This goes back to the original '90s game. For me one of the most amazing things about Necromunda was how well it introduced 3d multi-level play to what had previously been largely 2d gameplay with 3d tools. I think it's part of the reason the game has always stuck with me.I have been commenting about this a lot in the last months but the 40K crowd much rather want to lurk at ground level with their minis. Maybe fear of heights is a thing in wargaming?
Turn this terrain piece into a circus act by modelling a buff half-naked ratskin atop it with the intention of diving into a glass of water at the bottom.
Although that is also in ORB. Heavies are able to shoot from turn 1. M is the basic weapon ranges. Short is pistol and charging ranges.As a frequent player of Pen and Paper RPGs, I’m more used to S M L range bands.
One of my fondest video games right now is Age of Wonders: Planetfall. It tracks around 30 (maybe even more) buffs & debuffs expressed in status effects visualized with icons. Tabletop gamers don´t have icons but tokens at their disposal and I love them. Granted you can´t track thirty effects in a tabletop game but a few should be possible such as the classic being on fire or knocked down.My question for you all today is about gaming aids. This is anything from tokens and counters, to cards, to a game-related app for your phone.
I know their use is dependent on the goals of the game designer but how do you view them as players?
Are these things a distraction? Do they help to draw you in? Are there any specific examples of games that use them well...or not?
I kind of missed commenting on actions/action points:Good one. That's what I am using for my rules. Seems like a tried and true way to go but I always thought a value system was an interesting idea.
Every model has a base value, say 3. From there each activation could present different circumstances that would either increase or reduce that value and that is what you have to work with that turn.
I never thought more about it because it seemed to cumbersome for what I wanted to achieve.
You've never played Gloomhaven on the tabletop, thenIt’s a weird thing, accessories. Like, I really dislike the idea of cards in a mini game. But i have no problems with cards in a card game. For example, “Here to Slay” has card effects for buffs and debuffs that you just slide under the character cards. No problem. But if I had character cards (kinda like the new Necromunda) and had specific cards I could put under or around them to represent effects, it would drive me nuts because it’s a mini game!
I do understand that that’s not exactly a reasonable stance….
I've seen other games use actual small "boards" for each member of the warband, specifically Core Space. You can use little plastic pegs to add values to different stats on the card. Personally, something like that is a turn off.You've never played Gloomhaven on the tabletop, then
The characters have a "board" that you play your active (in play, gives you your actions for the turn) cards at the top, discarded (used) cards to the left, and lost (can't get them back, even after after a rest, unless you have a special card that lets you recover lost cards) cards to the right.
There's no explicit place for continuous effect cards, but I tend to put them above where the active cards get played.
It's essentially how you play your character, cards being placed around your character board.