FoWPlayerDeathOfUS.TDs wrote:Maybe have different groups of casters- ex. assassination beatstick, assassination support, attrition beatstick, assassination support. This is based on A) physical stats B) spell and feat stats C) focus limit and D)self contained combos, given combos
Once you have all the information down, you determine its point cost based on which category these stats give you. For example- support caster- buff spells and debuff spells cost less than for a beatstick caster. For example, beatstick defense and armor cost less than for a support caster
Yeah, I definitely think that would work better than having everyone start from the same basic warcaster template. It would also make it easier to prevent broken spell combo's by charging more points/XP for certain chasis types to do certain things. I think you're on to something there.
derek wrote:One of the things I like most about WM is that by and large, I can sit down to play a game, and someone tells me they're running X caster and I generally know what their army does. There is no gotcha factor. I'm not against counts as models (I made my own female eCaine with from an Ashlynn), or conversions, even heavy conversions like AduroT's Cryx. But when you start putting Homebrew characters into the setting, that is something I just don't want to play.
Then don't. No one would force you take part in a game with a home-brew warcaster. It's not as though we're talking about an official rules supplement here, just a set of house rules that players can use if all the players involved agree to allow them.
motyak wrote:from an Ashlynn
That lady must be one of the most used conversion pieces in the game.
lol, Yeah. I think her unnatural looking pose is probably the main reason for that.
Talamare wrote:It is definitely possible but it would require a lot of 'programming'
I would suggest using a point buy system, but as was said, each faction might need some fine tuning on specific costs
As a core I would suggest a Chassis system
For example, there are 4 Chassis - Assassin, Ranged, Bruiser and Caster
This Chassis you choose determines the base stats, focus, amount of spells
From there each Chassis has a specific spell list, but they can choose any spell found in their faction, but if it is not part of their Chassis they must pay a little bit more for it
In addition, their points can be used to buy everything from higher stats, weapons, abilities, spells, amount of spells, focus, higher warjack points etc
There should also be a depreciating system, in which the more of something you buy the more expensive it becomes. So going from 4 focus to 5 will cost 2, but going from 5 to 6 will cost 3 (5 total), and going from 6 to 7 will cost 5(10 total)... etc
Since you are implementing this system, the most logical thing to add would be XP/Levels, so that as your caster ages he gets stronger
All this is of course all very complex and would require a very fleshed out league system, with everyone willing to play under the league rules. If even a single person wants to play an 'official' caster, they would either be too strong or too weak by comparison
The real difficulty of this system, BY FAR is the Feat
Do we just allow you to buy a Feat that your faction already has? That is kinda of boring
Should we let you use you to create your own Feat? but how do we accurately judge and gauge the strength of your feat
What if you want a character who is weak with a strong feat, or strong with a weak feat (and these characters do exist in the current official game)
Should we make an insanely complex system to buy customization for your feats similar you everything else that is being newly programmed? but the problem with that is that in and off itself it would be as complex as the entirety of the rest of the system! perhaps even more so!
Yes, building on that concept would work exceptionally well. It would take a lot of work, but it would almost certainly be worth if to create one of those campaigns player's talk about for years afterwords. I'm going to go with this idea and run with it to see what I can come up.
Crazy_Carnifex wrote:
Well, I think what we would want to try would be a layering of spells- for example, Capt. Jeremiah Krayes feat basically allows you to shake knockdown, then casts full throttle (a spell he does not have) for free, and then gives everyone in his battle group +2" charge. I think for feats you would want some system to "buy" spells that the feat casts- basically, they are cheaper than if they were on the spell list and any focus increases needed to cast them.
The feats might be a problem, but I think that by distilling the feats down a bit in the manner Crazy_Carnifex suggested, we can put together a feat using a "chain" effect of spells. The cost system in terms of buying spells and building feats from spells would help to mechanically balance out feats. Using the points method and "spell-chain" feats, we could copy the in-game mechanic or having caster's with great feats but with poor stats or spells and casters with weak feats (I'm thinking MacBain or Domingo here) but great spells or stats.
Now we've all hashed that out, I no longer see any reason why this couldn't work. Provided the customisation mechanics were robust enough to maintain some form of balance. Even if a player did create an uber-spell build war-caster, it should be possible to make him so weak in another area (stats, damage, focus points, feat) that it balances out.
I'm more convinced than ever that this is not only possible, but that it would work very well within the framework of a campaign.