#2: Oct 7th 2011 at 8:12:02 PM
Oh yes. I am all over this shit. Sign me up.
Though I recommend expanding the list of damage types. Doesn't feel like there's enough room for creativity.
Here's what I recommend: Burning, Freezing, Energy, Crushing, Cutting, Toxic, Corrosion, Psychic, Dark.
I also recommend that the Abilities be given a "Origin type" - things like mundane, magical, divine, technological, biological, etc. I could think of an ability that, say, nullifies Magical abilities in the area through a mana dampener.
edited 7th Oct '11 8:29:05 PM by Aniventerie
Need a tall, brawny fella to come by and inspect your pickle? Perhaps I may be this fella.
OmegaShadowcry
Spooky Scary Boneheaded Man
from The Arena
Since: Mar, 2013
Relationship Status: Gay for Big Boss
#3: Apr 18th 2013 at 6:54:49 PM
Dibs, if I can find the time for this.
"The Stick has sentimental value. It's like an enormous, hideous teddy bear we can kill things with." -rikalous
OmegaShadowcry
Spooky Scary Boneheaded Man
from The Arena
Since: Mar, 2013
Relationship Status: Gay for Big Boss
#4: May 19th 2013 at 9:30:26 AM
OUT OF THE GRAVE, AMAZING THREAD!
"The Stick has sentimental value. It's like an enormous, hideous teddy bear we can kill things with." -rikalous
Total posts: 4
DISCLAIMER: I wrote the rules for this up in about two hours yesterday, and a such there are probably massive problems/Game Breakers/things that are left out. If you see one, let me know, and I'll fix it.
Alright, to start out, this is going to be slightly different than most forum games. It's a little complicated, but I'm hoping that won't turn too many people off. It's a game for five people- four players and a GM (me). The four people will sign up and the slots will be given out on a first come, first served basis.
So, Imagination Wars is a PBP strategy game, set in your Imagination! A PBP strategy game is exactly what it sounds like: A turn based strategy game played by post. The fun part is this: Because Imagination Wars takes place in your Imagination(!), you can create any unit you can think of, as long as you have the Imagination Points (IP) to pay for it. Here's how it all works out-
There are two ways to win imagination wars. The first is to destroy all of your opponents fortresses. The second is to have the maxium amount of units out (10) while your opponents all have zero.
The basic rules-
More details:
UNITS:
CREATURES:
Damage from a Special Attack is unaffected by your ATK. You purchase damage when buying the attack for IP.
To make an attack, choose what type it is. Ranged attacks have a base IP cost of +5, Cone has +10, and Area has +20. Then, choose the amount of damage you want the attack to deal. For a ranged attack, the cost is +2 IP for every 1 damage, for a cone it's +5, and for an area it's +10.
Finally, you choose your range. Your range is automatically set to three, and you can keep it at this if you choose. If you choose to increase it, it cost +Base cost for every +1 range. So for a Ranged attack it's +5 per range, for cone it's +10, and for area it's +10.
Finally, you choose the Damage type from on of the weakness/resistance types mentioned above.
Example: A ranged attack would cost +5 to start, then +10 if you wanted it to deal 5 damage, then +10 if you wanted it to have a range of five, for a final increase of 25 to the Units IP cost.
BUILDINGS
- Buildings cannot move, or deal damage in any way.
- Buildings have two stats, HP, which starts at 50, and DEF, which starts at five. They act the same way as they do for a Creature.
- Your fortress is a special building that doesn't count towards your Unit limit and has HP 100, DEF 5, The ability “You gain 10 IP each turn”, and the ability “If this is destroyed, you lose the game”
- The main point of buildings is abilities. Unlike creatures, a building can have any number of abilities
- The ability cost for a building is the same as for a creature
THE TURN • In each turn there are two phases- build and act • In the build phase • * Declare if you want to start building a unit, and the details of the unit • * Put any units that have finished construction into play • * Note that you can only build a Creature in your start zone, and a building with three units of a creature. • In the act phase: • * For each creature • ** Move if desired • ** Attack or use an ability if desired • Combat: There are two types of combat, normal and special. In special you use a special attack. In normal, you attack a unit in one of the eight surrounding units. • * Normal: Pick a unit in the eight squares surrounding the attacking unit. Roll a d6, and add the result to the attacking units ATK. Then subtract the defenders DEF from the result, and the final number from the defenders HP • * Special: You can only perform a special attack if you do not move in the same turn and didn’t use a special attack last turn. Perform it the same way as a normal attack, except the possible targets are different and you use the special attacks damage instead of the attackers ATK. At the end, before subtracting from the defenders HP, multiply the result by any applicable weakness/resistances.Final note: There will be a board. I will be drawing it, and it will be awesome.
edited 5th Oct '11 10:03:17 AM by LolipodDistortion
Underneath the bridge The tarp has sprung a leak And the animals I've trapped have all become my pets