Six does sound good. I'm sure we can work with that.
Oke then, six it is.
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.
allright, so we add a towncard between each maze.(that was what i actually meant, cause (like you said) it would be to easy.
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.
I tottaly agree.
I'd say no, but all treasure the dead heros were carrying stays at the encounter until it's defeated.
Oke then. question: is there a way to bring dead heroes back to life?
You doing very well with English for such a short time!
thanks. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> i'm the best one of my class, cause i play a lot of english games. but this is <img src="/ubbthreads/images/graemlins/offtopic.gif" alt="" />
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.
if i'm understanding this right, you mean the base skills of a hero varie between 1 to 4. (sounds fine) but don't the creatures get stronger how higher the maze level is? like in maze one the encounters have 0 to 5 for skills, while in maze 2 1 to 7 or so.
That does sound good. So simple and it works!
well that's the way i handle things: i try to keep everything simple, and it works
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.
well, i think you would better choose most of the monsters and themes and such cause like i would only scr*w it up.
we could already choose the 'themes', and wait a bit for the monsterlist to choose wich ones we use where.
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.
oke, fine by me. this would require you to make choses wich heroes you want in your pary and wich ones you will have to miss.
Definately have them all level at the same time. I meant "what to you gain from levelling", but we've worked that out above.
to keep the required maths at a minimum!
Okay. Do you want to do it?
i'll be right on it. i will create a thread in the all languages chat named something like 'monsterslist/poll for an rpg'.
I'll use RTF (Rich Text File, opens in WordPad) to write our card ideas in, unless you have something else you prefer.
no its fine by me.
Looks cool! I think I'll play that for a couple of weeks.
i you send me a PM with your name as you use it in the game, i can give you some extra gold to start with. (and also say if you want some pocketmoney, how much you want)
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).
yeah the four basic ones sound good. and indeed psion and mage are closly linked, and i think a druid would be too much work cause druids relly on their pets.
i think a Bard would be good cause hes like the balanced one and (like you said) the all-rounder. the sixth one, i dont know, you may pick one you prefer.
Question: Are you planing on using images on the cards?