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Standing a Player Up
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juergen



Joined: 09 Nov 2006
Posts: 29

PostPosted: Thu Jul 03, 2008 12:34 pm    Post subject: Reply with quote

damn, should have read this earlier, in my test game yesterday we had the current rules, but the old reference sheet and flopped a ton of get ups  

although it's not a challenge anymore, I would suggest adding this to the reference sheet with the modifiers. If you have played a lot of games you know if it is 5/8-grit but when you a new to the game (and thats the time where the reference sheet helps the most) it's just a parapgraph in 22 pages which is very easy to miss

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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
Posts: 5310

PostPosted: Thu Jul 03, 2008 1:11 pm    Post subject: Reply with quote

Good point .... not sure if I have room on the Reference Sheet for it ... but I'll try to fit it on.

Galak
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Dark Lord



Joined: 23 May 2006
Posts: 2055

PostPosted: Mon Aug 18, 2008 2:44 pm    Post subject: Reply with quote

The "5 less his Grit" to stand up is a great rule and has been a big hit around here but during my game with Mad Jackal we had a situation come up where the rule showed a flaw...however, it's the only one I have seen!

We had a situation where my skeleton (Grit 6) wanted to stand up and disengage from two players. He was going to need to disengage twice even!

Well since he can stand up for a cost of zero jog in that situation (5 - Grit 6 +1 for the Assist) and the disengage doesn't cost anything until you actually move he had nearly unlimited attempts to disengage. The only thing that would stop him would be a flop since a failed disengage only results in him going down in his starting hex and standing up is free in that situation.


The solution is fairly easy in my mind, make the minimum needed one.

The only drawback I see is that it does remove a bit of flavor from teams like the Deadlings who have the skeletons and zombies who just won't stay down. I love that! So an alternative solution that retains that flavor but is a tad  more complex would be to keep the rule as is but make the minimum needed 1 Jog when the player is standing up in another players front 3.

So basically a skeleton or zombie would have an effective Grit 5 for standing up, and a 6 only for injuries.
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I lurk in the shadows, eying your games.
Nothing can slake me, except for your pain.
"Flop," I say gently; whispering my curse,
your bad situation just became worse.

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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
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PostPosted: Mon Aug 18, 2008 4:14 pm    Post subject: Reply with quote

I think I have an easier solution that to me makes a lot of sense.

You may only Stand Up once per a turn.

This would remove the problem you saw in your game Dark Lord with Mad Jackal.

Galak
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Dark Lord



Joined: 23 May 2006
Posts: 2055

PostPosted: Mon Aug 18, 2008 4:34 pm    Post subject: Reply with quote

True but I kinda like the ability of my zombies to continually get back up.

"STAY DOWN!"

"Muuuhhhhhhhh..."  

But actually I think yours may be the easiest solution. AND it keeps the zombies standing up for free even when guarded so that's cool.

I may suck with Deadlings but there is some satisfying in your opponents face when he says, "so you can STILL get up for free?!"

hee hee!  
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I lurk in the shadows, eying your games.
Nothing can slake me, except for your pain.
"Flop," I say gently; whispering my curse,
your bad situation just became worse.

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SillySod



Joined: 29 Apr 2008
Posts: 68

PostPosted: Mon Aug 18, 2008 8:22 pm    Post subject: Reply with quote

Two players should still hold the zombie most of the time shouldnt they? With a decent tackler plus the extra success you need from the assist that zombie aint going anywhere fast. After all a flop isnt too unlikely on such an ungainly player.
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Dark Lord



Joined: 23 May 2006
Posts: 2055

PostPosted: Mon Aug 18, 2008 9:00 pm    Post subject: Reply with quote

SillySod wrote:
Two players should still hold the zombie most of the time shouldnt they? With a decent tackler plus the extra success you need from the assist that zombie aint going anywhere fast. After all a flop isnt too unlikely on such an ungainly player.


No.

The zombie has a Grit of 6. So even with another player there he stands up for free.

Zero jog spent so far.

A disengage costs zero jog...it's the movement that is inherent in a disengage challenge that actually costs. A failed jog (non-flop) results in the player being down in their starting hex.

Zero jog spent so far.

The zombie stands up again for free and tries it again...and again...and again until he either flops or succeeds.

Very undead like...but also very broken. It's a perfect example of the difference between balanced by the numbers and balanced in real life. It never occurred to anyone until the situation came up.
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I lurk in the shadows, eying your games.
Nothing can slake me, except for your pain.
"Flop," I say gently; whispering my curse,
your bad situation just became worse.

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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
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PostPosted: Tue Aug 19, 2008 12:47 am    Post subject: Reply with quote

And I'm willing to allow them to do that trick once to make the undead in Elfball be very different.  But once I think is enough for that trick to work.



Galak
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Dark Lord



Joined: 23 May 2006
Posts: 2055

PostPosted: Tue Aug 19, 2008 3:21 am    Post subject: Reply with quote

Right. I agree.

And standing up for free is a pretty big deal in Elfball.

I'm sold.


But as far as the tournament rules go. Hmmn. That's a different story.
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I lurk in the shadows, eying your games.
Nothing can slake me, except for your pain.
"Flop," I say gently; whispering my curse,
your bad situation just became worse.

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Mad Jackal



Joined: 04 Apr 2006
Posts: 186

PostPosted: Tue Aug 19, 2008 3:23 am    Post subject: Reply with quote

Getting up only once is the BEST solution Galak. I think you may recall I was against multiple get ups in one turn anyway....


Now we just need a ruling on preforming an action/challenge when you are out of jog and used your free action.

I still argue that deadwoods, skeletons, deervishes or any player who gets up for zero move cost, should still not be allowed to take an action to stand if they have no actions left....

IE movement all spent and free action taken to block some-one and go down.
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Dark Lord



Joined: 23 May 2006
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PostPosted: Tue Aug 19, 2008 3:36 am    Post subject: Reply with quote

I disagree. That's what makes those players fun and I really don't see it as any sort of problem, and definitely not a game breaker. Watching those dead guys pop back up (just like zombies tend to do) is great fun. It also makes them a bashier player...which is what they are.

It's a slippery slope to start nerfing the bash. Especially when Deadlings suffered a myriad of casualties against Timberline Elves. IMO taking away that ability drops the bashing power slightly to the high Jog players...and they already have enough advantages.

Now, I agree that unlimited attempts to dodge away is broken for a bash team and I have seen it be unreasonable. Allowing a Zombie or Skeleton to stand back up after a slide tackle hasn't broken any games that I have seen and I would hate to see it go.

In fact I would argue that as a challenge it was more favorable to the bashy players. I loved getting my skeletons dropped because it meant I could gain momentum just for standing up! That was broken, this is not.

IMO it's just Elfball's version of Regeneration.
_________________
I lurk in the shadows, eying your games.
Nothing can slake me, except for your pain.
"Flop," I say gently; whispering my curse,
your bad situation just became worse.

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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
Posts: 5310

PostPosted: Tue Aug 19, 2008 3:48 am    Post subject: Reply with quote

If a Grit 5/6 player ends his action with zero Jog, is Down, and has not yet had to Stand Up this turn .... I'm okay with them getting the free stand up.

Galak
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Mad Jackal



Joined: 04 Apr 2006
Posts: 186

PostPosted: Tue Aug 19, 2008 4:02 am    Post subject: Reply with quote

Elves or no.

You give me a 4 dice shot looking for a one and I'm going to take it. Every turn. Be it tackling, shoving or passing. The odds don't get much better than 4 dice looking for a one especialy for the normal players. And you bet I'm going to hit everything within reach. My elves gave most cas for a reason.

Why? Because I saw the most backsides of players and took the shots.


Ok Galak. So if they have momemtum, they get to roll thier dash after they stand for free then ? And they can shove or move or do what ever then ?
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Dark Lord



Joined: 23 May 2006
Posts: 2055

PostPosted: Tue Aug 19, 2008 4:14 am    Post subject: Reply with quote

Mad Jackal wrote:
Why? Because I saw the most backsides of players and took the shots.


Which is due their low Jog. The free get up doesn't negate it. Average Jog, and above average Dodge against low Jog and low Dodge means you're gonna hit my back sides.
_________________
I lurk in the shadows, eying your games.
Nothing can slake me, except for your pain.
"Flop," I say gently; whispering my curse,
your bad situation just became worse.

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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
Posts: 5310

PostPosted: Tue Aug 19, 2008 12:17 pm    Post subject: Reply with quote

Mad Jackal wrote:
Ok Galak. So if they have momemtum, they get to roll thier dash after they stand for free then ? And they can shove or move or do what ever then ?
Works for me.
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