Marbit Island 3 - In the Halls of the Marbit King COMPLETED

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Fri Jan 25, 2013 9:15 am

What, my new marbit got cwoaked? KILL THEM KILL THEM ALL. WITH FIRE AND BRIMSTONE!
WhirdCheese
 
Posts: 316
Joined: Mon Sep 10, 2012 10:29 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Fri Jan 25, 2013 10:20 am

Did Xino have nothing to say about the value of the 3 mushroom samples or should I have used an action to give them to him?

I'm counting a total of 5 other marbits going to the gobwin 3 hut hex, so I'm going to increase that to 8. Not sure if they can make it due to possible stacking and attacking costs, but I'll be join that group so they have food next turn.

If we can initiate stacked combat by simply going east twice.
M4 "Pod" will stack up with melee, go east and go east.
M15 "Bod" will stack up with melee, go east and go east.
M26 "Zod" will stack up with melee, go east and go east.


If we can't, and Xino still needs to be given the samples.
M4 "Pod" will give 1st mushroom sample to Xino, stack up with melee, and go east.
M15 "Bod" will give 2nd mushroom sample to Xino, stack up with melee, and go east.
M26 "Zod" will give 3rd mushroom sample to Xino, stack up with melee, and go east.
Swodaems
 
Posts: 620
Joined: Thu Jun 24, 2010 9:52 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Jan 25, 2013 11:39 pm

So I have orders from all 6 players, but I think I need to give another 24 hours because some have changed orders, and others are in a disagreement about the plan, such as it is.

23 hour extension - final this time.
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 27, 2013 5:10 am

Ok then. Processing...
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 27, 2013 5:53 am

In the bottom right hex...

3 Marbits 3 Crossbows 3 Axes 1 Heavy Armour
8 Defence between 3 units = 2.7 average defence
9 Ranged Combat +3d6
12 Hits

3 Gobwins 3 Axes
6 Defence between 3 units = 2 average defence
12 Combat +3d6
12 Hits


Round 1:
Marbits, Attack! Ranged!
9 Combat + 17 Random = 26
Total Attack divided by Gobwin Average defence = 13 Hits inflicted.
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 27, 2013 6:03 am

in the top right hex...

8 Marbits 3 Swords, 6 Shields, 1 Axe, 3 Spears, 6 Heavy Armour, 1 Crossbow, 1 Shovel)
34 Defence between 8 units = 4.3 average defence
35 Combat +3d6
32 Hits

3 Gobwins 1 Axes, 2 Spears, 3 Shields
9 Defence between 3 units = 3 average defence
12 Combat +3d6
12 Hits


Round 1:
Marbits, Attack!
34 Combat + 36 Random = 70 Total Attack divided by Gobwin Average defence = 23 Hits inflicted.

Gobwins, Attack!
9 Combat + 11 Random = 20 Total Attack divided by Gobwin Average defence = 5 Hits inflicted.
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 27, 2013 6:12 am

In the Gobwin Turn, a stack of Gobwins enters the top right hex...

8 Marbits 3 Swords, 6 Shields, 1 Axe, 3 Spears, 6 Heavy Armour, 1 Crossbow, 1 Shovel)
34 Defence between 8 units = 4.3 average defence
35 Combat +3d6
27 Hits

8 Gobwins 4 Axes, 4 Spears, 7 Shields
23 Defence between 8 units = 2.9 average defence
32 Combat +8d6
32 Hits


Round 1:
Marbits, Attack!
34 Combat + 22 Random = 56 Total Attack divided by Gobwin Average defence = 19 Hits inflicted.

Gobwins, Attack!
32 Combat + 32 Random = 64 Total Attack divided by Gobwin Average defence = 15 Hits inflicted.


Round 2:
Marbits, Attack!
34 Combat + 25 Random = 59 Total Attack divided by Gobwin Average defence = 20 Hits inflicted.

Gobwins, Attack!
32 Combat + 32 Random = 64 Total Attack divided by Gobwin Average defence = 15 Hits inflicted.

All Gobwins Cwoaked.
All Marbits Cwoaked.
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 27, 2013 6:16 am

Turn 16
Actions: . . .

Random VII and Random Henchmarbit II move E twice and attack.

M18 Klump Stack with melee marbits, move east(x2) and attack gobwins.
M22 Buddy Stack with melee marbits, move east(x2) and attack gobwins.

M3, M25, M12 Orders Go SE, Go SE, Go SE, ATTACK!

M21 stack up with melee fighters, move east x2 move eastx 2 attack gobwins
M27 equip crossbow equip axe move east x2 M27 says to xino... "Xino thoase 2 berries are mine, I'll be back to see if they're worth anything" as he drops the berries to equip weapons

M4 "Pod" will stack up with melee, go east and go east.
M15 "Bod" will stack up with melee, go east and go east.
M26 "Zod" will stack up with melee, go east and go east.

M13 equips best armor/shield/non-two-handed weapon possible.





Unit Status
Spoiler: show
Name
M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M4 "Pod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 "Em Fyv" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M15 "Bod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M21 "Em Tyn" (Werebiscuit) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M24 "Random Henchmarbit II" (KF25) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M25 "back up" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M26 "Zod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M27 (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M28 (WhirdCheese) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1

Equipment List [spoiler]
Sword Weapon, +3 Combat costs: 3 iron
Spear Weapon, +2 Combat costs: 2 wood
Crossbow Weapon, +1 Combat, Ranged costs: 1 wood, 1 iron
Axe Chopping Tool, +2 Combat costs: 1 wood, 1 iron
Shovel Digging Tool, +1 Combat costs: 1 wood
Knife Tool costs: 1/2 wood
Light Armour Armour, +1 Defence costs: 1 Hide
Heavy Armour Armour, +2 Defence costs: 3 iron
Shield Armour, +1 Defence costs: 2 wood
Bag Carries up to 6 small things - food, gems, etc. costs: 1 Hide



Pop Queue
Spoiler: show


Image


Things to Note:
J-Raffes (aka OtisNecks) are Combat 0, Defence 1, Hits 8, Move 2.
Testudo Aurbreii (aka VFCs) are Combat 2, Defence 5, Hits 8, Move 2.
Butter Bear are Combat 4, Defence 2, Hits 6, Move 2.
El Tigre are Combat 8, Defence 3, Hits 10, Move 6.
Gobwins are Combat 2, Defence 2, Hits 4, Move 4.
FereWolves are Combat 6, Defence 2, Hits 8, Move 6.
Chee-Kee Mon-Kees are Combat 0, Defence 2, Hits 8, Move 8.
Spidon'ts are Combat 2, Defence 3, Hits 3, Move 4.

Rules (such as they are)
Spoiler: show
Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed.
Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc.
Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please!
This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create.
Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat.
If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak.
Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex.
If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits.
Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2).
Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals.
NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending).
Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map.
It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road.
All the necessary information should be displayed on the map, above. Any questions? Just ask.
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 27, 2013 6:28 am

And I think we'll call it there...

With all the Gobwins Cwoaked, the valley is free to be mined to exhaustion, upsetting no one but the native Pandorans.

Thanks for playing!
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Sun Jan 27, 2013 11:06 am

Thank you for running the game, LTDave!
Equilateratoria is now underway. New players are welcome to join at any time! (Rules)
User avatar
MarbitChow
 
Posts: 2509
Joined: Thu Apr 30, 2009 5:41 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Sun Jan 27, 2013 7:06 pm

And M13 lived happily ever after standing around in the arrival hex. Cause after his bad experience with one in about 3 turns not even the king could force him to pick one up.
WhirdCheese
 
Posts: 316
Joined: Mon Sep 10, 2012 10:29 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Sun Jan 27, 2013 8:48 pm

So how were we supposed to level up in this game anyway?
Lamech
 
Posts: 1375
Joined: Tue Oct 13, 2009 9:23 am

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Mon Jan 28, 2013 12:24 am

Yea, we need to add leveling up through combat into the game. Cause gaining levels by praying at stone pillars seems like an ineffective and relatively limited method. Assign xp amounts to creatures, xp goals for each level - maybe an exponential multiples of 5? 5 xp to Lv 2, 10 to Lv 3, 15 to Lv 4, 20 to LV 5, etc. In large combats add up xp of the creatures defeated and split it up among the marbits that survived the fight.
CroverusRaven
 
Posts: 333
Joined: Mon Sep 24, 2012 7:52 am

Re: Marbit Island 3 - In the Halls of the Marbit King COMPLE

Postby LTDave » Mon Jan 28, 2013 4:48 am

RE: Thanks - You're welcome.

RE: Levelling up - I had a whole thing where the fulfillment of missions for Xino would result in levelling - but none of his missions were completed. The problem with levelling through combat is that it requires a lot of record keeping for the GM - keeping track of which Marbit cwoaked what, and the problems of competing for kills - is it last blow, or most wounds? It just causes headaches.

Incidentally, I'm not planning on running any more of these games. Others are welcome to run games based on lessons learnt.
User avatar
LTDave
 
Posts: 1976
Joined: Sun Aug 23, 2009 7:53 pm

Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Mon Jan 28, 2013 1:39 pm

CroverusRaven wrote:Yea, we need to add leveling up through combat into the game. Cause gaining levels by praying at stone pillars seems like an ineffective and relatively limited method. Assign xp amounts to creatures, xp goals for each level - maybe an exponential multiples of 5? 5 xp to Lv 2, 10 to Lv 3, 15 to Lv 4, 20 to LV 5, etc. In large combats add up xp of the creatures defeated and split it up among the marbits that survived the fight.
That's what I would do...
Lamech
 
Posts: 1375
Joined: Tue Oct 13, 2009 9:23 am

Previous

Return to Your Games

Who is online

Users browsing this forum: No registered users and 9 guests