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Rules Questions

Post  DSSCRA on Thu Jan 13, 2011 11:58 pm

First topic message reminder :

I have a question about the rules so I made this topic because I didn't see any other place to ask.



Are we allow to not be a side but instead be a barbarian caster?


The main reason I ask is because while I want to play I don't really want to devote too much time and if I'm not willing to devote much time to my actions I don't want my actions to affect others too much.

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Re: Rules Questions

Post  Twoy on Thu Jun 30, 2011 8:58 am

You have to pay for your first level 1 city.

You get terrain for free for your units.

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Re: Rules Questions

Post  captain napalm on Thu Jun 30, 2011 10:10 am

Thanks.

That's the last thing I need to know to finish my side.

I don't want to keep shouting about it, which I probably have, but I'd love some feedback on it. Eh, probably because not too many people are on the site at any given time. I'm probably worrying too much.

Okay, now I'm just rambling again.

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Re: Rules Questions

Post  ReginaldMcMuffin on Thu Jun 30, 2011 7:42 pm

captain napalm wrote:Thanks.

That's the last thing I need to know to finish my side.

I don't want to keep shouting about it, which I probably have, but I'd love some feedback on it. Eh, probably because not too many people are on the site at any given time. I'm probably worrying too much.

Okay, now I'm just rambling again.

I hear you about not many people being on. I've posted a bit, but nobody's responded to my posts...

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Simple mancer juice

Post  ReginaldMcMuffin on Thu Jun 30, 2011 11:50 pm

Does the juice of simple mancers increase with level? if you don't already have a rule for that, but want to implement it, could I suggest a 5-10 juice per level increase? We don't want them to replace normal casters, but improving their caster ability would make sense. To balance it, you might want to have them either choose to level their stats or their juice.

Edit: Simple-mancers should be able to choose either leveling their stats or increasing their juice by 10-15 (and having +2 to put into stats) (up to max of 150 juice), and having a chance to gain a new mancy. They should only be able to have a certain maximum number of mancys based on how many they started with (1 start=2 max, 2start=4 max, 3start=6 max, 4 start = 8 max), and the chance of gaining a new mancy increases with level, and based on the number of starting mancies. Chance=((starting mancies*5)+(previous levels of juice*5*starting mancies))% For example, if you have 1 starting mancy, and are putting your first level into juice, your chance would be 5%. Next level, it would be 10%, and so on.


Last edited by ReginaldMcMuffin on Wed Jul 06, 2011 11:52 pm; edited 3 times in total (Reason for editing : new ideas.)

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Re: Rules Questions

Post  captain napalm on Fri Jul 01, 2011 12:06 am

That last part makes sense, as casters tend to have lower stats than other characters.

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Re: Rules Questions

Post  Twoy on Fri Jul 01, 2011 11:56 am

This game has not moved anywhere in the last two or three months.

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Re: Rules Questions

Post  ReginaldMcMuffin on Fri Jul 01, 2011 9:17 pm

That's no reason to let it die!

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Re: Rules Questions

Post  ReginaldMcMuffin on Fri Jul 01, 2011 11:56 pm

Burrowing has to be balanced somewhat to the non-burrowers. For example, burrowing negates ALL penalties of traveling on the surface. Although I have a burrowing unit myself, this seems a little OP. If they either got move penalties, had certain terrain they couldn't burrow through (unless they had capability for that terrain), that would go a long way. For example, traveling through tundra below ground would not completely reduce the -20% health per turn, but maybe make it a 10% or less, but cost 1-2 move per hex. Some hexes don't make sense for burrowed units to pass through easily if at all, like heavy forest hexes. Deep roots would make such a thing hazardous.

Second thing about burrowed units is when they come up/go down. Can other units follow them into the tunnels they've created (unless a dirtamancer/units themselves seal them)? Is there a way to detect burrowed units (obviously this would be based on terrain, as burrowed units in plains would be easier to detect than in mountains).

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Re: Rules Questions

Post  captain napalm on Mon Jul 04, 2011 12:10 am

From what I've gathered, you cannot follow a burrowing unit. However, a Dirtamancer can hold the tunnel open, allowing others to follow it.

I think. Might want someone to confirm that.

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Re: Rules Questions

Post  Nihila on Mon Jul 04, 2011 2:51 am

Well, burrowers can't go through Water hexes. And they're pretty useless for attacking cities, b/c units in a dungeon get ambush bonuses against burrowers.

But I'd still agree that they're underpriced, at the very least.

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Re: Rules Questions

Post  ReginaldMcMuffin on Mon Jul 04, 2011 12:04 pm

Well, I was reading up on another side, and it apparently says that you can't use both the mounted qualities and burrowing qualities at the same time. If you can't have other units (say, your own units that aren't heavies) follow the burrowing unit, and it cannot be ridden while burrowing, that seems to balance out pretty nicely.

I guess my only other question is whether surveyors increase production in cities as well. I'm guessing that's a no.

Scratch that, can fabricated items give basic specials, like terrain capabilites (or at least, negating the minuses of traveling on such terrain).

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Re: Rules Questions

Post  captain napalm on Tue Jul 05, 2011 12:05 am

I don't see why not--maybe magic boots for walking on water or something? Or an axe, to negate movement penalties in forest? (cue the lumberjack song)

You could get other specials too--like a saddle that gives the rider special, or icarus-like wings for flight.

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Re: Rules Questions

Post  ReginaldMcMuffin on Tue Jul 05, 2011 1:02 am

That's what I figured.

Arg, I keep finding new things to ask questions about. First, there's a cost associated with promoting a warlord to chief warlord. Didn't seem like there was one in Erfworld, or it wasn't that huge (almost as much as designating an heir). It will prevent people from switching Chief Warlords a lot, but designating a chief warlord definitely won't be on my to-do list until I get a lvl 5 city because of the cost. Maybe instead of a huge cost, your chief warlord will become a lot less loyal if you kick him out and stick another guy in before the previous one was croaked/captured, or maybe the cost only exists if you're promoting a warlord over your chief warlord already. The only time that they switched chief warlords while the previous one was still alive was when Ansom was promoted over Parson. Every other time, it's been due to croaking/capturing of the previous one.

I think the surveyor special should either scale to the upgrade type, or something like that, because right now, the only type of thing it makes sense to put a surveyor on is a mine. That way, they get to pay their upkeep and then some. Nothing else really produces enough. Unless the surveyor bonus is procured by having the unit in the CITY that manages the upgrade. Then it can be feasible.

All of that is unless the surveyor is a fairly high level. Which basic infantry can't do, so then surveyor would only make sense for basic infantry of sides with mines, or for units that level.

I'll try to stop finding things I want answers for.

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Re: Rules Questions

Post  captain napalm on Tue Jul 05, 2011 2:10 am

I think if your chief warlord is croaked (and possibly if they're captured), you should be able to promote a new one for free. But I think the loyalty thing you suggested is kind of unnecessary.

How about this:

If a chief warlord is captured, they automatically lose their position. If you have no chief warlord, you can promote one for free. If you want to replace an existing chief warlord, you still have to pay.

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Re: Rules Questions

Post  ReginaldMcMuffin on Tue Jul 05, 2011 3:21 pm

That works. There's just a lot of ways they could go about it, depending on how they want to run the game. I suggested the loyalty thing only because it would serve as a good balance in case the schmuckers price was too high for switching chief warlords.

And that is all folks.

I lied folks. I just remember that in-comic, Parson mentions that you can have a weirdomancer cancel specials like flight on units. I would like to see that in the spell list, cause that would be awesome to do to people. Razz Right now it just seems to function as a mixture of changamancy and shockamancy with a little teleporking.

Also, Rhymeomancers could have the ability to give warlords the dancefighting special ("so you think you can dance!" could be the spell name). Whether that's permanent or just for 2-10 turns, it would be interesting.

It seems that trees would pop naturally, so clearing out a forest hex using a lumbermill shouldn't be easy/possible.

And I started reading through the rule suggestions, which are answering a lot of my questions.

Still wondering if surveyor applies to city schmuckers production.

Also, if ranged specials make you more venerable in melee combat, or if only the basic archer infantry are more venerable, or if they aren't at all venerable. Having some venerability makes some sense both realistically and in comic. If ranged units had no weaknesses in melee, wouldn't Parson try to exploit that? Considering how Artemis mentioned that it works independently of engagement, allowing her to specifically attack Sylvia (although failing). Just a thought. Knights and specials may not apply to this rule, or they may have to have multiple weapons (either popped with them or fabricated). Once again, this falls under GM decision, as he's the one dealing with it, and whatever workload it brings.

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Re: Rules Questions

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