by Geez3r » Wed Feb 10, 2010 1:40 am
Hello everyone. After a bit of play testing and encouragement from my friends, I have decided to post my version of Erfworld here for the enjoyment of others. It is by no means a real representation of the Erfworld Universe. My intent was more to make a fun game than a game dedicated to the cannon of Erfworld. Also note that this is very much a work in progress, and still has quite a few kinks and bugs too it. In addition, I haven't even attempted the Magic system. So if you are still interested, I present to you:
The Erf-esque-light system:
This is basically a complete rip off of the Erfworld system which of course rips off everything else. However, my version is a gross simplification to the standard Erfworld system. The Erfworld system is simply far too complex to be done by anything other than a computer. This system is meant to be played as a standard table top. Also, I have added and omitted a great number of things due to my own personal biases, and lack of knowledge of the intimate details of the Erfworld system. If you want to play a true to form Erfworld game, wait until Rob and Jamie put it on the market.
The Capital & Other Cities:
Each side has their own Capital. If the capital is taken, it really sucks. Your side is only disbanded when the Overlord is croaked however. Each city has its own different characteristics which influence how it effects over the progression of the city.
City Attributes
At generation of your city, it begins with level 1 in each of these categories. You have an additional 5 points to increase the attributes as you see fit. No attribute can start higher than 3. Your City also begins with 10,000 Schmuckers as well.
Each City has the following attributes which range from 1 to 5:
Economy:
How much Schmuckers the city generates at the start of each turn. It comes from whatever off camera services you provide or currency you get from taxation and other things. Used for paying the upkeep of your units and trading with other sides. You do not gain Schmuckers for your first turn, also known as Turn 0.
1. At the beginning of your turn your Side gains 5,000 Schmuckers.
2. You gain 10,000 Schmuckers.
3. You gain 15,000 Schmuckers.
4. You gain 20,000 Schmuckers.
5. You gain 25,000 Schmuckers.
Resources:
Resources cover a wide swath of abilities unique to the city. Often times, this is represented as a passive bonus or ability granted to units popped in the city or those that spend their entire turn in the city.
There are many different types of resources, each with their own levels. A given City may not have more than 5 levels combined in resources. So for example a city could have a level 2 resource and a level 3 resource, but not 2 different level 3’s. Increasing resources after the construction of the city is created represents refining the resource or finding new applications, or finding a new vien of the material.
Supply Chain
The land around your city is exceptionally fertile, reducing upkeep for your units that spend their turn in the immediate vicinity of your city.
1. All of your units that spend their entire turn inside your city have their upkeep reduced to zero.
2. All of your units that spend their entire turn within 10 hexes of your city have their upkeep reduced to 0.
3. All of your units that spend their entire turn within 25 hexes of your city have their upkeep reduced to 0.
4. All of you units that spend their entire turn within 50 hexes of your city have their upkeep reduced to 0.
5. As level 4, and any of your units that do not fall into the above criteria, have their upkeep cut in half.
Advanced Combat Training
Combat is a way of life to your people; by accident or by design. All of your units are superior combatants and are more powerful than the standard units.
This Resource only applies to units that are popped in the city or, units on your Side that spend 5 complete and consecutive Turns in the city.
1. All units receive a 1 time +1 bonus to either their Combat or Defense values. Once this choice is made, it cannot be changed. This bonus must be the same for all units. One set of units cannot get the bonus to Combat and the other get the bonus for Defense for instance.
2. All Units gain both a +1 bonus to both Combat and Defense.
3. All Units gain a +1 bonus to both Combat and Defense. In addition they receive +3 Hits as well.
4. All Units gain a +2 bonus to Combat and Defense. They also receive a +5 bonus to Hits as well.
5. All Units gain a +2 bonus to Combat and Defense. They also receive a +5 bonus to Hits as well. Finally, all Units stack space is reduced by 1, to a minimum of 1.
Advanced Tactics
Your city has a strong appreciation for military history. You have many fine institutions dedicated to popping the best, brightest and most charismatic Warlords in all of Erfworld.
This Resource only applies to units that are popped in the city or, units on your Side that spend 5 complete and consecutive Turns in the city.
1. The Leadership of all of your Warlords increases by 1.
2. The Leadership of all of your Warlords increases by 2.
3. The Leadership of all of your Warlords increases by 3.
4. The Leadership of all of your Warlords increases by 5.
5. The Leadership of all of your Warlords increases by 8.
Natural Allies
Your Side has an Alliance with some of the naturally occurring Units in Erfworld. Increased levels in this Resource mean having a better relationship with your Natural allies and the extent to which you are able to gain additional units from that side.
1. You can pay 1,000 Schmuckers per point of pop cost to create Natural Allies.
2. You can pay 800 Schmuckers per point of pop cost to pop Allies.
3. You can pay 600 Schmuckers per point of pop cost to pop Allies.
4. You can pay 400 Schmuckers per point of pop cost to pop Allies.
5. You can pay 200 Schmuckers per point of pop cost to pop Allies.
Production:
This is how many units you can pop in a given turn. The higher this is, the more units you can pop. This also allows for faster popping of stronger units. If you lack sufficient points to pop a unit on a given turn, the points can still be spent and the unit is considered to be in the process of popping. Expensive units may take several turns to pop.
Points can be partially spent on a Unit, making that Unit “under construction”. Once points are allocated to an Unit in his instance, this Unit must receive at least 1 more point per Turn or else the Unit is no longer “under construction” and all points previously put towards it are wasted.
Aside from “under construction” Units, points do not roll over to subsequent Turns.
1. You can pop 25 points of units per turn.
2. You can pop 40 points of units per turn.
3. You can pop 55 points of units per turn.
4. You can pop 70 points of units per turn.
5. You can pop 85 points of units per turn.
Defense:
This is how easy it is to defend your city. Increasing this means adding walls, traps and other features that will impede attackers. Each level in this also adds more areas to your city, giving you various fallback points.
1. Your city is 1 Hex. This Hex if you’re Garrison, also known as your Air Space (for flying units only). If all of your units in this space are killed, your city is captured.
2. Your city has 1 Hex as above, but all squares adjacent to this Hex are Walls. A Wall has Defense 20 and Hits of 40. In order to enter one of your City Hexes, they must “defeat” a Wall surrounding your city.
3. Your city has 2 Hexes. One is the Court Yard and the other is the Garrison. The Garrison may only be attacked from the Court Yard or the Air Space. The Walls around your city have Hits of 50 and Defense of 25. Allied Stacks within the City or on the Wall gain +1 Defense to due to strategic layout of the area.
4. Your City has 3 Hexes. The new Hex is the Battlements. The Battlements must be taken in order to attack the Court Yard, which must be taken before the Garrison. Also, the Walls surrounding your City have 60 Hits and Defense of 30. All allied Stacks within the City gain +2 Defense and +1 Combat.
5. As Level 4 except where noted. Walls now have 70 Hits and Defense of 35. Allied Stacks within the City gain +3 Defense and +2 Combat.
Hierarchy:
This influences how often you pop Warlords and Royals. The higher this attribute is, the higher the ratio of Warlords to normal units will be.
Each level in Heirarchy grants the resulting benefit for the appropriate level in each of these categories. They are merely split apart for purpose of emphasis.
Heirarhy affects how often a city generates a Token. Once you receive a Token, you can “cash it in” in order to have one of the units you pop be that type of unit (Warlord, Royal or Caster). Tokens can be held indefinitely. They only be used when you pop an applicable unit. That unit then automatically becomes a Warlord (or Royal).
Royal Token must be spent in conjuction with a Walord Token. Every Royal is a Warlord, but not every Warlord is a Royal. Furthermore, you have a +5% chance to pop a royal token for every Royal unit your Side currently has.
It is a common tactic to pop a high level unit and then to use a Token on it.
Warlords
1. For every 200 points of units popped, you have a 30% to pop a Warlord Token.
2. For every 175 points of units you pop, you have a 30% to pop a Warlord Token.
3. For every 150 points of units you pop, you have a 40% to receive a Warlord Token.
4. For every 125 points of units you pop, you have a 40% to receive a Warlord Token.
5. For every 100 points of units you pop, you have a 50% to receive a Warlord Token.
Royals
1. You cannot gain Royal Tokens at this level.
2. For every 300 points popped, you have a 20% chance to pop a Royal Token.
3. For every 175 points popped, you have a 25% chance tot pop a Royal Token.
4. For every 150 points popped, you have a 30% chance tot pop a Royal Token.
5. For every 125 points popped, you have a 35% chance tot pop a Royal Token.
Leveling up City Attributes
While war is waging, Cities either grow and prosper or get destroyed. Hopefully, your Cities fall into the former category. If your City is left in a state of relative peace, it can advance and become even better than its former self.
If your City has not been attacked in 7 consecutive Turns, you may increase one of the City’s Attributes by 1 point. Attacking the City walls does not count as attacking the City for this purpose.
Founding a New City
At various points in the game, you will either stumble upon a fallen city, or more likely, conquer an opposing city. You can then claim that city as your own, which expands your empire. In order to conquer a city, the Overlord of that city must surrender, or every unit in the garrison is croaked.
In order to claim the city for your own, you must have a warlord or a caster in the garrison of the new city. Also, in order to claim a city, you also need to spend 50,000 Schmuckers to buy up all Attributes to 1. The City then levels up as normal. The only Attribute that is combined over multiple Cities is Economy. Effectively all the Schmuckers generated by the Cities goes into 1 giant pot which is accessible by all Cities on your Side, via Moneymancy.
If the city instead surrenders, it keeps all of its current Attributes, which can likewise be increased as normal.
Unit Selection:
A given side has a certain style of units that they pop. An elven side pops elven units for example. When a city is created it selects its style of units. Each has their own pros and cons. The following are different applicable units types available at the beginning of the game. The GM is free to change or create new unit styles as suits their play style.
A Note on Unit Creation Methodology
Units are made with the intent that taken as a whole, they are equally effective. There should be no super units that are wholly better in every situation than another unit. To that end, all of the units are based on the same creation guidelines. A unit’s Hits, Combat, Defense and Move all scale using the same sliders: very slow, slow, medium, fast and very fast. Each with their own weight, ranging from -2 to +2. Units should even out to +1 advancement wise. Heavies even out to +2.
In addition, a unit’s upkeep is tallied based upon the unit’s starting statistics in the 4 mentioned attributes above. A units pop cost should likewise be calculated. How costly a unit is to get and how costly it is to keep it are the two main hindrances to playing nothing but very powerful units.
Disclaimer on Combat Mechanics
This section will represent my biggest departure from the cannon of Erfworld. The numbers are too large and the battles too complex for me to create rules true to the style of Erfworld. Furthermore, as of this writing, I am basing most of this off of speculation or just flat out spit balling. The single greatest change I am making is that there is now only 1 Stack per Hex.
This is just done so as to massively simplify the system. It would be far too complex to do otherwise. Likewise there is a new statistic being created for the purposes of determining the number of units that can fit in a stack. This is aptly called a units “Stack Space”.
In a given Stack (and therefore in a given hex) there is a maximum Stack Space of 20. Each individual unit has a certain Stack Space listed. This is how many Stack Spaces that unit takes up. So for example, if a unit has a Stack Space of 2, any given Stack can have a maximum of 10 of those units. The summation of all units in a stack cannot exceed this cap of 20.
Units have a higher Stack Space if they are bigger, require more room to maneuver to attack appropriately or just have personal space issues. They have a lower Stack Space if they are more adept at fighting shoulder to shoulder.
Stack Bonuses
Stacking units is the cheapest and easiest way to get the most bang for your buck. A bunch of guys attacking at once will kill something faster than the same group of guys attacking one at a time.
To determine the Hits of the Stack simply add the Hits of all of the combined Units together.
The Combat statistic is calculated as the highest Combat statistic of any unit in the stack, plus ½ the total of every other Unit’s Combat statistic in the Stack.
Defense is calculated in the same fashion, only using Defense instead of attack.
Movement is the slowest Movement of any unit in the stack. In order to use a special movement type, then every unit in the stack must possess that movement type.
Riders and Mounts are a special case. Essentially you Stack the Rider and the Mount with one another to create the statistics of the new combination Unit. Calculate the Hits, Combat and Defense as normal seen above. The combination Unit however, uses the higher of the two Unit’s Move and Stack space. Furthermore, the combined Unit retains any special movement types possessed by the Mount unit.
IMPORTANT NOTE:
Advanced Combat Training, the Siege Attribute and the bonuses for being a Royal Unit are the only bonuses that apply to the individual unit. All other bonuses and penalties apply to the Stack. Any other evidence to the contrary is to be considered a typo.
Resolving Combat
Combat is an integral part of the Erfworld system. Sooner or later, something is going to have to die.
1. Initiation Phase
To begin combat, the Attacking must move into the Defender’s Hex, which takes the appropriate amount of move (depending on Terrain).
2. Preparation Phase
Both sides double check any last minute bonuses or penalties associated with this particular combat.
3. Attacking Phase
The Attacker rolls 1d10 and adds their Combat value and the Defender does like wise rolling their Defense. The Defender takes amount of damage equal to amount the Attacker’s roll exceeds the Defender’s roll. If the Defender’s roll exceeds the Attacker’s roll, then the Defender takes no damage (with the exception of minimum damage from Leadership and other abilities). Damage is automatically applied to the unit in the stack with the lowest Hits. If the Attacking side has a Warlord, they can choose which enemy in the stack is the subject of the damage. However, the effects of damage are not felt until the Intermediate Phase, detailed below.
4. Retaliation Phase
The roles then switch and the Defender gets to attack, while the Attacker must defend.
5. The Intermediate Phase
This is the biggest and most important step in the Combat. This is where damage done in the 2 proceeding Phases takes effect and Units are potentially croaked. See the section below for details. In addition, certain effects (namely Healing and Poison) also take effect during this Phase.
Lastly, the next actions to be taken are decided in this round. Unlead stacks defer back to Step 2 and repeat the process until the entire opposing Stack is croaked, or they themselves are croaked. Stacks that are being Led however have the option of Disengaging. Effectively, the Attacker simply has to move out of the Defender’s Hex (which costs 1 or more Move depending on the Terrain). Lead stacks can of course continue the Attack, in which case go back to Step 2.
6. The End Phase
At this phase, any surviving Units gain an amount of XP equal to the bounty of all defeated enemies. The XP received is the full amount per unit; it is not split among units.
Defeating Enemies in a Stack
There are 2 methods for calculating the effect of losing units in combat. Both are equally valid, but have their own strengths and weaknesses.
The True method calculates the effectiveness of the stack as you would normally calculate the abilities of a stack with the now limited number of units. This is the most “realistic” method, but also has the most bookkeeping, and make the first few exchanges the deciders of the entire battle.
With the Fast method on the other hand, a stack takes a -1 penalty to Defense and Combat for every Unit lost. It’s easier and a bit more “fair” but isn’t too realistic.
Unit Types; Detailed
This is where the individual units for each type are fully detailed. They are presented in the same format. Unit statistics are only specifically spelled out up to level 10 it is theoretically possible to go beyond that, but is highly unlikely.
Warlords
Warlords are the basic unit type that can lead troops. Stacks lead by a Warlord perform much better than those that are not. This is due to what is known as “Leadership”. A Walord has Leadership equal to their Level + any relevant modifiers (such as those from Advanced Tactics and certain Magic Items).
The stack a Warlord leads adds the Warlord’s Leadership to its Combat and Defense values. Allied Stacks in adjacent Hexes receive ½ of this value (rounded down to a minimum of 0).
In addition, whenever a Stack with Leadership attacks, it deals a minimum amount of damage equal to ½ its Leadership bonus (rounded down, minimum of 1). This damage is dealt even if the Defending Stack’s Defense roll exceeded the Attacker’s Combat roll.
A Warlord also gains the Rider Attribute upon being made a Warlord. Also, Units that possess the following Attributes cannot be made Warlords: Siege, Heavy, Mount.
Lastly, a Warlord has twice the upkeep of the standard Unit and its Bounty is twice its normal value.
Royals
Royals are even rarer than warlords, but can be potentially even more powerful. A Royal Token can only be spent on a Warlord. A Royal unit gains a +1 bonus to Hits, Combat, Defense and Move. In addition, it also gains double XP whenever it defeats an enemy. Furthermore, a Royal’s Leadership score increases by 1. Lastly, a Royal’s upkeep is multiplied by 5, which stacks with the increased upkeep of a Warlord. In other words, a Royal costs 10 times that of a basic Unit.
Terrain Types
The Terrain on which a battle is fought can be a large determining factor in how it turns out. Some units fare much better in a given terrain type than other units. A smart Overlord knows how to best position his units to make the best use of their abilities. All Terrian bonuses and penalties are applied to the stack, not the individual unit.
Forest
Moving into a forest hex requires 2 Move instead of 1. However, a Forest hex grants a +1 stack bonus to Defense.
Dense Forest
Moving into a Dense Forest Hex requires 3 Move instead of 1. Dense Forest also provides a +3 stack bonus to Defense. Fliers in a Dense Forest Hex cannot be attacked by non fliers. Fliers take a -4 penalty to Combat when attack non-fliers.
Plains
This is the basic terrain type. It confers no inherent penalties or bonuses.
Wastelands
Due to the desolate nature of this terrain type units that start here have double upkeep.
Mountains
This type of Hex is impassible to all ground based units. For Flying units, each mountain Hex costs 2 move. Tunneling units may pass through Mountain Hexes normally.
High Mountains
As normal mountains except it takes Fliers 3 move per Hex.
Impassable Mountains
The only route though this sort of terrain would be if there was a tunnel through it.
Water
Only water capable units and fliers may enter this Terrain type. Fliers may not land in this hex.
Lava
Only Fliers may enter this Hex. Any unit to land in this Hex is instantly croaked.
Tunnels
Heavy units may not enter this type of Terrain. Units take a -2 penalty to Combat and Defense in Tunnels due to the cramped quarters. Light units do not take this penalty. Tunnel Capable units or those with Tunneling gain a +1 bonus to Combat and Defense instead.
Ruins
In this sort of Terrain, a Warlord or Caster that spends the entire Turn searching the Hex may find a Magic Item or even an Arkentool.
Chaos
Chaos magics warp the area making the impossible achievable and the mundane impossible. While in this Terrain, Combat and Defense rolls are resolved by rolling 1d20 instead of 1d10.
Law
Law magics solidify the area creating irrepressible order in the area. While in this Terrain, Combat and Defense rolls are resolved by rolling 1d6 instead of 1d10.
Magic Items and Arken Tools
Magic Items can both be found and made. Arken Tools can only be found. Items can be made by casters of the appropriate school. Magic Items and Arkentools can be found in Ruins. Ruins are from civilizations long past, and have relics hidden within their depths. Only Warlords and Casters are capable of finding Magic Items and Arken Tools. Only Warlords, Casters and Overlords can use Magic Items and Arkentools, but Arken Tools must be Attuned in order to have their full power be realized, who can actually Attune an Arken Tool is a subject of great debate.
When the appropriate Unit searches the Ruins, roll a d100, and compare the result to the table. This represents the item that could potentially be found this turn. The Warlord or Caster then rolls another d100 and attempts to roll under the value of the first roll. If they do, they find the item, if not, they fail to find the item or any item for that matter.
Roll Result Potential Item
100-51 No Item
50-31 Minor Item
30-16 Intermediate Item
15-6 Major Item
5-1 Arken Tool
Minor Items are barely perceptiable. They benefits they give are minor, and at times, may even be overlooked. There is a very small chance that they might slightly change the course of a single battle.
Intermediate items are bread and butter items. They tend to be used frequently, and make things easier. It’s not uncommon for a Level 2 Item to change the course of a battle. They won’t win battles for you, but it’ll make an impossible battle potentially winnable.
Major Items are battle changers. They most definitely affect the course of any battle they are involved in, and even some they are not. They are treasured, guarded jealously, and battles will probably be fought over them.
Arken Tools are awe inspiring items of power. They will radically change how an entire Side operates. Alliances will form and crumble because of the Tools. A single Arken Tool can change the outcome of an entire war.
Sample Magic Items
Minor Items
1. Grants a +1 Bonus to Stack’s Combat.
2. Grants a +1 Bonus to Stack’s Defense.
3. Greats Stack Healing 1.
4. Increases Stack’s Move by 2.
5. Stack gains Scout Attribute.
6. Increases Stack’s existing Leadership by 2 (Does not grant Leadership).
7. Grants [Terrain] Proficiency Attribute to Stack for random Terrain Type.
8. Warlord’s Leadership increases by 3 for purposes of Leadership.
9. Side pays 1,000 less Schmuckers in Upkeep per turn.
10. City’s Production increases by 5 per Turn.
11. City generates an extra 1,000 Schmuckers per Turn.
12. The Defense Value of the City’s Walls increase by 2.
13. The Hits value of the City’s Walls increase by 5.
14. The Stack gains the Ranged Attribute.
15. The City has its chance to pop a Warlord increased by 10%
Intermediate Items
1. Grants a +2 bonus to Stack’s Combat & Defense Values.
2. Grants a +4 bonus to Stack’s Combat Value
3. Grants a +4 bonus to Stack’s Defense Value.
4. Grants Stack Healing 3.
5. Grants Stack a +4 bonus to Move.
6. Grants Stack the Horde Breaker Attribute.
7. Grants Stack the Flying Attribute.
8. Increases Stack’s existing Leadership by 4.
9. City gains an upgrade Token every 5 Turns, regardless of whether or not it was attacked since the last Token was granted. This Item is destroyed after its benefit is used once.
10. Warlord’s Leadership increases by 6 for training purposes.
11. City’s Production increases by 10 per Turn.
12. City generates an additional 3,000 Schmuckers per Turn.
13. The City’s chance to pop a Warlord increases by 20%, and 10% for a Royal.
14. Grants the Stack double Experience.
15. The City’s Defense increases by 1. If it is already 5, the Hits increase by 10, and the Defense increases by 5.
Major Items
1. Grants stack a +10 bonus to Leadership. Full Leadership Bonus applies to Allies in adjacent Hexes.
2. Grants stack a +6 bonus to Move and the Flying Attribute.
3. Grants a +8 bonus to Stack’s Combat & Defense Values.
4. Every Unit in the Stack has all of the Attributes of every other Unit in the Stack with the exception of Leadership.
5. The Stack deals its full Leadership Bonus as Minimum Damage.
6. The Side only pay ½ Upkeep.
7. Every City on the Side generates an additional 5,000 Schmuckers per Turn.
8. Every City on the same Side has their Production increased by 10 per Turn.
9. The Stack gains 5 times the normal Experience.
10. All Warlords on your Side gain a +4 bonus to Leadership.
Converting to a More Traditional Erf System
It’s no secret that I changed quite a bit of stuff when making this system as opposed to the original and classic version. I did it mostly to simplify everything and because I didn’t have the full information to go off of at the original inception. Here are suggestions on how to make this system perform more like that in the comics:
1. Double all units’ starting Move stat.
2. In the Excel document, remove the static reference to the starting movement of the unit. I.e.: remove the dollar signs.
3. There can be 5 stacks to a given hex. The statistics of the hex are treated as if the component stacks were units, then calculated the same way as a normal stack would be. Damage done to a hex is then sent to the Stack with the lowest Hits where it is then applied to the Unit with the lowest Hits as normal. For purposes of calculating a stack’s abilities, include only the Leadership of Warlords in that stack. Leadership of warlords in the same hex, but not in the same stack is added to the stack values at the end. This stack value is then the one used to calculate the statistics of the hex.
4. Increase the Shmuckers granted by Economy by a factor of 10.
5. Increase the amount of units that can be popped by a factor of 10.
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The other half of my system is in Excel form and as such will take a bit of fanagling in order to get it successfully on the boards, so bear with my as I try to get the rest of the data up. Also note: most of the Units I have created are entirely home brewed and have no canonical analog to the Erfworld Universe.
Last edited by
Geez3r on Wed Feb 10, 2010 12:45 pm, edited 1 time in total.