Craftworld (Rules Test)

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Re: Craftworld (Rules Test)

Postby 0beron » Thu Oct 24, 2013 4:23 pm

tigerusthegreat wrote:Attack is only PVP, attacking creatures takes Energy.
Ok offhand that seems like a possible problem/balance issue, just to give my opinion since I assume you're looking for feedback. Should prolly keep an eye on it as we play and see if it works out being fair.
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Thu Oct 24, 2013 4:52 pm

0beron wrote:
tigerusthegreat wrote:Attack is only PVP, attacking creatures takes Energy.
Ok offhand that seems like a possible problem/balance issue, just to give my opinion since I assume you're looking for feedback. Should prolly keep an eye on it as we play and see if it works out being fair.



I'm considering changing to to attack is for PCs and NPCs and energy is for creatures.
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Re: Craftworld (Rules Test)

Postby 0beron » Thu Oct 24, 2013 4:57 pm

I feel like it should be Attack for everything, maybe with the option of subsituting Energy on creatures. If Attack is only good against "humanoids", then players who go for high Attack are essentially forced to be seeking out other players to get their resources, rather than being hunters for example when there aren't players nearby.
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Thu Oct 24, 2013 6:07 pm

0beron wrote:I feel like it should be Attack for everything, maybe with the option of subsituting Energy on creatures. If Attack is only good against "humanoids", then players who go for high Attack are essentially forced to be seeking out other players to get their resources, rather than being hunters for example when there aren't players nearby.


Okay, I can get behind that.

Rules change: Attack can be used to attack anything; Energy can also be used to attack creatures.

Also, starting with turn 2, we will be moving to its own seperate thread, and rules discussion can continue here (I will make the thread when I post turn 2)

Feel free to redo turns with the above information.

Also, going to give info for creatures:

IN the visible mountain hexes, there are a couple goats in each.

In the visible hill hex, there are some sheep

In the E3 forest section, there are a couple deer, and a single wolf
In the E4 forest section there are no animals

In the southern plains section there are a few small animals (foxes and rabbits)

In your current hex, there are 3 pigs.

Feel free to redo your turns. Animals change each turn.
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Re: Craftworld (Rules Test)

Postby BrimStone » Thu Oct 24, 2013 6:22 pm

I will keep my turn the same, travel north 1 hex and spend 2 actions mining for ore, use my 1 attack on a sheep after mining.
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Re: Craftworld (Rules Test)

Postby Lord of Monies » Thu Oct 24, 2013 6:24 pm

Buck changes tact to take down one of the pigs instead then.
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Re: Craftworld (Rules Test)

Postby 0beron » Thu Oct 24, 2013 7:03 pm

Turn orders the same, including my orders via PM, except going to E4 instead of E3 to begin.
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Re: Craftworld (Rules Test)

Postby GWvsJohn » Thu Oct 24, 2013 7:07 pm

Zhatan would like to harvest 2 pigs then move to G2
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Re: Craftworld (Rules Test)

Postby 0beron » Fri Oct 25, 2013 10:11 pm

What exactly is entailed in inventing a blueprint from scratch? Does it cost Energy, and is there a chance of wasting the materials?
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Fri Oct 25, 2013 11:22 pm

Cross post from the giantitp forum (running two games with the same rules is difficult, I thought I posted this here)

Okay, notes then for everyone:

Harvesting materials in the appropriate biome will give bonuses/better materials. For example, getting wood from a forest is better than getting wood from the grassland. Mountains are the best places to find ore, etc.

Researching Blueprints will require twice the material an item takes to make, and the materials have to be appropriate. Problem is you don't know any blueprints besides your own, so you have to guess and gamble. Researching blueprints will not take any energy (I'm being nice here). To research one, simply say how much and what kind of materials you are using to research, and I will let you know the result. Research will be cumulative, so if you don't quite get there, the materials carry over to further research on that topic (say if you needed 16 wood, but only used 10, if you add 6 more wood to research, then you get the blueprint). It is an experimental process for a reason. It takes no energy

Crafting requires 1 energy per item made.

Resource Gathering requires 1 energy per type of action, and you can repeat the action again if you want (i.e. chopping wood twice takes 2 energy, as does chopping wood and mining for stone). The material rewards depend on your skill, luck, and what is available (i.e. if a hex doesn't have ore, you won't get ore....but only the DM knows that for sure).
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Re: Craftworld (Rules Test)

Postby GWvsJohn » Sat Oct 26, 2013 8:39 am

When you mine can you dig tunnels and such?
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Sat Oct 26, 2013 10:33 am

GWvsJohn wrote:When you mine can you dig tunnels and such?



Yes, but I am not sure yet what that would do mechanically, as I do not have rules built for it. I imagine it would allow you access to better materials, but that's about it....

Then, of course, someone else could come to your deep hole you spent a long time "building", kill you, take your stuff, and dig in your deep hole
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Sat Oct 26, 2013 11:44 am

Also, this thread is now only for rules discussion, This thread is for gameplay
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Re: Craftworld (Rules Test)

Postby GWvsJohn » Sat Oct 26, 2013 11:52 am

tigerusthegreat wrote:
GWvsJohn wrote:When you mine can you dig tunnels and such?



Yes, but I am not sure yet what that would do mechanically, as I do not have rules built for it. I imagine it would allow you access to better materials, but that's about it....

Then, of course, someone else could come to your deep hole you spent a long time "building", kill you, take your stuff, and dig in your deep hole


I was thinking more for defense. If I can excavate a cave/tunnel I only have to defend it from one direction.
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Sat Oct 26, 2013 12:52 pm

GWvsJohn wrote:
tigerusthegreat wrote:
GWvsJohn wrote:When you mine can you dig tunnels and such?



Yes, but I am not sure yet what that would do mechanically, as I do not have rules built for it. I imagine it would allow you access to better materials, but that's about it....

Then, of course, someone else could come to your deep hole you spent a long time "building", kill you, take your stuff, and dig in your deep hole


I was thinking more for defense. If I can excavate a cave/tunnel I only have to defend it from one direction.


Maybe a defensive bonus then? I'll have to look into how to fit that sort of thing into the mechanics.
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Tue Oct 29, 2013 10:41 am

Will be updating thread tomorrow night, been a busy weekend with homework and just finishing up a couple assignments tonight.
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Re: Craftworld (Rules Test)

Postby 0beron » Wed Oct 30, 2013 3:51 pm

I notice you're specifying our skill with Unarmed Attacks, which I assume means armed attacks will also have their own skill levels. Not sure if the only categories you're using are Armed/Unarmed, or if it's more diverse than that. I'd recommend the following if you want more specific skills, cus I think these groups cover everything:
  • Bladed
  • Bludgeoning
  • Polearm/Hafted
  • Projectile
  • Thrown
  • Unarmed
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Re: Craftworld (Rules Test)

Postby 0beron » Wed Oct 30, 2013 4:12 pm

Also, when you succeed on inventing a Blueprint...do you get a finished item? Or do you have to spend the materials all over again with an Action to actually get it?
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Re: Craftworld (Rules Test)

Postby tigerusthegreat » Wed Oct 30, 2013 5:04 pm

0beron wrote:I notice you're specifying our skill with Unarmed Attacks, which I assume means armed attacks will also have their own skill levels. Not sure if the only categories you're using are Armed/Unarmed, or if it's more diverse than that. I'd recommend the following if you want more specific skills, cus I think these groups cover everything:
  • Bladed
  • Bludgeoning
  • Polearm/Hafted
  • Projectile
  • Thrown
  • Unarmed


This is what I was thinking.

You get a crafted item, but with slightly reduced stats over an item you would have made with the blueprint. So to make a "good" item, you'd have to make a second one (which would level up your blueprint and allow you to make a better one, etc)
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Re: Craftworld (Rules Test)

Postby 0beron » Wed Oct 30, 2013 5:07 pm

tigerusthegreat wrote:You get a crafted item, but with slightly reduced stats over an item you would have made with the blueprint. So to make a "good" item, you'd have to make a second one (which would level up your blueprint and allow you to make a better one, etc)
Ok totes fine by me.
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