tag:blogger.com,1999:blog-9054986497992526061.post540141570291431596..comments2024-03-28T06:59:40.543-07:00Comments on Blood and Spectacles: Battle Report: Homer's Heroes- Clash at the SpringBlood and Spectacles Publishinghttp://www.blogger.com/profile/04553070461794152273noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-9054986497992526061.post-9066109728206349212021-09-30T12:16:06.506-07:002021-09-30T12:16:06.506-07:00Yes, there is a difference between arm and leg wou...Yes, there is a difference between arm and leg wounds mechanically. They slow movement, reduce dice, or change TN #s. I might change it so these effects only apply to Heroes and Seconds; while soldiers are simply "Unconscious and possibly dead". <br /><br />At this point, I want to get the soldiers/heroes done first. Then maybe I will add more supernatural elements and mythical pieces. Going off the Iliad, most of the "Supernatural" focused on the favor of the gods. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-9054986497992526061.post-62403276032953155002021-09-29T12:02:25.628-07:002021-09-29T12:02:25.628-07:00I'm not entirely familiar with the rules. Ques...I'm not entirely familiar with the rules. Question: is there a difference between having your leg or arm slashed? Or is it just a thematic way of tracking wounds? Are characters disadvantaged by their wounds?<br />I like the idea of soldiers having three levels of readiness: effective, disadvantaged,and combat ineffective. Being wounded or otherwise battered puts a soldier into a disadvantaged state. The next wound received renders the soldier combat ineffective. Soldiers can be rallied by heroes and their seconds to move from disadvantaged back to effective. <br /><br />Slightly off-topic, will there be monsters and beasts in your game? The Greeks have some great ones! Johnhttps://www.blogger.com/profile/17977558638325652175noreply@blogger.comtag:blogger.com,1999:blog-9054986497992526061.post-39611374521870773122021-09-27T15:10:21.252-07:002021-09-27T15:10:21.252-07:00On review, I also want to change the damage track ...On review, I also want to change the damage track for soldiers vs Seconds/Heroes. They were too resilient in many cases. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-9054986497992526061.post-37026370508250112842021-09-26T09:41:45.953-07:002021-09-26T09:41:45.953-07:00Thanks for the welcome. I followed ya over from De...Thanks for the welcome. I followed ya over from Delta Vector. Good luck on the next iteration of your game and keep us posted. <br />-JohnAnonymoushttps://www.blogger.com/profile/09171064412227376420noreply@blogger.comtag:blogger.com,1999:blog-9054986497992526061.post-17669994270792376992021-09-24T06:41:37.670-07:002021-09-24T06:41:37.670-07:00Thanks John and WELCOME!
Great ideas and though...Thanks John and WELCOME! <br /><br />Great ideas and thoughts above. This game still needs more work before it is ready for primetime for sure! <br /><br />1. I am okay with low lethality for Heroes, but the soldiers made it a bit tedious.<br /><br />2. I like where you are going with spears, perhaps a 3 MU engagement range, where every thing else is 2? <br /><br />3. Yes, I like this and it will bear some thinking about. <br /><br />4. The bows and Javelins never really hit anything. Otherwise they can pin, push back, or injure as well. That would allow you to push a soldier out of melee or away from an objective. However, right now they seem like a less than optimal choice and I will need to address that. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-9054986497992526061.post-69067833969469331532021-09-23T19:27:55.065-07:002021-09-23T19:27:55.065-07:00Hey Eric,
Promising start for a lite skirmish game...Hey Eric,<br />Promising start for a lite skirmish game. A couple of thoughts:<br />1. Combat seems to be pretty low lethality. That's probably good for heroes, but I was surprised to see soldiers lasting so long. It made it seem like multiple turns were low impact and didn't affect the outcome of the game<br />2. Differentiating weapons is good. I'm not sold on 360 degree awareness, as it seemed to hose Adonis's ability. Maybe spears should have reach instead?<br />3. Kind of taking the previous point further, instead of giving universal access to push, pin, twist, etc. Those combat results could be tied to the weapon or even the hero (Ajax with a Warhammer. The Warhammer can pierce armor normally or, since Ajax is a hero and proficient in its use, be used to knock foes down. This way there is more strategic room for players to decide what tools they want their force to have. <br />4. Low lethality bows are fine, but you may consider them being used more as a debuff, too. Eg. A soldier that defends against a bow attack can't lend support in a melee, or a hero who is attacked by a bow must move slower to protect himself<br /><br />Thanks for sharing and I look forward to reading more!<br />JohnAnonymoushttps://www.blogger.com/profile/09171064412227376420noreply@blogger.comtag:blogger.com,1999:blog-9054986497992526061.post-26912089472191677902021-09-08T11:46:02.741-07:002021-09-08T11:46:02.741-07:00That was a fast and furious battle report. I like ...That was a fast and furious battle report. I like the setting and the gameplay looks nice and light (I was just stuck by how easy it would be to use the LotR system for combat between attic heroes).<br /><br />I friend and I were once discussing making a Trojan Wars RPG, with a critical hit table lifted straight from Homer's horrible injury descriptions in the book.Euanhttps://www.blogger.com/profile/12664773681095466696noreply@blogger.com