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
exactly, you can always try to flee.
Speaking of which, how do you flee and what's the consequense? How about each hero can only flee on their turn, so if they're slow, they may be tackled first. Once everyone flees, all minions in the encounter remain there and lose all damage. Is that too safe? To make it more harsh, when you flee, the hero stays there and can still be tackled until their next turn, after which they successfully escape. Also, if you leave a hero out of combat, you can bring them in at any time, rolling for Speed and inserting them into the order.
that makes me think about an other point: what if all the heroes who are attacking the current encouner die, but you still have living heroes in your party? do they need to continu the fight?
I'd say no, but all treasure the dead heros were carrying stays at the encounter until it's defeated.
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)?
Speed: I don't completly understand that. Could you try to rephrase it?(its only my first year of english at school so...)
You doing very well with English for such a short time!
What I'm talking about is all of the skills. When we create heros and encounters, we should make a limit on how high or low a skill can be. For example: if a Warrior had 7 Attack and a Warlock had 2 Defense, it would be impossible for the Warlock to ever avoid the Warrior's attack. If we rate each skill (Attack, Defense, Smarts, Speed, Health) for each hero from 1 to 4, this will prevent combat from being too easy or hard. Some encounters may have a skill that is higher or lower to add variety and excitement.
Well, i figure that to make it easiest, it would be best to just upgrade all skills one point when leveling up. the warrior still would be bad in speed, and also good in attack. the only math would be to add up your level to the base skill.
That does sound good. So simple and it works!
Opponents: Level 1 maze i would place Skeletons, Rats/Goblins and there would like only 1 or 2 traps or so(or none).
Maze 2: Greater Skeletons/Lesser Zombie, Wolf/Lion and 3-5 traps max.
and so on
Okay, so how about we pick a theme for each maze? How about:
Maze 1, Tomb Raider: Skeletons, rats, spiders and ghosts. An evil Mummy has cursed the graveyard and must be vanquished!
Maze 2, Graxor's Tower: Golems, zombies, animals and orcs. An evil Warlock has oppressed the town and must be defeated!
I suggest that we can use more traps. They don't have to be difficult at first. A trap lets the party take a controlled risk. Also, we could say that as soon as you defeat a trap, you gain the treasure, even if there's other minions left to defeat. It's incentive to take the risk and beat the trap.
One thought, how do you see the map? Is it pre-made or random? What I see is a grid of encounters. The boss is always in the same position (centre-top), but the rest of the cards are random. The players can enter from the bottom corners.
Heroes: i think that you would only be able to party up with at max 5 heroes.
I was thinking three or four heros (more towards four.) Perhaps we can include optional rules where you can use less or more heros, but the experience needed to level-up changes.
also how do you plan to use partying, cause i think it isn't a good idea to let all 5 heroes start from the beginning.
1 like you start with 2 heroes, and maybe some creatures have on their card: If desired, Another Hero may be added. so if they defeat the encounter they can let a hero join there party.
2 or maybe after defeating a boss you may add one to your party.
I thought about that. I think that searching for heros is a very risky way to play. For all you know, they may all be right at the end of the maze. Having one less turn every round in combat is a major penalty. I suggest that you start with a party of four, and you can replace dead heros when you complete a maze (but you can't use the ones that died.) The new heros are already the same level as the rest of the party, but have no equipment.
Leveling: that would depend on how you are planning to let them level up. I assume you would level up all heroes at the same time, what would be easiest.
Definately have them all level at the same time. I meant "what to you gain from levelling", but we've worked that out above. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Also: it would be best if we could start a thread somewhere, so people can post types of heroes they like, and types of creatures they like.
then we make a list of them, and the most picked ones we could add to the game.
Okay. Do you want to do it? <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
i was also thinking of starting to create our heroes first, when we finished that, we start the creation of the first maze, if it looks good we could make a file of it. and some people could test it and if they like it we start with Maze 2. if they don't like it we rebuild or Maze.
Okay, I'll start a file. What's your e-mail? Mine is
hand_e_food@hotmail.com. I'll use RTF (Rich Text File, opens in WordPad) to write our card ideas in, unless you have something else you prefer.
ow, yeah there is a browser-based game i used to play, where you could get some ideas. look for the 'classes and abilities' button on the left:
www.sdegames.comThere are some ideas for the special powers and heroes we could use there. (i always played a druid, named Isorun)
Looks cool! I think I'll play that for a couple of weeks. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
I think we should certainly have Fighter, Mage, Cleric and Thief. Psion looks too close to Mage to be worth while. I'm not sure if Druid would work either. Got any ideas for those two? Other popular classes are Paladin (Holy Warrior, strong leader), Monk (Martial Artist with great self-discipline), Bard (team boosting all-rounder) and Ranger (nature-loving hunter).