Erfworld Game

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Re: Erfworld Game

Postby thaco4 » Tue Mar 09, 2010 4:48 pm

I would like to join in here's my side
Side: Riddome
Preference : Mountainous area
Ruler: Poli King
Special C
My Level 1 City has the ability to produce:
600 Schmuckers per turn
-Nterns, Stabber Class (x2)
These soldiers are the backbone of Riddome's foot army.
They weld clipboards and sharpened Steel Scissors.
1 Turn,upkeep 30 each, HP 6, Attack 4, defense 2, Move 4
-Halparts, Piker Class (x2)
They really know how to follow in a line.
They weld halberds.
1 turn, Upkeep 20 each, HP 8, Attack 3, Defense 4, Move 3
-Jannes, Scout class (x1)
A stack of these is like a bag of Boop. Not very plesant but useful in an emergency.
A low level warlord or high level knight class unit will be able to tame these creatures.
They are very weak in battle but function as fine eyes and ears for the overlord who controls them.

1 turn, upkeep 30 each, HP 4, Attack 1, Defense 1, Move 8. Scout, Fly
-Vogs, Special C Class (x1)
These flying dogs have been trained to carry and defend their riders to the death.
Which makes them the perfect mount for erfworld wary warlords on the go.

4 turns, Upkeep 80 each HP 9, Attack 3, Defense 7, Move 8, Special- Fly, Mount

Livery- Red and gold
Insignia - Unknown
If you are overburdened I can wait until the next game.
Indeed
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Re: Erfworld Game

Postby Ehbobo » Tue Mar 09, 2010 4:54 pm

Yeeeah... it's a bit late.
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The Magic Kingdom

Postby Kaed » Tue Mar 09, 2010 6:41 pm

I've finally whipped something up for you guys to use on the Magic Kingdom and hiring barbarian casters.

The cost for creating a Portal to the MK has already been established - >1 caster in service and 10,000 Schmuckers.

As for hiring them, it works on a per-case basis. In general, hiring them for prolongued service incurs a base cost of 2-5 times thier upkeep a turn, depending on what level of caster you want. Level 1-3 casters, for instance, will only be 2x their natural upkeep. Hiring a level 10 caster, one of the rarer kinds in existance, would be more like 5x their upkeep a turn. Considering that by that time their upkeep is just below 300 that's quite an expense. Additional fees apply for casters being sent into direct combat, naturally, to be calculated on a per-basis situation by the GMs.

For people wanting a single time service, such as sending a Thinkagram(s), the costs are considerably less. Unlike Charlie, who gouges his customer's pockets as much as he can, these casters do not have a magic infinte casting artifact, so they have to be realistic. These are also calculated on a per-case basis by the GMs. It will be cheaper than paying 2x+ their upkeep, though.

Finding the kind of caster you desire requires you to send one of your casters through the portal to find them. Doing so generally requires a little time, but can be accomplished in the same turn for casters being sought under master-class (level 5+). It requires 1 turn to locate a caster above that level of prestige.

Casters can be sent into the magic kingdom to lounge around and mingle with thier fellows, and doing so gives them a 0.5x bonus to XP gained as if they had used all their available to cast that turn. However, doing so removes the caster from doing anything of use to the side for those turns. They can be summoned back at any time during a turn by using a thinkamancer or another caster to go find them. This only takes a short time. However, the bonus XP only applies if they spend the full turn in there.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
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Re: Erfworld Game

Postby Sinrus » Tue Mar 09, 2010 7:11 pm

Awesome, this'll be useful at some point down the line.
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Re: Erfworld Game

Postby thaco4 » Tue Mar 09, 2010 8:44 pm

Right on just thought that I would try. pm me when you all are about to start a new game. I'm usually lurking on here some where.
Indeed
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Re: Erfworld Game

Postby Kaed » Thu Mar 11, 2010 4:10 pm

I return.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
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Re: Erfworld Game

Postby Ehbobo » Thu Mar 11, 2010 4:11 pm

Great, cause none of them sent me any orders.
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Re: Erfworld Game

Postby Crovius » Thu Mar 11, 2010 4:13 pm

Lol, I was waiting for Kaed to process my orders, sorry Ehbobo

Just curious, has anyone here ever played 'All Flesh Must Be Eaten'?
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Re: Erfworld Game

Postby Ehbobo » Thu Mar 11, 2010 4:14 pm

... eh, no. Never heard of it.
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Re: Erfworld Game

Postby BLANDCorporatio » Thu Mar 11, 2010 4:19 pm

Hannibal? What are you doing on these boards?
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Game

Postby Crovius » Thu Mar 11, 2010 4:22 pm

Ah well. It's an interesting zombie-apocolypse game, with various scenarios and a number of ways to build different zombies. It uses a point system simply to measure how strong a zombie is. Higher number of points means the zombies have more impressive powers. I'll have to reread the character creation system but the players can either be Normal huamns (stats slightly above average), survivors with greater skills than the average Joe, or Inspiried, which can include people with psychic, supernatural, or holy powers.

Also has rules for allowing players to play a sort of 'Zombie War', where each player designs different types of zombies and then has a pool of points with which to buy their zombies (incredibly powerful zombies would be expensive and thus not as many would be bought). It's an interesting design, and even ideas of the players AS zombies who realize what's happening to them and can react to the change as necessary.
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Re: Erfworld Game

Postby Twoy » Fri Mar 12, 2010 5:07 pm

I would love to play the next session or serve as assistant GM.

My input:
I think 15 spaces between cities is too far. If you look at the big island in the inland sea, whoever ends up there will only be able to fit two cities on the map. If you make the distance between two cities 10 spaces, the island overlord should be able to fit three cities on the island.
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Re: Erfworld Game

Postby turbler » Fri Mar 12, 2010 5:40 pm

I was thinking for the Magic Kingdom. . . p'raps we could have our casters loan out their services for some shmuckers, as another option? And whaddabout scrolls?
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Re: Erfworld Game

Postby Ehbobo » Fri Mar 12, 2010 11:29 pm

Twoy wrote:I would love to play the next session or serve as assistant GM.

My input:
I think 15 spaces between cities is too far. If you look at the big island in the inland sea, whoever ends up there will only be able to fit two cities on the map. If you make the distance between two cities 10 spaces, the island overlord should be able to fit three cities on the island.


Problem is, a city has an influence area of 5 hexes where you can place resource buildings. And since there are units with 10+ move, that makes it even more impossible. A side with a lookamancer could launch a surprise attack on an enemy that didn't even know of their existence and travel the distance between their cities in a turn.
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Re: Erfworld Game

Postby Twoy » Sat Mar 13, 2010 4:32 pm

Ehbobo wrote:Problem is, a city has an influence area of 5 hexes where you can place resource buildings. And since there are units with 10+ move, that makes it even more impossible. A side with a lookamancer could launch a surprise attack on an enemy that didn't even know of their existence and travel the distance between their cities in a turn.

A side with a level 5 Findamancer can cast See City to find a side's capital and it won't matter how far apart the side's cities are if they don't have the forces to stop the attack heading directly to their capital.

My biggest concern is the buffer zone between two cities. As a player, I would rather have a bit of overlap, or at least no buffer zone, on my influence areas rather than having a volcano right in the middle of my buffer zone that I can never build a mine on. Also, as a player I would rather have a more compact kingdom with three to five cities fairly close together rather than strung out across a continent. Take a look at the map. If you start off in the southeast corner of the continent by the coast and near that volcano, at a distance of 15 hexes between cities you could only squeeze (as tightly as possible) six cities along the whole east coast. I just think that players should have the option of placing their cities closer together if that is what they choose.

One possible solution would be to make the distance between two cities 13. That cuts out the two space buffer zone.

Another option would be to make level five cities only have a resource area of four instead of five, and make the distance between cities 11. I like this option the best. Level five cities currently have around 120 hexes in their resource area, but the capacity to only make use of 15 of them.

I'm not recommending a mid-game change in the rules. I think this rule needs to be considered as your test game progresses.

I have a number of other recommendations, but I don't want to take over your game rules invention effort.
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Royal Warlord

Postby Twoy » Sat Mar 13, 2010 4:43 pm

Just to show that I can come up with something that is not in opposition to an already accepted rule, I propose:

Level 3 City addition:
Royal Warlord (x1) - 15 Turns, Upkeep 200 + 50 per level. (Royal Warlords pop as a warlord, but without the chance to become a caster. Royal Warlords begin their life popped at Level 1 - HP 10, Attack 4+1d6, Defense 4+1d6, Move 5, Special - Leadership 1. There is also an increased chance, 10%, that a Royal Warlord will pop with Dance-Fighting. A Royal Warlord may be promoted to Heir Designate, but it costs 25,000 Schmuckers, and must be performed in a capital city of at least Level 4.

Notice the royal warlord has a chance for slightly higher attack and defense. This is based on Ansom, Ossomer, Trammenis and Jillian who all seem to have slightly better stats than we would expect for their level.

Edit:Changed one example of heir to Royal Warlord.
Last edited by Twoy on Sat Mar 13, 2010 6:03 pm, edited 2 times in total.
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Re: Erfworld Game

Postby Ehbobo » Sat Mar 13, 2010 5:11 pm

Eh, we already have a Royal Heir unit type and normal warlords can be promoted to Heir Designate. As for your city ideas, it's not really necessary. They could be incorporated next game, but... I dunno, there doesn't seem to be much of a point.
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Re: Erfworld Game

Postby Twoy » Sat Mar 13, 2010 5:28 pm

I'll have to admit, the space between cities is more of a personal preference than anything else. If you find it works just fine in the alpha test, then it should be left as is.

The purpose of the Royal Warlord rule is to fill the current gap in the rules that do not allow Ossomer and Trammenis to exist in this particular version of Erfworld.
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Re: Erfworld Game

Postby Ehbobo » Sat Mar 13, 2010 5:47 pm

Oh, I see what you mean. That's just badly worded, you can have multiple Royal Heirs at once, but only one can be Heir Designate.
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Re: Erfworld Game

Postby Kaed » Sat Mar 13, 2010 6:00 pm

You make a good point, Twoy. Guys, do you want me to waive the 15 hex limit this game? It won't be in next game, but some of you have built.

It's down to 5 now, you can't build a city inside the zone of control of a city.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
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