So here's some ideas as they come to me:
- I like the idea of a simple system, with flexibility and depth. In The Emperor's Name seems to have just the right balance of both - I'll maybe use it as a base, or use a similar "Grit" system.
- Although I'd rename it "Heroism", or something more fantasy-appropriate.
- In keeping with that theme, units and abilities will have a set points value, to allow for easier balancing of forces.
- The idea of WYSISWG for models is pretty cool - it allows you to use just about any fantasy mini, and make a quick judgement call based on how it is armed.
- Melee should dominate - arrows or bolts could take enemies out easily in large numbers, but one-on-one it would take a pretty lucky (or skilled) shot.
- Classic fantasy races are classic for a reason - I'll keep things generic by making them as close to the standard as possible.
- However, I'll take a leaf out of Fantasy Craft's book, with a selection of special purchases or "perks" that allow players to customise their teams to closer reflect various famous interpretations of these races. (For a points cost, or replacing other special abilities).
- While there will be standard, more powerful Leader units for each Race, there will also be recruitable mercenaries - Adventurers. I'll keep them somewhat cliche (like the Elven Ranger, Halfling Thief, etc). They'll have some unique abilities, be a little tougher and cost a little more because of it.
- I might even include a way to create your own Adventurers, a list of special qualities and abilities along with points costs, to allow players to run a whole adventuring party through some classic "dungeon crawl" scenarios.
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