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 Post subject: IOTS: General Things to Consider
PostPosted: Wed Sep 17, 2008 6:27 pm 
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Joined: Thu Oct 11, 2007 2:59 pm
Posts: 1287
Location: all your proxies are belong to us
It has been a long standing "desire" of mine to use the teeming number of Mage Knight figures we have and resurrect them for use once more. Not only that, but some of us also play with figures of different games, and it would be more than awsome to be able to actually use the figures we spent our koku on

That said, here are my premature comments:

The way i see it now, there are some main issues that needs resolving before going on to more detailed stuffs (like figuring out what abilities your figure gets)

Figure Bases:
This issue needs to be one of the first to be brought a solution to, because this will determine if we can use figures from different kinds of game manufacturers/game titles. Case in point: mage knight figures are round dials (I believe a little over one inch na sha), while Warhammer figures use square bases.

Movement:
Heroscape uses hex tiles for movements, while Warhammer uses measuring cords, and Mage Knight Dungons (a variant of Mage Knight) uses a pre-printed map depicting a setting with square grid on them. The question is: Which system would be best for IOTS? (of course, for Mage Knight the best system would be the measuring cords, but that’s for Mage Knight. Think of “what’s best for all these hodgepodge figures in this here table?”

Uniformity of Units
What I mean by this is that, for the sake of beta-testing and simplicity, I suggest that we all field the same number of figures on our first few games.

i.e. we all have the same number of archer units, the same number of infantry skirmishers, pikemens, elite soldiers, generals, etc.

All archers will have the same abilities, all melee skirmishers will have the same movements, etc, all generals will have the same powers. Okay, well, maybe not the generals.

We can figure out how to specialize/distinguish/add the flair of uniqueness later, AFTER the initial game. Actual playtest here would prove better than ideas for the first one or at max, two games.

Base Stats
Quote:
Movement: base movement
Weapon Skill: base attack
Dodge: base defense
Power: damage value
Defense: damage resistance
Iniative: order of attack
Attacks: number of attacks that the model has
Wounds: number of hits before you die
Leadership: number to maintain before flee like a cowardly dog.

Having read Raf's Warhammer book, i can say that this is based on the Warhammer figures stats. And I’m really so game for this that I can start—well, right now! But I also need to present to ya’ll another perspective from a Mage Knight player.
Quote:
Movement: base movement
Weapon Skill: base attack
Dodge: base defense (or we can just call it, Defense)
Power: damage value
Wounds: number of hits before you die


Base stats are the foundation of any figures, for any game line. And abilities for each individual figures will then evolve from those base stats.


Point Cost:
Uniformity of Units (see above) will eliminate the nagging, constant problem: Point Cost for each figures.

Sa mga professional game companies, I would bet the right portion of my soul that they have a formula for making a point-cost balanced figure.

We are just enthusiasts, and therefore, point-costing will be a very subjective matter.

Making a formula for Point Cost would eliminate this, but take note: the Point Cost point I am talking about only involves Base Stats.

Pag abot sa Figure Abilities (not to be confused with Base Stats), mejo mabudlay-budlay na gawa, UNLESS once again we have a pre-agreed point cost formula for Abilities (like Flying adds 3 point costs, that sort of thing. Master Raf knows this very well ka yang Warhammer ya—unlike Mage Knight—is flexible on their point-cost system)

Okay, I thank my office for letting me use their electricity and internet connection in the pursuit of IOTS. Gotta go to MSIS na!

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 Post subject:
PostPosted: Wed Sep 17, 2008 10:37 pm 
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Joined: Thu Nov 22, 2007 1:18 pm
Posts: 412
Location: Booty Bay, Strangletorn Vale
Sorry guys, because of work (and the impending doom - one month nalang) and the amount of travel I'm doing this month (and the months to come ... sheesh), I didn't have time to put together a structure for the game (that which is called IOTS!).

But I do have the barebone basics, all I need to do is the fluff and storyline (and believe me, creating something from ground up is as painless as pulling your intestines out). But for the hardcore IYUTS ... I mean IOTS gamers of course, I already have the done the factions. To wit:

The Shield of Al-Harraz - priests and paladins
The Guild of Tellen's Eye - assassins and thieves
The Alliance of the Red Sun - mages, sorcerers and mystics
The Hand of Gorehammer - barbarians
The Black Unicorn - rangers and druids
The Sunspear Legion - soldiers
The Greycloaks of Spine Mountain- mercenaries

Each faction has it's own quirks and capabilties and will comprise mostly of what's their faction all about.

So what do this factions mean? Well, I decided to give everyone access to the same models/creatures. But if you're part with a certain group you gain extra abilties (like ogres joining up with the Alliance of the Red Sun get Fire Hands, extra damage on a roll of six etc.). That way, eveyone can use any fig he likes and each fig will have SAME stats BUT will have different abilities depending on their faction.

So far, I've worked out the basics like to hit, to wound etc. but I need to work out the abilities next. I'll probably try to finish it by next week.

Raf
- does the happy hamster dance of doom

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