Empires X.1 Rules Revision

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Re: Empires X.1 Rules Revision

Postby Taikei no Yuurei » Tue Jun 24, 2014 11:18 pm

Well, there has to be a Hippiemancer Glade, for all of your Far Out needs.

I like Seraph's Toy Factory idea.

A Thinkamancy Call Center might be redundant with the Labour Exchange, but might be a nice touch of flavor.

I'm assuming this is an alternate Erfworld from the one Parson is in, or at least at a different (presumably previous) point in time. In which case Charlie might not be around, so no competition for the Thinkamancers, and maybe no Temple and GMTTA.

Oh, a theater for the Stagemancers, or perhaps auditorium or something along those lines.

Maybe a big 'haunted' house for the Spookism casters, though I guess the Dollamancers already have the Toy Factory if you go with that (which I think is better for them anyway). I've always found Dollamancers to be a bit of a weird fit with Spookism though.
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Re: Empires X.1 Rules Revision

Postby GWvsJohn » Wed Jul 02, 2014 7:54 pm

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Re: Empires X.1 Rules Revision

Postby LTDave » Wed Jul 02, 2014 7:58 pm

Yes, I've already removed them from the draft of X.2

Maybe Gust could stay as a more expensive G-Class special, but Acid Breath is far too powerful, and is almost mandatory.
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Re: Empires X.1 Rules Revision

Postby SeraphRedux » Wed Jul 02, 2014 10:05 pm

I hope that there can be some helping with the design of the system and all similar to how the rules were for X.1, partly because this sounds like a good time to ramp and make the Breath weapons neat and effective. Also, Acid Breath doesn't need to be removed I feel, I think a big contributing factor is that most of the other breath weapons are just X free Combat Points with nothing else to show for it. I do agree that Acid Breath needs a huge swing with the Nerfhammer, and it might NEED to be removed regardless.

I feel something like this would be awesome for breath weapons. Obviously things would have to be tweaked a bit.

Breath Weapons: Pick One! And Only One!

Fire Breath (4): +12 Combat. (Not sure what to give this either, but if given something, it should be reduced to +8 Combat)
Lightning Breath (4): +8 Combat and Ranged. When this creature uses it's First Strike ability in the surprise round, it unloads an additional 16 Combat Shockamancy blast in addition to it's normal attack.
Sonic Breath (4): +8 Combat and Siege. When this creature attacks an enemy city with fortifications, it automatically does it's combat to the Walls/Towers/Dungeons of whatever is defending against it in addition to it's normal strike, as if it had the Siege property and deliberately hit the walls.
Acid Breath (4): Target stack defense -1.25 or -1.5 for the rest of the phase.
Smoke Breath (4): Basically what Gust is right now, but only for G classes and competing directly with Acid Breath, rather than having both.
Bubble Breath (4): ??? I'm honestly not sure what to do with this one.



This would obviously need to be refined a bit, but it's the general gist of the ideas I had.
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Re: Empires X.1 Rules Revision

Postby GWvsJohn » Wed Jul 02, 2014 10:10 pm

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Re: Empires X.1 Rules Revision

Postby SeraphRedux » Wed Jul 02, 2014 10:20 pm

I also think all the breaths should be standardized to a base cost of (4). You can only take one of them, so no reason for absurdly high costs when they can be balanced around lower costs. This is simply because G classes will NEVER buy themselves dry with points alone to any significant degree, and to let breath weapons be balanced against each other, rather than having a case like
Lightning Breath (8): +12 Combat
vs
Sonic Breath (6): +10 Combat

Where these, despite having different names, and different numbers, are literally the same special. Standardizing breath costs makes this blatantly easy.
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Re: Empires X.1 Rules Revision

Postby CroverusRaven » Wed Jul 02, 2014 10:46 pm

I think Bubble should incapacitate single targets, targeting leadership first.
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Re: Empires X.1 Rules Revision

Postby LTDave » Wed Jul 02, 2014 11:40 pm

Good suggestions.

I will open the Draft for comments when we get closer to a new erf. You will all get to make suggestions to improve the ruleset.
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Re: Empires X.1 Rules Revision

Postby GWvsJohn » Fri Jul 04, 2014 2:32 pm

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Re: Empires X.1 Rules Revision

Postby GJC » Fri Jul 04, 2014 2:33 pm

LTDave wrote:Good suggestions.

I will open the Draft for comments when we get closer to a new erf.

A whole new erf?
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Re: Empires X.1 Rules Revision

Postby GWvsJohn » Fri Jul 04, 2014 3:57 pm

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Re: Empires X.1 Rules Revision

Postby SeraphRedux » Fri Jul 04, 2014 4:13 pm

I agree with your assessment on the A class units, but I think B class units are at least marginally useful. I do agree though that Infantry should probably have a higher Pop Rate.
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Re: Empires X.1 Rules Revision

Postby GWvsJohn » Fri Jul 04, 2014 4:15 pm

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Re: Empires X.1 Rules Revision

Postby SeraphRedux » Fri Jul 04, 2014 5:40 pm

Far as I understood it, nobodies units begin with 1 of anything. You'v gotta pay 9 points to get to the minimum of 1/1/1/6 normally.
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Re: Empires X.1 Rules Revision

Postby GJC » Fri Jul 04, 2014 5:55 pm

Yeah, that's what we did, and what every other side we're aware of did. Did you start your units off with 1/1/1/1 before stat-buy?
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Re: Empires X.1 Rules Revision

Postby GWvsJohn » Fri Jul 04, 2014 6:03 pm

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Re: Empires X.1 Rules Revision

Postby GJC » Fri Jul 04, 2014 6:07 pm

Oh, I see. So your solution would basically raise total points by 1, right. It's not a bad suggestion, though I'm saving most of my comments for postgame.
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Re: Empires X.1 Rules Revision

Postby LTDave » Sat Jul 05, 2014 1:19 am

LTDave wrote:Good suggestions.

I will open the Draft for comments when we get closer to a new erf.

GJC wrote:A whole new erf?


A whole new exciting place to play...



I might put up my draft of X.2 sooner rather than later so these conversations can happen there, rather than here.

I've made some "brain dead GM" changes as well, to stop things that have been frustrating me behind the scenes.
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