bouncergriim
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roster correctionscouriers have a total of 22 instead of 21 for their stats?
7 + 2 + 2 + 4 + 4 +3 = 22?
I assume it should be
7 2 2 4 4 2
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Mad Jackal
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Re: roster corrections | bouncergriim wrote: | couriers have a total of 22 instead of 21 for their stats?
7 + 2 + 2 + 4 + 4 +3 = 22?
I assume it should be
7 2 2 4 4 2 |
What team are the couriers on ?
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bouncergriim
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Sorry, I should have mentioned that. They are on the ratmen team in the optional rules.
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GalakStarscraper
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I'll get that fixed ... yeah Grit should be 2.
Galak
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Halas
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| GalakStarscraper wrote: | I'll get that fixed ... yeah Grit should be 2.
Galak |
Sorry i don't find this correction in the rulebook.
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GrumpyGrizzly
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| Halas wrote: | | GalakStarscraper wrote: | I'll get that fixed ... yeah Grit should be 2.
Galak |
Sorry i don't find this correction in the rulebook. |
Rulebook corrections have been on hold a bit as he collects information. I think he's tired of putting out updates and us finding something in them
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GalakStarscraper
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something like that ... I'll get 4.91 posted.
Galak
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bouncergriim
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Any clue on how your are going to clarify the faceoff bonus "Action". Is it going to be part of the first action, or is it going to be a separate action?
I ask this because of skills. If it is part of the first action, buff could only be used once on either the faceoff, or a push, etc the entire first action. And if it was part of the action then burst could be used if you successfully pick up.
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GalakStarscraper
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You can use skills on the Face-off ... the free action is part of the Face-off "turn"
Galak
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bouncergriim
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So I am assuming burst would work then after this as well. I just want to make sure that it is clear that it basically counts as one action not two separate actions.
If it is two "actions" then buff could be used twice, but if it is one action burst could be used durning your move. If I am using terms consistantly. I might be making more of a deal with this than I need to, but I like to avoid beardy interpretions used by an opponent to get an upper hand.
Does any of what I just said make sense (I have not been getting enough sleep lately 3 toddlers at home). ?
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Dark Lord
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I understand what you're saying but I'll let Galak give an official word before I toss in my 2 cents.
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GalakStarscraper
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The Face-off is one turn ... it consists of the Face-off challenge and then the free Pick-up or Shove challenge. You can use skills during this turn.
After the Face-off ... your team's first turn starts and you can use all your skills again during this new turn.
Galak
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bouncergriim
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Thanks, make sure that that is clear, because it will affect burst. Secondly, if they are separate, can you use burst if you earn momentum from the faceoff and pickup?
So you choose to pick up the ball after you opponent flopped (so he is on the ground not exerting "TZ" in other words a required disengage). And you get some momentum from the pick up. Can you use burst now?
And if this is the case you cannot use burst in your regular action?
I ask this so I can figure out my doomed OTS.
I know I am kinda being technical, so figure out what you think is best without overly complicating the explaination. I know you want to keep the game as consistant as possible.
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GalakStarscraper
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I'll look at OTS. But to answer your question ... yes you could use Burst right after the Pick-up challenge of the Face-off turn.
I would like to point out that most players that move fast enough to OTS would have a lot of trouble winning a face-off. That's the biggest reason why I'm not horribly worried about OTS.
Tom
| bouncergriim wrote: | Thanks, make sure that that is clear, because it will affect burst. Secondly, if they are separate, can you use burst if you earn momentum from the faceoff and pickup?
So you choose to pick up the ball after you opponent flopped (so he is on the ground not exerting "TZ" in other words a required disengage). And you get some momentum from the pick up. Can you use burst now?
And if this is the case you cannot use burst in your regular action?
I ask this so I can figure out my doomed OTS.
I know I am kinda being technical, so figure out what you think is best without overly complicating the explaination. I know you want to keep the game as consistant as possible. |
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Dark Lord
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Personally, I wouldn't allow it.
The Face Off turn is a special turn. I would word it to say If a player aquires the ball from a Steal or Pick Up challenge during his turn he can yadda yadda yadda...
That remove the possibility. However, even that way, he could fail the pick up challenge on the face off. Hope for a positive bounce and pick it up on his first turn, get 6 momentum and do a one turn score that way.
Still, the odds of this are really high! I'm sure it will happen but to be successful you would need your opponent to flop on (probably 3 or 4 dice), fail the pick up (most likely without momentum), and then 6 or 7 successes on the Pick Up challenge depending on the bounce.
That would be some turn. But without rewording I can see where it wouldn't be clear.
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bouncergriim
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here is my doomed OTS strategy...
Okay, I know you need essentially all the momentum you can get to make this happen. You also need a striker with steal, burst, and for my plan to work well you need hot dog (okay really advanced player I know).
To start win the faceoff, push your opponent. First real turn, pick up the ball and gain some momentum hopefully. Then move into contact with oppoenent from face off using a burst momentum to get there. Next, disengage and earn momentum (doubled by hotdog). Then move towards an opponent in a big yellow circle by bursting. move into contact then disengage, aquire more momentum. Use burst more to move around the goalie (if you have enough momentum) otherwise try to disengage past and into goal. There is my strategy summed up. Fun... But alas doomed by probability and the curse of D.L.
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Dark Lord
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I'm not sure but I thought Burst only worked after you did the pick up challenge; not throughout your entire action.
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bouncergriim
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I assumed it would work the rest of your action after having picked up the ball. I guess this is another thing that could be clearer. I see how it could be read that way D.L. But I assumed it would be applicable the rest of your action, kinda like I interpreted all of the advanced abilities that can be used to move a player whos action it is.
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bouncergriim
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Galak,
Any ETA yet on the updated rules? Not trying to rush you, just curious.
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GalakStarscraper
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| Dark Lord wrote: | | I'm not sure but I thought Burst only worked after you did the pick up challenge; not throughout your entire action. | Hmmm ... need to think about that.
If Burst wasn't useable the rest of the action ... then anyone picking up the ball standing next to someone would not be able to use Burst (not my intention).
However ... I didn't intend for it to work like bouncer described either.
Let me think about this some more.
In 4.91 ... I already cleaned up the loophole of fielding only 1 player to delibrately get back to back turns. I made the Guardian circle a MUST instead of MAY to put a player in (but only if you have a 2nd player on the Bench).
I haven't released 4.91 ... because I really want to clean up these little details as much as possible so we aren't constantly releasing new editions of the rules.
Galak
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bouncergriim
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Maybe allow burst for the rest of an action up to x number of hexes. Maybe four could be a good number. This would prevent a OTS unless it was combined with dash/sprint. I wanted to try to count it out to not eliminate the OTS but make it highly unlikely, no fudge room for a Jg 6 striker with burst. It would take all of his burst (4) plus a dash to get into the goal. The goal is 10 paces away from the faceoff also you would need 1 jog to pick up so this would force them to burst and dash.
I am trying to find anything else you might want to check out also.
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Dark Lord
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You could say that once in the players turn where he has picked up the ball, he may use Momentum counters to move instead of Jog. Momentum can only be used to perform Move actions and once the player uses Jog to perform any action he may no longer use Burst for that turn.
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bouncergriim
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That makes sense, but it is kind of wordy. The reason I went with x burst movements was to keep the rule as simple as possible. I see your way as consistant, but difficult to word easily and understandably.
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bouncergriim
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Also following the possible change in burst, are you going to update other skills that let you use momentum to move. I think about this, because if you have a player with lets say Beeline he could move almost unlimited spaces to get to the guy with the ball if there were enough opponents across the board that he could keep earning momentum from disengages or shoves across the board.
Example he starts in the goalie ring and ends up adjacent to ball carrier near the goalie ring on the opposite side of the board.
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bouncergriim
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Just another note: I think psycho should read may use dice equal to opponents might on impact challenges (to allow for the fact that a monster may tackle an undead with the skill fear and need to roll an impact challenge). I could just be getting nit picky, but i thought I would voice a few other thoughts before Tom puts the finishing touches on the new rules.
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Dark Lord
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Personally the jumping from player to player doesn't bother me.
I just don't think it's a worthwhile strategy. Not one that needs nerfing. Just because something is possible doesn't automatically make it wrong.
You know a player could easily set up so that a OTS attempt would require the player to go waaay out of his way to get those Disengage challenges.
But using skills like Beeline and others to move unlimited is hardly going to be broken as you seem to think. Like I said, the fact that it CAN happen doesn't mean it will happen.
I'd wait on changes until we hear that is actually a problem. Nerfing something like this before hand is only going to remove memorable moments from a game. There's a big difference in a once in a career lucky streak that lets a player run from one end of the pitch to the other and score in one turn, and a skill combo that makes something like a regular occurrence.
One is something you talk about for years to come,
"Man do you remember when your Night Elf pick up the ball and jumped from guy to guy and scored! He must have moved 28 paces in that turn!"
"Oh yeah, the Slingshot Play!"
The other is something that becomes so common as to make it boring. IMO there's little danger of that here.
Also you lost me on Psycho.
Psycho ignores Fear. A monster Tackling an UNdead+Fear opponent needing to roll an Impact challenge is exactly what Fear is for. A monster with Psycho (not sure why you would give a monster Psycho) isn't required to roll for Fear...and even if he was he doesn't have to use Psycho.
Please elaborate on what you mean.
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bouncergriim
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THanks for the insight. I am still a newbie to the game, I just love looking at wierd senarios. I am not advocating change, just looking to make sure things are clear and consistant. These last few posts I have been trying to think of anything else that I might want Tom to consider when he is editting to ensure clarity.
And I am not saying anything I put forward it a very good strategy, just a possibility. I would say I am well versed in the theoretical and rules now, but still am ShiMMed on actual strategy.
These have been fun little rules discussions, I like the fact that stuff I say can actually help Tom and E.B. in general. Looking forward to seeing the game and community grow.
My this thread has wandered...
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bouncergriim
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I missed the psycho detail ignoring fear. I was looking at why a psycho player might want to choose to use his might instead of the opponents. But it appears this was covered and I didn't read close enough. I am mainly trying to make sure all skills are optional and not force. Psycho had this as player uses opponents might, instead of player may use. I just noticed may in most other places and was looking for consistancy. I am being a bit nit picky, but you are right it isn't an issue.
I just hope Tom can avoid making many more versions of the rules so he can focus on other things.
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GalakStarscraper
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Keep in mind that flops/0 successes are more common than rolling a 1 on a D6 even when rolling 6 challenge dice.
That means unlimited use of skills like Beeline would be very difficult to pull off (and would more likely end up handing your opponent a lot of Momentum)
I will look over your thoughts bg and get back to you. I do agree that Burst needs clarified.
Galak
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