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Tom Abbadon released a public playtest for ICON 2.0's combat here: https://jumpshare.com/share/8LMZIo1CT5M6w8Xe61Q5

I am very much interested in this. What do you make of it?
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buy an ad
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>>96683339

I just like the game. I have been playing and GMing it since version 1.5. I think it is a good implementation of grid-based tactical combat in 4e style.
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>>96683335
Can this be normally run without virtual table top? Do you company of friends need to have a certain MINDSET to play this game and without it will eventually avoid the combat to not spend entire weekend pretending you are playing a wargame as if GM was not a single factor wgich determinates the difficulty of combat?
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>>96683480

It is a grid-based tactical combat game. You will almost certainly require a program that will require a grid, and you will need a group that is on board with the idea of playing a 4e-like system.
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>>96683391
OK, so talk about it like a normal human being (at least pretend to be one) with non-zero passion about the subject, instead of making a bot-style thread.
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>>96683520

This is a 4e-like game. Jobs (roles) are stalwart (melee defender), vagabond (mobile melee damage-dealer), mendicant (support and healing), and wright (ranged damage). Each job is composed of 12 advanced jobs (classes), for a total of 48. Each of these advanced jobs is small, at only 4 levels long.

This is a 12-level game, so characters have to mix and match jobs and advanced jobs. However, you only ever have one "active job," which determines the bulk of your raw statistics and baseline traits.

Enemies are categorized as heavy (melee defender), skirmisher (mobile melee damage-dealer), leader (support and healing), artillery (ranged damage), legend (powerful solo boss), or mob (weak minion). Enemies do not use the same creation rules as PCs; each is effectively a unique specimen with unique powers.

This playtest's bestiary is limited to only Relict (undead), ruin beasts, demons, and generic enemies. There are templates that can turn generic enemies into members of any other faction, so the GM can round out encounters accordingly.

While "kill them all" fights are well-supported, there is also a significant emphasis on objective-based combats, such as "capture zone"-type battles that rely on scoring points.
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they almost banned me for giving feedback on 1.5
I told them that the class system while EXTREMELY COOL was the worst part of the book compared to the monster manual, GM section and downtime rules which are among the greatest in the hobby.

I heard they nerfed levinblade beacuse of me, and started adding more abilities to every class.

Gonna start reading 2.0 now
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wtf levinblade isnt even in the game anymore. Odinforce looks much better

It looks like the leader role action was improved to conflict less with gemini action economy. No more healing on their basic ability? But tanks can prevent damage? striker role action is still nothing but movement speed which is wack compared to striker marks (4e) or damage doubling (13th)

It looks like they made classes smaller and much more numerous, making it more like lancer and less of its own thing. This is going to make balance and optimization harder.

Icon 1.5 was one of the more difficult games I played. Lot of conditions to learn, lot of new stuff and an extremely strict monster manual that would punish you hard for not bringing one of every role

Its very hard to judge this new version without playing it
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>>96683335
still reading but it seems like they got rid of a lot of the old Keywords to make the game feel more natural to people used to other games
They also seem to have gotten rid of Fray
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>>96683335
Alright i dont like what he did to knave, gotten rid of my favorite abilities and focused more on the negative status effects,
While thats cool, i liked strongarm and the other movement abilities he had.

I know pushing around enemies is another jobs specialty but it was a cool mixture
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>>96684774
learning the language of this game is a huge barrier to entry

I dont like that stunning reduces a player's damage by half - why call it a fucking stun then? If you call it a stun make it a stun. If you think stunning is unfun and bad call it something else like daze

This game needs to decide weather it is DND or not. If it is Dnd print a basic action list and a real equipment section. If it is not dnd that is probobly better for this game - 1.5/1.6 looked much more exciting, all it needed was more depth in combat. The mechanics were fantastic, just player ability to plot out their combat turns felt solved by the PHB and the MM instead of in players hands. Game needed more action variety

the role basic attacks part of the book seems solid
Every class should have like 3 master talents so you can 1-12 as a single class.

I dont want to see all the stuff the very original class designs had stripped- demon hunter was extremely difficult and punishing to play before but so god damn cool.
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>>96684854
did your abilities get moved into another sphere?

I'm also suprised impact damage has not been made universal in this edition. Before it was a gimmick of the bastion but now we see entire game systems revolving around this
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>>96684872
yeah it seems like a very weird oversight.
>moved to another sphere
probably but im an aesthetic person andi liked the aesthetic about Knave beeing this guy whose a Dark Knight becuase hes a Jerk.

So the whole brawling and spinning people in circles angle went great with the status stuff.

Its more.. clear now.
but its less evocative
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>>96684862
i pretty much concur,
i think it shouldnt be a fraid of beeing a 4e like becuase it is a 4e like, abiding by conventions isnt a sign of weakness its a sign of recognizing the culture youre in.
Stun not beeing a stun is weird, especialy since that same thing is called weakened in 4e which makes way more sense

i had the same problem with marks in the last one
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>>96684939
I agree. the art was so strong in the older editions this game was fantastic for selling you a new class fantasy and it had several rare or original ideas to chose from. The last playtest where classes were taller instead of wider seemed much better suited to the game.

Also, fuck you Riley
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>>96683520
OP is an actual clinical autist, this is the only way he ever talks.
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Skirmish game masquerading as a role playing one where you need to have a vtt and some other tool for content/rules aggregation.
>Yeah I think I'll pass.
I mostly play gurps and cannot imagine playing shit like this. As a positive his games always have cool artwork I guess.
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they renamed reach heaven through violence and heavily nerfed the kino freelancer gunslinger limit break rip

the new chronomancer class is fucking cool though. I had a mech in lancer , some third party shitbrew catalog , that could drop time echos, teleport back to them on reaction as an attack or fire from its echos along side its main gun ( shooting someone from backwards in time is very cool) . In icon units can move into a time echo and then either teleport next to another echo or next to the chronomancer , depending on the will of the chronomancer. Very fun mechanic for a push/pull 2 game like 4e , on a healing class ( just like the time mech).

There was a move in lancer where you could draw a circle between all of your echoes and detonate the space between and heal your allies within it i used to do laps around the map by spamming the jack of all trade tier 3 talent 'universal knowledge' to trade in my barrage and skirmish for 4 minor actions ( hack, boost, bolster , half damage skirmish) all of which would drop time echoes. good times. time echoes are awesome.
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>>96683514
>You will almost certainly require a program that will require a grid,
Okay but what about an actual table
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>>96687041

That may work as well, if you can handle the manual tracking of combat mechanics.
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I like how miss damage is hidden in the attack/effect roll , this is very clever and clean looking

I dislike that smaller classes mean less complex abilities. The old supercomplex abilities were very cool



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