file New round structure - OPTION B - we'd like your feedback!

16 May 2018 09:18 - 16 May 2018 09:18 #86960 by Ankha
This is another options with less phases, increased flexibility in timing, but it nerfs down some cards (Immortal Grapple can now be countered by a maneuver played afterwards).
Round structure
  1. Approach step
  2. Strike step.
    2.a Choose strike
    2.b Resolve strike
  3. Additional strikes step
  4. Leave step

Torn Signpost: Only usable during the approach step.
Immortal Grapple: Only usable during the approach step. [...] [pot] At close range, strikes that are not hand strikes cannot be used this round (by either combatant).
Shadow Step: Only usable during the approach step. Burn 2 blood to set the range for this round. Maneuvers cannot be played anymore this round.
Taste of Vitae: Only usable during the leave step.
Drawing of the Beast: [ANI] As above, and the opposing vampire takes 1R unpreventable environmental damage during the leave step each round.
Outside the Hourglass: [TEM] Only usable during the approach step. Inflict 2R damage on the opposing minion. A vampire can play only one Outside the Hourglass at superior each round.
Blood of Acid: Only usable during the approach step. A vampire can play only one Blood of Acid each round.
[vic] During each strike resolution this round at close range, the opposing minion takes environmental damage equal to the amount of damage they successfully inflicts on this vampire.

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Last edit: 16 May 2018 09:18 by Ankha.
The following user(s) said Thank You: Brum

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16 May 2018 12:07 #86962 by elotar
Much better!

IG can be reworded into "hand strike: strength damage, opponents strikes other than hand strike has no effect" or something like it. It's very rare for non basic strikes to be used with IG.

:splat: NC Russia
:DEM::san::nec::cap4:

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16 May 2018 12:24 #86966 by Lönkka
I already liked the other new structure and this I like even more!

(now I repeat myself from the other structure thread)
It is even more clear and easy.
And so many combat cards have precious small timing window/phase where you are able to play them and giving them a bit more leeway is good.

And it ain't like combat decks are dominating the scene right now (or ever...) so if you make playing them a bit more easy since you are not so strictly restricted when you play certain cards it should help the cardflow and thus the combat decks a bit.

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16 May 2018 12:30 #86967 by TwoRazorReign
I think option B is fine too; however, I think the main problems with how combat currently works would be completely alleviated by simply including an outline of all steps in the rulebook. While I do think option B might be overshooting the goal of making the combat steps easier to understand, I do believe there is some additional benefit to adding more flexible timing to combat.

On a technical note, the additional strikes step also needs the choose strike/resolve strike subsections.

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16 May 2018 14:08 #86974 by Brum
This is BY FAR the best option I've seen so far.
I just would prefer other names:

Round structure
1. Distance step

2. Strike step.
2.a Choose strike
2.b Resolve strike
Repeat 2a. and 2b. for every additional.

3. Leave step

Combat ends be moved to 1 (yes, all of them).
Immortal grapple be in 1.
Yeah, Torn and everything in 1. as well.

No more First Strike, please.

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16 May 2018 14:13 #86975 by ffiuza
Again, option "A" is better, because it is much simpler to explain to new players. Option "B" will bring changes to the game that are unnecessary.
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