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Post by godofrandomness on Apr 25, 2009 19:20:07 GMT -9
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Post by godofrandomness on Apr 23, 2009 18:22:50 GMT -9
Ive noticed an issue with big miniatures and this method. I am having a hard time getting the mini to stand straignt while the glue is drying. Human size models give me nop trouble, but the iron and stone golems for example don't want to stay standing up.
The issue might be the paper too. I normaly use 110lb cardstock, but I ran out and had to use matte photo paper. It seems that tacky glue might not like that paper too much.
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Post by godofrandomness on Apr 23, 2009 10:31:21 GMT -9
What I am thinking for now is just hero types will get access, but maybe some of the more unique or named monster/minion units will get access to some trees.
Here are some other revisions.
I have also decided to go with 6 skills, and I want to use something besides the standard naming conventions, so suggestions are welcome for the names indeed:
Physical/Magical Offense (PA/MA) - stat used to hit with physical/magical attacks
Physical/Magical Defense (PD/MD) - stat used to defend against physical/magical attacks
Physical/Magical Skill (PS/MS) - This skill represents the unit's aptitude or raw ability towards physical/magical arts. It will be used as a prerequisite for skills, and be a major source for bonuses provided by skills.
Level 1 Starting stats for heroes shall be: 2 stats are designated as Good stats, 2 others as Mid stats, and the last 2 as Bad stats.
Good stats start at 3 and go up 1 point every even level. Mid stats start at 2 and go up every 3 levels. Bad stats start at 1 and go up every 4 levels.
Max HP = PS+PD+level Max MP = MS+MD+level
I'm thinking hero units can recover MP on the battlefield when they are out by taking an action to regain MS in mp, but this might just be a special skill instead.
Skill points will be broken down to 2 categories: Physical and Magical. Starting amount will be PS/MS+level. Each skill will cost 1 or more points, and will be in a structured tree format. I'm still working on the trees, and will post some later.
Unit cost for level 1 heroes will be total of skill points+2xlevel+total of stats. I know The PS/MS stats are effectively added twice, but the skills have far more effect on what a character does than the otehr stats, so they should have a heavier weight.
For a hero to advance a level, they pay the difference in cost between the levels . For example a 2nd level hero has 2 stats go up by one, and gains a minimum of 1 skill point, so would cost a minimum of 5 points.
Basic gear will have a low cost, probably 0 for certain pieces. Better/Magical gear will have higher costs, and be available only to higher level heros.
Thats it for now. I will post more later.
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Post by godofrandomness on Apr 23, 2009 1:11:26 GMT -9
I don't know if anyone else noticed, but empty room studios put out another paper mini set. I wasn't too thrilled with the last one, but this new set looks great! www.rpgnow.com/product_info.php?cPath=4830&products_id=60975It's a very Cthuluhish looking set. Theres only about 6 figs in it (8 if you count the trees) but 3 of them are huge, and stand about as high as Jim's Iron Golem's smockstack. They are in the front/back style.
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Post by godofrandomness on Apr 23, 2009 0:44:55 GMT -9
THey also make smaller 4 card per page pocket binders, though those usually are permamently set to the amount of pages are in there, but if you like the 9 pockets, and just need somethign portable, that might help.
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Post by godofrandomness on Apr 23, 2009 0:04:55 GMT -9
Ok I have decided to scrap classes alltogether and am going to go with a full skill tree system. The trees will still come in the common and advanced flavors, but instead of a tree for each class, it will be a tree for each concept. For example there will be trees for tanking, dual wielding, ranged combat, melee combat, and so forth. I'm still hammering out the details and will post later on that.
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Post by godofrandomness on Apr 21, 2009 16:17:35 GMT -9
First off, welcome! I dont think they have much to fill your holes, but there is also a a good amount of free minis available for a game called "Dungeon Plungin" over at www.oversoul-games.com. They are a little more "cartoony" in appearance, but I use them as much as I use onemonks.
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Post by godofrandomness on Apr 20, 2009 16:00:10 GMT -9
You may want to check out No Quarter. Its not perfect, but may give you some ideas. as in the support magazine for warmachine? EDIT: Ooooohhhhh... www.wargamesunlimited.net/noquarter/index.html. This looks good; I will have to check it out. I think I decided that I am going to use d4s for this. They will help keep the random down quite a bit, which puts more focus on skill and should make playtesting a little easier. It's also not as commonly used, so it will add a little different feel to the game. So that means the basic to hit formula changes to "stat+ bonus + d4> or = 2 + stat + bonus." With the default rules I decided that I am going to go with a offset square, because they get no love from other designers and it will add a bit to the "trying to be unique and stand out" factor. By offset, I mean squares laid out kinda like bricks on a wall so that each square is surrounded by 6 others. Ruleswise, it should be the exact same as using hexes or really close to it, so a hex map could be supported too. However, if it comes to be too much of a pain to use 50mm or larger bases on this type of setup, I may switch to standard square grid. However at least by final product, the rules should have options for both standard squares and ruler based things too. I think I forgot to mention before but minis will be set at a 28/30 mm scale and will incorporate 5 different size bases: 20mm, 25mm, 50mm, 75mm, and 100mm (each mini should takefor the big hungry dragon type of minis I'm hammering out a couple class ideas at the moment, and after I finish, I will post and then figure out whats still required to start basic playtesting rules wise.
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Post by godofrandomness on Apr 19, 2009 17:04:55 GMT -9
Ok I've got some more ideas jotted down:
Turn Sequence: A turn will consist of 3 phases and each model for the current turn's player will go through 1 phase before any move to the next.
1. Some sort of maintenance or upkeep phase: to resolve any effects that require continuous costs or have an "on each turn" type of trigger
2. Action phase: each model gets 1 move action and 1 "do something" action, which can be a second move action. The "do something" will consist of basic attacks, skills, spells, and what not.
3. "Expiration" phase: not much of a phase per se, it is just when any "until end of turn" effects go away.
Victory points: VPs will be issued after battles in a campaign to be used to level up heroes and buy extra monsters/minions or buy more options for current ones. One VP will spendable just like 1 point during creation.
Factions: I am thinking of eventually having 4 to 8 factions by the time the rules are fully developed, but for now I will be working on just a generic "human" faction. Other factions will incorporate other races or nations, and the classes/units each faction has access to will be different.
Unit types: In addition to heros and monsters, there will be minions. They will be troops that are formation based or special/unique characters that will be faction specific. They will be created more like monsters than heroes (pre designed stat blocks with optional gear and skills that can be purchased on army creation)
Unit cost: For teh time being, troop costs for army creation will be set as follows: Hero types' cost will be total of stats plus level plus cost of gear
Minion/Monster types' cost will be total of stats plus cost of skills/gear
Stat progression: Hero types will be able to level up between battles during a campaign style game. Stats will grow with leveling up, and also when starting with a hero higher than 1st. At creation or when reaching the appropiate level, one stat is chosen to go up 1 point every even level, a different stat is then chosen to go up 1 point every 3 levels, a third stat chosen to go up 1 point every 4 levels, and the last stat will go up every 5 levels. Monsters and minions will not normally have stats increase unless it is already an option that can be purchased at creation.
Classes: Available for hero type models, and as said earlier, they will be come in 2 varieties: the "common" and "advance" classes. Most factions will share about 80 percent of the common classes, but the advance ones will be more themed and will only be accessed by one or 2 factions.
The common classes will grow with a 2 skill tree setup, with each trees unique for each classes. Each class will start with a "universal skill" for the class, but the second level will start opening up development in the trees. I'm thinking somethign like picking one skill per level and each level having one to two options per tree, and certain skills having requirements of other skills first.
The advance classes will be options for heros of a certain level or skill that they can progress in instead of their common class. They will probably only have 1 tree available, but progress in the previous trees will still be allowed.
Current common classes planned: Warrior - sword and shield/ 2 handed weapon skill trees Ranger - dual wield/ranged combat skill trees mage - single target/AOE based skill trees priest - healing/buff and debuff skill trees
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Post by godofrandomness on Apr 17, 2009 21:47:39 GMT -9
(Warning: My posts here might be long)
Sorry for the double post, but this is kinda long.
Ok here's my thoughts so far:
First, the dice: I think I am going to base it around d6s, but if I decide to base it around another die (I'm kinda considering d4s just to be different, but higher sided dice just add a bit too much randomness IMO), my formulas and stuff should be ok to adjust.
Figs are divided to 2 categories, and "armies" would consist of either or both categories. "Heroes" would be created using a small point buy system for 4 stats (more on the stats later) or an assignment of set numbers to stats of choice. After stats would be choosing a class, with rules for racial choices to come later. Class levels consist of 1 or 2 basic abilities for the class and maybe a choice from a skill list for that class (like the skills in warhammer quest or feats in 3.5). On gaining of additional levels, the fig could level in the same class or go into another class.
Monsters would be recruited like standard army creation point buys, but the monsters would have a set stat block, but with skills choosable and extra ones buyable.
Stats would be simple. 4 base stats: physical attack (Str for working name for now), physical defense (Con), magical attack (Int), magical defense (Wis). Minor stats would be HP, MP, and a set number for base Speed. I'm gonna start with hp/mp being con/wis for now just to have a number to start with. Non spellcasters probably will not have MP until they get a spell or ability that uses it. Starting stats would be either assign a 1,2,3, and 4 to the stats, or maybe a 10 point stat with a 1 to 1 ratio and a minimum of 1 point for each stat (though I think I will stick with the first option for now)
Stat increases would come every couple levels, either with a 1 point increase in stat of choice, or something more like: at first stat raise choose a stat and raise it a point every x levels, then at another preset level choose a second stat and increase it every x levels too.
basic to hit formula: str/int + die roll is > or = con/wis +3 (or 2 if I go with d4s) with other bonuses applicable to either side of the equasion. The 3 is a rounded average on a d6 roll so all things equal, hitting happens slightly above 50% which should be a good pace to keep things flowing fairly quickly while enough room to have stats, gear, and skills have a signifigant impact. Damage would be mostly set on weapon/spell with some minor bonues from skills. I think I want armor to reduce damage instead of making it harder to be hit, and basic armor would probably have no effect on spell damage.
Play area would be somewhere around 3ft by 3ft, so any basic card table would work to setup on. Movement should be a default of 6 inches or squares (I'm also not opposed to hexes) for heroe types with bonuses from skills n gear, and double move through "difficult terrain". Movement types would negate various terrain movement penalties. For simplicity sake, daigonal would count as 2 (unless using hexes).
Terrain would either be agreed on beforehand, or be preset on maps. I'm pretty keen on the "both players bring half a map" rules from classic battletech, so I might include that later, and some tournament style placing rules for measurement games.
Well thats it for now. I'm going to go think up how I want to do the army creation exactly and try to design some monsters and classes. I will post that stuff later.
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Post by godofrandomness on Apr 17, 2009 20:38:52 GMT -9
Wow, 2 hours and already so much responses! As far as complexity goes, options are not additive, they multiply. That is, if you have one choice to make between two options, it's pretty simple. If you have two choices to make between two options each, it's not twice as complex, it's four times as complex. If you have three choices, it's eight times as complex, and so on ad nauseum. I'm all for complexity in options. By "simple rules" I mean 2 things: the rules don't read like a legal document (like the comprehensive Magic: The Gathering rulebook) or get overwhelmed with obscure rules that rarely come up to the point the book is as dry as a textbook(like the "skidding because I failed a pilot skill check for running across concrete and made a turn at too fast of a speed" rule in Classic Battletech is 1 good example) You've actually got me thinking in terms of my own rules. I'm wondering if it might be feasible to include an experience system that rewards you in character generation points (since so far my figure generation system works on a point-by-point basis), so you can directly upgrade your models for the next game? Hmm; ponder, ponder... This is kind of roughly what I have in mind for "Monster" type models, and for the "Hero" typesI think I want a level by level class progression system, like 3.5 d20. Ares does sound like a great game from what I have read in the preview. It is something I will look into getting later on when funds are more available. On the other hand, if you enjoy the challenge of designing your own game, do it. Just don't expect a lot of help, because if you do, it will NEVER get done. People will watch and comment only as you get the stuff done, don't rely on other people to design your game. Look to other people for moral support and random ideas, then you will have a much better design experience. Also, design the game YOU want. Don't try to design something you think everyone else will like, or it will suck, especially to you. I should know, I keep making these mistakes. JIM The challenge is exactly what I am looking for. I decided a while ago that my dream job would be to own and run a game store promoting and selling mostly games of my own design. I'm never really expecting this to hapen, granted. However it is nice to have goals to reach for.
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Post by godofrandomness on Apr 17, 2009 17:47:38 GMT -9
I've been wanting to try my hand at game development for years now, and I think it's time to give it a shot.
I've played dozens of board, war, skirmish, dungeon, ect. games over the years, and theres something always lacking for me. That's customization at the individual model/unit level. I mean sure most games let you make your own rosters, or even let you choose gear, but I want something more than that in a war or skirmish game.
Take classic bttletech for instance. There are rules for building your own mechs from the ground up. However there's 2 flaws:
1. I'm looking for a fantasy theme (I do love sci fi and I REALLY love the battletech universe but I get... needs if I don't slay dragons now and then :-)).
2. The rules are so complex that they have pretty much scared off most of my friends to play it.
IF theres a game out there that matches my description and doesn't have these issues, then I will be hooked for life, but until then I want to make one.
I don't have much down on paper yet but here is my concept: I want a game with a squared map or tiles or even measurement based movement. Character units are built from scratch, probably a leveling system similar to 3.5 DnD but with a whole new system, or maybe a point buy system but that might be harder to balance or keep from getting overcomplicated. I'm thinking making it scenario based with options for dungeon crawl or open skirmish.
I hope this all made sense.
I'm going to start to put my ideas down to paper and will post them. I would love to get feedback when I do post them.
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Post by godofrandomness on Apr 15, 2009 20:42:54 GMT -9
I wound up trying GOR's trick of cutting off the tabs entirely and just running a line of glue along the feet, and it really does work surprisingly well. I'm glad others have started to develop this method as well. I really would like to hear others' preferences on types of glues and paper and how well those work out with this method.
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Post by godofrandomness on Apr 2, 2009 8:52:28 GMT -9
I found some stats in a random DnD book for a T Rex skeleton that are just the right level for the DnD game I'm currently running, so I took it as a sign to finally assemble this mini. It looks gret! I've got it flat based somehowon a 75mm base. The feet are tini but the tacky glue holds strong. I'll take a pic later on if I can.
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Post by godofrandomness on Apr 1, 2009 6:58:33 GMT -9
There was a special on history channel that cover the military conquests of the old testament heroes of the bible, and there was a part on david, but I missed it. It covered really well the more realistic theores (or they might have proof, I couldnt pay too much attention as it was on the TV at work and a customer changed the channel so their kid could watch something less than suitable for kids) of things like the Israeli exodus and the conquering of Canaan.
I don't rememner the name of the program, but it might be a good resource for teaching this kinda stuff.
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Post by godofrandomness on Mar 11, 2009 19:25:38 GMT -9
The only ones I got were the Cardboard Heroes: Munchkin that came with the munchkin DM screen. Those are awesome but I could never bring myself to pop them out and use them, and now they are missing...
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Post by godofrandomness on Mar 11, 2009 19:23:29 GMT -9
If you're using clear plastic shelf-liner to laminate your tiles, and the liner comes on rolls, cut pieces a little larger than the tiles before trying to apply then. If you cut the pieces to the exact size of the tile, it can be a real bear to get them lined up right once you've peeled the backing off. You can always trim away any excess material afterwards with your trusty Exacto #11 blade! Have fun! Steve Thanks for the suggestion. I will get a roll at work on friday and try it out later.
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Post by godofrandomness on Mar 11, 2009 5:24:56 GMT -9
Yeah I think thats the same, and I can use the tile to cut the plastic to the shape of the tile, so I should be able to apply it after cutting. I'll experiment after payday.
If/when I get a bunch assembled, I will take pics.
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Post by godofrandomness on Mar 10, 2009 16:02:06 GMT -9
Well I've got some tiles mounted to foamcore and they look AMAZING. All I gotta do now is finish mounting the 50+ I printed out and finding a way to protect the tiles. I've got an acrylic spray that should help, but I am also thinking of trying those stick on laminates you use for lining shelves.
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Post by godofrandomness on Mar 8, 2009 16:44:09 GMT -9
Hey what happened to the mecha duel stuff? The forum is gone along with the link on the product page.
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Post by godofrandomness on Mar 2, 2009 0:58:59 GMT -9
That's what I do. I'd post pics but my camera sucks adn you wouldnt be able to make it out. That and the figs are in the car, and I am lazy and going to bed.
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Post by godofrandomness on Mar 2, 2009 0:56:59 GMT -9
I'm quite content with the color. they look really nice. I'm still trying to get the time to mount all the printouts to foamcore (I've got about 50 or so pages to do).
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Post by godofrandomness on Mar 1, 2009 17:20:40 GMT -9
Its the only way I base figs these days. Ive even converted all the figs with tabbed bases over to this method too.
I have noticed on rare occasion that I have had to reglue a coule bases back on, but I think those I had used superglue originally to do it, and it's just not strong enough for the longhaul. Aleene's (I think that's how it's spelled) tacky glue is the only glue I use now for basing. They had a variety pack at wal mart or michaels thats was like 5 or 6 bucks and it had the standard tacky glue along with the clear drying, fast drying(only one I've opened so far and I LOVE it), and fast grabbing (not sure what the difference is between this and the fast drying).
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Post by godofrandomness on Feb 27, 2009 17:31:57 GMT -9
Im finally got these printed, and man they look AMAZING!!!!!!
I'm printing them on standard paper, but I will be gluing to foamcore afterwards. I just wish I could afford to use canvas paper for these, but at $2.50 per sheet and I'm printing about 50 tiles total so far, it is WAY to expensive....
Is there going to be a final PDF release for the doors?
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Post by godofrandomness on Feb 25, 2009 14:04:13 GMT -9
THe FE series is kinda similar to the advance wars series, but isnt nearly as good. Permadeath on characters you care about and are trying to level up is a constant theme of the series, and its a very outdated and frustrating mechanic IMO.
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Post by godofrandomness on Feb 25, 2009 14:00:59 GMT -9
I had considered entering an Alien Skinned Battle Car series 2 to the Feb. Forum Hoard. But that seemed to be stretching the theme a bit. Well do remember that the themes are technically unofficial, so if you want to submit the out of theme figs in, please go right ahead!
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Post by godofrandomness on Feb 24, 2009 22:03:05 GMT -9
Yeah, that was an odd way to off someone. And you're right I had forgotten the sillyness of that, it must have been blocked out of my head. Besides that though, the books did really improve with teh darker tone. I'm sorry I think this topic got hijacked...
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Post by godofrandomness on Feb 23, 2009 17:34:41 GMT -9
Yeah, unlike high fantasy which is generic beyond comparison because its all based roughly on a medieval esque era, sci fi is envisioned completely differently between different IPs and so forth as everyone has a different idea of how the future will develop.
MDRG is a sci-fi ish setting but it is a specific genre of sci fi: post apocalypse, which is a lot more specialized than a generic sci fi would be. I haven't completely read over it quite yet, but it doesnt seem to be as adaptable or customizable are SBH either, though it shouldnt be too difficult to adapt it to one's own needs.
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Post by godofrandomness on Feb 23, 2009 17:04:26 GMT -9
Light boxes arent too expensive anymore. THe local michaels has 2 different styles for 50 bucks, and when I bought my I have a 40% too! The one I got has a little larger work area, but the other style my friend got, and that one has a rotating glass top.
They were really cranking them out during christmas season (40% coupons I mean)
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Post by godofrandomness on Feb 23, 2009 1:07:25 GMT -9
The Thrawn series was the first and one of the greatest!
There was also a sequel series done by Zahn that closed out that era in the novels, but I don't remember the name of the series (I think it was only 2 books). Those were also done really well. My other fav book series was the X-wing series.
Back on topic for a sec: Any progress on this fig?
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