• Welcome to the Fantasy Writing Forums. Register Now to join us!

HAM2D6 Discussion

Legendary Sidekick

Staff
Moderator
It's actually the backs of cards, the upper-left part being a cute little card for fairy abilities:
Screen_Shot_2017-03-15_at_4_00_57_PM.png

Um… normally the MONSTER card won't have the select tool around it like that.
 

tbgg

Dark Lord
I understand that - but since it makes a nice square shape, I was just thinking that it would fit the back of the game board as well the card backs broken down in the way you show.


Sent from my iPad using Tapatalk
 

Legendary Sidekick

Staff
Moderator
It occurred to me that I'm taking too long because I keep making weird abilities character-specific. If I just fill the Attack deck with fun stuff, I can actually complete this project.

So I already had a level-up system on mind that adds health and dice. If I level the Attack cards, and have you level up so you can use the stronger attacks, then I have a system that works without me drawing every attack.

The fairy will have 6 dice like everyone else: 3 shoot, 3 magic. No fight dice! There will also be one non-magic character (Iron Maiden), and both she and the fairy will have an extra bonus ability to make up for their complete lack of fight or magic defense. The fairy has her tininess; the Iron Maiden has her mechanical body which makes her immune to diseases and such, but vulnerable to magnets. (I just thought of a magnetic beast whose body is armored in the swords/axes/armor of its victims!)



Anyway, the idea of having you level with a limitation going from levels 2-4 is so you have time to explore the different options: leveling hp, leveling dice, and leveling your attack.

Oh, and I was an idiot. Ch.6 means you're level 6, not 5. So based on the new bases, let me know what your level 6 characters are like.

At level 4, you'd have +1 die (7 total), +1 hp (4 total), and Lv.1 attack.

For level 6, I would like to suggest +2 dice and Lv.2 attack, but you can add the points wherever you want. (+2 dice just prevents you from contradicting prior rolls.)



For attack cards, I am heavily leaning in this direction:

Primary Attacks are Lv.1/5/7. These tend to be class-specific. The principle skinner knife used by the Huntress is one example. Sigrlinn has this knife now, and at Lv.5, she'll carve better armor from her kills. (The knife is a shitty fighting weapon too.)

Elemental Attacks are Lv.2/4/8. So technically, you should just be getting into elemental magic now. I want the game to start low-magic than build to high magic. We're already there, so I suggest you level Attack to Lv.2 and we just stay there.

There's one more set of Attacks at Lv.3/6/9. You can't have Lv.6 magic until you're in the teens, so this magic should probably be classified as Divine... but I might go in a different direction. You won't find this kind of magic until I make up my mind.



Enough walls-o'-text for now. Let me know what your level 6 characters are like, and what you want to do with any of your extra dice (fight/shoot/magic / can stack 2).
 

tbgg

Dark Lord
When you talk about "Attack Level", are those meant to match character levels, or are they more analogous to spell levels in Pathfinder, where a magic user has to advance two character levels to get spells at a higher level?

For Kell, I'll take Lvl 2 attack, +1 HP, and +1 to Magic and Fight. So 2F/2S/4M.


Sent from my iPad using Tapatalk
 

Legendary Sidekick

Staff
Moderator
Yes, basically 9 levels of attack (spells and items). But there are 20 character levels.

Since I do want elemental spells as Lv.2, it's best you're both going with Lv.2 attack and basically same HP and same dice as before, except Kell now is a better shot.
 

Legendary Sidekick

Staff
Moderator
I realize the constant tweaking is annoying, but the good news is I'm starting other decks. So, I should be about ready to stick to a plan...
 

Legendary Sidekick

Staff
Moderator
I might have ninja'd tbgg.

I'll give time for editing rather than have the shield guy say "OW MY SKIN!" while attempting to reply to Kell's question.
 

tbgg

Dark Lord
Yeah, I was ninja'. No time to respond now, but Kell will cast Entangle.


Sent from my iPad using Tapatalk
 

Legendary Sidekick

Staff
Moderator
I'm working on a GM table for Monster stats. Basically, there are 20 levels. You have bases at lv.1, Lv.5, Lv.10 and Lv.15, and some attacks and defenses that can be tacked on. Once at level 5+, a monster can be immune to an element, but weak vs. another. The idea is that the GM should look at the picture, consider the players' level, and make monster stats.

The creatures you're fighting look like they'd be immune to entangle (and any other Earthy spell) and they should have tough bark. They don't hit hard, so they don't get any heavy attacks.



Oh! And I didn't yet post this when Ireth guessed that they have a weakness. Is it ice? We may find out in round 3 if Kell creates a sword of ice in round 2!
 

Legendary Sidekick

Staff
Moderator
Yes, shoot dice defend vs. shoot (and fight defends vs. fight, and magic defends vs. magic).

That was part of my thinking for making die rolls primarily (or ONLY) for combat. There's no mystery about what you have to roll. I guess the drawback is that you can't punch your way out of an ice spell. You have to resist the magic.
 

tbgg

Dark Lord
OK, the single biggest thing I get confused about every time there are big changes is what things that we had in the past do we still get? I gotta be honest about something - I'm really disappointed that all of the water spells are either some form of underwater breathing (which I actually like) or something Ice-related (which I don't like as well). To me, ice spells are "cold" spells more than they are "water" spells, though obviously water is involved. I understand that for something like clothing or armor, the water has to be frozen, but what's really missing for me is a spell like Wave Dance, where Kell gets to actually unleash a flood of WATER (not COLD) to do something. Can I ask that Kell be given an actual WATER (NOT COLD NOT ICE) spell at some point, even if it's something we do just for this game that isn't used in the card game you're developing? I'd be more than happy to give up one of the cold spells for that.


Sent from my iPad using Tapatalk
 

Legendary Sidekick

Staff
Moderator
You could just cast that wave attack. Since water and ice are related, that wave-dance spell could flood the whole environment. It won't work like a nuke, but freezing or flooding could prove effective.

Given your comment, it might make sense to split each element into two, and for cards, separate the two:

Earth: plant / stone
Water: water / ice
Air: wind / lightning
Fire: fire / uhhhh..........???? I've already had stuff like the hearth and phoenix arrow. So fire has a gentler side. I just need to call it something. Maybe "light" or "divine flame" or...


Anyway, keep Wave-Dance. It'll flood an area, where an ice spell will freeze an area. Though technically, you're on swampy ground, a flood of pure water should do something. Same effectiveness if you want to manipulate the current.
 

tbgg

Dark Lord
Ditto on light as the alternate side of fire. I definitely like the idea of each element having two separate aspects.


Sent from my iPad using Tapatalk
 
Last edited:

tbgg

Dark Lord
For 5 water spells, here would be my suggestions:
Wave Dance - unleashes a flood of water to do something (or allows for the manipulation of nearby water)
Freeze - freezes any nearby water to allow for travel by ice, or to stop or slow down a water-bound enemy in some way.
Underwater Breathing
Ice Armor
Ice Blade

So maybe Wave Dance for Level 1, Ice Blade for level 2, Underwater Breathing for level 3, Ice Armor for Level 4, and Freeze for Level 5?


Sent from my iPad using Tapatalk
 

Legendary Sidekick

Staff
Moderator
I'll try to work this out before you level up again. This^ is helpful. Only thing I'd do different is add a water spell so you alternate between water and ice.
 

Legendary Sidekick

Staff
Moderator
I take it back. I'd use those exact levels!

It works with what I had planned for Lv.3 spells--it just ties elements to everything.

1/5 = spells that affect the environment
2/4 = spells that arm and armor you with the elements
3/6 = that third thing I'm suspiciously quiet about
 

tbgg

Dark Lord
@LS: Now you just confused me. If Kell has 4 Magic dice, what's this business about rolling the spell level? Am I rolling 4 dice, or am I rolling 2?


Sent from my iPad using Tapatalk
 
Top