Subject:
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Re: Elements of a brick oriented RPG
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Newsgroups:
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lugnet.gaming
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Date:
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Tue, 14 May 2002 06:48:07 GMT
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Viewed:
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3156 times
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In lugnet.fun.gaming, Frank Filz writes:
<Major snippage>
>
> Frank
If you ask me, and this is just my opinion, a great set of movement based rules
would be one following the Playstation game Final Fantasy Tactics.
Here's how it works, and would translate to lego, in my mind.
Each character takes up a 2x2 stud location on a game board. Every game board
uses a 2x2 style to its terrain, so that no board would lack a place for a
character to stand.
Each character class (wizard, warrior, etc.) would have a set amount of
movement spaces, one movement space would be one 2x2 square. A character can
only move in one of the four cardinal directions, so thus moving in a diagonal
would use two movement spaces.
A character would have the choice of either moving and attacking, or attacking
and moving, and the character would have the option of using all, some, or none
of their movement spaces.
Each character class also has a terrain height climbing limit. A wizard would
have a much lower amount of terrain height that it could scale (like one or two
bricks) compared to say, a dragoon class character (scaling more like 4 or 5
bricks, or more, even to unlimited height abilities).
Any character could hit an enemy in any of the eight squares surrounding it,
height permitting, and if they had a longer ranged weapon, say like a pike,
they could hit much farther. Ranged attacks like throwing or spells could be
represented by circles or tiles around the character, and their area of effect
would be based on where they target.
Movement would be turn based, and the order would be determined initially by
comparing dexterity, and then further effected by any spells or items in play.
Of course a set of rules like this would require every environment the
characters that interract in be made up of brick and be porportional to the
figs, which would be brick intensive. But its just a suggestion
--Anthony
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