• 0

    posted a message on Diablo the Board Game
    Who wants to view the combat mechanics I have designed for the Diablo board game?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    I don't want people to copy, so I will just say it is a combination of StarCraft the Board Game's combat card mechanic, with simple dice mechanics. Each Action requires the expenditure of a single die, which is limited by a Stamina Dice Pool, that is formed by the addition of your hero's Strength and Agility Statistical Points. Dice taken from Strength can only be used for Defensive Actions, while those taken from Agility can only be used for Offensive Actions.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    You want to read the combat mechanics I have devised for a Diablo board game?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    If the board game is well designed, why not both? Twice the fun for twice the value!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    Would you like a brief walkthrough of the board game's combat mechanics, as I have devised?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    We can have an Item Deck with legendary items mixed together with normal ones. Every time we kill one creep, we pick up a card randomly...saying this already shows how it will not work. My variant is better if you ask me. Perhaps we can have the loot drop rate be equivalent to the level of the creep?

    (Edit:) The mobs won't be the same as the PC game, if what I think you are asking is if there are a lot of monsters in one single mob. As this is a board game, it will be unfeasible in the first place if there are like 20 miniatures to represent a horde of Imps or Skeleton Warriors. Perhaps, one loot drop for one mob, in other words you will have to destroy the entire mob first for one loot to drop.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    How the loot system works will astound your pants off. When an enemy is wounded and killed, it drops a loot token, that has a value on it. Rolling equal to or above the value gains you a loot. To scale up this way, depending on Act, player lvl, and difficulty of creeps, each condition adds +1 to the dice you have to roll equal to or above. In other words, a cheap loot that is easily gotten, maybe gotten with a roll of 2+, but as it scales up, the truly legendary items require a roll of 6+. How's that?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    I have designed the combat mechanics for Diablo 3. If you want it described, just ask me.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    Why, I thought there will be more people interested. No one wants to contribute ideas or offer criticisms for my ideas? I have already developed rules that suit D3 combat mechanics, when ported over to the board game. Not revealing it until I get more response.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo the Board Game
    I have some inspiration on how to design a Diablo board game. In fact, I have contacted FFG on this; their reply was that they no longer have Blizzard's licensing rights to make their games. The following are my ideas. If you have any of your own ideas or even criticisms, feel free to fire them my way.

    Let's talk about the components. First there must be a world map, then exploratory dungeon tiles. The dungeon maps must be made of diamond-shaped hexes. Every player chooses their hero character (and they come in either male or female sculpts), and they each receive a Character Sheet, like StarCraft the Board Game. On the Sheet there is a Life globe depicted and a Resource globe depicted, depending on what character you are. In addition, there are stats on the Sheets, and a Character and Inventory Window, where we will be able to equip our hero.

    The enemy will be controlled by an A.I. system, like Gears of War, although significantly much more different. The loot dropped by monsters scale with difficulty, depending on factors like the number of heroes, and the Act, level and stage.

    In addition there is a Skill Deck and Skill Tree Sheet, to keep track of your experience level. To get new Skills, you will have to spend your experience points gained from killing spawns. There is a level track along the side of the world map, to record the levels of the characters.

    There is a reference sheet for enemy spawns, listing their statistics and how they scale with the number of players, thus influencing the difficulty of the game.

    That's all I will reveal now. I have yet to reveal the battle mechanic!

    About loot, at the back of the enemy's wound token is a number with a plus sign, which determines the number you must roll equal or more on a D6, to get a loot. For attacks that do area damage, or target an area, templates like those from Warhammer 40,000 are used, except they are modified for the diamond-shaped hexes in Diablo the Board Game.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo Board Game port
    I have some inspired ideas on how to design a Diablo board game. In fact, I have contacted FFG on this; their reply was that they no longer have Blizzard's licensing rights to make their games. The following are my ideas. If you have any of your own ideas or even criticisms, feel free to fire them my way.

    Let's talk about the components. First there must be a world map, then exploratory dungeon tiles. The dungeon maps must be made of diamond-shaped hexes. Every player chooses their hero character, and they each receive a Character Sheet, like StarCraft the Board Game. On the Sheet there is a Life globe depicted and a Resource globe depicted, depending on what character you are. In addition, there are stats on the Sheets, and a Character and Inventory Window, where we will be able to equip our hero.


    The enemy will be controlled by an A.I. system, like Gears of War, although significantly much more different. The loot dropped by monsters scale with difficulty, depending on factors like the number of heroes, and the Act, level and stage.

    In addition there is a Skill Deck and Skill Tree Sheet, to keep track of your experience level. To get new Skills, you will have to spend your experience points gained from killing spawns. There is a level track along the side of the world map, to record the levels of the characters.

    There is a reference sheet for enemy spawns, listing their statistics and how they scale with the number of players, thus influencing the difficulty of the game.

    That's all I will reveal now. I have yet to reveal the battle mechanic!

    About loot, at the back of the enemy's wound token is a number with a plus sign, which determines the number you must roll on a D6, to get a loot.
    Posted in: General Discussion (non-Diablo)
  • To post a comment, please or register a new account.