RTGoodman
2011-02-24, 02:12 AM
(I'm not really sure if this is the right section for this, but it's the closest I could figure.)
I've been trying to find a new game for our historical gaming group at my university to play for at least one of our meetings this semester, and while watching "Spartacus: Gods of the Arena" the other night I decided a gladiatorial combat miniatures games would be really cool. Instead of using one of the older "classic" miniatures systems, since a lot of them either don't fit or are supposed to be for large battles, I've decided to take the chassis of 4E combat mechanics as the basis for the system.
My question is: What changes do I need to make to convert the 4E combat mechanics to a strictly (player-versus-player) miniatures game?
My first thought is that I need to change hit points. A suggestion from someone on Twitter was to remove HP completely and replace damage with light, medium, and heavy wounds. I don't know that I like that. I was thinking of keeping attack powers (which would be at-wills and encounters, and "signature moves" instead of dailies) the same for damage and effects, but changing HP. Any suggestions on this?
And in general, is there anything I'm missing in PvP 4E combat that could cause trouble?
For characters themselves, I've come up with five classes for the types of gladiator. I still need a differentiating mechanic or theme for at least one, though.
Gladiator Types:
1. Samnite/Myrmillo: Standard sword-and-board (gladius-et-scutum?) gladiator. I'm thinking powers that use shields heavily and maybe higher Armor than others.
2. Retiarius: Net and trident "fisherman." Has different powers for each weapon, allowing stabs with the trident and net-throwing to immobilize or restrain opponent.
3. Thracian: Uses shield a "Thracian sword," either a dagger or shortsword. Maybe more mobile and Rogue-like?
4. Galli: Uses a long lance/spear and small shield. Not sure of a shtick here.
5. Dimachaeri: Uses two swords. Gives up defense for more offense, probably based on melee Ranger.
The final thing I've been thinking is giving each gladiator a "Cinematic Move" encounter power that the player can use to do something cool like run up the wall and leap back on his opponent, or do a slow-motion jump-in-the-air kind of attack, or whatever. Maybe require Acrobatics/Athletics check? Or should I get rid of Skills completely?
So yeah. Any ideas?
I've been trying to find a new game for our historical gaming group at my university to play for at least one of our meetings this semester, and while watching "Spartacus: Gods of the Arena" the other night I decided a gladiatorial combat miniatures games would be really cool. Instead of using one of the older "classic" miniatures systems, since a lot of them either don't fit or are supposed to be for large battles, I've decided to take the chassis of 4E combat mechanics as the basis for the system.
My question is: What changes do I need to make to convert the 4E combat mechanics to a strictly (player-versus-player) miniatures game?
My first thought is that I need to change hit points. A suggestion from someone on Twitter was to remove HP completely and replace damage with light, medium, and heavy wounds. I don't know that I like that. I was thinking of keeping attack powers (which would be at-wills and encounters, and "signature moves" instead of dailies) the same for damage and effects, but changing HP. Any suggestions on this?
And in general, is there anything I'm missing in PvP 4E combat that could cause trouble?
For characters themselves, I've come up with five classes for the types of gladiator. I still need a differentiating mechanic or theme for at least one, though.
Gladiator Types:
1. Samnite/Myrmillo: Standard sword-and-board (gladius-et-scutum?) gladiator. I'm thinking powers that use shields heavily and maybe higher Armor than others.
2. Retiarius: Net and trident "fisherman." Has different powers for each weapon, allowing stabs with the trident and net-throwing to immobilize or restrain opponent.
3. Thracian: Uses shield a "Thracian sword," either a dagger or shortsword. Maybe more mobile and Rogue-like?
4. Galli: Uses a long lance/spear and small shield. Not sure of a shtick here.
5. Dimachaeri: Uses two swords. Gives up defense for more offense, probably based on melee Ranger.
The final thing I've been thinking is giving each gladiator a "Cinematic Move" encounter power that the player can use to do something cool like run up the wall and leap back on his opponent, or do a slow-motion jump-in-the-air kind of attack, or whatever. Maybe require Acrobatics/Athletics check? Or should I get rid of Skills completely?
So yeah. Any ideas?