New round structure - OPTION B - we'd like your feedback!
16 May 2018 16:30 #86994
by TwoRazorReign
Immortal Grapple is a great example of a card potentially becoming weaker under the proposed new combat system. It's one thing to say "who cares, let's weaken Immortal Grapple for the greater benefit," it's quite another to say "don't discuss certain things that may be a good argument against changing to a new combat system." Discussion about the effect rules changes may have on cards should not be stymied, in my opinion.
Replied by TwoRazorReign on topic New round structure - OPTION B - we'd like your feedback!
Specific cards should NEVER be taken into account in these discussions, except to explain the proposed changes.
Its a Pandora's box that created noise and deviates the attention.
And creates attrition.
Immortal Grapple is a great example of a card potentially becoming weaker under the proposed new combat system. It's one thing to say "who cares, let's weaken Immortal Grapple for the greater benefit," it's quite another to say "don't discuss certain things that may be a good argument against changing to a new combat system." Discussion about the effect rules changes may have on cards should not be stymied, in my opinion.
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16 May 2018 17:00 #86997
by Kraus
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
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Replied by Kraus on topic New round structure - OPTION B - we'd like your feedback!
I really don't know. Too much to process.
Needs a lot, lot, lot and lot of play testing.
Needs a lot, lot, lot and lot of play testing.
"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
-Nalia De-Arnise
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16 May 2018 17:26 #86999
by hardyrange
Option A just tries to clarify combat and bring it in line with how it is being played in real life alraedy.
Option B, however, proposes to change the combat system, and I do not think I could judge the impact without this going through a playtesting process.
"It was a perfect plan - until it had contact with reality"
---
Hardy Range
Playgroup Tradition Compliance Manager
Replied by hardyrange on topic New round structure - OPTION B - we'd like your feedback!
I agree here.I really don't know. Too much to process.
Needs a lot, lot, lot and lot of play testing.
Option A just tries to clarify combat and bring it in line with how it is being played in real life alraedy.
Option B, however, proposes to change the combat system, and I do not think I could judge the impact without this going through a playtesting process.
"It was a perfect plan - until it had contact with reality"
---
Hardy Range
Playgroup Tradition Compliance Manager
The following user(s) said Thank You: mjvtes521
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16 May 2018 19:35 #87003
by Sambomb
Dodge resolves after S:CE and BEFORE every other strike otherwise the opponent strike would work.
Strikes that steal blood ( or equipment ) are a little different because they resolve before dmg resolution like normal strikes.
Archbishop of Itaocara
Prince ID #510
Replied by Sambomb on topic New round structure - OPTION B - we'd like your feedback!
Im trying to break down the strike resolution step, not change how cards works.You can do the exact same thing:
Maneuver: Combat Ends.
As above, but unlock this minion.
This topic is not about remove things of the game, its about turn the combat steps easier to understand.
No more first strike.
Dodge by the rules, can be the same timing (it is already!) as what you call 'default strikes'.
Theft of Vitae is ALSO during the 'default strikes' resolution.
Remember - Strike Resolution is BEFORE Damage Resolution.
Dodge resolves after S:CE and BEFORE every other strike otherwise the opponent strike would work.
Strikes that steal blood ( or equipment ) are a little different because they resolve before dmg resolution like normal strikes.
Archbishop of Itaocara
Prince ID #510
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16 May 2018 20:25 - 16 May 2018 20:26 #87006
by Brum
Replied by Brum on topic New round structure - OPTION B - we'd like your feedback!
If you take away the Before Range step, cards will change.
If you move cards from one mini phase to another mini phase, cards will change.
Any change will make some cards stronger, others weaker.
Combat is clunky, hard to explain and harder to rule.
Also, we must not think only in the now, but years from now.
We will never have another chance like this.
If everyone needs S:CE like it is (why, really?), please let it work, yes, but at the same time as dodge or theft of vitae.
Don't make different timings. Unify everything under the same strike resolution.
Dodges make the minion immune to the opposing minion's strike.
Combat Ends ends the combat.
Effects like Mercy for Seth can change (bold the new text).
[nec] Strike: put this card on the opposing minion during this strike's damage resolution. If this minion is a mortal, he or she is burned. During his or her untap phase, the minion with this card takes 1 unpreventable damage. The minion with this card may burn it as a +1 stealth action.
Oh and by the way, this must be SUPER well tested, obviously.
We are touching in core parts of the game, I know.
I'm not trying to take nobody's favorite toys, or re-invent the game.
I don't understand why there's such a resistance to ideas that are not as radical as people seem to think.
If you move cards from one mini phase to another mini phase, cards will change.
Any change will make some cards stronger, others weaker.
Combat is clunky, hard to explain and harder to rule.
Also, we must not think only in the now, but years from now.
We will never have another chance like this.
If everyone needs S:CE like it is (why, really?), please let it work, yes, but at the same time as dodge or theft of vitae.
Don't make different timings. Unify everything under the same strike resolution.
Dodges make the minion immune to the opposing minion's strike.
Combat Ends ends the combat.
Effects like Mercy for Seth can change (bold the new text).
[nec] Strike: put this card on the opposing minion during this strike's damage resolution. If this minion is a mortal, he or she is burned. During his or her untap phase, the minion with this card takes 1 unpreventable damage. The minion with this card may burn it as a +1 stealth action.
Oh and by the way, this must be SUPER well tested, obviously.
We are touching in core parts of the game, I know.
I'm not trying to take nobody's favorite toys, or re-invent the game.
I don't understand why there's such a resistance to ideas that are not as radical as people seem to think.
Last edit: 16 May 2018 20:26 by Brum. Reason: Spelling
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16 May 2018 20:49 #87008
by brandonsantacruz
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Replied by brandonsantacruz on topic New round structure - OPTION B - we'd like your feedback!
Maybe it is a good time to ask: How do we want the game to work? If we paint with a broad brush to start, it is easier to fill in the details afterwards than the other way around.
For example:
Should combat be very granular with lots of little steps, as it is now, or should it be simple? Stepping further back, how long should turns take? How big of a role should combat have?
For example:
Should combat be very granular with lots of little steps, as it is now, or should it be simple? Stepping further back, how long should turns take? How big of a role should combat have?
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
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