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Author Topic: Frostgrave Ideas  (Read 17119 times)

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: Frostgrave Ideas
« Reply #60 on: August 29, 2016, 09:26:09 AM »
cursed items is a great idea... could work well in a scenario/mini campaign at the very least.   :)

Offline WallyTWest

  • Scientist
  • Posts: 415
  • 'Lux Mundi'
Re: Frostgrave Ideas
« Reply #61 on: August 29, 2016, 01:30:18 PM »
What If-

There was a system in place where one player instead of playing his warband could have an allocation of gold to make a dungeon? It would benifit players whom had come in late to a campaign or had a shitty start-

It could work off a tile placement system based off the use of 6" or 12" rooms the size of tiles from Home Depot-

Ie. (Total value of warband or wiz level)

500GP = 2 Room Dungeon
700GP = 3 Room Dungeon
900GP = 4 Room Dungeon
1200GP = 5 Room Dungeon
1500GP = 6 Room Dungeon
(Room = 4" Coridor and 10" or 6" square room)

GP = Allowance for traps, magic locations, dungeon effects, wondering monsters and upgrades to boss.

You may also gain a credit based off adding additional treasure tokens- if dungeon wins defending wizard may select a spell from his primary school.

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Re: Frostgrave Ideas
« Reply #62 on: September 11, 2016, 12:46:28 AM »
More ideas and the like:

Flesh golems, of any kind.

Factions, or a faction. Meaning you can join an affiliation of Wizards, who don't necessarily revolve around a specific school, but have a specific agenda and grant certain awards. Perhaps there can be unique scenarios that are given to people who join specific factions, rankings to ascend through, or even the option to (temporarily) hire a fellow spellcaster for a scenario.

The ability to imbue spellcasting into a construct via enchantment. Now, this is just a thought, even I don't really feel that passionate about this one, because I've already somewhat drilled methods of improving constructs into this thread, and I think it would be a bit much. But perhaps you can imbue a scroll or grimoire into a construct, allowing it to cast the spell once per game. There could also be plenty of spells that constructs can't cast, so their spellcasting is limitted, and also likely ineffective.

Mimics (walking and agressive magic treasure chests), of any kind.


Thank you,
LC
I do hope you enjoyed reading whatever it is I have typed, I likely put some thought into it, and appreciate when others look into my brain and go, "Huh, okay"

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Re: Frostgrave Ideas
« Reply #63 on: November 24, 2016, 03:27:00 AM »
It has been a long time, but I'm back and full of ideas. I still haven't had the time to play Forgotten Pacts, but I am loving all of this content, and I am excited for more. But I digress.

Granting certain monsters or creatures immunity to a certain school (Example, Fire Elemental gaining a +2 Will and +2 Fight against Elemental spells and attacks)

I recently discussed an idea that, would be interesting, but only if put together intelligently.
This would be a way for wizards who have made it to Transcendence to have a new option on moving forward. Essentially, the wizard transcends out of reality, and becomes a freshly generated, minor god. The "minor" in that could not be emphasized more. In this new form, the wizard ceases to have any tangible hold to the material plane, however, his knowledge and influence is limited, and can only grow through worship and tribute. So with his Apprentice being his hand, the ascended archmage gathers a liege of champions, and fights other godlike beings for recognition, devotion, and perhaps some sort of crystal or plural object that when collected, the god grows in power. When playing, the god may cast spells as normal, but at much more powerful position, and with range and line of sight encompassing the entire board. Should their apprentice fall, they fall.
There could be much more restructuring with that, but some sort of way for players to keep using their favorite character, and be able to fight more powerful things, like giants or dragons.

More mechanical-themed magic items. Not necessarily anything to do with constructs, just magic items that have some sort of clockwork-aspect to it.

While we're at it, just more mechanical themes, I love me some steampunk fantasy nonsense.

Stronger enemies. I'd like to see an escalated campaign or scenario, where the enemies are on a much higher scale that makes more challenge for experienced players. This may already be happening, I just don't have the stats of every boss side by side in front of my face as I type this.

I like the idea of a boss that takes up a massive chunk of the board, unable to move, can reach essentially everyone on the board, rarely hits, hits very hard, and has A LOT of hit points. It makes it more like a long, intense boss fight.

More things with flight (maybe ornithopter-esque constructs? :D) (Let me dream dangit)


And that's all I got for now. I'd just like to remind everybody about my first draft of my fan made supplement "Wrath of the Overseer". I didn't get much input, so I haven't been able to properly give it a second draft. Would highly appreciate some input.
Here is another link: https://docs.google.com/document/d/1_5iI30hgZlC0aObHAk9jQnzvbFDsQMrKLu2N_36kdUM/edit?usp=sharing

Thank you,
LC

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Re: Frostgrave Ideas
« Reply #64 on: November 24, 2016, 09:15:07 PM »
An illusionary giant. It would function in all respects as a Frost Giant in terms of stats, except if at any point it would cause damage, it instead causes no damage. Perhaps it could be something else, like a Phantasm, with it's own unique stats. But regardless, it would be an illusionary creature, that could possibly be something an illusionist may summon, and would last longer in a fight than an ordinary illusionary soldier.

A magic item that makes illusionary soldiers actually able to do damage, or last longer. Aka, something that makes illusions temporarily real.

A construct that can temporarily mimic the stat build of something on the battlefield (with the exception of Will and anything related to magic). It would also temporarily gain mirrored equipment, with the exception of magic items (Should it mimic a crossbowman, it also temporarily has a crossbow)

Ice Golems :D

Thank you,
LC

Offline Azzabat

  • Scientist
  • Posts: 252
Re: Frostgrave Ideas
« Reply #65 on: November 24, 2016, 11:35:16 PM »
I believe that once a figure is out of action they are removed from the table and take no further part in the battle. If they recover they come back with all their equipment so no chance to loot them.

My assumption would be you're too busy dodging bullets and obeying orders to stop and loot stuff (unless your name is Francis Drake).
I know the voices aren't real .... but they have such FASCINATING ideas!

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Re: Frostgrave Ideas
« Reply #66 on: November 25, 2016, 03:38:18 AM »
Demons are on the mind at the moment, so these will all be about demons.

An item that augments the Possess spell. It would allow you to Possess a second soldier, AND, when you do, the possessed soldier gains a minor demonic attribute, or gives them a chance to gain one.

A potion that temporarily grants the drinker a random minor demonic attribute.

A way to summon the demon that you made a pact with. There would be an exception for Tiszirain, or should you write your demon pact as with one of absurdly substantial power, so then instead you can summon a fragment of their power, (ie an avatar or aspect). This allows you to actively select the demonic attributes of said demon (except Tiszirain, who would have a pre selected set of attributes for his avatar). However there would be obvious restraints on this, for example, being unable to interchange the attributes between games, perhaps limiting the number of attributes, etc.

Demonic Pacts make me think of Constantine, and how he would sometimes just let a demon possess him, so he would have the power to solve the issue at hand, and deal with the consequences of the possession later. Perhaps a way to make a pact mid battle?

A way to make multiple pacts with multiple demons. This would require stackable boons/sacrifices, and/or more boons/sacrifices. This with a combination of what I'm going to say next makes me think of Lilianna Vess from Magic the Gathering. However, the only reason you should want to do this, is if they added more awesome boons that are unique to specific demons.

A way to break a pact, but keep the boon, and only by killing the demon you made a pact with. The way to do this would be extremely difficult, as you would have to perform a ritual mid battle, leaving yourself exposed. Then a Demon Lord is conjured (would probably have it's own stats, but be around as strong as Tiszirain). Should you yourself (Not your warband, your wizard) successfully kill the demon, the pact is broken, and you keep the boon permanently. But should anyone else successfully kill the demon, their warband gain all the experience, and your pact is broken, but you suffer the original consequences of breaking a pact, and do not keep the boon.

A spell that gives you a temporary random demonic attribute (major or minor, maybe depending on casting roll)

Thank you,
LC

Offline scuzzbot

  • Schoolboy
  • Posts: 7
Re: Frostgrave Ideas
« Reply #67 on: January 26, 2017, 03:38:24 PM »
Things I'd like to see/develop
- a scenario generation table for single player, whether that means a bunch of new scenarios geared for solo, or a table for AI warband/monster generation or both.
- bounty hunters
- avalanches

Offline schoon

  • Librarian
  • Posts: 131
    • Infinity RPG Fan Site
Re: Frostgrave Ideas
« Reply #68 on: January 26, 2017, 07:04:37 PM »
Story driven solo scenarios (and campaigns) are always welcome. They allow folks without a regular game group to get into the game and get some experience.

As I've yet to read any of the campaign books, I assume they're all 2+ players?

Offline spect_spidey

  • Scientist
  • Posts: 335
Re: Frostgrave Ideas
« Reply #69 on: January 26, 2017, 10:13:40 PM »
I think a nice scenario generator would be cool. I really like what Rogue Stars did. You roll on three charts. They are scenario, location, and complication. I don't think Frostgrave needs all three, but I think it could use more missions and complications. Some of my favorite scenarios are the ones with complications like the eclipse and the icy river. I think another good idea would be a system for warband for creatures. One player plays his normal warband in a scenario while the other player gets to generate a creature "warband" using resources determined by the level of the other player's wizard. I think it would be interesting to then switch sides and see who was more successful at the scenario.

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Re: Frostgrave Ideas
« Reply #70 on: March 20, 2017, 12:21:55 AM »
Once again, been a while. Gotta say, I friggen love The Ravages of Time, looking forward to playing it.

I did some minor edits and touch ups to my fan-made supplement, Wrath of the Overseer. I playtested it a lot, found what seemed too gamebreaking, and too underwhelming. I would love if other players could give it a go and tell me what they think, it is 100% for people like you and I who just love this game.

Wrath of the Overseer link: https://docs.google.com/document/d/1_5iI30hgZlC0aObHAk9jQnzvbFDsQMrKLu2N_36kdUM/edit?usp=sharing

Thank you,
LC

Offline Stubaru

  • Student
  • Posts: 17
Re: Frostgrave Ideas
« Reply #71 on: March 21, 2017, 03:24:17 PM »
I like the idea of a Wizard having to defend his home base from a band of mercenaries hired by another wizard. Would be cool to put the responsibility of building a home base terrain map and defending it. I think a band of mercenaries would be easier to manage than another Wizard's warband. Say like 500 coins would send a squad of 10 (randomly chosen or all thugs) after someone? Would add another level to the campaign aspect especially if you got your vault looted!

Offline WallyTWest

  • Scientist
  • Posts: 415
  • 'Lux Mundi'
Re: Frostgrave Ideas
« Reply #72 on: March 22, 2017, 01:46:56 PM »
There was this old mordheim campaign game described in white dwarf where they ended the weekend by having a multiplayer match- and other one where they ended the Necromunda campaign with a massive plague zombie invasion....


What if you made a scenerio depicting the assention of the wizard that won the campaign?

Everyone Vs That Wizards Apprentice, warband and a new "army"- showing the doom that that wizard would bring against his piers in an attempt to control the frozen city from the other side- or as the final act of spite as he left his mortal coil...

A Dream Army (Ilusion), Zombie Invasion (Necromancy), Elementals (Elementalist), Dire Wolves (Witch), Golems (Enchanter)- and the battlefield is the final base/camp.

 

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