A New Erfworld Game

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Re: A New Erfworld Game

Postby Gilthans » Wed Jan 13, 2010 7:30 pm

Names of the capitals aren't that important. Can make them customizable.
Also, I think this sort of game just won't work tabletop. Too much micro management. Just keeping track of juice, move, and engagement rules, would make each turn last an eternity...
Perhaps a software supported GM guided game.

And fourth complexity is not depth. A fairly simple game is not necessarily un-deep. Sure, a gazillion cool creatures would be awesome, but would also probably be unbalanced, and most of them will go unused. Also would take eternity.
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Re: A New Erfworld Game

Postby Org » Wed Jan 13, 2010 7:36 pm

Shush you. You can make it if you want. Ask first.
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Re: A New Erfworld Game

Postby Org » Wed Jan 13, 2010 8:45 pm

Sinrus wrote:How about this:

Add up the combat of the attacking units and subtract the sum of the defending units' defense. The difference is the number of hits the defenders take. Spread that out evenly among all defending units and do the reverse with the survivors. When an entire stack croaks, move on to the next stack in the battle hex. At any point in the battle, a player can choose to retreat into an adjacent hex.

Now I dont know. Mine sounds slightly better, because of this:

Lets say you have 4 Marbits, against 8 Gobwins.
You get 8 hits, which would croak a Gobwin. However, since you must spread them out, no one dies. They are healed their turn.

Mine is kinda better
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Re: A New Erfworld Game

Postby Org » Wed Jan 13, 2010 8:46 pm

@Gilthans:
Seriously. Go ahead. I was joking.
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Re: A New Erfworld Game

Postby Org » Wed Jan 13, 2010 10:19 pm

Caster Idea(maybe?):Caster have Juice. Each starts with d3+2 Juice. Each spell should have a certain number of Juice it cost to cast. When they level, they gain Juice.
I guess we need to make spells. :P
Scrolls can be used by any caster, at no cost to juice. To make a scroll, it takes double the juice it would normally take to cast it.

Caster Classes(a short outline of uses?)
Findamancy-? No idea.
Predictamancy-Used to predict what will happen(not sure how this would work)
Mathamancy-Calculation of battle probabilities
Turnamancy-Most spells cut down unit production time, and helps turning enemies
Dollamancy-Make and heal cloth golems, and other cloth items
Weirdomancy-Spells help movement, teleport, portals
Dirtamancy-Stone Golems, Crap Golems, make tunnels
Changeamancy-Change units
Dittomancy-Amplify Bonuses/Duplicates Units
Lookamancy-?
Thinkamancy-Suggestion Spells, Linking, minor combat spells
Foolamancy-Veiling
Flower Power-Maybe stop battles(?), stuff with plants
Signamancy-?
Date-a-mancy-?
Shockmancy-Stun Spells, Flash
Croakamancy-Uncroaked
Retconjuartion-Too powerful for mortals
Hat Magic-?
Carnymancy-Help tame animals, minor spells from all over, reduce abilities
Rhyme-o-mancy-?
Luckamancy-Shift odds
Healomancy-Heal
Moneymancy-Help make schmuckers
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Re: A New Erfworld Game

Postby Org » Thu Jan 14, 2010 8:04 pm

Sinrus?
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Re: A New Erfworld Game

Postby Sinrus » Thu Jan 14, 2010 11:52 pm

Yeah sorry. I'm having trouble trying to come up with ideas on how to run this. It basically boils down to this: Erfworld is really too complicated to make into a game. Sure it's based off of a game type setting, but especially table-top it would take forever to calculate the victor of a battle when trying to factor in terrain bonuses, casters, leadership, base stats, and the whole shazam. And even when we got to there, it still wouldn't be erfworld, because it would be too impersonal.

Erfworld isn't a story about a game, or even a story about a war. It's a story about people, and that creates two problems. First, the explaining of game rules takes a back seat plot, dialog, and character interaction. I mean seriously, we don't even know how leadership works and debates are raging about creating sides, for heaven's sake. Second, when a story is about people, you need to keep it about people. The only way to really play a game that involves a modicum of character development needs to be centered precisely on the players' characters and can't stray far at all. Imagine trying to run a full scale battle in a game of D&D.

My point is that it's impossible to make. We simply don't know enough.
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Re: A New Erfworld Game

Postby Org » Sat Jan 16, 2010 11:02 am

It is okay. I understand why you are stopping. I will do this on my own now, as no one seems to be helping. :I
I figured this would happen.

Well, right now I am working on City rules.
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Re: A New Erfworld Game

Postby Org » Sat Jan 16, 2010 9:59 pm

Dont worry. I will still work on this. I have very much done. I have most of the tribe stuff done, and I have the stats done for most of them.

Yay?
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Re: A New Erfworld Game

Postby Org » Wed Jan 20, 2010 6:24 pm

Okay, this is what I have. Kinda messy.

With any given hex, there is a 65% chance that it will be open, 10% that it will be water, 10% forest, 10% mountain, and 5% will be desert.

In a water hex, there is a 90% chance that all hexes bordering it will be water, unless already designated as something else. From there, there is a 70% of the same, then 50%, then 35%, then 25%, then 15%, then 10%, 5%, 1%, 0%.

In a mountain hex, there is a 75% chance that all hexes bordering it will be mountain, unless already designated as something else. It goes down to 60%, 40%, 30%, 20%, 10%, 3%, 0%.

In a forest hex, there is an 80% chance that all bordering hexes will be forest, unless already designated as something else. It goes to 70%, 55%, 40%, 25%, 10%, 5%, 0%.

70% of mountain hexes include tunnels. 30% of the hexes with tunnels have entrances to the surface. In any network of tunnels, at least 1/10 of the tunnel hexes must have an entrance. 20% of mountain hexes are high mountains, 50% are medium mountains, and 30% are low mountains.

In a desert hex, there is a 75% chance all bordering hexes will be desert unless already designated as something else. It goes to 65%, 50%, 35%, 20%, 5%.

75% of forest hexes are light forest. 25% are dense forest.

In a cluster of water hexes, the middle 25% are deep water.

Cities can only exist in open, low mountain, desert, or light forest hexes.

Movement Penalties
Open-None
Shallow Water- 2 to Move, None to Water Capable
Deep Water- Impassable, 2 to Water Capable
Low Mountain- 6 to Move
High Mountain- Impassable
Light Forest- 2 to Move
Dense Forest- 4 to Move
Desert-3 to Move

Commander: A unit with the leadership special.
Infantry: A catch-all for humanoid, non-heavy units without the mount special.
-Stabber Class: Balanced.
-Piker Class: Bonus to combat against cavalry.
-Archer Class: Bonus against flying units
-Knight Class: Overall better.
Cavalry: A catch-all for units with the mount special.
Heavies: A catch-all for units with the heavy special. Can not, with some exceptions, enter tunnels or ride mounts.
Fliers: A catch-all for units with the flight special.
Unit types can be merged, for instance: A light unit without the mount special but with the flight special is an infantry flier.

Non-combat specials (aka specials that are not limited to providing combat bonuses):
Light:These units may walk in tuneels. All units have this unless stated that they have Heavy.
Flight: Allows units to enter the airspace of cities. Flying units can only be engaged by other fliers or archers. Non-fliers can not engage fliers while in dense forest, unless they are forest-capable. Flight gives units a x2 bonus against all non-flier units.
Tunnel-Figjting: Tunnel-Fighting gives units a x2 bonus while in a tunnel.
Mountain-Capable: Allows units to enter low mountain hexes without penalties normally incurred by low mountain hexes and medium mountain hexes with half penalties normally incurred by medium mountains. Provides a x2 bonus while in mountain hexes.
Forest-Capable: Allows units to enter dense forest hexes without penalties normally incurred by dense forest hexes and provides a x2 bonus while in light forest hexes.
Water-Capable: Allows units to enter water hexes. Water-capable units can only be attacked by fliers, other water capable units, and archery units.
Dive-Capable: Allows units to dive in deep water. Only Water-Capable units can have this special. While diving, units can only be engaged by other divers.
Heavy: Heavies are incapable of riding mounts and entering tunnels, with some exceptions.
Mount: Allows infantry units to ride the mount. While doing this, they share all non-combat specials with their mount, except for mount and heavy.
Mining:Grants a +5 Bonus to the Mining Table.

Combat specials:
Leadership: Allows units to lead stacks.
Archery: Allows use of ranged weapons without penalties.
Dance-Fighting: Allows units to dance-fight when led by a dance-fighting commander.
Breath Weapon: Allows units to use a breath weapon, such as a red dwagon's fire.
Caster: Allows a unit to use magic. Caster type is chosen from this chart.

Combat
When you have a unit in one hex, it can charge into an adjacent hex, into combat with the enemy units there. Add together the unit's Combat, and Defense stats if they are in a stack. Apply multipliers, and then roll 2d6 for the Attackers and subtract the Enemies' Defense stat. They take that many hits. The Defender's Counter, but get a d6 bonus.

Cities
Capital City
A Capital City is your largest city, and if you lose it, your side disbands. A Capital city follows the following chart for Schmucker making:

Level Schmuckers
1 50
2 75
3 125
4 175
5 250

Capital Cities follow the following Chart for Unit Production
Level Units(Turns)
1 Stabber(3), Piker(5), Archer(5)
2 Warlord(25), Knight(10)
3 Heir(60)
4
5

Level Amount of Units to Queue
1 5
2 10
3 15
4 20
5 25

Tamed Animals will have a Tier of their own.

City
Level Schmuckers
1 10
2 25
3 50
4 75
5 100

Level Units(Turns)
1 Stabber(5), Piker(7), Archer(7)
2 Warlord(35), Knight(15)
3
4
5

Level Amount of Units to Queue
1 5
2 5
3 10
4 10
5 15

You can build a City for 10000 Schmuckers. You can level it up for 1000 Schmuckers.

You can upgrade a Capital for 2500.

Hunting
Hunting can only be done in Open Fields or Forests. For every unit that does it, roll for the following table.

Hunting Table
Roll Effect
1/2 You find nothing, or it gets away from you.
3/5 You are able to catch some small game. 2d6 Schmuckers.
6/9 You are able to find some larger animals. 3d6 Schmuckers
10 You hunt down "A Big One. However, it has a 50% chance of dealing d6 Hits to the unit. 5d6 Schmuckers

For every 10 hunts in a turn, there is a 5% chance the animals disappear for a while. For every 5 turns after this happens, there is a 10% they return, increasing by 10% every 5 turns.

Mining
Can only be done in Tunnels.

Mining Table
Roll Effect
1/20 You find some pebbles.
21/40 You find a small gem. 1d6 Schmuckers
41/60 You find a larger gem. 2d10 Schmuckers
61/99 You find a perfect stone. 3d10 Schmuckers.
100 Maybe an Artifact? Or a 4d10 Scmuckers.

For every 10 mines in a turn, there is a 15% chance the gems disappear for a while. For every 5 turns after this happens, there is a 5% they return, increasing by 5% every 5 turns.

Tribes
Marbit
Marbit Stabber
Upkeep:3
Movement:8
Hits:2
Combat:1
Defense:1
Special:Tunnel-Fighting, Miner

Marbit Crossbowmen
Upkeep:6
Movement:8
Hits:2
Combat:1/2
Defense:1
Special:Ranged,Tunnel-Fighting, Miner

Marbit Axemen
Upkeep:10
Movement:8
Hits:2
Combat:2
Defense:1
Special:Tunnel-Fighting, Miner

Marbit Chief
Upkeep:25
Movement:8
Hits:5
Combat:2
Defense:1
Special:Tunnel-Fighting, Leadership

Woodsy Elves
Woodsy Archer
Upkeep:12
Movement:14
Hits:3
Combat:1/3
Defense:2
Special:Ranged, Forest Capable

Gump
Upkeep:35
Movement:10
Hits:12
Combat:5
Defense:5
Special:Forest Capable, Heavy

Woodsy Chief
Upkeep:35
Movement:14
Hits:7
Combat:2/3
Defense:2
Special:Ranged, Leadership, Forest Capable

Shady Elves
Shady Archer
Upkeep:8
Movement:14
Hits:3
Combat:1/2
Defense:2
Special:Ranged

Shady Stabber
Upkeep:10
Hits:4
Movement:14
Combat:2
Defense:2
Special:

Shady Chief
Upkeep:30
Movement:14
Hits:7
Combat:2
Defense:2
Special:Leadership

Luckless Elves
Luckless Archer
Upkeep:6
Movement:12
Hits:2
Combat:1/1
Defense:2
Special:Ranged, Luckless

Luckless Stabber
Upkeep:8
Movement:12
Hits:2
Combat:2
Defense:2
Special:Luckless

Luckless Chief
Upkeep:25
Movement:12
Hits:6
Combat:2
Defense:2
Special:Luckless

Eager Elves
Eager Stabber
Upkeep:15
Movement:15
Hits:3
Combat:3
Defense:2

Eager Chief
Upkeep:35
Movement:15
Hits:7
Combat:3
Defense:2
Special:Leadership

Altruist Elves
Altruist Nurse
Upkeep:10
Movement:12
Hits:2
Combat:--
Defense:1
Special:Heal

Altruist Caster
Upkeep:25
Movement:12
Hits:5
Combat:--
Defense:1
Special:Heal, Leadership, Caster

Tardy Elves
Tardy Stabber
Upkeep:7
Hits:3
Movement:9
Combat:2
Defense:2

Tardy Archer
Upkeep:9
Hits:3
Movement:9
Combat:1/1
Defense:2
Special:Ranged

Tardy Chief
Upkeep:25
Movement:9
Hits:7
Combat:2
Defense:2
Special:Leadership

Gobwins
Gobwin Stabber
Upkeep:4
Movement:9
Hits:2
Combat:2
Defense:2
Special:Tunnel Fighting

Gobwin Piker
Upkeep:6
Movement:9
Hits:2
Combat:2
Defense:2
Special:Tunnel-Fighting, Piker

Gobwin Archer
Upkeep:6
Movement:9
Hits:2
Combat:1/1
Defense:2
Special:Tunnel-Fighting, Ranged

Gobwin Chief
Upkeep:16
Movement:9
Hits:5
Combat:2
Defense:2
Special:Tunnel-Fighting, Leadership

Hobgobwins
Hobgobwin Stabber
Upkeep:12
Movement:10
Hits:4
Combat:3
Defense:2

Hobgobiwn Knight
Upkeep:18
Movement:10
Hits:5
Combat:3
Defense:3

Hobgobwin Chief
Upkeep:32
Movement:10
Hits:9
Combat:3
Defense:3
Special:Leadership

Giants
Giant
Upkeep:30
Movement:10
Hits:8
Combat:4
Defense:4
Special:Heavy

Giant Chief
Upkeep:65
Movement:10
Hits:14
Combat:5
Defense:4
Special:Heavy, Leadership


Men
Stabber
Upkeep:10
Movement:10
Hits:3
Combat:2
Defense:2

Piker
Upkeep:12
Movement:10
Hits:3
Combat:2
Defense:2
Special:Piker

Archer
Upkeep:12
Movement:10
Hits:3
Combat:2/1
Defense:2
Special:Ranged

Knight
Upkeep:20
Movement:10
Hits:4
Combat:3
Defense:2

Warlord
Upkeep:30
Movement:10
Hits:7
Combat:3
Defense:2
Special:Leadership

Caster
Upkeep:40
Movement:10
Hits:5
Combat:1
Defense:1
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Re: A New Erfworld Game

Postby Kaed » Fri Feb 19, 2010 8:09 pm

I have started a similar idea here - viewtopic.php?f=23&t=1151

I may use some of the ideas bouncing around here, but we should have some kind of unified thread for all the people who wish to help work on this.
UNLESS someone like you cares a whole awful lot, nothing is going to get better. It's not.
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