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Arthadan

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Everything posted by Arthadan

  1. To keep things simple, we have 8 scenarios but there is one specific for each hero, meaning each hero will play 6. Characters start at level 0. Level 0 takes away ione skill from their hero sheets, as they are young inexperienced adventurers. After 1-2 scenarios, they will reach level 1. At level 1 they will be as they come in the hero sheets. By the end of the campaign (having played at least 4 scenarios) they'll turn level 2. Level 2 is the last one and they'll gain a new skill. I think it adds some "campaign" flavour with hero progresion, but at the same time we keep things simple and easy to manage.
  2. In this scenario, heroes are supposed to level up during the campaing, reaching level 2 (the highest in the campaing). The effect of gaining levels is getting new skills (with no exertion limit). For Conan, I suggest this one, as he should be the ultimate close combat killer: Suggestions for Subotai? I'm thinking about
  3. Yes, sure. I may need some workarounds but I can make it work.
  4. I'm using an old version of Paintshop Pro.
  5. I have the Mounted Thorgrim tile pending and the heroes level cards. Once they're done, map is next. Of course you can start with the map now, if you want. But it would be good to agree first some guidelines to define zones.
  6. I guess we should left the standard out of the first version of the scenario. We can include it in later version, when we have figured out how the rest of the elements work together.
  7. I've been thinking about the standard. I think the Mounted tiles already have a powerful attack and if we improve it, it can be an issue. I have mixed feelings about the rally thing. On one hand is a good idea, but on the other hand we don't see that in the film. Whatever it's function, it will arrive with Doom.
  8. I suggest restrict the roll for landing on your feet. Only characters with the Feline Grace skill are allowed to roll. Of course this will have no impact for the scenario, but makes more generic a reusable the Mounted Combat rules. About defending when knocked out, the attacker already has an extra . This is about the same of giving a disadvantage to the defender. But I think is vital knocking out characters can defend if Conan and Subotai are supposed to have a chance of surviving the scenario. Thoughts?
  9. @FlorentinSorry if my choice of words wasn't the most fortunate. Of course this is a collaborative effort and I see myself as another team member and perhaps coordinator, nothing more. But as a team member I have the right to chose to work on whatever parts of the project I'm more interested. Simply put, I wasn't banishing the possibility of advanced rules (nor do I feel myself entitled to take any kind of unilateral decisions like that), just saying I prefer to devote my time to work on another parts. If another team member is interested in exploring that possibility, go ahead and share!
  10. @Xaltotun you are part of the team! Your comments are most helpful and your help providing graphic reference invaluable!
  11. So, pending right now: -Comments on the last version of the Mounted Combat rules (in the previous page). - rules for the standard. I think having to check line of Sight to the standard with all every OL's characters will be too slow. Perhaps something quicker and easier?
  12. ARROWS Since missile weapons will be a great advantage in board bigger than the official size and you lot prefer the limited arrow approach, I'll go that way. Throwing weapons like javelins will have a limited range (probably as many areas as symbols obtained in the attack roll) , and missile weapons will have no range limitation.
  13. @Florentin the scenario will be released using the template to make it as close as possible to the official material. So, yes, all the rules will be compiled in a single document. DIFFERENT SCENARIO VERSIONS I'd rather make a single scenario, trying to find balance between playability and fidelity to the film. Different versions would mean separated playtesting and more work polishing balance for each, which I'm not willing to assume. Of course once released, feel free to play around with it changing things, but I won't be involved, as I prefer to focus on the campaign.
  14. I see it as a moral boost which is more or less what the Leadership skill represent.
  15. To keep things easy, it will grantthe Leadership skill to a Fang, but it needs a downside as well when he's killed. Maybe rolling and that would be the number of Fanfgs retreating?
  16. I'll do that, but I want to introduce the standard somehow. Ideas? Extend Rexor Leadership skill to adjacente areas?
  17. That could be a variation, once the scenario is released, but I think I'll stick to the standard rules here because we have already too many special rules.
  18. New version of the Mounted Combat rules:
  19. Here there are the Trap and Standard of Set campaing cards plus new back sides for the campaings cards, one for the heroes and one for the Overlord. And the standard token:
  20. Well, in this game arrows are not separated items, bows are supposed to come with infinite arrows. I rather respect the standard rule than add unnecesary complexity with optional rules for limited arrows.
  21. And another campaign card idea: The Standard of Set At the start of the furst OL turn, when miniatures are already deployed, the OL chooses any miniature from the Fangs of Set tile and places the Standard token (I have to make it) with it. If the standard bearer dies, the OL cannot get reinforcement points for the rest of the game. This and the traps should prevent the Overlord from making an all out charge for the Princess tin the first turn. Thoughts?
  22. All the tokens are placed by the heroes team before the beginning of the game. That's right. ITEMS The Asset Deck will only have javelins and potions. I think there is no need to further specify the exact item in the area. They work as chests (the OL cannot interact with them), only that a simple manipulation is enough to pick the item because the heroes know where it is and there is no lock. TRAPS They all work the same, first OL character entering the area suffers the trap damage. I think is fair the heroes chose where to place them, but these are not explosive charges with a detonator they can activate when they want. These are pits with stakes at the bottom and such. I'll keep the first entering miniature gets the damage rather than allowing the heroes to pick which one they want to harm.
  23. A little surprise, another campaing card: And this is the text: The idea is that there will be 10 areas marked with skeletons miniatures and before the game starts the Heroes will chose what to place in each. The options will be: - Item (5 areas out of 10): when a hero is in one of these areas, he can draw a card from the Asset Deck with a simple manipulation. When the item is picked, the skeleton is removed. - Trap (3 areas out of 10): with the effect described above. When the trap comes into play, the skeleton is removed. - Nothing (2 areas out of 10): this areas act as a decoy, because the OL need to approach them catiously because they could be traps. The skeleton is removed after the first Ol character enters the area. Thoughts?
  24. Said and done! Skill removed and illustration size increased.
  25. My next challenge is mounted Thorgrim, and I'm not sure about the illustration of mounted Rexor. Which one do you like best, the last one or the previous one? And another question, all Liutenants have lost one skill in their Mounted version, should the Fangs lose the as well? I think so because they are though (Defense 4) and if they protect Rexor and Thorgrim who are heavy hitters, the heroes are doomed. And last question. Minion Mounted tiles are Dismounted when they suffer 1+ Defense points of damage. For the Fangs it means they'll be Dismounted only when they suffer exactly 5 points of damage. Needless to say, this would seldom happen. I think this adds an unnecessary complexity and it would be better if only Liutenants could be Dismounted. What do you think?
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