Same.RedRover wrote:I wish this came back
My BrikwaRPG Playtest (Gametime!)
Moderators: BrickSyd, Kommander Ken, Duerer, Elmagnifico
Re: My BrikwaRPG Playtest (Gametime!)
Empire of Luchardsko WIP wiki pageBrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."
Re: My BrikwaRPG Playtest (Gametime!)
R.i.p oh well, i suppose some other people have taken up the concept too
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Re: My BrikwaRPG Playtest (Gametime!)
Woah,
I had completely forgotten about this...
and now it's GONE!
I had completely forgotten about this...
and now it's GONE!
3... 2... 1... DRAGONS!
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Re: My BrikwaRPG Playtest (Gametime!)
I mean, it's still here. He might come back to it eventually.
Re: My BrikwaRPG Playtest (Gametime!)
Could we get this stickied for future generations?
Re: My BrikwaRPG Playtest (Gametime!)
Please?RedRover wrote:Could we get this stickied for future generations?
My Factions/My Battles/My Painting and Modelling Adventures
A mind without purpose will wander in dark places
A mind without purpose will wander in dark places
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Re: My BrikwaRPG Playtest (Gametime!)
Man, this was amazing. Oh well,
TheVengefulOne wrote:If you mean Concave Dolphin could benefit from being run over by a tank, I think they already have.XxXTheEdgiestMemeXxX wrote:>I believe Concave Dolphin is a very balanced and well-rounded team. However, Concave Dolphin could benefit from a healer and a tank.
Re: My BrikwaRPG Playtest (Gametime!)
Thought about it but I recall we had that discussion about letting others decide for themselves what they like, just a year ago. So I personally limit stickies to the winner of the most current battle contest.RedRover wrote:Could we get this stickied for future generations?
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- BriksKrieg
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Re: My BrikwaRPG Playtest (Gametime!)
I realize this is a few years old, but if possible I'd like to try and revive this topic, and add my own character to the mix.
Hmmmm did not occur to me to check the other 40 some pages of the thread. Hmm. Anyway, if anyone is doing an RPG, hit me up.
Hmmmm did not occur to me to check the other 40 some pages of the thread. Hmm. Anyway, if anyone is doing an RPG, hit me up.
Tzan wrote:The STFU looks like its positioned at the tip of the galactic penis.
ninja_bait wrote:I am vaguely aware that head pats are a weeb thing and weeb things are usually lewd
Re: My BrikwaRPG Playtest (Gametime!)
^ Merged two of your posts into one. Bear in mind that you can edit you own posts, in case you want to add something to them.
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Re: My BrikwaRPG Playtest (Gametime!)
Yeah, gud point.Duerer wrote:^ Merged two of your posts into one. Bear in mind that you can edit you own posts, in case you want to add something to them.
Ill keep that in mind for later.
Tzan wrote:The STFU looks like its positioned at the tip of the galactic penis.
ninja_bait wrote:I am vaguely aware that head pats are a weeb thing and weeb things are usually lewd
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Re: My BrikwaRPG Playtest (Gametime!)
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Re: My BrikwaRPG Playtest (Gametime!)
Whut?? I assure you, I have 0 idea whut your talking about...Kommander Ken wrote:
Tzan wrote:The STFU looks like its positioned at the tip of the galactic penis.
ninja_bait wrote:I am vaguely aware that head pats are a weeb thing and weeb things are usually lewd
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Re: My BrikwaRPG Playtest (Gametime!)
This battle looks on par with ZZD and other epics. Still, there's one thing regarding the rules I'd like to whine about.
If CC weapons damage here is handled like in BW2010, the Damage stat seems somewhat underdeveloped. First of all, plain +1, +2, and +3 bonuses are in some ways more reliable than more randomized +1d6. Also, melee characters may very well become overpowered by investing in both Skill and Damage stats. The Skill stat already improves your effectiveness with CC weapons, and adding even more damage makes CC oriented builds seem ridiculously strong. For ranged characters, on the other hand, adding Damage to your firearms feels out of place, it's more fitting for a ranged weapon to receive such bonuses via weapon upgrades rather than character leveling up. But then again, should Damage stat affect only Close Combat attacks, it becomes really narrow-focused.
IMO, the Damage stat could be replaced with perks that are tied directly to hero's weapons or specialties. For example, during Level Up, if a player wants to get one perk, they may choose a ranged combat perk if they have a ranged weapon, a close combat perk if they have a CC weapon, a defense perk or a specialty perk, be it bonuses to Compensating, Stealth, Tracking, Pathfinding and so on.
Other than that, this ruleset is pretty great. Hope you'll return and finish this playtest, it's a great read.
If CC weapons damage here is handled like in BW2010, the Damage stat seems somewhat underdeveloped. First of all, plain +1, +2, and +3 bonuses are in some ways more reliable than more randomized +1d6. Also, melee characters may very well become overpowered by investing in both Skill and Damage stats. The Skill stat already improves your effectiveness with CC weapons, and adding even more damage makes CC oriented builds seem ridiculously strong. For ranged characters, on the other hand, adding Damage to your firearms feels out of place, it's more fitting for a ranged weapon to receive such bonuses via weapon upgrades rather than character leveling up. But then again, should Damage stat affect only Close Combat attacks, it becomes really narrow-focused.
IMO, the Damage stat could be replaced with perks that are tied directly to hero's weapons or specialties. For example, during Level Up, if a player wants to get one perk, they may choose a ranged combat perk if they have a ranged weapon, a close combat perk if they have a CC weapon, a defense perk or a specialty perk, be it bonuses to Compensating, Stealth, Tracking, Pathfinding and so on.
Other than that, this ruleset is pretty great. Hope you'll return and finish this playtest, it's a great read.
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.
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Re: My BrikwaRPG Playtest (Gametime!)
Generally, CC has more raw power than range because range always has the advantage of not needing to cover as much ground in order to get attacks in. Plus, games that become too shooty tend to be a little less interesting in general since people would rather hide behind cover and hold their sight lines rather than charge the enemy for death and glory. When more actions are taking place on the battlefield, the players become engaged more and have more fun as a result.Texhnophille wrote:This battle looks on par with ZZD and other epics. Still, there's one thing regarding the rules I'd like to whine about.
If CC weapons damage here is handled like in BW2010, the Damage stat seems somewhat underdeveloped. First of all, plain +1, +2, and +3 bonuses are in some ways more reliable than more randomized +1d6. Also, melee characters may very well become overpowered by investing in both Skill and Damage stats. The Skill stat already improves your effectiveness with CC weapons, and adding even more damage makes CC oriented builds seem ridiculously strong. For ranged characters, on the other hand, adding Damage to your firearms feels out of place, it's more fitting for a ranged weapon to receive such bonuses via weapon upgrades rather than character leveling up. But then again, should Damage stat affect only Close Combat attacks, it becomes really narrow-focused.
IMO, the Damage stat could be replaced with perks that are tied directly to hero's weapons or specialties. For example, during Level Up, if a player wants to get one perk, they may choose a ranged combat perk if they have a ranged weapon, a close combat perk if they have a CC weapon, a defense perk or a specialty perk, be it bonuses to Compensating, Stealth, Tracking, Pathfinding and so on.
Other than that, this ruleset is pretty great. Hope you'll return and finish this playtest, it's a great read.