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
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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.
The following user(s) said Thank You: hardyrange, Malachy, Ke., mjvtes521

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