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Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Wed Nov 04, 2015 7:22 pm
by Falk
RedRover wrote:I wish this came back


Same.

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Thu Apr 14, 2016 2:40 pm
by Robickx
R.i.p oh well, i suppose some other people have taken up the concept too  :D

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Thu Apr 14, 2016 5:58 pm
by runnybabbit223
Woah,

I had completely forgotten about this...

and now it's GONE!  :cry:

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Thu Apr 14, 2016 8:03 pm
by Quantumsurfer
I mean, it's still here.  He might come back to it eventually.

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Mon May 16, 2016 1:55 pm
by RedRover
Could we get this stickied for future generations?

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Mon May 16, 2016 1:59 pm
by bann154
RedRover wrote:Could we get this stickied for future generations?

Please?

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Fri Jul 29, 2016 9:11 am
by Legomc
Man, this was amazing. Oh well,  :necro:  :(

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Fri Jul 29, 2016 3:07 pm
by Duerer
RedRover wrote:Could we get this stickied for future generations?


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.

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Thu Oct 12, 2017 10:36 pm
by BriksKrieg
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. :studgod:

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. :studgod:

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Fri Oct 13, 2017 2:36 am
by Duerer
^ 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.

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Wed Oct 18, 2017 10:26 pm
by BriksKrieg
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.

Yeah, gud point.


Ill keep that in mind for later.

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Wed Oct 18, 2017 11:15 pm
by Kommander Ken
:troll:

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Wed Oct 18, 2017 11:24 pm
by BriksKrieg
Kommander Ken wrote::troll:

Whut?? I assure you, I have 0 idea whut your talking about...

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Thu Feb 01, 2018 8:14 am
by Texhnophille
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.

Re: My BrikwaRPG Playtest (Gametime!)

PostPosted: Sat Feb 03, 2018 6:02 pm
by Zupponn
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.

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.