BrikwaRPG(Collette's version is finished, and probly better)
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- Killer Karetsu
- Galidor
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Re: BrikwaRPG
Orcs could get the "ugly" trait (when talking to anyone else than orcs...or maybe even then)
Good trait: Inspiring: Allies within 3 inches get +1 to skill
Not sure about this. Could be overpowered.
Good trait: Inspiring: Allies within 3 inches get +1 to skill
Not sure about this. Could be overpowered.
NO!THERE ARE NO POLAR BEARS IN FINLAND!!!
- Silverdream
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Re: BrikwaRPG
It would be really hard to keep yourself and your allies within 3 inches of each other, and explosives are given an advantage.
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- Champion
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Re: BrikwaRPG
I came up with a simple rule for leveling up. its like, each time you defeat an enemy unit, you gain the amount of CP cost of the defeated enemy. Other things that characters do that are generally awesome should get some points. the players all agree on how many points the particular minifig should get, via a what i say goes roll perhaps. After you get a certain amount of points, you progress to the next level. the only problem is that this system involves writing things down and the possibility of remembering numbers.
what do you guys think?
what do you guys think?
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- Legofighter
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Re: BrikwaRPG
Fix'dSilva wrote:Good TraitFeminist Cost 1. Has -1 to damage if using melee weapons but is less likely to get attacked
Last edited by Legofighter on Sun Aug 12, 2012 1:52 pm, edited 1 time in total.
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- Legofighter
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Re: BrikwaRPG
Also, ideas:
Race:
Elf:
Basically, anybody who read the books or watched the LOTR movies knows what it is.
Tall, handsome guys who are immortal. They are wise, patient and speak some strange
language: Elvish. They get Old Timer, Reluctant Warrior and Assasin by default.
(bad)(cost-1)Trait:
Old TImer: Basically same thing as Old, except that the character is
not old. He's just the typical guy "All was better when I was younger".
(you could call this "reluctant to new technology")
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- Silverdream
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Re: BrikwaRPG
Sexism,Legofighter wrote:Fix'dSilva wrote:Good TraitFeminist Cost 1. Has -1 to damage if using melee weapons but is less likely to get attacked
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Re: BrikwaRPG
level up
Lvl 1 - 0exp - 1d6
Lvl 2 - 7exp - 1d6+1
Lvl 3 - 14exp - 1d6+2
Lvl 4 - 21exp - 1d8
Lvl 5 - 28exp - 1d8+1
...and so on.
I personally feel HP would be to hard to keep track of. Death,= -1 to lvl. Dying on lvl 1 means either a save roll or you suck now die. My reasoning is that its an RPG and atleast in my eyes it should be planned to be a long game. Or atleast your character should live on thru multiple games.
Like any RPG starting weapons should suuuuck. Leaving room for finding better weapons/armor/skill boosting items.
EXP
Minifig - 1exp
Creation - 1exp per SP
Hero - 2exp per HP
Lvl 1 - 0exp - 1d6
Lvl 2 - 7exp - 1d6+1
Lvl 3 - 14exp - 1d6+2
Lvl 4 - 21exp - 1d8
Lvl 5 - 28exp - 1d8+1
...and so on.
I personally feel HP would be to hard to keep track of. Death,= -1 to lvl. Dying on lvl 1 means either a save roll or you suck now die. My reasoning is that its an RPG and atleast in my eyes it should be planned to be a long game. Or atleast your character should live on thru multiple games.
Like any RPG starting weapons should suuuuck. Leaving room for finding better weapons/armor/skill boosting items.
EXP
Minifig - 1exp
Creation - 1exp per SP
Hero - 2exp per HP
Re: BrikwaRPG
Sorry for double post my phone sucks for posting.
CP
Traits cost x cp. Your character must start at less than or equal to x. (Haven't figured out how much because I don't use cp. Something equal to the cp cost for a fig with a two handed weapon and armor.)
Favoring comedy and randomness so you could start with a badass character with ossum armor and weapon but he's a total moron and has to rely on luck to get by. Due to all the bad traits you'd have to take.
Total allowed cp should also increase per level by 1 allowing you better shit/spells to use. Level decrease would force player to lose better weapons/spells until their Max cp limit is met again.
Or have lvl requirements to certain weapons/armor/shit.
Just some thoughts.
CP
Traits cost x cp. Your character must start at less than or equal to x. (Haven't figured out how much because I don't use cp. Something equal to the cp cost for a fig with a two handed weapon and armor.)
Favoring comedy and randomness so you could start with a badass character with ossum armor and weapon but he's a total moron and has to rely on luck to get by. Due to all the bad traits you'd have to take.
Total allowed cp should also increase per level by 1 allowing you better shit/spells to use. Level decrease would force player to lose better weapons/spells until their Max cp limit is met again.
Or have lvl requirements to certain weapons/armor/shit.
Just some thoughts.
- Legofighter
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Re: BrikwaRPG
Fix'dCytheran wrote:level up
Lvl 1 - 0exp - 1d4
Lvl 2 - 7exp - 1d4+1
Lvl 3 - 15exp - 1d4+2
Lvl 4 - 24exp - 1d6
Lvl 5 - 34exp - 1d6+1
Lvl 6 - 45exp - 1d8
and so on...
That is better
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Re: BrikwaRPG
D4 to start is pretty rough. A 2 handed weapon would almost never hit. Plus your first three lvls would have no critical bonus and it would make useless useless.
- IVhorseman
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Re: BrikwaRPG
Agreed - but 1d6+2 (avg. 6) is actually better than 1d8 (avg. 5). You'd better get an ability every fourth level.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: BrikwaRPG
That's why I proposed a cp limit system. You get the opportunity to carry more/better equipment but you lose a bit of skill in a sense every couple turns.