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Old 03-23-2006, 12:28 PM #12
Dersham
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Cool

Quote:
Originally Posted by chaosdjinn
I guess a way to make this truly work in a 3d environment is to adopt a miniatures perspective overlapped with a RPG. If you used the physical measurements such as used in Warhammer, it would make alot of sense in addition to the inherent abilities you've already developed. Transferring your skills/attributes/abilities to the physical nature of combat as in Warhammer would be an amazing synergy.

Imagine rolling for Zartan's chameleon influence in terms of charisma level from an rpg perspective overlapped with the physical ranges used in warhammer (or any other tabletop miniatures game) for weapon range, rate of fire, defense, etc., etc.


Well I did that pretty much. Mind you I haven't really included Zartan's chameleon influence but I'd just give him a Disguise Skill bonus for his inherent physical abilities. Or something like that. Anyway what you've described with using the RPG elements into a physical element is my game to a tee. Except that combat is different, its a little tough to explain without getting into great detail but lets just say that nearly everything is possible within a limit. Each character per turn generates what I call Action Points which they spend to do a multiple amount of different actions which is really the defining point in molding the RPG and wargaming (warhammer if you prefer) elements together.
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