Talk:Advanced Wars (3.5e Variant Rule)

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Revision as of 10:29, 6 November 2012 by The Dire Reverend (talk | contribs) (I was looking for an Advanced Wars pen and paper adaptation.)
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Aid Requested

I got the meat in there so you can tell what I'm doing, but since this is a big project I gladly accept help in the inevitable formatting nightmare of it all. -- Eiji-kun 07:14, 30 March 2011 (UTC)

I will help you once my brain recover from Creativity rot. --Leziad 07:15, 30 March 2011 (UTC)
Wow, that was fast. X3 Yes thanks. I'll need help both formatting (does it read right and flow from idea to idea) and more importantly, balancing. Obviously some units are better than others but they will cost more. I have to develop a cost to power messurement and all that. Anyway, its all welcome. -- Eiji-kun 07:17, 30 March 2011 (UTC)

I was looking for an Advanced Wars pen and paper adaptation.

I really like what you are doing with this variant rule.

How are you going to deal with Commanding Officers? My idea is to make a CO class, and let the CO join any forces on the map at a production facility, like the most recent AW game. The Dire Reverend 02:39, 5 July 2011 (UTC)

Ha, you get the reference.
I figure it's very likely that PCs will become COs. If I add CO powers, it will probably be as part of a feat or, as you suggested, a short PrC (maybe one of those 3 or 5 level deals). Something to say "I'm not just a commander, I'm a commander who can mass-buff an army into Haste this turn or send a Meteor Swarm or something." That's fluff mostly though, the real trick is getting units balanced with each other.
The ultimate goal is to have this secondary system sit on top of D&D, so that whenever you need to do a battle with more creatures than you have dice or sanity for, you can turn them into these blocky "units". PCs will typically not handle such unit details unless they are actually the ones in command. Otherwise they'd use a more traditional D&D quest of "invade the enemy base" or "eat all the chocolate". -- Eiji-kun 03:16, 5 July 2011 (UTC)
I think that this project should be less of a Variant rule, and more of a Sourcebook, considering you're talking about Classes, feats and additional rules (That is not a bad thing, btw). I really like this idea and would be willing to help you out in any way possible.
Oh, and also, Sturm>Von Bolt. The Dire Reverend 05:11, 5 July 2011 (UTC)
Hmm, good point. I'm lazy though and been stumped on how to continue with this, but yeah... perhaps I will get the crunch down here first, then when everything is set move it over to a Mini-Sourcebook, with all the other tasty bits in it. Making the other bits ahead of time, of course, is A-OK with me too. I'll see if I can get back in the groove again.
And hell yeah. Also, I'll always have room for Lash. <3 Mah evil waifu. -- Eiji-kun 06:01, 5 July 2011 (UTC)
If you ever plan on playtesting it, just bother me on my talk page. Sturm>Hawke>Lash>Jugger>Everyone else.
On an unrelated note, I disliked most of the new characters from AWDS, most of them seemed bland (Ex. Rachel.) Don't even get me started about Jake.(Get the plates, 'cause you just got served!) ]:-( The Dire Reverend 05:41, 6 July 2011 (UTC)
Eiji, do you ever play D&D online? If so, I'd be willing to try and playtest this with you. The Dire Reverend 05:53, 6 September 2011 (UTC)
So, have you decided anything on pricing? Also, it might be easier to have a special ability for the infantry that says they can go in transport vehicles as opposed to a special ability for the vehicles that says they can't go into transport vehicles. Also can a Carrier Ship hold bulky units? In addition, the Shock Troop's Armor Piercing ability confuses me. Could it please be further explained and/or have a section on this page with larger descriptions of unit abilities? The Dire Reverend 19:33, 30 April 2012 (UTC)
I really should sandbox this since I just don't have time to finish this any time soon. No, no prices sadly, I've got no time. -- Eiji-kun (talk) 09:00, 6 November 2012 (UTC)
What about me ruthlessly stealing your rules here to make a similar game, though not tied to D&D? The Dire Reverend (talk) 10:29, 6 November 2012 (UTC)

Seperate Pen and Paper Adaptation

Hey, I've been working on making an entirely separate rule system based off Advance Wars. I call it Chess on Steriods: Turn-Based Fightan Game. I got some neato ideas, but it is in it's very basic form right now. Mind if I use your material on this page to assist me?
Ideas worth mentioning at the moment:

  • Hero units: Units that can only be trained at the HQ, each army can only have 1 of these units at a time (COs might be considered hero units in installation maps, see below)
  • Installation Maps: While the regular maps are large-scale, Installation maps are smaller scaled and aren't measured in days. Units aren't squads, but singular. Most units would have an installation equivalent (ex a "tank" in an installation map would be just a guy with a huge cannon he carries. Installation maps have a new types of terrain, like the Wall. Walls are impassable, block sight in fog of war maps and you cant fire across one if you're a ranged unit (most units would be ranged units in installation maps).

If you're cool with me borrowing your work, lemme know. Also, I'll let you know more about my system if you're interested. The Dire Reverend (talk) 02:11, 9 October 2012 (UTC)

Poke. The Dire Reverend (talk) 06:31, 6 November 2012 (UTC)