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I always disliked the "grab the loot and go" style of dungeons...this can get pretty boring. Something I have been tinkering with was a whole different style of play. The first revolves around heros. The way I see it is that alot the pre-made heros are just bad. Pyramids has not been fully tested yet but just from dungeons heros, there are only a handful of viable combinations. One thing I would have liked to see was a more customizable hero. This leads to something I think wizkids should have done when it started MK out-Skill proficiency.
What I mean by this is different levels of a skill-i.e. necro 1-3. I find it rather absurd that a grave robber can raise the dead in the same level of power as a necromancer, or that a demi magus magic blast is as strong as a lich's (only their aim differs).
The way I would like heros to start out as is at base levels
human fig base would be-
90 arc
8
8
14
2
as a starting click.
Then skills would modify this. I.E. a human hero fighter that decides to take a level of say weapons proficiency would get a +2 to his attack making him a-
8
10
14
2
This would allow for hero power to grow slower and by then end for him to be a power house.
Of course, some abilities would be relegated to a certain class. I.e. a pure wizard would never be able to attain sweep but a fighter would never be able to get necromancy. Also, some skill could have prerequisites, i.e a warrior must have a level of strength to be able to get Armor lvl 3
This system makes Dungeons more like the classical RPG but still retains the MK feel (i.e the rules pertaining to LOS, rolls, and movement).
Fighter Skills-
Finesse-
lvl 1-this warrior recieves a plus 2 to its attack
lvl 2-this warrior recieves an additional plus 2 to its attack
lvl 3-this warrior recieves an additional plus 2 to its attack
lvl 4-this warrior recieves an additional plus 2 to its attack
Agility-
lvl 1-this warrior recieves a plus 1 to speed and minus 1 to attack
lvl 2-this warrior recieves an additional plus 1 to speed
lvl 3-this warrior recieves and addtional plus 2 to speed and plus 1 to attack
lvl 4-attacking costs 2 speed points; when a successful attack is made against this fig, the controller may roll 1 dice, on a 6, that attack misses the fig.
Armor-
lvl 1-this warrior recieves a plus 1 to its defense and a minus 1 to movement
lvl 2-this warrior recieves an additional plus 1 to its defense and a minus 1 to movement
lvl 3-this warrior recieves an additional plus 1 to its defense and a plus 2 to movement (negates the armor penalty)
lvl 4-this warrior recieves an additional plus 2 to its defense
Strength-
lvl 1-this warrior recieves a plus 1 to damage
lvl 2-this warrior recieves an additional plus 1 to damage
lvl 3-this warrior recieves an additional plus 1 to damage
lvl 4-this warrior recieves an additional plus 1 to damage
Rapid Strike-
lvl 1-this warrior may make an additional free attack on a successful hit, target gains +4 to its defense on second attack; this warrior recieves a minus 1 to attack.
lvl 2-this warrior may make an additional free attack on a successful hit, target gains +3 to its defense on second attack;
lvl 3-this warrior may make an additional free attack on a successful hit, target gains +1 to its defense on second attack.
lvl 4-this warrior may make one additional attack with no cost of actions or token.
lvl 5-this warrior may make two additional attack with no cost of actions or token. The third attack gives the warrior a minus 2 to attack on the roll.
Sweep-
lvl 1-this figures may attack all figs in its arc; -1 to attack
lvl 2-this figure is considered to have a 180 arc
lvl 3- +1 to attack
lvl 4-this figure is considered to have a 270 arc
lvl 5-this figure is considered to have a 360 arc
Each class will have the 4 core abilities boosting its stats then a few class specific abilities. There will also be neutral abilities like this-
Venom-
lvl 1-this figure is immuned to venom damage
lvl 2-this figure deals 1 click of damage to figs in base contact with it at the beginning of your turn.
lvl 3-this figure deals 2 clicks of damage to figs in base contact with it at the beginning of your turn.
lvl 4-figures in base contact with this fig at the beginning of your must roll 1 dice, on a roll of 5 or 6 they are considered nauseated and cannot perform an action this turn.
thats a cool idea 42. :) although it will require a lot of listing stuffs which MK was designed to do away with. still a cool idea. i would like to run something similar if our playgroup should agree to it.
i agree that dungeons should be played RPG style to fully enjoy the game. one idea i did before was to let them choose 2 sets of nons with one set better than the other, example, a set of weak, standard and tough dwarven berserkers and axeknights. your starting character will be the weak berserker, then it levels up to standard and then to tough, then goes on to become an axeknight starting with the weak lvling up to tough. and after that you can lvl up to hammerskald. :) that would have been a cool campaign but it stopped after a while.
I think the MKD Quest team has created the ultimate rpg-version of Dungeons. In my opinion, the stats concerning the figs, combat dial etc are great. What Dungeons lacks is a good rules system, a longer leveling line, ways to invest the gold you gather into gear, henchmen etc.
THIS is what WK should work on, a general rules overhaul, a system overhaul actually. The current tournament rules system is useless. But instead, the just release new figures...blah.