Kreistor wrote:Parson's comment about Bonuses being the fundamental basis for power suggests that bonuses need to be maximized in effect. Adding bonuses to the Stack instead of the Unit minimizes the effect, and maximizes individual unit level. Stacking bonuses on top of 8xCombat (5 Bogrolls is 40, so +8 is only +20%) is far less effective numerically than stacking it on individual Unit stats (whereas +8 on Bogroll's 5 Combat is +140%).
Strawman there. The system you use to disparage stack-stats is not the one I used. Your system says "apply +8 to the attack of every unit". My system would say: "add all the attack of the units in the stack, then {add number of units * 8 (if you want a flat +8) OR you multiply the sum by 2.4 (if you want the bonus to each unit to be 140%)}".
At the level of bonus effect, this is functionally the same.
Kreistor wrote:No, it's a fundamental mechanic. Never trivialize things like this -- the details on trivialized mechanics are exploitable.
This betrays a certain disconnect between our two goals here. More on this near the end of the post.
Kreistor wrote:It sounds in the game like screening simply ensures the screening units have to die first, so long as they are mechanically capable of screening. So a screened unit cannot be directly attacked because the attacker lacks LoS, so all Screening units must be killed beofre the Protected Unit can be targeted. Simple Line of Sight (LoS) mechanic.
Or even simpler, put the screening units in front, in the stack order. If you don't have targetting rules, that allow damage to skip stack order, that's all you need.
Look, ideally you'd take into account each and every movement of each and every bone in each and every unit. I trust this looks obviously impractical, so you first combine all of the unit into a whole, rather than a collection of parts, then aggregate further into stacks etc.
Kreistor wrote:You run into Exploitational issues that way. For instance, you place a highly vulnerable unit (ie. Archer) in a stack with extremely defensive units (heavily armored knights), then place it on the front line. Your stack can't kill the vulnerable Archer despite being in direct melee contact, but the Archer can snipe your Warlord.
This was very elegantly handled by Erfsims. In order for Ranged units to fight as Ranged, they must be stacked exclusively with Ranged units. (Some exceptions: Mounts are allowed to be not ranged, if the riders are, so as to allow for Horse Archers; Riders can be not ranged, if the mounts are, to allow for something like the Dwagon Knight riding some ranged flying lizard; and the commanding Warlord may be not ranged, but will not contribute damage in this case).
Kreistor wrote:Since we know targeting is possible for Warlords and for Stacks with Leadership, we must abandon the Stack level concept. It is unwieldy to have two mechanics where one will suffice, and we must have targeted damage, so we may as well kick out the Stack damage mechanic entirely.
Nope, here's how it goes. Use the stacks' (usually, again to KISS, combat is kept between two stacks) aggregated stats to get the damage budget. Most of the time, this is simply dealt in stack order, so there's no need for anything else. Other times, some of this is reserved to target a certain unit, the rest being dealt in the usual fashion. And you never need to deal with the complication of who exactly dealt which blow to whom.
Kreistor wrote:Yeah, calling BS on {target damage penalty}. Unwieldy and unnecessary. KISS. There's no indication in the comic of targeted damage being lower than normal, so adding it is speculative. And complex.
No indication in the comic, maybe. To say it's "unnecessary", or "complex" means you haven't thought things through.
The typical Warlord has much less Hits than the typical firepower of a collection of units. So if the units can gang up on one Warlord, they'd always be toast. Two ways to go about this. Introduce maneuvering rules, account for what each of the units is doing, roll initiative, hit, and damage for each blow- this is what Erfworld most likely does, and what you advocate. OR, so that we can get things going, use the aggregate stack system above so that combat calculation doesn't take forever. BUT, in this second system, you need some way to represent the cost of maneuvering your units in place to snipe at a Warlord. Which is why targeted damage against Warlords is divided by 4.
As to complexity: stack A deals X damage to stack B, but the owner of stack A decided to allocate some of that damage to hurting/croaking the Warlord in stack B. Then, the amount selected from X is taken away, divided by 4 and the result dealt to the Warlord; the remaining damage in X is then dealt to B in stack order.
Kreistor wrote:You've abandoned the concept of "missing"?
No. Random factors with a fairly large spread account for that.
Kreistor wrote:With a Miss mechnic, you can implement it in two ways.
1) Cannot target a unit that is being Screened.
2) Automatically miss a unit that is screened and roll "to hit" on a screening unit.
1) is what I previously suggested in my post before this, you'll find. 2) is functionally equivalent to 1) in the kind of systems we use.
Klog 10 wrote:Makes sense. Except for certain exceptions. Like, say... the bonus those golems get if they're led by a Dirtamancer. Or the huge one to Uncroaked units being led by a Croakamancer(!). I need Wanda back, hard. Like half our troops are Uncroaked. So I talked to Maggie about it.
The bonus is question is not explicitly said to work as a leadership one. Further, the croakamancy one is larger than dirtamancy, so they work differently. Yes I do notice you say
Kreistor wrote:If you take Paragraph 2 out of context, then it sounds like the bonus is untyped. But it has context from Paragraph 1. Parson is talking about Leadership bonus here. If the bonus were of a non-Leadership type, then the word "Exception" lacks meaning.
No, "exception" means that, while Casters don't usually give bonuses to stacks by acting as their commanders, there are cases in which they do. There is no indication that caster bonus works the same as the bonus that Warlords give.
Kreistor wrote:In it, I gave him an example of an exponential system and linear system. An exponential system, like Champions, has a damage function similar to: Finaldamage = Damage dealt- Defense.
My gosh, the word exponential sure has changed meaning since last time I used it when not referring to the exponential map of the Lie algebra on (R^n, +). Because apart from (R^n,+) and its algebra, no way Damage dealt-defense is exponential. But anyway, you probably refer to experience gain, not the damage calculation function, when you say exponential.
Kreistor wrote:From high school math, you may remember that an exponential can be simulated with two straight lines.
Gosh again, if your Highschool taught you that the exponential function may be approximated by two lines, how come you're dead set against the idea of aggregating stats? The latter is a much better approximation to its target than the former is to its own.
Kreistor wrote:In this specific discussion, the topic was Leadership vs. Level. He confimed that Leveling was an Exponential system, where it takes more units of your own level to reach your next level (ie. It may take 2 Level 1 kills to reach Level 2, but 100 Level 9 enemies to get from Level 9 to 10.) But, the effect of +1 level was +1 Leadership, and Leadership +1 Leadership on a unit with 10 strength would increase effectiveness by 10%. Effectiveness being a nebulous term in this discussion... we didn't get into the nitty gritty of the mechanics involved... it was high level concept.
Exponential increases in experience is something one can (and often does) work with, sure. And in the rulesets we use, 10% increase in "effectiveness" (aka, damage dealt) for every level the warlord has is indeed what happens. That's exactly how we compute leadership bonus.
Whether you apply the 10% increase to each unit's stat, or to the stack as a whole, is the same.
Kreistor wrote:There are literally thousands of ways Erfworld could be implemented, but only a limited number of statistics to work with. Rob chose "Combat" instead of the more typical "Attack" from DnD, which suggests the Combat stat serves multiple purposes, and he didn't want any association to DnD mechanics.
D'you have WoT on that? And didn't YOU yourself suggest, in your previous post,
Kreistor wrote:The system is as simple as this: For both units, add Attack to bonuses from various Leadership sources, Dancefight Bonus, and other Bonuses. Add the two Attacks and Divide individual by total to get probability of First Hit. Damage done by weapon type, modified by a function of the Attack and Defense.
Doesn't this require that "weapon type" be an extra info needed to compute the damage dealt, and that Attack (or as you called it now, Combat) and Defense are not enough?
Kreistor wrote:you're not making things simpler. You're reducing dice rolls, but that isn't simpler, just faster. You're losing Erfworld specific mechanics in your quest for minimization.
Yes.
And your point is what? Seriously, what is it? The kind of stuff I'm describing is typical of wargaming and even, heck, Engineering. The kind that builds bridges and houses after bars of materials that are treated as having aggregate "stats" like elasticity and hardness. There's no such thing. But the approximation works for the purpose. Nobody will design a house by trying to simulate interatomic interactions, and in a PBP forum game, we'd rather avoid having to roll several times for every blow a unit makes.
Why is this so hard to get?
Kreistor wrote:But I think you need to be a little more specific here. You're not talking about reproducing Erfworld here. You're trying to create a version of Erfworld that is simplified for board game.
Apparently it isn't hard to get. Yes, that's what I'm all about. And I was always specificly referring to Erf
sim rules, not Erfworld rules (which I don't know anyway).
Kreistor wrote:The game you should be looking at for an example of simplifying mass unit combat is Warhammer. {snip} But you needed to {roll dice} for every unit, and each unit could attack more than once. How to achieve this?
{Roll, roll, roll again, gently down the stream ...}
What we currently use is a spreadsheet. You have the unit stats plugged in, the formulas for aggregate stack stats always work the same, and then there's one roll involved to get the random factors. If the combat is melee vs. melee, or ranged vs. ranged, done! Ranged vs. melee requires two such rounds (assuming the melee survives). It's much simpler, and much faster, than what you describe.
Kreistor wrote:Units have to be within X cm's of each other. Use a protractor and make a cone of diameter X.
Dude. Play by forum. We exchange text files, game status is stored in text files (usually by hand because none of us had time to spare to code a proper comp-assistant), and combat is handled by spreadsheets.
Kreistor wrote:But {your system} does not simulate Erfworld mechanics. You can't claim it's Erfworld if you are using highly speculative mechanics. Rob has had the opportunity to mention that Targeting reduces damage (during Artemis' commentaries), and declined. Means it doesn't exist.
On the latter point, of targetting penalties- the cost, as explained above, is to account for maneuvering around units in the opposing stack.
On the former point, is it appropriate to represent a computer as a collection of ideal logic gates? Or as a collection of logic circuits? Or as a set of motherboard, processor, RAMs? Or simply care about the programs currently running? Or a house or bridge as a collection of lumped up solid bodies? Or as an indivisible entity part of a larger thing like a city or road network? Or a warship in a wargame as one unit? Each of these is an approximation.
Not just wargaming, but also Engineering routinely uses approximations, lumped-parameter models, instead of accounting for every elementary particle in a system. Heck, real gases are often described as "ideal gas, but with correction factors in the laws". As approximations are wont to do, they work in a certain range and not in others. Even so, one often keeps using variations on the same approximations, because not using them is impractical. To extend the range, you sometimes introduce parameters (like correction factors for gas laws, or targeting penalties).
So here's the rub. You want to know Erf physics. Fine. I want to develop Erfsims. Fine. You point out that a behaviour in Erfsim rules does not match what we see in Erfworld. Fine. I suggest a fix- if the resulting behaviour matches observation, then
fine regardless of whether the fix looks "unphysical" to you.
Example, targetting penalties. They account for the fact that a unit inside the stack is protected by other units, and to damage it one needs to focus time aiming, or maneuvering around defenses etc, thus reducing the time they have available to just flail around against immediately available targets. The result is that targetting is left for highly-powerful targets, or when an ambush provides a bonus to attack, which gels with the rest of the system.
Kreistor wrote:I'm actually interested in the 'physics' of Erfworld, not the rules design for Erfsim.
Then why are you looking for simple mechanics. Rob can use complex ones in erfworld because he doesn't actually roll any dice.
Oi! I wasn't the one what said the quoted text. Just making sure that's understood.
The whole point of this is lost if you keep it a secret.