BLANDCorporatio wrote:I am intrigued by your ideas and would like to subscribe to your newsletter.
Now, mechanizing character interaction seems a far away goal, but sounds interesting.
Also, an Erfworld themed RPG sounds interesting in the first place.
1 Defender does full damage to attacker. Attacker does no damage.
2-3 Defender does full damage to attacker. Attacker does half damage to defender.
4-5 Defender and attacker do full damage to each other.
6-7 Attacker does full damage to defender. Defender does half damage to attacker.
8+ Attacker does full damage to defender. Defender does no damage.
Nihila wrote:Fair enough. If it works that way, the system is fine.
On the thread's original topic, I would be interested in a roleplay/strategy game.
It sounds like a very entertaining concept, and I think would help increase faithfulness to the known Erfworld rules.
Nihila wrote:Well, from my limited knowledge, it should work fine. And, exploitive builds are still possible, but the build earlier had huge disadvantages, including no move, and if units ganged up on one of them, exit defender.
In the comic, I think that it is said somewhere that Warlords, except Chief Warlord, only give bonuses to the stacks they lead.
Also, were you thinking that any led stack could focus its damage onto one enemy unit?
Yes. I think unled stacks probably just go randomly, and when their current opponent goes down they switch to one at random (probably to one side or the other). But with a led stack, you could say, "Joe, Bob, and Fred, focus on #1 over there. The rest of you, hit #2."
Nihila wrote:I'm in favor of defense canceling a certain amount of the total attacks dealt to a unit. If you just calculate total damage, then allow Warlords to divide it among enemy troops with certain limits (as in, one troop can only attack one enemy troop), then Leadership becomes much, much more valuable... You know, like how it's presented in the comic.
Maybe, instead, damage from unled stacks should be dealt evenly to all opponents. Battles would have higher severe casualties for a "winner" in unled vs. unled, extremely high croaking rates for unled and moderate casualties in unled vs. led, and I don't really want to tax my brain thinking about led vs. led.
Chris Goodwin wrote:If a stack contains a unit with the Commander Special, it is considered led, but gains no additional bonus. A Warlord is considered a Commander, but can lead all allied stacks in an entire hex. A unit with the Leadership special applies a bonus equal to its level to all units it is leading (a Commander with Leadership applies it to all units in its stack; a Warlord with Leadership applies it to all units in its hex).
Azgrut wrote:I have read all idea's and found one very essential flaw in the system(s) presented here. In more massive combats, it will be too complicated.
Rolling for each unit, calculating their damage, rolling to see what random unit he attacks and then calculate damage is in my eyes far too much rolling.
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