Rules Suggestions
+10
Shusagi
Squeeble
Iylzara
Twoy
doom3607
HerbieRai
thetobias
SirShadow
Squeejee
Nihila
14 posters
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Rules Suggestions
First topic message reminder :
This is where players can gather to suggest some rules, and if enough of us start jabbering, maybe something will happen.
My current suggestion:
Reduce the Combat multiplier range from [.5, 1.5] to [.75, 1.25]. This is just to ensure a little more carnage ensues on both sides. Carnage=good!...Wait...
Well, it'll make battles dependent on luck, but not so dependent that a 2-Attack unit can croak a 4-Defense unit.
(2*1.5=3; 4*.5=2; 3>2)
This is where players can gather to suggest some rules, and if enough of us start jabbering, maybe something will happen.
My current suggestion:
Reduce the Combat multiplier range from [.5, 1.5] to [.75, 1.25]. This is just to ensure a little more carnage ensues on both sides. Carnage=good!...Wait...
Well, it'll make battles dependent on luck, but not so dependent that a 2-Attack unit can croak a 4-Defense unit.
(2*1.5=3; 4*.5=2; 3>2)
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: Rules Suggestions
An insanely evil, militaristic plains-lover Titan won't match very well with Narnia. Narnia is basically good, defensive and mountains.
Twoy- Hobgobwin
- Posts : 81
Join date : 2010-12-12
Side Info
Side Name: Kingdom of Narnia
Rank: Ruler
Re: Rules Suggestions
Ok, on the questions of good, neutral and evil.
The ethical axis (good/evil) of the allignment is more for roleplay, good and evil do not exist per se, Stanley: "There is no good and evil, only holy and unholy.". Until further notice all Titans are considered to be holy (in their own way:twisted:).
The moral axis (lawful/chaotic) is more important, a lawful titan will favor open honorable combat and will frown upon backstabbing (to a certain extent). A chaotic titan would favor backstabbery and roguish tricks finding foolish standoffs to be just that, foolish, not honorable.
Then there is the descriptor axis, this describes an important part of your titans character, honorable chaotic, lawful insane etc.. The Titan will act according to his descriptor.
So as an example:
Jack Frost is Lawful (F)rigid with Evil tendencies.
Jack is lawful so he favors honorable combat and traditions. Because of his evil side he would not care about the occasional double dealing, but only with non-believers.
Jack is (F)rigid, ignoring the pun, Jack is very rigid in his lawfulness, he will quickly mark people not following his rules as unworthy and be less prepared to support them.
Jack is Evil, this does not mean that he goes around slaughtering kittens or pushing babies of bridges, he simply has a more bastardish mindset than other Titans and will delight in suffering or torture caused by his followers. How this translates in the game you will have to find out.
Bear in mind that even though Jack is evil this does not mean an OMGWTFBBQ LETS HADOKEN THIS WORLD attitude. To quote Xykon: "I like the world. Some of my best evilness took place here. I wouldn't mind ruling it, in fact. I'm certainly not about to destroy it unless I get really, REALLY bored."
The ethical axis (good/evil) of the allignment is more for roleplay, good and evil do not exist per se, Stanley: "There is no good and evil, only holy and unholy.". Until further notice all Titans are considered to be holy (in their own way:twisted:).
The moral axis (lawful/chaotic) is more important, a lawful titan will favor open honorable combat and will frown upon backstabbing (to a certain extent). A chaotic titan would favor backstabbery and roguish tricks finding foolish standoffs to be just that, foolish, not honorable.
Then there is the descriptor axis, this describes an important part of your titans character, honorable chaotic, lawful insane etc.. The Titan will act according to his descriptor.
So as an example:
Jack Frost is Lawful (F)rigid with Evil tendencies.
Jack is lawful so he favors honorable combat and traditions. Because of his evil side he would not care about the occasional double dealing, but only with non-believers.
Jack is (F)rigid, ignoring the pun, Jack is very rigid in his lawfulness, he will quickly mark people not following his rules as unworthy and be less prepared to support them.
Jack is Evil, this does not mean that he goes around slaughtering kittens or pushing babies of bridges, he simply has a more bastardish mindset than other Titans and will delight in suffering or torture caused by his followers. How this translates in the game you will have to find out.
Bear in mind that even though Jack is evil this does not mean an OMGWTFBBQ LETS HADOKEN THIS WORLD attitude. To quote Xykon: "I like the world. Some of my best evilness took place here. I wouldn't mind ruling it, in fact. I'm certainly not about to destroy it unless I get really, REALLY bored."
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Rules Suggestions
Narnai doesn't need a Titan. The Vaygr do. If there is no plains-lover who loves people who make Stanley look peaceable and Parson look harmless, then the Vaygr don't have a Titan. And that would be sad.
doom3607- Hobgobwin
- Posts : 71
Join date : 2010-12-11
Side Info
Side Name: Unified Vaygr Clans
Rank: Ruler
Re: Rules Suggestions
I'll propose some natural faction/ monster rules:
Critiques, modifications, and praise welcome from anyone except from Nihila , who I would like to point out won the fabrication debate.
- Spoiler:
Natural factions.
Natural Allies can have 5 views of the player nations.
Hostile – Unfriendly – Neutral - Friendly – Ally
They start out as neutral and can be moved through various interactions. Some examples are
Attack a natural factions camp -2
Ally with a natural factions enemy -1
Bribery +1
Save camp from enemy forces +2
Ratings and meaning
Hostile – Natural faction will attack player whenever they have an opportunity and will support the players enemies
Unfriendly – Will attack if the player is near a camp
Neutral – Natural faction will try to keep out of the player’s way
Friendly – Natural faction will try to help the player, and player’s natural ally troops will not desert
Ally – Player can recruit natural allies.
Natural factions build camps, which take one hex and will spontaneously pop new members of the faction. No other improvement can be built on a camp
If a natural faction becomes neutral with a faction that has popped that natural factions troops, then all those troop will desert and become units of the natural faction.
Training Monsters
Monsters can be found in the world, and they can be captured and trained to be used by a player. First, the player must subdue the beast. To do this, it must state its intentions of capturing the monster, and then defeat it in combat. If the player wins the fight, then the monster becomes a part of the player’s stack that will not fight in combat.
The player must then move the stack into a city to begin training. Training can be done by any character. It takes (beats hits/ character level) turns to train a beast, and during this time the character can do nothing else (not even manage the city). After this time, the beast is one of the players units.
Critiques, modifications, and praise welcome from anyone except from Nihila , who I would like to point out won the fabrication debate.
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Rules Suggestions
Wouldn't narnia be a forest-based side that wants to be near the ocean?
Burrowing units get an ambush bonus because they caught the garrison unaware and they were prepared for a fight. Not knowing what is in there is just the risk they're taking.
The natural allies suggestions seem interesting, but I'd say no to the taming beasts one. I think the only way you should be able to tame beasts is with a canymancer. Otherwise, they're only good for "harvesting".
Burrowing units get an ambush bonus because they caught the garrison unaware and they were prepared for a fight. Not knowing what is in there is just the risk they're taking.
The natural allies suggestions seem interesting, but I'd say no to the taming beasts one. I think the only way you should be able to tame beasts is with a canymancer. Otherwise, they're only good for "harvesting".
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
Side Info
Side Name:
Rank:
Re: Rules Suggestions
Aslan leads them to his country, telling them to go further up and further in, to a country which is revealed to be the "real" Narnia...SirShadow wrote:Wouldn't narnia be a forest-based side that wants to be near the ocean?
Sounds like mountains to me.
Also, forests suck. Also 2, I'm not really interested in ships, navy battles and having my units drown when someone destroys the boat they are sailing on.
Twoy- Hobgobwin
- Posts : 81
Join date : 2010-12-12
Side Info
Side Name: Kingdom of Narnia
Rank: Ruler
Re: Rules Suggestions
I think that desert, tundra, water and mountain based sides have the biggest advantage. Still this means that those few plains sides can control the grasslands.
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Rules Suggestions
We could have had a water based side? Underwater cities would be a bit overpowered. And I could have burrowers that are water capable. Hmmm, I don't think it would work with my sides theme though.
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Rules Suggestions
I don't think you have cities created in water, they'd have to be made on an island or shore.
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
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Side Name:
Rank:
Re: Rules Suggestions
Each of the terrains have advantages and disadvantages. I think plains are very good economically. Forest are very bad economically, and their defense advantages are only mediocre.
Coastal cities can build wharves, which are good economically. With water-capable units, you don't have to worry about ships or your units drowning.
Coastal cities can build wharves, which are good economically. With water-capable units, you don't have to worry about ships or your units drowning.
Twoy- Hobgobwin
- Posts : 81
Join date : 2010-12-12
Side Info
Side Name: Kingdom of Narnia
Rank: Ruler
Re: Rules Suggestions
Can I get an official ruling on building tunnels that non burrowing units can move through? I know SirShadow responded, but is that the official ruling?
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Rules Suggestions
You can build a tunnel the same way as a road, this will require a tunneling unit or a dirtamancer in the stack.
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Rules Suggestions
The ruleset has just been updated to include advanced combat rules. Enjoy
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Rules Suggestions
Will a scout find a Hidden stack?
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: Rules Suggestions
If being ambushed by it counts as "finding" it
A hidden unit acts as if it were veiled by a level 0.5 foolamancer. This means that you will need leaderhip to spot them.
A hidden unit acts as if it were veiled by a level 0.5 foolamancer. This means that you will need leaderhip to spot them.
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Rules Suggestions
So, if I understand the Spell Comendiumata correctly, a Level 5 or greater Warlord has a 100% chance of finding hidden units, correct?
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: Rules Suggestions
correct, this is a fair disadvantage, I think
thetobias- Head Titan
- Posts : 96
Join date : 2010-11-22
Re: Rules Suggestions
Will we be told what a stack's stance is? As in, "Hold," "Berserk," "Fortified,"? It might be good to know if an enemy's Berserk or Fortified, after all.
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: Rules Suggestions
Needs clarification:
When units tunnel into a dungeon with units in it they are considered ambushed.
When units tunnel into a dungeon with units in it "the defending units" are considered ambushed.
When units tunnel into a dungeon with units in it "the attacking units" are considered ambushed.
When units tunnel into a dungeon with units in it they are considered ambushed.
When units tunnel into a dungeon with units in it "the defending units" are considered ambushed.
When units tunnel into a dungeon with units in it "the attacking units" are considered ambushed.
Twoy- Hobgobwin
- Posts : 81
Join date : 2010-12-12
Side Info
Side Name: Kingdom of Narnia
Rank: Ruler
Re: Rules Suggestions
the defending units are ambushed.
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
Side Info
Side Name:
Rank:
Re: Rules Suggestions
Really? That makes burrowing a little overpowerful--one can easily take cities by ambushing the defenders from underground. Since the burrowers wouldn't know anything about the troops they would be attack, shouldn't the burrowers get ambushed?
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: Rules Suggestions
As stated before, its not about knowing what your attacking, its about being prepared for a fight. Unless yhe defenders knew the burrowers were coming, they wouldn't be ready to engage, so they would be ambushed. Not knowing what theyre getting into is just the risk the burrowers take.
I know it may seem slightly overpowered, but just means cities should invest in tunnel defenses. Also, this is cannon, ansem tried this on gobwin knob, but they noticed the burrowers coming.
For balance I also suggested burrowers speed be halved when burrowing.
I know it may seem slightly overpowered, but just means cities should invest in tunnel defenses. Also, this is cannon, ansem tried this on gobwin knob, but they noticed the burrowers coming.
For balance I also suggested burrowers speed be halved when burrowing.
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
Side Info
Side Name:
Rank:
Re: Rules Suggestions
As I've stated before, the GK Tunnel attack took a full turn to pass from entering the Tunnels to getting close to the Dungeon. Which would also balance the problem.
Nihila- Hobgobwin
- Posts : 98
Join date : 2010-11-22
Side Info
Side Name: Snowpoint
Rank: Ruler
Re: Rules Suggestions
I think they had to enter the tunnels from a few hexes away. They weren't tunneling units (they didn't dig the tunnels themselves), they were just lights that could fight underground or had a bonus underground. Granted, I'm probably not the most unbiased person to be talking about this .
Other things considered, remember that burrowing is twice as costly as flight, and can only be taken by 3 units (knights, C, and D) while everything can have flight.
Other things considered, remember that burrowing is twice as costly as flight, and can only be taken by 3 units (knights, C, and D) while everything can have flight.
HerbieRai- Hobgobwin
- Posts : 76
Join date : 2010-12-10
Re: Rules Suggestions
That's a good point in the cost and availability. But also, there were panels that showed the marvits digging
SirShadow- Titan
- Posts : 88
Join date : 2010-12-10
Age : 35
Side Info
Side Name:
Rank:
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