www.heresyminiatures.com (Go To: Heresy Homepage) > Netherhells
Help Playtest the new version of the Netherhells Game! (It's simple and easy)
Big Boris:
@Bruenor: ta!
@Ryan:
ta to you too. As for points, you don't buy them like you would a 'balanced army' type game. You just choose whichever Hero suits your play style and of you go. With the exception of the Halflings, they should all have any deficits made up for by benefits in other areas. For instance, magic users are generally poor at combat. The barbarian is a powerhouse in combat, but has no magic or ranged attacks. He's going to attract a lot of arrows. Hopefully I've got the numbers about right, but playtesting is what needs to be done to see who's too powerful and who's a pointless waste of time. (I've already re-thunk a few stats on the monsters side of things eg given zombies Health 3 and DR3 instead of Health 6 and DR 2. Wanted them to be of the chop bits off anf they keep going variety but suspected they might end up unstoppable)
I've also thought of about 50 things I missed off the list of stuff. Including Vampires, most surprisingly.
In terms of playtesting as is, the idea would be to set up a few 'rooms' for a party to try out: half a dozen basic enemies in each one, with one character in every other room. So in the first room, 6 kobolds and a kobold leader. In the next, a few kobolds,a shaman, and a leader. then try the heroes against a handful of goblins and one orc (Orcs are like evil barbarians almost at the minute. I've toned them down a bit this morning, making them health 3 and ar/dr 3)
If the ehros are still going at 100%, then they might be a bit too powerful. They should certainly have lost a few damage points by now. Try them against an ogre. If they cream it, try them against a troll.
I haven't put in any rules for wandering monsters etc yet. I'd go with somethign like: At the end of every Player round (all heroes have had a turn), the current leader (the player who rolled to go first) rolls a dice and if they get a Darkness symbol, up pops a small group of Enemies to fight. EG 3 goblins and an orc
Ryan:
no what i meant was that the hero's don't seem to be made from the same amount of points, (add all stats and skills) human fighter comes to 28 points, human ranger comes to 31
using a set amount of points/ or a points buy system like in DnD is how our gaming group always works out characters to save some being overpowered
just something to think about, personally i feel halflings should be underpowred, but humans elf's and dwarfs should be made from the same amount of points
also some skills/attributes may be worth more than one point, depending on how good they are and what range of things they can be used for
Big Boris:
Yeah, I spent three days working stuff out from points last week. The more I got into it, the more complicated it all became. In the previous, Advanced system, the AR rating was worked out from a combination of Combat, Strength and Determination, divided by 3. Everyone had around 30 points spent on their varous stats. In the end, everyone worked out at about AR 4 (even halflings as they have high DET.)and there was no variation at all. So I gave up and thought sod it, let's just do it acapello. Worked them all out in my head, as I went, based on what felt right. I'm assuming that AR and Dr are going to be the most important stat, but I don't really know just how effective shooting and magic are going to turn out to be. (That's where the Health point levels of the Enemy really come under scrutiny). The Ranger types should prove to be just as effective as fighters as they can pop off a shot or two from a distance and also handle themselves well in combat.
Bruenor Odinson:
Just looking at the A/R rules, and you put to discard any darkness synmbols rolled, wondered if it would amke the game too tough if any certain darkness symbols rolled cancelled one light symbol for each dark.
So say Big Boris rolls his five dice and rolls 2 skulls, 1 sun symbol, one evil Darkness symbol and one crossed out skull, so he'bumfudge the enemy 3 times.
Why not have the crossed out skulls cancel skull rolls and the darkness synbol cancel out the sun symbol, that way he's only hit once?
Would that make combat too hard?
Would work the other way for defending too, so there is a balance on both sides of the rules?
Plus the actions thing is great, but have you thought about having a set number of actions per turn period, so say you take the avarage movement as 5, them make that the allowed amount of action for each player in thier turn, so they can choose not to move, but attck 5 times if they are surrounded my monsters, or a combination of actions, say attack twice but only move 3 squares?
Plus as they advance in levels they could earn/buy more action points, as the levels get harder, and monsters/foes get tougher.
Give monsters a set level of attack and movement tho, or that pesky Orc could wipe out the whole party in one round. :jawdrop:
Big Boris:
Remember, too, that this is supposed to be the 'play out of the box' version of Netherhells - there's no advancement, no experience, none of that stuff. So the stats are a snapshot of seasoned veterans midway through their heroing career, really. Equally, the rules can't get too complicated or confusing, hence the dice as are - Light is always good for the good guys, Darkness always good for the bad guys. What I really wanted was a custom d8 or d10 so I could stick to skulls/X=wounds/not wounds and not have to use the Symbols for that, but they wanted £2,000+ just for the tooling for the dice....so that ain't gonna happen!
Advanced Netherhells will cover experience and suchlike, and proper character generation will be part of that. I did think of having a set number of actions per turn. 2. ;) I had this thing in the first draft where you had a stat for actions, but people felt it was confusing or womething. This way will do for now. If during the playtesting you do, you all feel that the game is seriously lacking becuase there aren't people running around like the Flash doing dozens of actions in the space of a few seconds, then do say so. But if you could give the game a fair crack of the whip as is, then we've got somewhere to work from and can start tweaking things one at a time. It should run OK, the thing that will most likely slow it down is the toughness of monsters.
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