New round structure - OPTION A - we'd like your feedback!
15 May 2018 14:08 - 16 May 2018 09:14 #86921
by Ankha
New round structure - OPTION A - we'd like your feedback! was created by Ankha
In order to simplify the round structure, we are considering the following:
Torn Signpost: Only usable at the start of the round.
Immortal Grapple: Only usable at close range, at the start of the strike step.
Shadow Step: Only usable at the start of the maneuver step. Burn 2 blood to set the range for this round and end the maneuver step.
The idea is to remove self-defined (or implicit) steps such as "Before range is determined". Also the "Determine Range" step would be named "Maneuver step" for consistency.
The goal is not to design a new combat system.
Thoughts?
Round structure:
1. Start ( = At the start of the round = before range is determined for non-set range effects)
2. Maneuver step
2.a Start ( = At the start of the maneuver step = before range is determined for set range effects)
2.b Maneuver ( = During the maneuver step)
2.c End
3. Strike step
3.a Start ( = At the start of the strike step, = before strikes are chosen)
3.b Choose strike
3.c Resolve strike
3.d End
4. Press step
4.a Start
4.b Press ( = During the press step)
4.c End
5. End ( = At the end of the round)
Torn Signpost: Only usable at the start of the round.
Immortal Grapple: Only usable at close range, at the start of the strike step.
Shadow Step: Only usable at the start of the maneuver step. Burn 2 blood to set the range for this round and end the maneuver step.
The idea is to remove self-defined (or implicit) steps such as "Before range is determined". Also the "Determine Range" step would be named "Maneuver step" for consistency.
The goal is not to design a new combat system.
Thoughts?
Last edit: 16 May 2018 09:14 by Ankha.
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15 May 2018 14:13 #86922
by self biased
Replied by self biased on topic New round structure - we'd like your feedback!
Oh, hell yes. "Before range is determined" was vague, shitty, and counterintuitive. I very much like how clear and concise this process is. Now cue the usual howlers griping about how this will only confuse the new people.
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15 May 2018 14:40 - 15 May 2018 14:42 #86923
by TwoRazorReign
Replied by TwoRazorReign on topic New round structure - we'd like your feedback!
This new system seems fine, but I'm really more happy about outline provided by Ankha (easy to follow, makes it clear what gets played when). It would be helpful if this makes its way into the rulebook eventually. Even if keeping how combat currently works, that section of the rulebook needs to be revised.
Last edit: 15 May 2018 14:42 by TwoRazorReign.
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15 May 2018 14:56 #86924
by ReverendRevolver
Replied by ReverendRevolver on topic New round structure - we'd like your feedback!
This would enable a "starter set" to have a graphically defined combat guide.
(A line with each window color coded and shading for the card in question, enabling new players to not need guided through combat)
I'm in favor.
(A line with each window color coded and shading for the card in question, enabling new players to not need guided through combat)
I'm in favor.
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15 May 2018 15:51 #86926
by kschaefer
Replied by kschaefer on topic New round structure - we'd like your feedback!
That's quite clear, but I think you need to add something between 3 and 4 to cover additional strikes. You have no step currently to gain or use them.
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15 May 2018 17:28 #86929
by brandonsantacruz
If possible I would try to use the exact same wording that appears on the cards for the steps in the rulebook.
For example, if Torn Signpost says "only usable at the beginning of the round," then part 1 should read "Beginning of the round." I don't see a point in using different verbiage if you're trying to avoid unnecessary complication.
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Replied by brandonsantacruz on topic New round structure - we'd like your feedback!
In order to simplify the round structure, we are considering the following:
Round structure: 1. Start ( = At the start of the round = before range is determined for non-set range effects) 2. Maneuver step 2.a Start ( = At the start of the maneuver step = before range is determined for set range effects) 2.b Maneuver ( = During the maneuver step) 2.c End 3. Strike step 3.a Start ( = At the start of the strike step, = before strikes are chosen) 3.b Choose strike 3.c Resolve strike 3.d End 4. Press step 4.a Start 4.b Press ( = During the press step) 4.c End 5. End ( = At the end of the round)
Torn Signpost: Only usable at the beginning of the round.
Immortal Grapple: Only usable at close range, at the beginning of the strike step.
Shadow Step: Only usable at the beginning of the maneuver step. Burn 2 blood to set the range for this round and end the maneuver step.
The idea is to remove self-defined (or implicit) steps such as "Before range is determined". Also the "Determine Range" step would be named "Maneuver step" for consistency.
The goal is not to design a new combat system.
Thoughts?
If possible I would try to use the exact same wording that appears on the cards for the steps in the rulebook.
For example, if Torn Signpost says "only usable at the beginning of the round," then part 1 should read "Beginning of the round." I don't see a point in using different verbiage if you're trying to avoid unnecessary complication.
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
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