file Change VP count to promote fast play

15 Nov 2016 06:13 #78992 by Boris The Blade
The other thread on what is missing from VTES got me thinking about alternative ways to speed up games. The current system incentivizes a waiting game because the last VP effectively counts double. What if we changed that? Here is a possible option:
-Survival at the end of the game is always worth 0.5VP, even if there is only one survivor.
-An extra 0.5VP is awarded to the first oust (or the acting player in case of multiple simultaneous ousts). Consider it a good behaviour prize for moving the game forward.

The most immediate effects are that letting the first 2 VP go is not a reliable game plan anymore unless one can make sure that they go to 2 different players, whereas rushing for the first 2 VP ensures at least a 2.5 / 2.5 draw.

On a 4 player table, the player who ousts 2 people always wins, plain and simple.
The following user(s) said Thank You: Vlad

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15 Nov 2016 08:51 #78994 by jamesatzephyr
It's interesting, though it does have potential downsides for some successful decks that are (relatively speaking) a bit slow at the moment. Currently, you might reasonably be playing a deck that will be aggressive but it's a little slow to tool up, or it needs to whittle away its prey a bit first before going in for the oust (e.g. 'wasting' their blocking tech to get some punchy bleeds in while they're out of defence, or you need to 'waste' a turn or two making sure your vampires are anarchs before you can start on your thing), but no-one would rag on you for playing them. Or, say, a Week of Nightmares Clown Car - very aggressive deck when it flicks the switch, but it will usually start slower. Seems like the move favours decks that want to start quickly with transient cards, such as stealth bleed or weenie vote, rather than decks that are planning tool up.

That's not insurmountable, but it would be worth thinking about the knock-on effects, given it might cramp some players' favoured deck styles, and not all of them are ones that people generally have an issue with in terms of aggression.



One thing, however - you might want to think about how this affects the unofficial Rapid Thought (three player) format, which can be a bit of fun. Currently, it works that the last man standing wins, because they get 2 VPs. With that change, the first oust would get 1.5VP so either they win, or they tie.

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16 Nov 2016 20:43 #79041 by GreyB
I really do feel that drastically changing the VP system is key to controlling game length. Playing around with numbers leveraging the current system just wont cut it I'm afraid.

:garg: :VIS: :POT: :FOR: :flight: -1 Strength

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17 Nov 2016 02:29 - 17 Nov 2016 02:36 #79046 by Boris The Blade
What do you have in mind? Going away from 1 VP per prey ousted?

As for combo decks, they would still be playable but might have to pack more table control tools until they are set up, life boon for example.
Last edit: 17 Nov 2016 02:36 by Boris The Blade.

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18 Nov 2016 10:46 #79061 by GreyB

What do you have in mind? Going away from 1 VP per prey ousted?

As for combo decks, they would still be playable but might have to pack more table control tools until they are set up, life boon for example.


See: www.vekn.net/forum/generic-v-tes-discussion/75349-alternate-vp-system#79060

The idea kinda got snowed over by the anti-combat lobby in the other thread... When someone mentions "combat" and "viable" in a sentence, vains apparently start throbbing on many foreheads...

:garg: :VIS: :POT: :FOR: :flight: -1 Strength

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