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New Dragonkin Breaths

 
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willpell
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PostPosted: Mon Dec 08, 2008 10:09 pm GMT    Post subject: New Dragonkin Breaths Reply with quote

Comparing the rare Dragonkin's original color-differentiated breaths to the current "target army kills 3h of units" generic version, I'm disappointed that the extra flavor of the various breaths was removed, but I don't just want to go back to the originals, as they were significantly imbalanced in power level and not especially interesting. Therefore, here is my initial proposal for a replacement array of breaths; the gold and red are specifically rebalanced against each other compared to the original versions, while the other three are a bit experimental and might not be balanced as yet, so I may have to revise them. When in doubt, try something new....

Blue: "Freeze" Choose 3 health of units in the target army. The army's owner rolls them. Units which did not save are killed; units which save are frozen and cannot roll until after your next turn. (Individual automatic saves apply.)
Green: "Poison Gas" Choose 3 units in the target army. Those units's results are halved on all rolls until after your next turn.
Gold: "Petrify" Target army's owner chooses 3 health of its units and rolls them. Each unit is killed and buried unless it rolled a save. (Individual automatic saves do not apply.)
Red: "Flame" Target army's owner chooses 3 health of its units. They are killed with no roll to save. (Inidividual automatic saves apply.)
Black: "Disease" Target army's owner chooses 3 of its nonmonster units and rolls them. Units which roll an ID result are killed; all others flee to reserves.

Let me know if any of these look obviously off. I already toned them down a bit; the Blue originally targeted units instead of health, while the black previously killed everything that *didn't* roll ID (hence the fact it l says "nonmonster", which I decided not to change because it's still flavorfully appropriate for monsters not to be affected by disease).
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chuckpint
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PostPosted: Mon Dec 08, 2008 10:32 pm GMT    Post subject: Reply with quote

You may want to write this in the same style as the current rules, so that both the rare dragonkin and the champion dragonkin have the same secondary effects, but the health affected is the same as the health of dragonkin.

If you don't want auto saves to work, then make the roll something other than saves. We went to a lot of cleaning of the rules to make everything more consistent. If you say they have to roll a maneuver or something else other than a save, then Earthen Armor or dragonkin autosaves would not apply.

Also to be consistent, don't make lasting effects based on the effected player's turn. It should be based on the offensive player's turn. All effects should either end at the beginning of the offensive player's turn, or at the end of the offensive player's turn.

So for example:

Green: "Poison Gas" Choose up to three health-worth of units in the defending army. The target units' results are halved on all rolls until the end of your next turn.
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My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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willpell
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PostPosted: Mon Dec 08, 2008 11:53 pm GMT    Post subject: Reply with quote

chuckpint wrote:
You may want to write this in the same style as the current rules, so that both the rare dragonkin and the champion dragonkin have the same secondary effects, but the health affected is the same as the health of dragonkin.


The rules are written in highly technical fashion; I prefer to use more natural language. I'd rather not have the whole thing use "X" values; instead, I'll probably just add on the end, "The 4-health Dragonkin Champion's Breath is the same as its 3-health equivalent, but affects either 4 dice or 4 health of dice in place of the rare Dragonkin's equivalent value."

Quote:
If you don't want auto saves to work, then make the roll something other than saves. We went to a lot of cleaning of the rules to make everything more consistent. If you say they have to roll a maneuver or something else other than a save, then Earthen Armor or dragonkin autosaves would not apply.


Remember, my priority is on flavor; having all the rules work the same when they represent different things is the opposite of what I prefer to do. Note how the Blue says the units are frozen "unless they save", while Gold says the unit dies unless it "rolls a save"; the word "rolls" should indicate that an autosave doesn't cut it. (After all, Earthen armor or dragon scales ought to make it EASIER for you to be petrified - just fuse all the joints.) Similarly, Red indicates that autosaves do work by saying "there is no roll to save", rather than "no saves are possible".

(My Magic the Gathering background may be showing on these wordings; I've noticed that DD's rules have a very different style, which is more precise but less flavorfully evocative - and I think that DD needs the extra flavor of a non-precise wording even more than Magic cards do, since they have paintings on them instead of abstracted icons.)

Quote:
Also to be consistent, don't make lasting effects based on the effected player's turn. It should be based on the offensive player's turn. All effects should either end at the beginning of the offensive player's turn, or at the end of the offensive player's turn.


As written, they do end at the end of the offensive player's turn. For instance, Green says: "Choose 3 units in the target army. Those units's results are halved on all rolls until after your next turn." So your Dragonkin rolls Breath, you choose three targeted units, and those units are poisoned and halve their rolls until your next turn finishes. If the breath is rolled during your attack, the unit is affected for its owner's entire turn and your next one; if you roll the breath while defending in melee, the effect will apply to the attacker's counter-save as well as to everything you do during your turn.

(PS, the Blue and Green effects give you the attacker the choice, while the deadlier Gold and Green and Red breaths all let the owner's army choose. This is because halving a unit's results for one turn instead of killing it outright is rather pathetic; giving you the choice of what to target at least tries to make up for this. Similarly, I picked Blue and Black to target units instead of healthworth because they were less likely to cause a kill; I debated doing the same with Green, and may reverse the current ruling later depending on how deadly the Blue breath proves to be. Then again, even in the original rules, Green dragonkin were pathetic, which makes it so awesome that they're about a full third of what I've opened to date.)
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chuckpint
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PostPosted: Tue Dec 09, 2008 8:25 am GMT    Post subject: Reply with quote

willpell wrote:
Remember, my priority is on flavor; having all the rules work the same when they represent different things is the opposite of what I prefer to do. Note how the Blue says the units are frozen "unless they save", while Gold says the unit dies unless it "rolls a save"; the word "rolls" should indicate that an autosave doesn't cut it. (After all, Earthen armor or dragon scales ought to make it EASIER for you to be petrified - just fuse all the joints.) Similarly, Red indicates that autosaves do work by saying "there is no roll to save", rather than "no saves are possible".

Which is inconsistent with the current rules. If you are allowed to roll to save, then dragonkin autosaves must work. By the same ruling, Earthen Armor must work. If you get no save (Finger of Death, Smite), then autosaves don't work. So if you want a unit to get to make an avoidance roll (it's technically not a save roll), and don't want autosaves to work, then you have to specify a result other than saves. The most common is maneuvers (I dodge out of the way).

So give your breaths some flavor (garlic? Wink ), but stay consistent with the way the rules work. Then you may have a chance to convince people to change the rules. We have changed rules based on feedback in the past. Very Happy Cool
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First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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willpell
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PostPosted: Thu Dec 11, 2008 1:11 am GMT    Post subject: Reply with quote

chuckpint wrote:
Which is inconsistent with the current rules. If you are allowed to roll to save, then dragonkin autosaves must work. By the same ruling, Earthen Armor must work. If you get no save (Finger of Death, Smite), then autosaves don't work. So if you want a unit to get to make an avoidance roll (it's technically not a save roll), and don't want autosaves to work, then you have to specify a result other than saves. The most common is maneuvers (I dodge out of the way).


Alright, if it's that important to you, I guess we'll just say that dragonkin and Earth-Armored units can't be petrified because they automatically save. After all, Earth Armor is the same color as Petrify, and Dragonkin are the same species (not like Gold dragons can petrify other dragons). Either way, the normal result is the same - Flame breath doesn't give a save roll, but also doesn't bury the unit, so the two are more or less balanced against each other.

So are the others fine with you? I'd be willing to change Green to "The opposing army has a -3 to its roll results" if you want to avoid targeting X units instead of X health. Not sure what would happen to Black then though, as "die on an ID, otherwise go to reserves" doesn't really seem strong enough if it can only target one rare or uncommon.

PS, I noticed that when you revised the disaster faces on the minor terrains (obviously Flood needed to be fixed), you changed Village so it no longer sends things to reserve. Was this done out of a perception that making things go to reserve is potentially beneficial? If so, how does that impact abilities like the Roar SAI or my black Dragonkin breath?

Quote:
So give your breaths some flavor (garlic? Wink ), but stay consistent with the way the rules work. Then you may have a chance to convince people to change the rules. We have changed rules based on feedback in the past. Very Happy Cool


Okay, well, how am I doing as of now? Both of your direct objections have been attended to, so I'm still waiting on feedback. I'm afraid I can't offer you playtest results, because I have a hard enough time finding anyone to play the game normally, let alone with house rules.
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chuckpint
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PostPosted: Thu Dec 11, 2008 7:19 am GMT    Post subject: Reply with quote

While Flood was too powerful, Revolt didn't do enough. So both got changed.
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You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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willpell
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PostPosted: Thu Dec 11, 2008 7:57 pm GMT    Post subject: Reply with quote

chuckpint wrote:
While Flood was too powerful, Revolt didn't do enough. So both got changed.


Flood was too powerful? I thought Flood was the weakest of the bunch; all you had to do was have no commons at the terrain and it wouldn't hurt you at all.
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willpell
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PostPosted: Sun Jan 11, 2009 5:16 am GMT    Post subject: Re: New Dragonkin Breaths Reply with quote

With substantial annoyance, I will cave to Chuck's inexplicable insistence that the breaths may not target units, and instead perform the to-me-greater sin of having them target varying quantities of health to keep the different power levels balanced.

Blue: "Freeze" Choose 3 health of units in the target army. The army's owner rolls them. Units which did not save are killed; units which save are frozen and cannot roll until after your next turn. (Individual automatic saves apply.)

Green: "Poison Gas" The target army applies -3 to each of its rolls until after your next turn.

Gold: "Petrify" Target army's owner chooses 3 health of its units and rolls them. Each unit is killed and buried unless it saves.

Red: "Flame" Target army's owner chooses 3 health of its units. They are killed with no saves possible.

Black: "Disease" Choose 6 health of units in the target army. The army's owner rolls them. Units which roll an ID result are killed; all others flee to reserves.

For champion Dragonkin, replace all instances of 3 with 4 and 6 with 8; the effect is otherwise the same. (I'm not a fan of saying the champion gives you the choice while the rares do not, and especially couldn't make that work with this version, in which the weaker blue and black breaths deliberately lets you choose its target to make up for their weaker effects.)
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