file Vampire reboot more likely than new sets?

15 Nov 2015 10:14 #74285 by Ashur

Because having small numbers on cards, limiting comparability of vampires, vithout any meaningful reason, is idiotic.

The point is to be able to create variety, but not making too strong crypt options. Example: In group 7 you could have two 5-cap vamps with POT & CEL & ani, and in group 9 you could have two 5-cap vamps with POT & CEL & obf. Without the grouping rule there would be too many 5-cap vamps with POT & CEL. Do you understand?

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15 Nov 2015 14:27 - 15 Nov 2015 14:27 #74287 by self biased

Because having small numbers on cards, limiting comparability of vampires, vithout any meaningful reason, is idiotic.


Two words: Presence Weenies.

Somehow we don't need it for expanding library cards pool, but for vampires it's suddenly nessesary.


I'd actually be super in favor of adding grouping to library cards.

The problem that i've seen is basically endemic to any game that no matter what the social contract is, when the question is asked:
"Well why on Earth would anyone play the game like that?" someone pipes up and says: "The rules don't say that I can't!" Most famously to my mind was when Alessio Cavatore was surprised people were taking Twin Lash Princes during the CHaos 3.5 codex era of Warhammer 40k.

Limiting the card pool is good for the game, because it encourages people to buy the new cards, too.
Last edit: 15 Nov 2015 14:27 by self biased.

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15 Nov 2015 16:48 #74289 by ReverendRevolver
I'd rather see card pool stay as is, with distinction for new players. Anything too powerful needs reworded. Every Anson, Parthenon, Cybele, etc needs "you can only gain an additional master phase from one non-trifle source each turn"

Or put it in the rulebook.

Actual card pool is overwhelming so we should sort it for new players or have a junk/wallpaper designation, a corner case designation, a playable designation, and a good card designation. So, in order, eyes of the dead, keep it simple, telepathic counter, deflection.
For ranged weapons spike thrower/stars hell, improve flamethrower/deagle, Saturday night special/flamethrower, 44 magnum/ivory bow.
Every function of cards has this hierchy, if we tell hat to people between them learning stealth bleed and building decks, would it not help? Deflection>murmur>redirection. Pursuit/blur/psyche/sideslip/flash> anything else that's celerity and combat. You get the idea.....

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16 Nov 2015 13:26 - 16 Nov 2015 13:29 #74315 by elotar

The point is to be able to create variety, but not making too strong crypt options.


The reasoning, that if we just left it alone, some crypt options may be too good is obvious, but the solution "this vampires can't be played with each other just becouse" is still dumb.

It's even more dumb when we remember, that disciplines and specials are totally not equal, so there are still much better crypt options with grooping rule (any with dom?, MMA ets) than any number of POT CEL 5-caps.

:splat: NC Russia
:DEM::san::nec::cap4:
Last edit: 16 Nov 2015 13:29 by elotar.

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16 Nov 2015 15:09 #74324 by self biased
i feel like this is a 'can't see the forest for trees' moment (do you have that idiom in Russia, elotar?). I think the grouping rule is more about the overall health of the card pool, and less about individual vampires.
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16 Nov 2015 15:37 #74326 by Ankha

but the solution "this vampires can't be played with each other just becouse" is still dumb.


It's been done this way "by design". You may not like the rule, but it's not "dumb", it's been there on purpose, and crypt cards were designed according to this grouping rule.

James also had a nice analysis back in 2002:

groups.google.com/d/msg/rec.games.trading-cards.jyhad/_jvnIfLxJm4/IqMkL9zCWFoJ

>I fully agree with you on this. Dial-a-vamp will lead to broken situations,
>unless (perhaps) all clans have access to a Dial-a-vamp crypt.
No, you still miss the point.

The point (with regards) is not whether a *clan* has access to dial-a-
vamp. This is *NOT* related to clans.


As LSJ has pointed out, the crypt has *always* been designed as a
restriction on what you can do. (Hence, uniqueness, contesting with
other Methuselahs, minimum sizes, the slowness of sucking blood back
(this wasn't actually in some drafts) and so on.)

It is not hard to imagine a V:TES where you took (say) six pretty, but
blank, vampire cards and 24 discipline master cards and built your own
crypt.

By contrast, the crypt is a powerful limiting agent.


If you can't find a vampire with daimonon/dominate/thanatosis (Ian
Forestal notwithstanding[0], the time and effort required to simulate
that and the random chance of deck shuffling (will you only get your
Samedi popping up? So put in a Recruitment, a Coroner's Contract etc.)
limit the overall effectiveness such a discipline combination could
have.

I think at some point (dai/dom/than aside), we've all sat down and said
"Oh, wouldn't it be nice if...." and then come up with a really cool
combo, involving some great cards. Then when you look at the vampires
available, it's a lot of work. No-one in that clan has the stealth, no-
one in that clan is really big enough to afford it, so it'll be a lot of
work to pull it off. Oh, there is that vampire over there, but it's a
bit expensive for just those inferior disciplines.

Thus the potential power of such combinations is limited, by careful
design relative to the card set.

LSJ has, repeatedly, pointed out that simply allocating X points of
disciplines, using the system most people see in Jyhad/V:TES, is not
enough. A card that said "4 capacity, pot cel for pro, Default bleed is
0" would be pretty balanced along most such costing schemes.

The combos they facilitate are also a hugely important balancing factor.

As dial-a-vamp becomes possible (in a non-grouping environment), the
balance that has been constructed over *years* becomes - piece by piece
- taken down. Whereas, previously, attempts were made so that with a
small, focused set of vampires, e.g. my Gangrel deck, which I've
constructed with a small investment of two to three hundred cards and
some trading, could succeed, dial-a-vamp practically demands clan
transparency.

You wouldn't be limited by discipline matches - those would be entirely
set aside, with the foundation of dial-a-vamp. Currently, you would
have to limit your use of the 'good' cards to the disciplines you can
find to bring out, or put in a lot of work to bring out. With dial-a-
vamp, you just go and pick and choose all the best cards from all the
best disciplines. Well, let's take Skin of Steel, Claws of the Dead,
Torn Signpost, Blood of Acid and Shadow Strike. A few Rewind Times can
knock around in the deck.

The *frightening* point with dial-a-vamp is not whether you keep the
clans balanced with regards one another, or the sects, or the
bloodlines. The major point is whether you keep the game balanced
*within itself*. Dial-a-vamp requires a standard escalation of power
levels to compensate and rewards the current suitcase players who will
be able to make all the outlandish combos that are, currently,
restricted.

Sure, you want to keep the Gangrel balanced next to the Lasombra next to
the Tzimisce. But, more important than whether one clan is more
powerful than another, you want to keep the *game* balanced.

Clan decks get the benefits of some interesting clan cards and a tight
focus of discipline. Out of clan decks get the benefits of some
interesting combos, at a cost, with less tight focus of vampires -
expensive, fewer of them, more fragile, more likely to "self-contest" in
the uncontrolled region, jam on skill cards etc.

When all combos are available easily, the out-of-clan decks lose a
strong balancing factor - that of difficulty - and the power level ups.


That's why it's not a clan thing, or even a sect thing, but a game
thing.

As more vamps become available, it'll become even more important to keep
the game balanced.


[0] The above is also one of the reasons why, in the past, I have argued
strongly against replicating Ian Forestal's ability on any vampire, when
it came up in a Damnan's hosted card.


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