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BrikWars 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."
Bragallot wrote:Falk wrote:Does parry mean that it parries everything or just 1d6 dmg?
It means it can parry OTC's and unlikely sorts of damage like falling damage, explosions... for 3d6. Which is incredibly powerful of course, but look at what happened to Prince Vinambre or any of the other Beamsabre / Claymore - wielding heroes in Killing Time... shit rolls can still ruin your day and you still have to make the skill roll.
Cytheran wrote:Bragallot wrote:Falk wrote:Does parry mean that it parries everything or just 1d6 dmg?
It means it can parry OTC's and unlikely sorts of damage like falling damage, explosions... for 3d6. Which is incredibly powerful of course, but look at what happened to Prince Vinambre or any of the other Beamsabre / Claymore - wielding heroes in Killing Time... shit rolls can still ruin your day and you still have to make the skill roll.
That makes OTC seem worse than a Nova Sword. Im used to can't trumping can. So when I see can't be parried I think can't be parried. But everyone loves fudge and that's probably why everyone has their own rules for such things.
BrikWars 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."
Warhead wrote:my head burns with War.

Quantumsurfer wrote:See, and that's what I was thinking, hearkening back to older systems. The game has a built in and scalable system for handling just these sorts of questions in Construction Points. Why not template or standardize advanced weapon construction. Chunks of it are already there in the underlying design philosophy for special creations for 2005 and even sometimes overtly in the weaponry chapter of 2010. So you could sort of assign CP costs to advantages, such as extra damage, the ability to ignore parry, armor, or some other defensive measure, the ability to cause Disruption, the ability to return to wielder after thrown, etcetera. You could similarly assign CP discounts based on lesser damage, higher URs, a grinding damage effect on the user, etc. Then just assign the final modifier to the base price of a weapon design and call it a day. And if you come up with a new idea for a cool special weapon, you could just reuse the system to make it. I mean, I imagine the effects would need to be playtested in your own games to see if they're balanced, or if they're something you enjoy using, of course, but it seems worth doing once.
BrikWars 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."
IVhorseman wrote:Oh it's been made before. The problem becomes remembering which troops have which stats for which guns, and with 10+ different custom guns floating around a battlefield, it's pretty easy to lose track of one.

Warhead wrote:my head burns with War.

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