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Mr Stranger
09/24/2011, 02:33
So, here's a thread where we can brainstorm some ideas for the game. I decided on Adventureclix to bring home the idea of combining Heroclix and those adventure-related games like DnD etc. I thought about just surprising you with everything I had planned, but I think since it's such a small group I'd first ask you if you even wanted to go with the ideas I had planned.
So what I'm thinking is first you as the players would design your own characters in clix form.

I'd give you a set amount of stats and you'd purchase base stats and powers with those funds. The powers should represent something on your actual character, i.e. a grappling hook could represent leap/climb or a person who shoots electric webs could have incapacitate. The theme, so far, is a Steampunk/Dark Fantasy world, does that work with everyone?

Also, I was thinking about a class based structure for your character that you'd need to choose when designing. Different classes might start with certain powers free to them, ie a Fighter could have a free slot of BCF or Flurry. Then when they level, they get +1 DMG or something like that. But the Fighter would also be restricted from taking say Steal Energy at any time. Ideas on this?

When not in battle, I'll describe a scene and you can interact with it the way you'd like. Ie, "I'll check out the old mechanical well" then once everyone has an action in, I'll post the results. There's no order of actions, but in battle there would be, decided by your Speed + 2D6s roll.

Anyway thoughts on this so far?

K-ness
09/24/2011, 02:38
I'll try to dig up the old thread, but there was a game like this a few years back that I played with discombobulous, xXHushXx, pimeister, and a few others. I'll see what I can dig up on it.

It was a blast, but it didn't last long. I think it's a great idea! Your ideas are a little more involved which will help keep the balance under control.

Mr Stranger
09/24/2011, 02:45
That works.

What I am having trouble with though is the prices of powers. Hypersonic Speed and Impervious will be expensive but I'm wondering what should fall inbetween.

So far for base stats I've got it where speed and attack starts at 3, defense at 10 and damage at 0, with a starting maximum of 8 added to each. And four clicks. Damage costs 2.5 pts. Extra clicks cost 5 pts.

Thoughts?

Space Jawa
09/24/2011, 03:11
I think there was another attempt at it more recently as well that I was part of. I think Jawapimp ran that one.

One thing that might help control the cost of things like HSS and Impervious might be that a character would first have to equip their dial with a power like Running Shot or Charge or Toughness and then upgrade to the more powerful abilities. Could do the same thing with, say, requiring a character pay for Willpower before they have the option to equip their dial with Indomitable.

Or am I not suppose to be saying anything in this thread?

Mr Stranger
09/24/2011, 03:19
I think there was another attempt at it more recently as well that I was part of. I think Jawapimp ran that one.

One thing that might help control the cost of things like HSS and Impervious might be that a character would first have to equip their dial with a power like Running Shot or Charge or Toughness and then upgrade to the more powerful abilities. Could do the same thing with, say, requiring a character pay for Willpower before they have the option to equip their dial with Indomitable.

Or am I not suppose to be saying anything in this thread?

No, by all means I'm interested in any ideas. I just figured the thread sounded a bit closed off so I didn't know if anyone else would respond.

I like that idea though, of upgrading to those powers. In terms of Willpower though, in order to keep things moving along nicely I was just going to eliminate action tokens entirely. Not sure though.

Right now we have myself and three other people playing, and although having four people might be a bit difficult to handle, do you want to join Space Jawa? I can tell you more about it if you do (although granted you can probably figure out most of it from this thread).

K-ness
09/24/2011, 03:57
Here's the first game thread, run by You Fear Me.

http://www.hcrealms.com/forum/showthread.php?t=147536

There are some good ideas for mechanics here. I likeSpace Jawa's growth perception, too. Keeps balance.

Mr Stranger
09/24/2011, 04:00
Here's the first game thread, run by You Fear Me.

http://www.hcrealms.com/forum/showthread.php?t=147536

There are some good ideas for mechanics here. I likeSpace Jawa's growth perception, too. Keeps balance.

Interesting, but there's nothing there that works for this one.

K-Ness, what are your thoughts on the other concepts I mentioned? Stats, classes, etc?

Space Jawa
09/24/2011, 05:09
No, by all means I'm interested in any ideas. I just figured the thread sounded a bit closed off so I didn't know if anyone else would respond.

I like that idea though, of upgrading to those powers. In terms of Willpower though, in order to keep things moving along nicely I was just going to eliminate action tokens entirely. Not sure though.

Right now we have myself and three other people playing, and although having four people might be a bit difficult to handle, do you want to join Space Jawa? I can tell you more about it if you do (although granted you can probably figure out most of it from this thread).

I'm interested in hearing more about it in the very least.

If you DO decide to eliminate action tokens, you should really think up alternative abilities for Willpower, Indomitable, and Leadership in order to ensure that those powers still have a purpose in the game.

One possibility could be to have players design small squads of 2-4 characters with one being a leader/'hero'/'their character' and the others being minions/lackies/henchmen/pets/familiars of sorts. Possibly of the easily replaceable/redshirt variety. Or other alternative uses for clix bases. Horde figures, perhaps? Power-based or special deployable heavy weaponry dials? (I'm mostly just throwing things against the wall here to see if something sticks)

I'm thinking your base stats might be a tad on the low side, though. I think the class system might have merit, but I'm not so sure on the automatic stat bonuses upon leveling.

Morpheousdr3am3r
09/24/2011, 08:58
I think the lower base stats are admissible as long as the classes has stat bonuses to make up for it. I also like the power evolution idea.

Any thought on giving classes a white power of sorts? Like a Barbar would have flurry/charge or something of the sort.

K-ness
09/24/2011, 09:03
Interesting, but there's nothing there that works for this one.

K-Ness, what are your thoughts on the other concepts I mentioned? Stats, classes, etc?

I like the stats and classes.

How the dial game worked, we were given a set amount of points and directed to a dial generator. We could build our character based on the points we had and went off the dial generator's point system. At the end of each game (we played 8 total), we would earn experience points and could spend them to increase our character's stats/powers. This aspect is what was making me think about your game.

When we created our characters, we had to submit a bio and synopsis of the character, as well as an indication of power set

Going off of your suggestion, all of the powers would need categorization based on the classes. I would imagine you would have something like this:

Fighter: Flurry, Charge, Blades/Claws/Fangs, Super Strength, etc...
Cleric: Willpower, Support, Defend, etc...
Mage: Energy Explosion, Psychic Blast, Shape Change, etc...
Rogue: Stealth... And so on.

Mr Stranger
09/24/2011, 14:20
@ Morph: Yeah I was thinking that each person could design their own white power, one per character for the time being, which relates to their class. I don't want to throw on too many restrictions, unless you'd all prefer it. So this wouldn't be a general white power per class, more of design your own. The lower stats were on purpose because you'll also be fighting monsters with starting base stats, but then eventually everything will increase.


@ K-Ness: Okay I see what you're getting at. The only problem is I don't know how accurate a dial generator would be. So I thought about just putting my own prices on things, but if I'm doing evolutions of powers maybe a gen would work. And yeah, that's sort of what I meant on the class system accept not as limited. Both a Rogue and a Fighter could have access to Charge for example, but a Fighter may never be able to use energy explosion. As of now, I have about twelve Steampunk-esque classes and thirteen sub-classes, so twenty-five total to choose from.


@ Space Jawa: So the basic idea of the game is to combine heroclix and DnD to create an RPG story of sorts. The game is similar to the other one posted by K-Ness. You create a character, bios etc and then they start off in this new world. The theme is Steampunk/Dark Fantasy. During battles, we'll use the heroclix engine and otherwise you can interact with the world as you see fit. After everyone has posted an action in non-battle phases, I would write up some result. As a writer this will hopefully allow me to flesh out some interesting worlds and characters.

commandercool
09/24/2011, 17:30
I used to play in a game exactly like this, but with Star Wars minis. In that game everyone could play as up to 30 points worth of characters, but we had to begin the game as figures that actually existed. As we progressed through adventures we gained points that allowed us to modify our stats and powers and customize the basic starting characters. Points were also used to buy items like weapons and healing potions and stuff.

So anyway, my advice would be two things. First, for balance reason I would make people pick a dial that actually already exists to start with. Maybe start at 75-100 points. If you want to play a fighter, pick a dial that already reflects that. If you want to be a cleric, pick a dial that looks like a cleric. I would also disallow dials that have special powers or traits, but I would allow non-standard combat symbols and maybe team abilities.

Second, I would consider allowing people to role-play multiple characters, probably up to three, as long as they come in at or under the point total.

Actually, if you're going to eliminate actions, it might be interesting to change Willpower, Indomitable, Leadership, and the Avengers team ability to effect out-of-combat situations, or something.

Mr Stranger
09/24/2011, 22:55
I used to play in a game exactly like this, but with Star Wars minis. In that game everyone could play as up to 30 points worth of characters, but we had to begin the game as figures that actually existed. As we progressed through adventures we gained points that allowed us to modify our stats and powers and customize the basic starting characters. Points were also used to buy items like weapons and healing potions and stuff.

So anyway, my advice would be two things. First, for balance reason I would make people pick a dial that actually already exists to start with. Maybe start at 75-100 points. If you want to play a fighter, pick a dial that already reflects that. If you want to be a cleric, pick a dial that looks like a cleric. I would also disallow dials that have special powers or traits, but I would allow non-standard combat symbols and maybe team abilities.

Second, I would consider allowing people to role-play multiple characters, probably up to three, as long as they come in at or under the point total.

Actually, if you're going to eliminate actions, it might be interesting to change Willpower, Indomitable, Leadership, and the Avengers team ability to effect out-of-combat situations, or something.

Hmm...personally, I'm not leaning towards those suggestions. I want this game to feel very-open ended so having custom characters first works better for that. And I don't want to bring in multiple characters yet. Also I'm not sure about actions, maybe I'l see how it works a bit with them in then see if it needs tweaking.

Thanks for the suggestions though.

Mr Stranger
09/25/2011, 00:10
As for everything else, I think you've all given me some good feedback and I'll start to design the outline of the game as well as a general plot writeup. As of right now, I think the easiest thing would be to use an already established dial generator to construct characters, but if I feel like this isn't working then I will change things up.

So if people want to start designing their characters they can. What I mean is the bios (which can be anywhere from a paragraph to I'd say around three) and some sort of physical description. Only the physical description will be shown to other players, the bios are for me. When roleplaying/playing you can reveal as little and as much as you'd like to.

Here are the classes I have so far. Once we decide on bonuses and whatnot we can create characters. Or you can create the dials now and I can just put you in a class. Some classes have sub-classes which is in essence its own class except it's a specialized version of the general one. So you could be an Anarchist or a Blader, but you wouldn't be an Anarchist-Blader.


Anarchist
An Anarchist is a typical warrior, fighter or barbarian. They tend to be physically powerful.

____ Blader
____ A Blader is an Anarchist that has focused on blades. They are known as Swordsman or Ninjas in other media.

____ Brawler
____ A Brawler is an Anarchist that focuses on unarmed combat.


Warlock
A Warlock is a typical magic user. Also known as magicians and wizards in other media.

____ Elementalist
____ An Elementalist is a Warlock that has focused on a specific element.


Gunslinger
A Gunslinger is a master of ranged combat. Gatling guns, rifles, bows, etc.


Alchemist
An Alchemist is a master of brews. They've combined the idea of philosophy and mixology to form exotic concoctions.

____ Chemist
____ A Chemist is a type of Alchemist that has more of a focus on combinations and substances.

____ Bomber
____ A Bomber is a type of Alchemist that has learned to create bombs and explosives.


Engineer
An Engineer is an expert in machinery, creating it and disabling it.

____ Mechanic
____ A Mechanic is a type of Engineer that is better at repairing machinery.

____ Dweller
____ A Dweller is a type of Engineer that has swayed from society and learned to live underground.


Aristocrat
An Aristocrat is a person of nobility with special connections to society.


Rogue
A Rogue is a sneaky individual adept at shadowy tactics.

____ Stalker
____ A Stalker is a type of Rogue that hunts their prey and travels through shadows.

____ Thief
____ A Thief is a type of Rogue that has mastered thievery, stealing and using borrowed talents.

____ Assassin
____ An Assassin is a powerful type of Rogue that some feel do not exist at all.


Priest
A Priest is a holy individual that often heal mortal beings. In other media they tend to be known as medics or clerics.


Telekinetic
A Telekinetic is an individual born with ESP, able to read minds or move objects.


Captain
A Captain is great at driving any vehicle and can often drive anything they try to.


Mutant
A Mutant is an individual that has been born with some sort of...deformity.

____ Shifter
____ A Shifter is a type of Mutant that can change into an animal form.

____ Hyde
____ A Hyde is a type of Mutant that can transform into a monster.


Nightshadow
Nightshadows are strange beings that not many know about. They are said to be evil and can use dark magic.

____ Necroshadow
____ A Necroshadow is a type of Nightshadow that can bring the dead back to life, then use them to do their bidding.


Thoughts?

commandercool
09/25/2011, 02:12
Hmm...personally, I'm not leaning towards those suggestions. I want this game to feel very-open ended so having custom characters first works better for that. And I don't want to bring in multiple characters yet. Also I'm not sure about actions, maybe I'l see how it works a bit with them in then see if it needs tweaking.

Thanks for the suggestions though.

That's what I have experience with, and possible that's what I would do, but I imagine there are certainly more ways to do it. Good luck. Looking forward to see what you come up with.

Space Jawa
09/25/2011, 14:43
As for everything else, I think you've all given me some good feedback and I'll start to design the outline of the game as well as a general plot writeup. As of right now, I think the easiest thing would be to use an already established dial generator to construct characters, but if I feel like this isn't working then I will change things up.

So if people want to start designing their characters they can. What I mean is the bios (which can be anywhere from a paragraph to I'd say around three) and some sort of physical description. Only the physical description will be shown to other players, the bios are for me. When roleplaying/playing you can reveal as little and as much as you'd like to.

Here are the classes I have so far. Once we decide on bonuses and whatnot we can create characters. Or you can create the dials now and I can just put you in a class. Some classes have sub-classes which is in essence its own class except it's a specialized version of the general one. So you could be an Anarchist or a Blader, but you wouldn't be an Anarchist-Blader.

*Snip*

Thoughts?

Heh...first time I read 'Blader' I mistook it for 'Bladder'.

While I like the stuff I'm seeing, It's difficult to create a character without knowing a bit more about the setting and what the limits are on creating a character (such as max point values and what dial point generator to use). I also really think you should come up with some kind of answer for action token-based powers and abilities now rather than later.

Mr Stranger
09/25/2011, 20:11
Agreed.

So from what I've learned this dial generator seems to be the most accurate: http://crowsnest.amelieschoice.com/.
The setting/theme is Steampunk/Dark Fantasy starting off in a bustling futuristic city/kingdom.
As far as points go, I'd say 30 (yes I know that's low, but your characters should only be good at a few things right now) with a min of 3 in each stat and a max of 12 attack, 12 movement, 18 defense and 3 damage.
We'll use all standard heroclix rules right now, including tokens.
You can't choose any abilities (ie Flight, Sharpshooter, etc) but eventually you will have access to these.

I haven't made the class-specific power sets yet, so start creating your characters and the concepts will bounce off of eachother.

Now thoughts/ideas:

- I'm thinking of giving characters with Super Strength showing on their dials the Carry ability.
- Each class will have a sort of team ability, for example Rogues (and all sub-sets of Rogues) will have Stealth unless they have attacked that turn.
- Twelve hour limits during phases to submit an action until you're skipped.
- Captains will start off with a vehicle, represented on their dials, and will be double-based.

commandercool
09/25/2011, 21:52
Alright, I've got a dial that the generator says is 30 points and that fits within your specifications and a vague character concept. I'll modify it when you know more about the classes, but do you want me to post it for your review or should I wait?

Mr Stranger
09/25/2011, 22:27
Oh. To be quite honest Commander I didn't know you were joining us. But...sure, we'll make the party five people. I hope no one more shows up though lol.

Yeah, post it here and it will give me a good idea of what to work with. See I don't want to make the classes then have everything not jive together. But you guys creating the dials first gives me a vague idea on where to go and how to situate things.

commandercool
09/25/2011, 22:28
Oh. To be quite honest Commander I didn't know you were joining us. But...sure, we'll make the party five people. I hope no one more shows up though lol.

Yeah, post it here and it will give me a good idea of what to work with. See I don't want to make the classes then have everything not jive together. But you guys creating the dials first gives me a vague idea on where to go and how to situate things.

Oh, okay. I thought you were looking for players. If you have a set group I can back out. My bad.

Mr Stranger
09/25/2011, 22:34
Oh, okay. I thought you were looking for players. If you have a set group I can back out. My bad.

Actually no, the thread came about as a result from posting in the mafia chat thread. I had an idea for a game that would combine heroclix and DnD. Mafia games have gone way down in participation so I felt this venture would allow me to write for a more interested audience. So I asked anyone if they could be dedicated and be interested in playing. Morpheousdr3am3r, K-Ness and Vorlon20 signed on. Then Space Jawa signed on in this thread. Now you.

But I don't mind if you stay, I want committed players who are online a lot. So if everyone is that way, great, I just don't want phases waiting on the same player each time.

Morpheousdr3am3r
09/25/2011, 22:38
What about multi-classing? I have a couple of ideas and your thoughts on multi classing will shape how I flesh stuff out.

Mr Stranger
09/25/2011, 22:43
What about multi-classing? I have a couple of ideas and your thoughts on multi classing will shape how I flesh stuff out.

I thought about this and I actually wasn't sure how to handle it.

If I create a specific white power or ability per class, it may be unfair for a character to have more than one. I could limit stat points upon upgrades to compensate but I worry about the balance.

Morpheousdr3am3r
09/25/2011, 22:50
Multi classing is often a tough one to deal with. Running a single class is cool with me. How about range? Or am I getting too far ahead?

commandercool
09/25/2011, 22:51
Actually no, the thread came about as a result from posting in the mafia chat thread. I had an idea for a game that would combine heroclix and DnD. Mafia games have gone way down in participation so I felt this venture would allow me to write for a more interested audience. So I asked anyone if they could be dedicated and be interested in playing. Morpheousdr3am3r, K-Ness and Vorlon20 signed on. Then Space Jawa signed on in this thread. Now you.

But I don't mind if you stay, I want committed players who are online a lot. So if everyone is that way, great, I just don't want phases waiting on the same player each time.

I'd like to play if it really isn't an inconvenience to you, but if it's going to be trouble I have no problem backing out. I am on the site quite often, though, so getting actions in shouldn't be a problem.

I thought about this and I actually wasn't sure how to handle it.

If I create a specific white power or ability per class, it may be unfair for a character to have more than one. I could limit stat points upon upgrades to compensate but I worry about the balance.

If you are going to allow multi-classing, you could consider the D&D system in which multi-class characters get an experience penalty to offset being more versatile. Your classes are pretty specific though, so I don't know how well it would work.

Mr Stranger
09/25/2011, 22:57
I'd like to play if it really isn't an inconvenience to you, but if it's going to be trouble I have no problem backing out. I am on the site quite often, though, so getting actions in shouldn't be a problem.

If you are going to allow multi-classing, you could consider the D&D system in which multi-class characters get an experience penalty to offset being more versatile. Your classes are pretty specific though, so I don't know how well it would work.

Yeah it's fine.

I could do that. Hmm. Although Morph is right, they ARE quite specific. Hmm.

@Morph: No, you're not getting too far ahead. I would say the maximum range right now is six, and must be justified, and in some cases will be limited to class (a Mutant for example probably wont have range). A Warlock and a specialized Gunslinger could have ranges of eight.

At the end of the day, I want the characters to be the most important part. So if you feel something is important to your character, we can find ways to make it work. Even white powers could, in theory, be character specific and not class specific.

Morpheousdr3am3r
09/25/2011, 23:05
I'm kind of lost with this dial gen thing though. The point cost has been jumping around from like 17 to 52 then back down again.

Mr Stranger
09/25/2011, 23:18
Really? I heard that was the most accurate one. In what way does it jump around? Are you adding hypersonic or something?

commandercool
09/25/2011, 23:28
Really? I heard that was the most accurate one. In what way does it jump around? Are you adding hypersonic or something?

I haven't fiddled with it too much yet, but it let me cram in quite a lot of stuff without increasing the cost from 30 to 31. I got something like a click of Willpower, two clicks of Enhancement, a point of defense, several of speed, and one of damage. I'm not sure if that means those things are next to valueless or there's something wrong with the generator. I'll try plugging those same values back in at some point and see if I get the same points.

Morpheousdr3am3r
09/25/2011, 23:29
I added a second click it jumped from like 17 to 52 then dropped the movement by one and it dropped down to like 20 or something. I didn't add any powers at all.

Space Jawa
09/25/2011, 23:36
Do you have any thoughts yet on how to deal with token-based powers yet?

Morpheousdr3am3r
09/25/2011, 23:36
It seems to have leveled out, now I just need to figure out how to find the dial after I save it...

commandercool
09/25/2011, 23:41
I think I can confirm that it does consistently give the same points for the same input. It seems to calculate some things as fractions of a point, so fiddling with the numbers after you reach 30 points even can probably let you slip a couple of extra stat points in, and possibly even some extra powers, which seems weird.

Edit: I just noticed that rank is reflected in point value. I do not like that.

Velius
09/25/2011, 23:52
I would be interested to see how a Necroshadow (Necromancer) would translate into Heroclix. The only one I can think of that they have right now is Nekron...kind of

P.S. not looking to join just lurking.

Mr Stranger
09/26/2011, 00:20
Do you have any thoughts yet on how to deal with token-based powers yet?

Yeah we'll just use them for now. If they are troublesome, I'll work on a fix. Really I just didn't want them to make battles drag too much but it might not be a problem.

@Morph/Commandercool: There's also this one: http://globaldefenseforce.com/heroclixdials/DialGenerator.html. Let me know if that differs. By the way, if a dial looks too good to be thirty points I'll just ask you to alter it. This: http://www.ajatech.net/dialgenerator/ can be used to display them with code.

@Velius: Well when something dies its corpse is left there. So a Necroshadow would revive these, except they'd automatically have battle fury and less attack, or something like that. Basically the more the party kills, the more the Necro can strengthen that momentum.

commandercool
09/26/2011, 00:36
Yeah we'll just use them for now. If they are troublesome, I'll work on a fix. Really I just didn't want them to make battles drag too much but it might not be a problem.

@Morph/Commandercool: There's also this one: http://globaldefenseforce.com/heroclixdials/DialGenerator.html. Let me know if that differs. By the way, if a dial looks too good to be thirty points I'll just ask you to alter it. This: http://www.ajatech.net/dialgenerator/ can be used to display them with code.

@Velius: Well when something dies its corpse is left there. So a Necroshadow would revive these, except they'd automatically have battle fury and less attack, or something like that. Basically the more the party kills, the more the Necro can strengthen that momentum.

For what it's worth, the two dials that I made in the first generator at exactly 30 each come in at 44.807 and 33.463 in the globaldefenseforce generator.

Mr Stranger
09/26/2011, 00:37
For what it's worth, the two dials that I made in the first generator at exactly 30 each come in at 44.807 and 33.463 in the globaldefenseforce generator.

Hmm.

Which do you think is more accurate?

commandercool
09/26/2011, 00:40
Hmm.

Which do you think is more accurate?

No idea. Tomorrow I'll try plugging in some existing dials from the history or Heroclix into each. We'll see which one gives results closer to the actual point values of those figures.

Mr Stranger
09/26/2011, 00:51
No idea. Tomorrow I'll try plugging in some existing dials from the history or Heroclix into each. We'll see which one gives results closer to the actual point values of those figures.

Good idea. I just downloaded a program to create maps, which I think should do the job.

Space Jawa
09/26/2011, 09:59
Agreed.

So from what I've learned this dial generator seems to be the most accurate: http://crowsnest.amelieschoice.com/.
The setting/theme is Steampunk/Dark Fantasy starting off in a bustling futuristic city/kingdom.
As far as points go, I'd say 30 (yes I know that's low, but your characters should only be good at a few things right now) with a min of 3 in each stat and a max of 12 attack, 12 movement, 18 defense and 3 damage.
We'll use all standard heroclix rules right now, including tokens.
You can't choose any abilities (ie Flight, Sharpshooter, etc) but eventually you will have access to these.

So where do I find the actual dial/point generator itself? I'm not seeing anything on that site that looks like it's marked as such.

commandercool
09/26/2011, 10:28
So where do I find the actual dial/point generator itself? I'm not seeing anything on that site that looks like it's marked as such.

You have to download the program, open it, and there's a dial generator in it. It's under view->custom dials or something.

commandercool
09/26/2011, 12:17
Alright, I don't have the first dial generator you posted on this computer, so I'll have to wait until I get home to test that one, but I can try the globaldefenseforce one right now.

I've picked five dials from different points in the game's history and with different values and roles to test them out. I kept them all on the low-ish side, since that's what we're concerned with.

The control dials I will be used are:
Element Woman (Should be 67)
Creeper (Should be 45)
Veteran Hawkman (Should be 135)
Rookie Lobster Johnson (Should be 41)
Veteran Jean Grey (Should be 50)

Here's what I got:
Element Woman 63.657
Creeper: A whopping 71.292 points
Hawkman: 126.232 points
Lobster Johnson: 53.235
Jean Grey: 44.464

So what that tells me is that, first of all, Incapacitate is ludicrously expensive on this generator. Second, it's pretty off except in the case of the single most recent figure, which is not what I would have guessed at all. I'll try this on the other one later. If anyone has any other suggestions for figures to test, I'll do that too.

Space Jawa
09/26/2011, 12:42
If you're still looking for other possibilities, I still have a couple copies of an excel version dial generator from the last custom Clix RPG game I was in.

commandercool
09/26/2011, 12:58
The actual source and accuracy of the generator shouldn't matter as long as everyone is using the same one, but it concerns me how ridiculously overpriced Incapacitate is on that one. If it's that far off on more powers than that, it could produce some real dud characters compared to others.

Mr Stranger
09/26/2011, 13:08
If you're still looking for other possibilities, I still have a couple copies of an excel version dial generator from the last custom Clix RPG game I was in.

That could work.

The dial generators seem to be a bust so far. If nothing pans out, I'll write my own values and just give you all a set amount of points to purchase with.

commandercool
09/26/2011, 21:46
Okay, I'm gonna calculate points on those control figures for the first generator now.

The control dials I will be used are:
Element Woman (Should be 67)
Creeper (Should be 45)
Veteran Hawkman (Should be 135)
Rookie Lobster Johnson (Should be 41)
Veteran Jean Grey (Should be 50)

Here's what I got:
Element Woman: 56
Creeper: 68
Hawkman: 121
Lobster Johnson: 26. 26 points!:angry:
Jean Grey: 39

I think those results speak for themselves...:nervous:

Mr Stranger
09/26/2011, 21:56
Okay, I will design the values for this game myself. So just work on bios/physical descriptions if you haven't already.

Any thoughts or input on which powers should be more expensive than others?

Powers not available to start: Hypersonic Speed, Impervious, Invulnerability, Pulse Wave, abilities.

So here are some ideas I have, each blank character comes with 3 speed, 3 attack, 6 defense and 0 damage. I give you all X amount of points. You can then fill up your stats and powers with those points. This should (in theory) bring out a bunch of three to four click characters with only a few powers each. Which is good to start.

I'm also thinking multiple targets and more range will be expensive, and maybe anything past a certain point on base stats will begin to double in costs. I thought of the idea of giving every character move and attack, this was back when I was eliminating tokens too, as there would be more dynamic and quick battles. But that's up to you guys really.

commandercool
09/26/2011, 22:03
I noticed that you don't have a class for "scientist". Is that deliberate? I suppose Chemist could work for a lot of scientist characters, but that seems like it would be a sub-class of scientist.

Mr Stranger
09/26/2011, 22:08
I noticed that you don't have a class for "scientist". Is that deliberate? I suppose Chemist could work for a lot of scientist characters, but that seems like it would be a sub-class of scientist.

Sort of, kind of.

When I think of a scientist in this world, I think of two aspects. Weird science, as in inventions and whatnot, which would fall more under an Engineer/Dweller and the other aspect being the Alchemist classes.

Was there another sort of scientist you wanted to be?

commandercool
09/26/2011, 22:17
Sort of, kind of.

When I think of a scientist in this world, I think of two aspects. Weird science, as in inventions and whatnot, which would fall more under an Engineer/Dweller and the other aspect being the Alchemist classes.

Was there another sort of scientist you wanted to be?

I have a few character concepts kicking around, but one of them is a scientist who is trying to surgically transform himself into something else. At first I was thinking it would be an insect, but now I'm thinking it would be more interesting if it was a plant. A surgeon character is more Frankenstein-y than "chemist" or "engineer" seems to suggest, but now that I think about it the stats might fall in better if I make him a chemist and make his transformation chemical instead of surgical.

Mr Stranger
09/26/2011, 22:20
I have a few character concepts kicking around, but one of them is a scientist who is trying to surgically transform himself into something else. At first I was thinking it would be an insect, but now I'm thinking it would be more interesting if it was a plant. A surgeon character is more Frankenstein-y than "chemist" or "engineer" seems to suggest, but now that I think about it the stats might fall in better if I make him a chemist and make his transformation chemical instead of surgical.

Actually I think that would fall more in with a Hyde. Keep in mind that the classes are very broad, he doesn't have to be a physically monster. But a Hyde is basically anyone that changes into one (ie Dr. jerkyl or the Hulk). Or you could go the Chemist route too, it depends really on which stats you want for him.

commandercool
09/26/2011, 22:25
Actually I think that would fall more in with a Hyde. Keep in mind that the classes are very broad, he doesn't have to be a physically monster. But a Hyde is basically anyone that changes into one (ie Dr. jerkyl or the Hulk). Or you could go the Chemist route too, it depends really on which stats you want for him.

I guess the description that a mutant is "born" threw me, but if the categories are suitably broad that could work. Whether mutant or some kind of scientist class works better depends on whether the class should be about what the character does or about what he is. He does science, but he is a mutant.

Mr Stranger
09/26/2011, 22:28
I guess the description that a mutant is "born" threw me, but if the categories are suitably broad that could work. Whether mutant or some kind of scientist class works better depends on whether the class should be about what the character does or about what he is. He does science, but he is a mutant.

Oh did I put that? Yeah the descriptions aren't black and white, they're just to give you a broad idea on that sort of thing. Also I could add a class if you really feel like your character isn't represented anywhere either.

commandercool
09/26/2011, 22:32
Oh did I put that? Yeah the descriptions aren't black and white, they're just to give you a broad idea on that sort of thing. Also I could add a class if you really feel like your character isn't represented anywhere either.

No, at this point I think either one could really work. At this point I guess it's just a tossup based on what the mechanical benefits are. If there does end up being a multi-classing system I might make use of that.

I've convinced myself that I'd rather have a chemically mutated character than a physically mutated one anyway, because it makes the dial design smoother. A guy who has been surgically turning himself into a bug is creepier, but he's a man-bug all the time. A guy who has to drink a bug serum to transform can basically have a human scientist first couple of clicks with a few more elements of bug every click until he's fully a bug, which seems more fun.

Space Jawa
09/27/2011, 17:15
So here are some ideas I have, each blank character comes with 3 speed, 3 attack, 6 defense and 0 damage. I give you all X amount of points. You can then fill up your stats and powers with those points. This should (in theory) bring out a bunch of three to four click characters with only a few powers each. Which is good to start.

Would each character start with a certain number of clicks to build off of with their points, or would they essentially start out as 3/3/6/0 Bystander Tokens?

Velius
09/27/2011, 17:18
Commandercools trying to turn himself into a Ogre!!!!

commandercool
09/27/2011, 19:08
Commandercools trying to turn himself into a Ogre!!!!

That's an entirely separate potential character, "guy who is an ogre".

Mr Stranger
09/30/2011, 12:57
Hey guys, a I have a few days of coming up so I can finish things up then and get this started.

commandercool
09/30/2011, 13:22
Hey guys, a I have a few days of coming up so I can finish things up then and get this started.

Sounds good.

Space Jawa
09/30/2011, 13:22
Hey guys, a I have a few days of coming up so I can finish things up then and get this started.

Anything you can tell/give us in the meantime to help us get our characters ready?

Mr Stranger
09/30/2011, 22:36
Anything you can tell/give us in the meantime to help us get our characters ready?

Well, I would say to use the dial generator, just for now, in order to give yourself a rough idea on what you would want. Then work on bios and physical descriptions. And anything else you think you want to include.

K-ness
10/04/2011, 07:13
I keep losing track of this thread. I need to read up on it again.

Mr Stranger
10/04/2011, 16:04
So, here's a rough idea of stat costs:

Each person starts with 100 pts. I'd recommend 70% on stats and 30% on powers for a balanced character.

Min/Max
For Speed and Attack, every slot starts at three.
For Defence every slot starts at ten.
Currently, these are the maxiumum starting stats on any one slot:
Speed - 12
Attack - 12
Defence - 18
Damage - 3
Range - 6
Targets - 2

Costs
Speed, Attack and Defence = 1 pt
Damage = 2.5 pts
Extra Click/HP = 2.5 pts
Range = 2 pts
Targets = 6 pts

Powers/Skills/Weapons

Speed
Flurry: 3.5
Leap/Climb: 3.5
Phasing/Teleport: 3
Earthbound: -1
Charge: 4
Mind Control: 4
Plasticity: 3
Force Blast: 1
Hypersonic Speed: N/A
Stealth: 3
Running Shot: 4

Damage
Ranged Combat Expert: 2.5
Battle Fury: 2
Support: 4
Exploit Weakness: 2.5
Enhancement: 3
Probability Control: 5
Shape Change: 3
Close Combat Expert: 2.5
Perplex: 4
Outwit: 5
Leadership: 2.5

Attack
Blades/Claws/Fangs: 3
Energy Explosion: 2.5
Pulse Wave: N/A
Quake: 2.5
Super Strength: 4
Incapacitate: 3
Penetrating/Psychic Blast: 2.5
Smoke Cloud: 2.5
Poison: 4
Steal Energy: 2.5
Telekinesis: 5

Defence
Super Senses: 3.5
Toughness: 4
Defend: 4
Combat Reflexes: 2.5
Energy Shield/Deflection: 2.5
Barrier: 4
Mastermind: 4.5
Willpower: 3
Impervious: N/A
Regeneration: 3
Invulnerability: N/A


Changes
Regeneration heals a minimum of one.
Leadership removes a token on a 4-6, but has no other effect.
Characters with Super Strength can use the carry ability.
Toughness evolves into Invulnerability, and Invulnerability into Impervious at double the price of the last stage.
Hypersonic Speed evolves from either Charge or Running shot, and can only be used with a close combat attack if it evolved from Charge, or a ranged combat attack if it evolved from Running Shot.
Pulse Wave evolves from Quake or Energy Explosion at double the price.
Earthbound sheds one point off the cost of the ability it is neutralizing.

Mr Stranger
10/04/2011, 16:08
As for class stuff, since we only have five people and twenty five classes I'd rather not write out bonuses for all the unused classes. So, how would people feel about choosing a class (not knowing the bonuses) then once they've chosen it they will be given certain discounts on specific powers or combinations. There will be no negatives, so any class can take any power (as long as it's justified) but certain classes will be better at doing certain things. Then upon level up, every person will be given a set amount of pts to level up their character with, which is dependant upon the level not the class.

Let me know if this works.

Also if there's any thoughts or concerns on power costs, let me know about that too.

Mr Stranger
10/04/2011, 17:17
Also people can send me characters and bios now.

commandercool
10/04/2011, 19:02
Is it possible for me to cash in unused base speed and attack points? Even if the return isn't that high, my "plant guy" character concept should ideally end in a click where the character has completely morphed into a tree, and should be unable to move or attack. I can leave the three speed and three attack, but conceptually I'd prefer they be zero.

Also, regarding classes, I'm still up in the air between Mutant and Chemist. Any chance you could show me mechanics for both of them and I can just pick the one that works better for my character?

Anyway, I'll PM you a bio and stats sometime tonight.

Mr Stranger
10/04/2011, 19:07
Is it possible for me to cash in unused base speed and attack points? Even if the return isn't that high, my "plant guy" character concept should ideally end in a click where the character has completely morphed into a tree, and should be unable to move or attack. I can leave the three speed and three attack, but conceptually I'd prefer they be zero.

Also, regarding classes, I'm still up in the air between Mutant and Chemist. Any chance you could show me mechanics for both of them and I can just pick the one that works better for my character?

Anyway, I'll PM you a bio and stats sometime tonight.

Yeah, either giving the classes first or afterwards is fine. I'd just like to know which way people are leaning. So that way I can show you the specifics of that class and not all twenty-five.

As for going below the minimum, yes you can do that if you want a click of all 0s.

Space Jawa
10/04/2011, 20:46
Two questions:
1) How many clix/HP do we start with?
2) Does our damage value start at 0?

Mr Stranger
10/04/2011, 21:04
Two questions:
1) How many clix/HP do we start with?
2) Does our damage value start at 0?

You start with one HP click.
Your damage starts at 0.

The 100 point cost has factored these in though, so you should have enough.

If after you've made your character you think 100 isn't enough we can always tweak it.

Oh, and if you're using powers please detail what they represent on your dial, like a heroclix card would.

Mr Stranger
10/05/2011, 20:59
So one thing I forgot to mention is that anything past ten attack, ten speed, or seventeen defense will cost 2 points instead of one.

Mr Stranger
10/07/2011, 21:26
I mentioned this briefly, but something I've been thinking about is giving everyone the ability to move and use an action. In DnD you can often move up to your speed value and then do whatever you wanted to. Or spend your turn just running instead. So I could say that you could move up to half your speed value then perform your action. Or just move up to your full and take no secondary action. And powers like charge/running shot will allow you to move up to your full speed value and attack/shoot.

What do people think about that?

I'm also still debating the whole, getting rid of action tokens thing. The reasoning for both is to make combat more fun, more intense and exciting.

Mr Stranger
10/07/2011, 21:45
Also just so everyone's aware, these are the completed characters so far:

Mortimer Ward
Class: Hyde
Range: 0 :bolt:
m-boota-fistd-shieldg-starburst71016151017131018100180KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

:m-boot: Lurking in the woods (Stealth)
:m-boot: Strangling roots (Plasticity)
:a-fist: Spontaneous plant growth (Smoke Cloud)
:a-fist: Roots (Steal Energy)
:d-normal: Obsessive (Willpower)
:d-normal: Wooden skin (Toughness)
:d-normal: Roots (Regeneration)
:g-starburst: Medicine bag (Support)


~~~~~~~~~~~~~~~


Karl Van Haux
Class: Telekinetic
Range: 5 :bolt:
m-normala-normald-normalg-normal46121329169173461612291KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

:m-boot: Pushing Himself Around (Leap/Climb)
:a-fist: Non-Organic Telekinesis (Telekinesis)
:a-fist: Telekinetic Haul (Super Strength)
:d-normal: Manipulate the Environment (Barrier)
:d-normal: Armor Suit (Toughness)
:g-starburst: Assessing the Battlefield (Perplex)


~~~~~~~~~~~~~~~


Amadeus
Class: Assassin
Range: 6 :bolt::bolt:
m-normala-normald-normalg-normal10101031010102810102KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

:m-boot: Black ops training (Running shot)
:a-fist: High velocity rounds (Psychic blast)
:a-fist: Concealed poisons (Poison)
:d-normal: In the distance (Energy Shield/Deflection)
:g-starburst: Military grade scope (Ranged Combat Expert)
:g-starburst: Hidden daggers (Exploit Weakness)

Mr Stranger
10/07/2011, 22:57
Also for those that have requested them, here are the bonuses for the following classes:

Chemist
Trait - A Chemist can identify any sort of poison or liquid, as well as its effects.
+1 Poison or perplex.
+1 Range.
+6 AC Points.


Hyde
Trait - A Hyde pays double the price for stat points after eight stats in a slot, instead of seven.
+2 Super Strength or Toughness, but either of these cannot be on the character's first click.
+4 AC Points.


Telekinetic
Trait - A Telekinetic can use a power action to scan an individual's mind for any possible weaknesses or critical sections.
1/2 Price for purchasing telekinesis.
+2 On each attack slot that has telekinesis.


Assassin
Trait - An Assassin can use stealth.
+1 Penetrating Blast or Exploit Weakness.
+1 ESD or Combat Reflexes or Smoke Cloud.


Elementalist
Trait - An Elementalist chooses a power once they've chosen this class. A special power is created around that power. Other class bonuses are dependant upon the strength of this special power.
+X Chosen power.
+X ACs.


Blader
Trait – A Blader can use probability control, but only on BCF rolls.
½ Price for BCF.
+1 Flurry, Charge or Leap/Climb.
+5 ACs.


Bomber
Trait – A Bomber can use the grenade mechanic for single target attacks using Energy Explosion, Incapacitate or Quake (although Quake only causes knockback, not damage).
+2 Energy Explosion or Incapacitate or Smoke Cloud or Quake.
+3 Range.
+3 ACs.


Priest
Trait - A Priest possesses support.
+2 ACs




~~~~~~~~~~~~~~~~~~~~


Also note that any gear your character finds may be class dependant, ie Thief gear etc.
If something says "+2 Super strength" it means two free instances of Super Strength on your dial.
AC points are Adventureclix points, which you used to construct your characters.

commandercool
10/08/2011, 00:24
I think I'll be a Hyde, since I wanted the Toughness anyway.

As for allowing a D&D-style "move and standard" action, that sounds like it should be interesting to me, although it could make existing move-and-attack powers different and could make Hypersonic Speed ludicrous. I like the concept, though. It's worth trying.

Mr Stranger
10/08/2011, 00:39
I think I'll be a Hyde, since I wanted the Toughness anyway.

As for allowing a D&D-style "move and standard" action, that sounds like it should be interesting to me, although it could make existing move-and-attack powers different and could make Hypersonic Speed ludicrous. I like the concept, though. It's worth trying.

The way I see it is, Charge and Running shot basically improve the distance you can move and attack (which is still something) and Hypersonic speed is that plus a retreat. So, they still have uses, they're just not as necessary as they are in standard heroclix.

Also, Hyde it is. You're going to need to update your character now to reflect your new bonuses.

commandercool
10/08/2011, 00:44
The way I see it is, Charge and Running shot basically improve the distance you can move and attack (which is still something) and Hypersonic speed is that plus a retreat. So, they still have uses, they're just not as necessary as they are in standard heroclix.

Also, Hyde it is. You're going to need to update your character now to reflect your new bonuses.

If I'm adding correctly, Exploit Weakness on the second and third clicks and Stealth on the second click should replace the two clicks of Toughness.

Mr Stranger
10/08/2011, 00:46
If I'm adding correctly, Exploit Weakness on the second and third clicks and Stealth on the second click should replace the two clicks of Toughness.

That's true, and you also have other points from the AC bonus and the trait.

commandercool
10/08/2011, 00:48
That's true, and you also have other points from the AC bonus and the trait.

Oh, okay. I was reading the trait in a weird way and confusing myself. And I wasn't sure if the points could be spent now or if they had to wait until we leveled up. I'll do a complete revision tomorrow.

Mr Stranger
10/08/2011, 00:53
Oh, okay. I was reading the trait in a weird way and confusing myself. And I wasn't sure if the points could be spent now or if they had to wait until we leveled up. I'll do a complete revision tomorrow.

Nope, that's not a "per level" bonus, they're all starting bonuses.
Every player will receive the same amount of ACs on level up.
Basically the trait means that a 11 attack will cost 8 points instead of 9 like usual. So it allows Hydes to have higher stats for cheap.

commandercool
10/08/2011, 00:56
Nope, that's not a "per level" bonus, they're all starting bonuses.
Every player will receive the same amount of ACs on level up.
Basically the trait means that a 11 attack will cost 8 points instead of 9 like usual. So it allows Hydes to have higher stats for cheap.

Yeah, I figured it wasn't per level, but I wasn't sure if it could be factored in now. I guess that makes more sense than what I was thinking.

Space Jawa
10/08/2011, 03:02
Huh. Guess I'll have to tweak my character too now, what with the way those bonuses would have a direct impact on my dial.

Mr Stranger
10/08/2011, 03:04
Huh. Guess I'll have to tweak my character too now, what with the way those bonuses would have a direct impact on my dial.

That's the idea. :cheeky:

Mr Stranger
10/08/2011, 19:52
Alright, one more character added.

Once I have K-Ness' character and CommanderCool's revised character we can get started.

The intro has been written as well.

Space Jawa
10/09/2011, 00:33
Let's see...we've got a close-combat/tie-up piece, a ranged combat monster, and a support-piece/pit crew that transitions into a secondary/cleanup attacker.

Not a bad combination, if you ask me. :)

commandercool
10/09/2011, 00:33
Alright, here's my once again revised dial.

Mortimer Ward
Team: Hyde
Range: 0 :bolt:

m-boota-fistd-shieldg-starburst71016151017131018100180KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO

K-ness
10/10/2011, 21:01
I am working on my character now. I will have it finished tonight.

K-ness
10/10/2011, 21:03
Can I have the bonus for an elementalist?

K-ness
10/10/2011, 22:08
I left off 4 range when I sent to you.

Space Jawa
10/12/2011, 22:33
So are we waiting on anything yet, then?

Mr Stranger
10/12/2011, 22:41
So are we waiting on anything yet, then?

Yep, I'm just waiting on K-Ness' revamped character after I sent him the class bonus.

After that I'll make a new thread and post the intro and all the collected rules.

Space Jawa
10/12/2011, 23:45
I don't know if I should have said something earlier or not about the Telekinetic Trait

Trait - A Telekinetic can use a power action to scan an individual's mind for any possible weaknesses or critical sections.

I'm not sure how well this will actually work for my character, since it seems to be aimed more at the 'reading minds' part of the telekinetic class (which would really be more telepathic than telekinetic) while my character's telekinetic powers are, at least for now, aimed at the 'move objects' side of the power.

If nothing else, I'm going to have a hard time justifying ever using it so long as I plan on remaining in-character.

Mr Stranger
10/12/2011, 23:51
I don't know if I should have said something earlier or not about the Telekinetic Trait



I'm not sure how well this will actually work for my character, since it seems to be aimed more at the 'reading minds' part of the telekinetic class (which would really be more telepathic than telekinetic) while my character's telekinetic powers are, at least for now, aimed at the 'move objects' side of the power.

If nothing else, I'm going to have a hard time justifying ever using it so long as I plan on remaining in-character.

I agree. I was looking over that as well and I think it needs a change.

I was thinking about the following, and it might bring up the same problem for you, but I guess we'll see. When the party is fighting an enemy, the enemy's clicks are not all revealed right away, only as they are revealed. Point totals are not revealed either, so with that being said:

A Telekinetic can be given a power action or a free action per turn. For both actions the character must have a clear line of sight to the target. If it is given a free action, its target's next click will be revealed. If given a power action, its target's point cost will be revealed.


Like I said, this is similar to the problem you're having so if you still want to change it I can try to do a half and half thing. Any ideas?

Space Jawa
10/12/2011, 23:59
I agree. I was looking over that as well and I think it needs a change.

I was thinking about the following, and it might bring up the same problem for you, but I guess we'll see. When the party is fighting an enemy, the enemy's clicks are not all revealed right away, only as they are revealed. Point totals are not revealed either, so with that being said:

A Telekinetic can be given a power action or a free action per turn. For both actions the character must have a clear line of sight to the target. If it is given a free action, its target's next click will be revealed. If given a power action, its target's point cost will be revealed.


Like I said, this is similar to the problem you're having so if you still want to change it I can try to do a half and half thing. Any ideas?

I think that still might be more on the ESP/Mind-reading side of it. All things considered, you might want to think about renaming the 'Telekinetic' class 'Psychic' or something to that effect and then turn 'Telekinetic' and 'Telepathic' into sub-classes that are more strongly focused on one side or the other.

I'll try to think of other ideas, but one that comes to mind off the top of my head is that when the Telekinetic class uses TK, that instead of using it they way the rules currently have it work, they'd be able to use it the way TK used to work, where instead of everyone having to have line of sight to one another they'd instead use TK to give the targeted object or character a move action.

Odds are, though, that we could probably come up with a better one if we thought about it enough between now and when the game starts.

Mr Stranger
10/13/2011, 00:03
I think that still might be more on the ESP/Mind-reading side of it. All things considered, you might want to think about renaming the 'Telekinetic' class 'Psychic' or something to that effect and then turn 'Telekinetic' and 'Telepathic' into sub-classes that are more strongly focused on one side or the other.

I'll try to think of other ideas, but one that comes to mind off the top of my head is that when the Telekinetic class uses TK, that instead of using it they way the rules currently have it work, they'd be able to use it the way TK used to work, where instead of everyone having to have line of sight to one another they'd instead use TK to give the targeted object or character a move action.

Odds are, though, that we could probably come up with a better one if we thought about it enough between now and when the game starts.

That's a possibility, separating the two, but do you think each one would have enough to stand on its own? Or should we continue with the half and half aspect?

As for the idea of the new power, I think we can do better. What sort of thing are you looking for?

Space Jawa
10/13/2011, 00:08
That's a possibility, separating the two, but do you think each one would have enough to stand on its own? Or should we continue with the half and half aspect?

I think that they could stand on their own if you put a little work into them. Aside from the trait, I actually think that what you have right now works for a Telekinetic sub-class, especially since they don't exactly fit with the Telepathic/Read Minds thing.

The way I see it, Telekinesis is more TK and Force Blast type stuff, while Telepathy is more Mind Reading and Psychic Blast and such, to put it all in a powers perspective.

As for the idea of the new power, I think we can do better. What sort of thing are you looking for?

I don't know, perhaps something in line with the other traits I'm seeing. The best I'm thinking of right now is possibly free Force Blast (possibly as a free action, possibly with the condition that the character not have any action tokens when they use it?) I don't have time to think about it more right now, since I really should be getting to sleep so I can get up in less than four hours for work. :noid:

Anyone else have any ideas? commandercool? K-ness? Whoever else it is that's playing?

commandercool
10/13/2011, 00:29
Anyone else have any ideas? commandercool? K-ness? Whoever else it is that's playing?

These are the ideas for traits that occur off the top of my head:

"Telekinetic can use Force Blast."

"Whenever Telekinetic uses Telekinesis or Force Blast, it can use Energy Shield/Deflection until the beginning of your next turn."

"Whenever Telekinetic hits an opposing character with an attack, that character is knocked back an additional square."

"Telekinetic ignores hindering terrain for movement purposes."

"Give Telekinetic a power action to destroy a wall or square of blocking terrain within six squares to which Telekinetic can draw line of fire. Place a standard light object from outside the game in a square of rubble created by that wall or square of blocking terrain."

"Whenever Telekinetic is given a move action, after the action resolves it may immediately use Barrier as a free action, but can place only one blocking terrain marker."

I don't know how balanced or fitting for your character any of those are, but them's my ideas.

Edit: More ideas.

"Whenever Telekinetic uses an object as part of an attack with Telekinesis or Super Strength, roll a six-sided die. On a result of 4-6, that object is not destroyed. Place it in an unoccupied square adjacent to the target instead."

"Whenever Telekinetic uses an action that causes an opposing character to move three or more squares, give that character an action token if it has zero or one action tokens."

"Whenever Telekinetic moves an opposing character using Telekinesis, if that character ends it's movement adjacent to a wall or square of blocking terrain, deal it two damage."

"Whenever an opposing character misses Telekinetic with an attack using an object, that object is not destroyed. Instead, place that object in an unoccupied square adjacent to Telekinetic. After the action resolves, Telekinetic may immediately use Telekinesis as a free action as long as it uses Telekinesis to make an attack using that object."

K-ness
10/13/2011, 08:56
I like CC's ideas.

I'm having trouble coming up with a trait of my own. I was thinking Probability Control would be best for Time, but from there, I'm not sure where to go with it other than something bland like: "Sebastion can use Probability Control" which would be too powerful starting out, I think.

Hypersonic Speed came to mind, but it doesn't fit his powers the way I want them to work.

commandercool
10/13/2011, 11:17
I like CC's ideas.

I'm having trouble coming up with a trait of my own. I was thinking Probability Control would be best for Time, but from there, I'm not sure where to go with it other than something bland like: "Sebastion can use Probability Control" which would be too powerful starting out, I think.

Hypersonic Speed came to mind, but it doesn't fit his powers the way I want them to work.

"Give Time Guy a power action. Until the beginning of your next turn, Time Guy can use Probability Control."

"At the beginning of each of your turns, choose a character. Each time that character makes an attack until the beginning of your next turn, that character rerolls that attack if it hasn't already."

"Opposing characters within four squares of Time Guy can't use Probability Control."

"Whenever Time Guy hits an opposing character with an attack, he can use Probability Control until the beginning of his next turn, but only on attacks made by or against that character."

"At the beginning of each of your turns, you may choose an adjacent friendly character. If you do, Once during this turn if that character makes a close or ranged combat attack this turn that results in a miss, remove an action token from that character and place it in an unoccupied square adjacent to Time Guy."

"Time Guy can use Leadership."

K-ness
10/13/2011, 11:31
You're good at this.

Mr Stranger
10/13/2011, 13:04
What I was thinking when I looked at your character was building off of the incapacitate. He could have something like Stunning Blow, or maybe it causes knockback, or he could use it twice in one action.

Space Jawa
10/13/2011, 13:14
So any further thoughts on the Telekinetic trait?

Mr Stranger
10/13/2011, 13:17
So any further thoughts on the Telekinetic trait?

What do you want to to be able to do? Move things? Attack with things? Move people? Attack with people?

K-ness
10/13/2011, 14:17
What I was thinking when I looked at your character was building off of the incapacitate. He could have something like Stunning Blow, or maybe it causes knockback, or he could use it twice in one action.

What about something like:

Trait: Time Freeze - Give Time Guy a power action. Time Guy can make a close combat attack or ranged combat attack against an opposing character. If successful, give opposing character two action tokens. If opposing character already has an action token, this attack is ignored.

commandercool
10/13/2011, 14:19
What do you want to to be able to do? Move things? Attack with things? Move people? Attack with people?

Ooh, I like the sound of that.:grin:

Space Jawa
10/13/2011, 18:27
Ooh, I like the sound of that.:grin:

I can only imagine this coming out as some form of Fastball Special, which I can't say would be my first choice.

From what's come up thus far, I'm a fan of the following possibilities:

1) Once per turn, a Telekinetic can use Force Blast as a Free Action (with the possible addition of "if they have no action tokens")

2) When Telekinetic hits an opposing character with an attack, he may then use Force Blast as though he were adjacent to that character as a free action, but only to target the same character. (Or just have it that all attacks grant the character the option to deal knockback.)

3) A Telekinetic ignores hindering terrain for movement purposes. (Granted, I'd prefer that I just go full-on Ultimates/Superman TA in this case, but that might be pushing it)

4) Whenever a Telekinetic is given a move action, after the action resolves it may immediately use Barrier as a free action, but can place only one (two?) blocking terrain marker(s?) (perhaps with the addition of "In squares adjacent to this character").

5) Whenever a Telekinetic uses an object as part of an attack with Telekinesis or Super Strength, roll a six-sided die. On a result of 4-6, that object is not destroyed. Place it in an unoccupied square adjacent to the target instead.

6) Whenever an opposing character misses a Telekinetic with an attack using an object, that object is not destroyed. Instead, place that object in an unoccupied square adjacent to Telekinetic. After the action resolves, Telekinetic may immediately use Telekinesis as a free action as long as it uses Telekinesis to make an attack using that object.

But I'm also open to other possibilities if we can come up with them.

commandercool
10/13/2011, 20:13
1) Once per turn, a Telekinetic can use Force Blast as a Free Action (with the possible addition of "if they have no action tokens")


I will say that that ability is ludicrously powerful. Even if you have to have no tokens it's pretty amazing.

Mr Stranger
10/13/2011, 20:18
I will say that that ability is ludicrously powerful. Even if you have to have no tokens it's pretty amazing.

You think so? Even with the free movement power that we'd all have?

commandercool
10/13/2011, 20:20
You think so? Even with the free movement power that we'd all have?

Forgot about that. Never mind, that actually balances it pretty nicely. Maybe even makes it kind of weak, depending on what our maps are going to look like.

Mr Stranger
10/13/2011, 20:23
Forgot about that. Never mind, that actually balances it pretty nicely. Maybe even makes it kind of weak, depending on what our maps are going to look like.

It could simply be, "this character can use Force Blast as a free action" and that's the trait.

commandercool
10/13/2011, 20:27
It could simply be, "this character can use Force Blast as a free action" and that's the trait.

I think so. Maybe we'll learn otherwise after playtesting, but I think I like how that plays. Seems very much like how a telekinetic should work.

Space Jawa
10/13/2011, 23:39
That look like the direction we're going to go, then?

Mr Stranger
10/13/2011, 23:48
That look like the direction we're going to go, then?

You tell me.

Mr Stranger
10/15/2011, 13:37
I'm still waiting on the new powers guys.

Jawa did you want the free force blast? If not, what did you want?

Space Jawa
10/15/2011, 17:22
I suppose I was expecting you to make the final decision, but sure, let's make it "Once Per Turn, This Character can use Force Blast as a Free Action."

Mr Stranger
10/15/2011, 20:50
I want to make the game feel very free so I wanted to see if you liked the idea before I confirmed it.

Actually on the walk home today I thought of an idea. Let me know how you feel:

"While telekinesis is showing on this character's dial, this character can use Force Blast as a free action with a range of four. When using Force Blast in this way, choose a square adjacent to the opposing character and within line of sight. The character can use Force Blast as if it occupied that square."

What do you think? More convoluted and restrictive but accurate and powerful.

commandercool
10/15/2011, 20:54
I want to make the game feel very free so I wanted to see if you liked the idea before I confirmed it.

Actually on the walk home today I thought of an idea. Let me know how you feel:

"While telekinesis is showing on this character's dial, this character can use Force Blast as a free action with a range of four. When using Force Blast in this way, choose a square adjacent to the opposing character and within line of sight. The character can use Force Blast as if it occupied that square."

What do you think? More convoluted and restrictive but accurate and powerful.

I like it. It does read as a little convoluted, but I like the feel of it.

Mr Stranger
10/15/2011, 21:01
I like it. It does read as a little convoluted, but I like the feel of it.

Yeah, it's all that heroclix jargin.

Basically a telekinetic can throw people around with range.

Because it's a free action though I added that they can only do so when telekinesis is on the dial.

Space Jawa
10/15/2011, 22:14
Sure, let's go with that.

So what do we have to do yet before we're ready to get started?

Mr Stranger
10/15/2011, 22:52
Sure, let's go with that.

So what do we have to do yet before we're ready to get started?

K-Ness needs to settle on his power.

I suppose we could just start though and he can figure that out later.

Space Jawa
10/16/2011, 01:50
K-Ness needs to settle on his power.

I suppose we could just start though and he can figure that out later.

Is it not going to appear on K's initial dial either way?

Mr Stranger
10/16/2011, 12:06
Is it not going to appear on K's initial dial either way?

Given how long some of these powers are, I'm not going to put any of them on a dial. They work like team abilities, so there will be a reference post that details all the different class abilities that can be looked up.

Space Jawa
10/16/2011, 20:17
Well, it's your game, so it's really up to you as to when this game gets going. I know I'm ready for it to start at any time.

Mr Stranger
10/17/2011, 00:10
Well, it's your game, so it's really up to you as to when this game gets going. I know I'm ready for it to start at any time.

It will start either tonight or tomorrow.

Mr Stranger
10/17/2011, 00:28
Alright, the game is up. I decided to just post what I had so you could all get started. Other stuff will show up eventually.

Here is the link: click (http://hcrealms.com/forum/showthread.php?p=5951156&posted=1#post5951156).

I will keep this thread open for any balance issues, questions, ideas or anything of the sort.