Also how needlessly complicated would it be to have more than 2 sides.
Er... that's leftover language from the Oddworld rules. Since it's a GMd campaign, I was really thinking more along the lines of "everyone vs. me".
We can have multiple teams though if you guys really want - I'll figure out a way for that to happen at some point.
I like it! Esp. the structuring of some paragraphs makes some basic concepts (wilful attack, maneuver to avoid etc) more legible.
I notice this is Oddworld, with a few things spiced up (more wilful attacks, more move). Recent experience suggests two changes to unit cost formulas:
- certain specials are dependent on Attack for their cost. Therefore, only units with Attack at least 1 are able to have them. Also, in general, a unit whose stats result in a special to cost 0 should not be able to get that special
- most special costs depend on Hits. This is to enforce a "unit is better than something twice its hits" principle. The problem occurs in the min-Hit unit region- who's better than a 3H unit, if it's the minimum of Hits? To alleviate this, I suggest that in all specials with costs that depend on Hits, replace Hits by Hits_Adj = max(Hits, 6)
. Or, Hits_Adj = max(Hits, Min_Hits*2), whatever Min_Hits (minimum Hits that a unit can have) is.
-re Atk-dependent specials: I don't see much of a problem with "vestigial" specials - I'll just toss them out. With the exception of Dance-fighting, having any of those specials with an attack of 0 is the same as not having them at all. Dance-fighting might need that correction, though - I think I'll add a minimum attack of 1 to get Dance-Fighting.
-re Hits-dependent specials: I think the multiple-willful-attack change will shift the balance back towards large units. A large stack that can 1-hit KO a smaller stack can just power through the minions, which will lead to major carnage (maybe). We'll test this soon - very soon.
BLANDCorporatio wrote:Didn't check the Scouting cost for the new proposed rules. The idea is that the cost in basic scouts* to scout a 10hex-radius area should be as large as the cost for someone to "surprise" the scouts (deliver units to the center of the 10hex radius area, from outside this area, and those units would total the scouts' Hits).
*: which may be "impossible" units with 1H, seeing as how min-H is 3
There may be another problem with multiple wilful attacks- can a stack attack the same opponents immediately after a battle, for example.
-re Scouting costs: I hadn't realized that Scout wasn't move-dependent. A move 10 scout would be rather OP and disadvantage anyone trying to sneak units in by relay (aka me, the GM
). What do you think about making Scout cost 7*Hits or 7*Hits*(Move-4)*(Move-4), whichever is higher? That way, a move 5 scout would cost the same - but higher-move scouts would become progressively more expensive.
-re attacking again: I'm inclined to say a stack cannot
willfully attack the same stack twice in a turn. Again, we'll try this out and see how it works. (Or maybe the fatigue penalty is doubled if it tries that.)