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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Mon Nov 28, 2011 4:28 pm GMT Post subject: terrain action variation |
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I came up with idea for changing the types of actions you can take. In this variant, you are not limited by the icon showing on the terrain die. Instead, the terrain die shows the action that is optimal.
Magic face: You can cast magic as usual. You can also make a missile attack against an army at an adjacent terrain, but with a 1/2 penalty to your missile results.
Missile face: You can missile attack as usual. You can also take a magic action, but with a 1/2 penalty to your magic results.
Melee face: You can melee attack as usual. You can also take a missile action with a 1/2 penalty to your missile results or a magic action with a 1/4 penalty to your magic results. However, if you take a missile action against an army at the same terrain then the defending army may take a counter-action as well (melee, missile, or magic as described here).
8th face: If you control the 8th, then it works as usual (no penalties to any action). If an opponent controls it, then you can take an action as if it were a melee face.
(engage flame suit...) |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Mon Nov 28, 2011 5:13 pm GMT Post subject: Re: terrain action variation |
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| piMaster wrote: | I came up with idea for changing the types of actions you can take. In this variant, you are not limited by the icon showing on the terrain die. Instead, the terrain die shows the action that is optimal.
Magic face: You can cast magic as usual. You can also make a missile attack against an army at an adjacent terrain, but with a 1/2 penalty to your missile results.
Missile face: You can missile attack as usual. You can also take a magic action, but with a 1/2 penalty to your magic results.
Melee face: You can melee attack as usual. You can also take a missile action with a 1/2 penalty to your missile results or a magic action with a 1/4 penalty to your magic results. However, if you take a missile action against an army at the same terrain then the defending army may take a counter-action as well (melee, missile, or magic as described here).
8th face: If you control the 8th, then it works as usual (no penalties to any action). If an opponent controls it, then you can take an action as if it were a melee face.
(engage flame suit...) |
Love it. Love everything about it. |
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DialFforFunky rare
Joined: 11 May 2010 Posts: 1992 Location: Groningen

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Posted: Mon Nov 28, 2011 5:29 pm GMT Post subject: |
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How does this halving modifier handle SAI's? If they aren't dealt with, this might get out of control pretty quick.
I'm not a big fan as of yet. It seems to me that it will mostly result in insignificant rolls that don't really contribute to the game. Their only use would be to trigger certain SAI's, like cantrip and regenerate. I think the fact that marching up to an 8th without an opponent will leave you without anything to actually do is a good thing. I think going for the 8th should be a significant tactical decision, rather than just plodding forward at a mucky pace and seeing how far you'll make it (I notice that I find it hard to put it to words, but I hope the general direction comes across).
F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Wed Nov 30, 2011 3:44 pm GMT Post subject: |
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| DialFforFunky wrote: | | How does this halving modifier handle SAI's? If they aren't dealt with, this might get out of control pretty quick. |
It would be applied like any other modifier.
| DialFforFunky wrote: | | I'm not a big fan as of yet. It seems to me that it will mostly result in insignificant rolls that don't really contribute to the game. Their only use would be to trigger certain SAI's, like cantrip and regenerate. |
Yes, that could happen (it happens now (i.e. a melee army making a missile attack just to see if they get a cantrip/regen)). The size of the modifiers could be adjusted. Or instead of dividing use subtraction modifiers. I was also thinking of removing the penalty for missiling an adjacent terrain. |
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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Thu Dec 01, 2011 3:30 pm GMT Post subject: |
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Or: ID results do not count. ? => Means 1/3 or 1/4 less results.
_________________
I would rather prefer something else:
Instead I would change the rule for minor terrains: You may bring them into play even if you loose a maneuver. (If you win a maneuver you may bring them into play with ID face up, if you loose you have to roll the minor terrain.)
Or: You may start the game with Minors already in play.
Others here have more game experience than I. So how often are Minor Terrains actually brought into play? Sure, you bring them with you because these terrains will not hurt you if you have them in your Summoning Pool, but are they really useful in the way they are now?
I think there is a lot more potential in minor terrains. |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Thu Dec 01, 2011 3:58 pm GMT Post subject: |
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| I use minor terrains all the time, and they are often a crucial part of a strategy. |
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eggsaladsandwich uncommon
Joined: 31 Jan 2005 Posts: 519 Location: West Linn, OR.

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Posted: Fri Dec 02, 2011 12:54 pm GMT Post subject: Re: terrain action variation |
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| piMaster wrote: | I came up with idea for changing the types of actions you can take. In this variant, you are not limited by the icon showing on the terrain die. Instead, the terrain die shows the action that is optimal.
Magic face: You can cast magic as usual. You can also make a missile attack against an army at an adjacent terrain, but with a 1/2 penalty to your missile results.
Missile face: You can missile attack as usual. You can also take a magic action, but with a 1/2 penalty to your magic results.
Melee face: You can melee attack as usual. You can also take a missile action with a 1/2 penalty to your missile results or a magic action with a 1/4 penalty to your magic results. However, if you take a missile action against an army at the same terrain then the defending army may take a counter-action as well (melee, missile, or magic as described here).
8th face: If you control the 8th, then it works as usual (no penalties to any action). If an opponent controls it, then you can take an action as if it were a melee face.
(engage flame suit...) |
waay over complicating the game. K.I.S.S. and Elegance is much better.  _________________ "Another days useless energy spent." Moody Blues |
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