New Erfworld Campaign - "Darkness Rising" - Rules

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New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Fri May 11, 2012 7:11 pm

Darkness Rising - Rules (v1.1 - Draft)
Here is the accumulated updated rule set for the Darkness Rising Campaign. The campaign will resume once all characters have been updated using the new rules.

Character Creation
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A player selects from one of the following builds:

Warrior: 5 Combat / 5 Defense / 14 Hits. 8 Square Move. 8 Overland Hex Move. Attack. 3 AP to purchase abilities.
Spearman: 5 Combat / 4 Defense / 12 Hits. 8 Square Move. 8 Overland Hex Move. Strike. 3 AP to purchase abilities.
Archer: 7 Combat / 3 Defense / 10 Hits. 8 Square Move. 8 Overland Hex Move. Fire. 2 AP to purchase abilities.
Flier: 4 Combat / 4 Defense / 8 Hits. 12 Square Move. 12 Overland Hex Move. Fire. Special: Flying.
Caster: 3 Combat / 1 Defense / 4 Hits. 8 Square Move. 8 Overland Hex Move. Fire. Special: Caster (choose type - see Magic below), 8 Juice.

If a build gets AP to begin with, it can be spent purchasing Attack Modifiers and/or Abilities (see below).


Leveling
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Upon leveling, each unit gains 1 AP, +4 Hits and 3 Combat Stats.
Each Combat Stat can be spent for +1 Combat, +1 Defense, +3 Hits, or +3 Juice.
In addition, units with Flying gain +2 Overland Hex Move each level, and Casters gain +8 Juice each level.

Upon leveling, Casters can choose to spend their AP on a spell in their discipline. Casters can also choose to purchase the 1st spell in another discipline for 1 AP, but they do not get the Bonus listed for specializing in that discipline.


Basic Attacks
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Attack: Deal Combat+2d6 Hits of damage to an adjacent opponent, reduced by their Defense.
    Rage: At 4th level, a unit with Attack can make one additional attack against the same target.
    Fury: At 8th level, a unit with Attack can make one additional attack against the same target. Stacks with Rage.
    Whirlwind: At 8th level, a unit with Attack that kills an adjacent opponent can make an additional Attack against a new adjacent opponent. Kills made by the additional attack can trigger additional Whirlwind attacks.

Strike: Deal Combat+2d6 Hits of damage to an opponent who is adjacent or up to 2 squares away, reduced by their Defense.
    Lunge: At 4th level, when attacking an Adjacent enemy unit, a unit with Lunge can make a Strike against a unit behind their primary target as well. Cannot be used with Sweep.
    Sweep: At 8th level, a unit with Lunge can choose to sweep 3 adjacent targets. Cannot be used with Lunge. Cannot target a rider on a Mount (although the mount can be targeted).

Fire: Deal Combat+2d6 Hits of damage to any opponent on screen that they have clear line-of-site (RLOS) to, reduced by their Defense.
    Quick-shot: At 4th level, units with Fire gain an additional attack against any target.
    Flurry: At 8th level, units with Fire gain an additional attack against any target. Stacks with Quick-shot.


Attack Modifiers
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Attack Modifiers can be purchased more than once, and their effects stack. A single Attack Modifier can be purchased up to three (3) times. A unit can only purchase as many ranks of Attack Modifiers as he has levels. When applying multiple attack modifiers, you cannot reduce your base Combat or Defense below 1. Any ranks that would reduce a stat below 1 fails. The bonuses from these modifiers do not apply to attacks against structures; only attacks against units can be modified in this manner.

Block (0.5 AP): Get Defense +3 and Combat -2 for the round.
Mighty Blow (0.5 AP): Get Combat +3 and Defense -2 for the round.
Guard (0.5 AP): Get Combat -2 for the round. A single adjacent ally gains +3 Defense for the round.
Interpose (0.5 AP): Get Defense -2 for the round. A single adjacent ally gains +3 Defense for the round.
Support (0.5 AP): Get Combat -2 for the round. A single adjacent ally targeting the same enemy as you gains +3 Combat for the round. Bonus cannot be applied to Multi-target spells.
Coordinate (0.5 AP): Get Defense -2 for the round. A single adjacent ally targeting the same enemy as you gains +3 Combat for the round. Bonus cannot be applied to Multi-target spells.


Additional Abilities
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Additional Abilities are unique modifiers. Each can only be purchased once.

Dance-Fighting (1 AP): All units in the same stack with Dance Fighting get +1 Combat / +1 Defense for every 2 dancers in the stack, rounded down. The bonus from Dance-Fighting does not apply to attacks against structures; only attacks against units can be modified in this manner. A unit with Dance Fighting can drop from a stack freely at any time, but joining an existing stack after the turn has begun counts as an action for that unit. The bonus takes effect after the action completes, so this bonus cannot be used to protect against attacks that occur simultaneously with the dancer's action. Cannot be purchased by Uncroaked or Constructs.

[Requires Uncroaked special or Thriller] Shufflin' : (AP N/A - See Thriller) All units in the same horde with Shufflin' get +1 Combat / +1 Defense for every 6 dancers in the stack, rounded down. Behaves as Dance-Fighting with regard to structure damage, dropping and joining the horde.

Beefy (1 AP): Unit gains an additional +8 Hits.
[Requires Beefy, Level 4] Chunky (1 AP) : Unit gains an additional +12 Hits.
[Requires Chunky, Level 8] Thick As A Brick (1 AP) : Unit gains an additional +16 Hits.

[Requires Caster] Juicy (1 AP): Unit gains an additional +8 Juice.
[Requires Juicy] Succulent (1 AP): Unit gains an additional +12 Juice.

Well-armed (1 AP): Unit gains an additional +3 Combat
Well-protected (1 AP): Unit gains an additional +3 Defense

Heavy (3 AP): Unit gains +7 Combat Stats. Unit gains +3 Combat Stats each time they level (in addition to the base +3 they are already entitled to). Units with Heavy cannot ride a mount.

Leadership (3 AP): All units in the same stack get +1 Combat / +1 Defense per level of the highest level character w/ leadership. Only the highest bonus applies. Max Leadership bonus +3/+3. The bonus from Leadership does not apply to attacks against structures; only attacks against units can be modified in this manner. A leader can use his action for the turn to restack (he can reassign his bonuses to any units that are not already in another stack). This allows up to 14 units to gain the benefit from Leadership over the course of a round. Units in the new stack gain the benefits after the current action completes, so the Leadership bonus cannot be used to protect against attacks that are simultaneous with the Leader's action.
[Requires Leadership] Improved Leadership (1 AP) - Increase max Leadership bonus to +6 / +6
[Requires Improved Leadership] Commanding Leadership (1 AP) - Increase max Leadership bonus to +9 / +9

[Requires Guard, Interpose] Bodyguard (1 AP) - Half of the Hits inflicted upon a target (rounded up), from any source, that this unit is Body-guarding is inflicted upon this unit instead. If two units with Bodyguard are Body-guarding the same target, that target takes no damage, the Body-guarding units absorb the damage instead. The attack on the guarded unit is calculated as normal, but all hits inflicted are distributed to the bodyguards instead. Cannot be used with Guard and Interpose. (Note: Since damage is rounded up, odd Hits will deal more damage to paired bodyguards. Example : 9 Hits are split as 5 Hits each to 2 bodyguards.)
[Requires Bodyguard] Elite Bodyguard (1 AP) - Unit can Body-guard 2 units simultaneously, as long as those units are adjacent to the Body-guard and each other.

[Requires Might Blow x3] Reckless Assault (1 AP) - Get Combat +5 and Defense -2 for the round. This ability cannot be used if Defense would be reduced below 1.
[Requires Block x3] Shield Mastery (1 AP) - Get Defense +5 and Combat -2 for the round. This ability cannot be used if Combat would be reduced below 1.

[Lesser Golem Only] Agility (1 AP) - Unit gains Agile special, and loses 2 squares of Move. Overland (Hex) Move remains unchanged.


Magic
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All spells are RLOS unless specified otherwise. Casters can purchase spells outside of their primary discipline, as long as they have more spells in their discipline than they have in any non-primary disciplines. (So, if you have 3 spells in Healmancy, you can have 1 in Shockamancy and 1 in Luckamancy, or 2 in Croakamancy.)

Item Slots
Each unit can equip at most 1 Crown, 1 Armor, 1 Weapon, 2 Rings, 1 Bracer and 1 Cloak. All magic items must belong to one of these slots. Crowns can only be worn by Rulers. Mounts, Constructs, and Uncroaked cannot wear magic items.

Scrolls
Scrolls are triggered items that duplicate the effects of the spell or effect inscribed on them. Only casters can use scrolls. Casting a scroll counts as an action. Casting a scroll does not consume any Juice. The scroll is destroyed when used. Scrolls can be passed freely between adjacent units as a free action.

Potions
Potions are triggered items that target the potion drinker. Any humanoid unit can use a potion. Drinking a potion counts as an action. The potion is destroyed when used. Potions can be passed freely between adjacent units as a free action. A Healmancy potion can also be used on an incapacitated unit.


Clevermancy (Healmancy)
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Wards last until all granted damage has been absorbed. Only 1 Ward can be in effect on a target at a time. If target receives a ward when a ward is already in place, target chooses which ward remains.
Bonus: Caster who specializes in Healmancy can create a Potion for any Healmancy spell they know. Potions cost 8x the spell's casting cost in Juice. This cost can be paid for over multiple turns.

    Revitalize - Heal 8 pts to 1 target (1 Juice)
    [Requires Revitalize] Renew (1 AP) - Heal 16 pts to 1 target (2 Juice)
    [Requires Revitalize] Minor Ward (1 AP) - Absorbs 8 damage on 1 target. (2 Juice)
    [Requires Renew] Regenerate (1 AP) - Heals 8 damage on 1 target each round for 4 rounds. (4 Juice)
    [Requires Renew, Level 4] Mass Revitalize (1 AP) - Heal 8 pts to up to 3 adjacent targets (4 Juice)
    [Requires Minor Ward, Level 4] Ward (1 AP) - Absorbs 16 damage on 1 target. (5 Juice)
    [Requires Mass Revitalize, Level 8] Mass Renew (1 AP) - Heal 24 pts to up to 3 adjacent targets (9 Juice)
    [Requires Mass Revitalize, Minor Ward, Level 8] Healing Ward (1 AP) - Target is fully healed. Absorbs 12 damage on target. (15 Juice)
    [Requires Ward, Level 8] Greater Ward (1 AP) - Absorbs 28 damage on 1 target. Lasts until all 28 damage has been absorbed. Only 1 Ward can be in effect on a target at a time. (10 Juice)
    [Requires Ward, Level 8] Mass Ward (1 AP) - Grants Ward to every unit in unit's Stack (35 Juice)


Clevermancy (Luckamancy)
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Luckamancy spells last until used, and can persist over multiple turns if not used. Only 1 Luckamancy spell can be on a unit at a time.
Bonus: Caster who specializes in Luckamancy can create a Potion for any Luckamancy spell they know. Potions cost 8x the spell's casting cost in Juice. This cost can be paid for over multiple turns.

    Roll the Bones - On their next Attack, Strike, or Fire action, all target's d6 'rolls' are treated as 6s. On the following round, for every d6 modified in this way, an enemy unit will also max a d6 roll. (Enemy rolls can apply to any melee or spell action.) (1 Juice)
    [Requires Roll the Bones] Fumble (1 AP) - On their next Attack, Strike, or Fire action, all d6s rolled by the target is treated as all 1s. On the following turn, for each d6 modified in this way, one '1' on the enemy's side will be converted to a '6'. (Enemy rolls can apply to any melee or spell action.) (3 Juice)
    [Requires Fumble, Level 4] Lucky Streak (1 AP) - As Roll the bones, but the effect lasts for 3 turns. (8 Juice)
    [Requires Fumble, Level 4] Guardian Angel (1 AP) - The next spell cast against target is negated. (10 Juice)
    [Requires Lucky Streak, Level 8] Critical Fumble (1 AP) - Target's next Attack, Strike, or Fire action is completely negated. Deals target unit's Combat + 2d6 damage to target, minus Target's base Defense (ignoring positive modifiers; negative modifiers still apply) (10 Juice)
    [Requires Lucky Streak, Guardian Angel , Level 8] Can't Lose (1 AP) - For the next 3 rounds, all dice rolls made by Caster's side are automatically 6s. All dice rolls made by the enemy's side are automatically 1s. On rounds 4 through 7, all rolls made by caster's side are automatically 2s, and all dice rolls made by the enemy's side are 5s. (60 Juice)


Hippymancy (Flower Power)
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Bonus: Caster who specializes in Flower Power can choose to have damage inflicted by Caster that would normally kill a target reduce the target to 1 Hit and Stun the target for 2 rounds instead.

    Space Out - Target is Calm for 2 rounds. (1 Juice)
    [Requires Space Out] Peace Sign (1 AP) - Target Calm for 4 rounds.(3 Juice)
    [Requires Space Out] Entangle (1 AP) - Target is Immobilized by vines for 2 turns. (4 Juice)
    [Requires Peace Sign] Groove (1 AP) - Up to 3 adjacent targets are Calm for 2 rounds. (5 Juice)
    [Requires Entangle] Call Fire Flower (1 AP) - Summons a Fire Flower in target square. Fire Flower lasts until slain. (16 Juice)
    [Requires Entangle] Choking Vines (1 AP) - Target is Immobilized by vines for 3 turns. Target takes 2d6 Hits / turn. Ignores Defense. (8 Juice)
    [Requires Choking Vines] Call Treant (1 AP) - Summons a Treant to fight for the caster. Treant will leave at the end of the combat. (40 Juice)
    [Requires Groove, Level 8] Give Peace A Chance (1 AP) - All enemy units are Calm, but do not surrender. Any hostile action by any enemy unit removes the Calm effect from all enemy units. (30 Juice)


Naughtymancy (Croakamancy)
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Units created by Croakamancy during combat arise where they died, unless otherwise noted. Hits lost via Decay cannot be restored by any means. Croakamancy units are able to act on the same round that they are created, at the end of the round on which they are created, after all other units have gone. They can react as normal, based on their combat stat, starting on the next round. Unless otherwise noted, all units created by Croakamancy last until destroyed or decays.
Bonus: Caster who specializes in Croakamancy can extend their senses through any Uncroaked they create. Caster can negate Normal Decay by recasting the spell that created the unit each turn. Extended Decay occurs on the 3rd turn and cannot be prevented.

    Reanimator - Animate a single fallen humanoid unit (friend or foe) as a Minor Uncroaked (treat as Warrior with 1 AP and Uncroaked special). (4 Juice)
    [Requires Reanimator] Bone Puppeteer (1 AP) - Create a Skeleton (treat as Warrior w/ 2 AP, Spearman w/ 2 AP, or Archer w/ 1 AP; unit also gains the Skeletal special) from a single fallen humanoid unit (friend or foe). (8 Juice)
    [Requires Bone Puppeteer, Level 4] Uncroak (0.5 AP) - Animate a single fallen humanoid or beast unit (friend or for) as an Uncroaked. Unit has same Com/Def/Hits and abilities as when alive, but gains the Uncroaked special. EXCEPTION: Caster units are uncroaked as Level 1 Warriors. (16 Juice)
    [Requires Bone Puppeteer, Level 4] Pall Raiser (0.5 AP) - Animate a up to one fallen unit (friend or for) per caster's level as a Minor Uncroaked, or one unit per 2 caster levels as Skeletons. This spell can also be used to negate Normal Decay on units created by either Reanimator or Bone Puppeteer.(12 Juice)
    [Requires Reanimator, Dance Fighting, Level 4] Thriller (0 AP) - The Caster, and Uncroaked and Bone Horrors created by this caster and in the same Horde with this caster gain Shufflin'.
    [Requires Bone Puppeteer, Level 4] Bone Warlord (1 AP) - All Minor Uncroaked, Skeletons, Uncroaked, and Bone Horrors created by this caster and in the same Horde with this caster gain +1 Combat / +1 Defense for each level this caster has. This bonus is a Leadership bonus, and does not stack with the bonuses granted by the Leadership ability. The bonus from Bone Warlord does not apply to attacks against structures; only attacks against units can be modified in this manner.
    [Requires Uncroak, Level 8] Trioxin (1 AP) - Animate all fallen humanoid units in the hex as Minor Uncroaked. All units created by this spell decay to dust at the end of the current combat. (45 Juice)
    [Requires Uncroak, Level 8] Bone Horror (1 AP) - Create a Bone Horror. Bone Horrors do not decay. Bone Horror fills a 2x2 square area, and is summoned directly in front of the caster. Creating a Bone Horror requires that there are 6 fallen humanoid units on the field, which are destroyed in the process. Bone Horrors are immune to all Healamancy, and do not revert to full health each turn.(50 Juice)


Naughtymancy (Shockamancy)
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Against Plus-sized targets (targets that occupy more than one square), Shockamancy spells that affect multiple squares will do the specified Plus-Sized damage for each additional square the target has in the area of effect. Riders on mounted targets that are hit with a multi-square shockamancy spell take half the base damage, excluding plus-sized damage, that their mount takes, rounded down.
Bonus: Caster who specializes in Shockamancy can create Juice Restoration Potions. Max Juice that the potion can restore is 4x Caster's level. It costs 8x Juice restored in order to create the potion. This cost can be paid for over multiple turns.

    Hiya - Deal Combat+1d6 to 1 target. Ignores defense. (1 Juice)
    [Requires Hiya] Hoboken (1 AP) - Deal Combat+2d6 to 1 target. Ignores defense. (2 Juice)
    [Requires Hoboken] TooGeeWonSee (1 AP) - Deal 3d6 to up to 4 enemy targets in a 2x2 square. Plus-Size Damage: +1d6. Ignores defense. (5 Juice)
    [Requires Hoboken] CitrusParty (1 AP) - Stuns the target for three (3) turns. (5 Juice)
    [Requires TooGeeWonSee] Ickypron (1 AP) - Deal Combat+2d6 to up to 3 targets. Ignores defense. Targets are stunned for one turn. (9 Juice)
    [Requires Ickypron ] Burninate (1 AP) - Deal 3d6 to all targets in a 3x3 square area. Plus-Size Damage: +1d6. Ignores defense.(15 Juice)
    [Requires Ickypron ] Hobobarbie (1 AP) - Deal Combat+1d6 to any targets of caster's choosing in a 3x3 square area. Plus-Size Damage: (Caster's Level). Ignores defense. (18 Juice)
    [Requires Hobobarbie, Level 8] 4Chan (1 AP) - Deals Combat+1d6 to any targets of caster's choosing in a 5x5 square area. Plus-Size Damage: (Caster's Level). Ignores defense. Surviving targets are stunned for one turn. (40 Juice)


Eyemancy (Foolamancy)
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Unless otherwise noted, all Foolamancy spells last until the target attacks or the target's next turn begins. A unit can only have one Foolamancy spell active on them at a time.
Bonus: Caster who specializes in Foolamancy gain an additional +2d6 on their Spot rolls against another caster's Foolamancy.
Spot Check : Any unit with Leadership and any caster can negate a Foolamancy by making a Spot check. Unit rolls 1d6 / level; if total exceeds the Foolamancer's Defense + Foolamancy Spell Modifier (FSM*), the Unit can see through the spell. A unit can attempt to make one spot check for each enemy unit concealed by Foolamancy. A success on any unit reveals all units under the same spell.

    Veil - Change the appearance of up to 8 units in the same stack to look like any unit on the same side. +4 FSM. (1 Juice / target)
    [Requires Veil] Crypsis (1 AP) - Renders up to 4 units in the same stack invisible. -3 FSM. (3 Juice / target)
    [Requires Veil] Phantasm (1 AP) - Creates up to 4 illusionary units. Units appear as any unit on the current side, including unique units. +2 FSM. (3 Juice / target)
    [Requires Crypsis, Phantasm] Displacement (1 AP) - Renders up to 8 units in the same stack invisible, and creates illusionary duplicates of each unit in the same formation up to 12 squares away. Illusionary units duplicate all behaviors of the invisible units. +3 FSM. (4 Juice / target)
    [Requires Veil] Mass Veil (0.5 AP) - Change the appearance of all units on the same side to look like any unit that side can produce. +4 FSM. (1 Juice / Target)
    [Requires Crypsis] Mass Crypsis (0.5 AP) - Renders all friendly units in the same hex invisible. -3 FSM. (3 Juice / target)
    [Requires Mass Veil] Phantasmal Hex (1 AP) - Changes the appearance of an entire hex. Lasts until the hex is entered, until the caster leaves the hex, or until the start of the caster's next turn. +8 FSM. (25 Juice)
    [Requires Displacement] Misdirection (1 AP) - Renders up to 8 units in the same stack invisible, and creates illusionary duplicates of each unit in the same formation in the same location as the original units. The illusionary duplicates can perform entirely different actions from the original units. +6 FSM. (5 Juice / Target)
* - May you be Touched by his Noodly Appendage.


Spookism (Dollamancy)
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Dollamancy can create Magic Items with charges. Once the last charge is used, the item turns to dust. Magic Items are created in the Dollamancer's square, but can be handed to another unit as a free action. Equiping a Magic Item during combat requires an Action. Dollamancers can create Golems out of Cloth, Wood, Crystal or Plastic. Other than appearance, the material used does not affect the golem.
Unless otherwise noted, Dollamancer items can be created with up to as many charges as the caster has levels (limited by the caster's available juice).
Bonus: Caster who specializes in Dollamancy can choose to spend Juice instead of a charge for any Dollamancy item they have created and equipped. Juice cost is 1/2 the cost required in the item creation. Caster can also create Rainments, allowing them to change their (or other units') clothing each turn.

    Craft Cloak Allows caster to create one of three different types of cloak: Negate Fire, Negate Attack/Strike, Negate Hiya/Hoboken. Each cloak has 1 charge. (8 Juice)
    [Requires Craft Cloak] Craft Lesser Golem (1 AP) - Allows caster to create Lesser Golem (treat as Warrior with 1 AP and Construct special). (16 Juice)
    [Requires Craft Cloak] Enhance Weapon (1 AP) - Allows caster to enchant a weapon so that it grants a +2 Enchantment Combat Bonus. Each Roll modified by the weapon consumes 1 charge. The weapon reverts to a normal weapon when all charges are consumed. (4 Juice / Charge)
    [Requires Enhance Weapon] Enhance Armor (1 AP) - Allows caster to enchant armor so that it grats a +2 Enchantment Defense Bonus. Each combat Roll made against the caster (that doesn't ignore defense) consumes 1 charge. The armor reverts to a normal armor when all charges are consumed. (4 Juice / Charge)
    [Requires Enhance Weapon] Craft Blaster (1 AP) - Allows caster to create a Bracer that grants Hoboken with a limited number of charges to the wearer. (6 Juice / charge)
    [Requires Craft Lesser Cloth Golem] Repair Golem (1 AP) - Allows caster to partially or fully repair a damaged Golem. The caster can control exactly how much is repaired. (1 Juice / 4 Hits repaired)
    [Requires Repair Golem] Craft Golem (1 AP) - Allows caster to create Golem (treat as Level 2 Warrior with the Construct specials). (32 Juice)
    [Requires Repair Golem] Wargamer (1 AP) - All Constructs created by this caster and stacked with this caster gain +1 Combat / +1 Defense for each level this caster has.
    [Requires Craft Golem] Craft Greater Golem (1 AP) - Aullows caster to create Greater Golem (treat as Level 3 Warrior or Spearman with the Seige(1) and Construct specials). (48 Juice)
    [Requires Craft Golem, Level 8] Craft Golem Mount (1 AP) - Allows caster to create Golem Mount (treat as Level 2 Spearman with the Heavy*, Mount and Construct specials). (64 Juice)
    [Requires Craft Blaster, Level 8] Craft Item (1 AP) - Allows the caster to create custom permanent magic items. (Variable Juice required, based on item)
* Heavy is a free special, and does not consume any AP the unit is otherwise entitled to.


Status Effects
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Immobilized: Immobilized units lose any delayed Moves, and do not regain their Move each phase while Immobilized. Immobilized units defense cannot receive bonuses to their Defense, and receive a -2 Immobilization Penalty while Immobilized.
Incapacitated: Incapacitated units lose any delayed Moves and Actions, and do not regain their Move and Action each phase while incapacitated. Incapacitated units have a 0 Defense, which cannot be modified. Wards and Negation effects still work normally on incapacitated units.
Stun: Stunned units lose their next Move and Action. If unit is currently delaying a Move and/or an Action, unit loses those instead. (So a unit delaying an action when stunned loses their current action and their next Move, but can use an Action on their next Phase.) Constructs and Uncroaked are immune to Stun.
Calm: Unit automatically delays their Action, although they can still Move. Any attack against a Calm unit breaks the Calm and allows them to immediately respond, even if the attack has no effect or is negated. Any adjacent unit can awaken a Calm unit by spending an Action. Unless otherwise noted, Calm targets that are not Constructs or Uncroaked will surrender if all units on their side are Calm, Incapacitated, or croaked.
Stacked: A unit can only belong to 1 stack at a time. A stack is limited to 8 units. Units in a Stack cannot also be in a Horde.
[Requires Uncroaked or Thrilleror Bone Warlord] Horde: A unit can only belong to 1 horde at a time. A horde is limited to 24 units. Units in a Horde cannot also be in a Stack.


Situational Modifiers
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Elevation : Unit who are at a higher elevation than their opponents receive a +4 Elevation Defense Bonus, and cannot be targeted by Attack or Strike actions. Flying, tower and castle walls grant elevation against ground units, and flying grants elevation against castle wall units. Flying units and units in Towers are considered to be at equal elevation.
Cover : If there is a Unit or Terrain (the 'Cover') that is adjacent to you, and between you and an attacker who has RLOS on you (i.e. a straight line drawn from you to the attacker passes through the Cover square), you receive a +4 Cover Defense bonus against any Strike or Fire action if the attacker is at the same or lower elevation as you. Only a single cover bonus is applied, no matter how much Cover is between you and a given attacker.
Movement: Units that enter a square that is adjacent to an occupied enemy square must end their move, if both units are at the same elevation.


Carrying
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Picking up a willing unit or a body (corpse or incapacitated unit) is an action, and ends the lifter's move.
Heavy units can carry a single non-heavy unit or body. A carried unit receives a -2 Combat / -4 Defense penalty, but may otherwise cast or act normally.
Heavy units carrying another unit cannot take an action while carrying the unit, and receive a 1/3 movement penalty.
Two heavy units can carry a single heavy unit. The carrying units must remain adjacent for the entire path that they carry the unit.
Units carrying a body can choose to receive a +4 cover bonus from the body.

A non-heavy unit can drag a non-heavy unit or body. A dragged unit has a 0 defense and cannot act.
Regular units dragging another unit cannot take an action while dragging the unit, and receive a 1/2 movement penalty.
Two regular units can drag a single heavy unit. The dragging units must remain adjacent for the entire path that they drag the unit.

Units that are carried may not move on their own for the remainder of the round, but can be dropped at will and can move on their own on the following round.


Combat Sequence
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At the beginning of combat, if the combat spans hexes all attackers begin behind a hex boundary. Attacks and spells cannot cross the hex boundary. Every time the Hex Boundary is crossed, the unit loses one Overland Hex Move.

Each round consists of Phases. The total number of phases in a round is equal to the highest base Combat score of any unit on both sides +1. Each unit in a round can Move once and Act once. If a Unit is going to Move, it must do so before it Acts. Anything that a unit wants to do (including Attack, Strike, Fire, casting spells, using potions or scrolls, performing a Combat Maneuver, picking up a body, etc.) uses up its Action for the round unless otherwise noted.

Start of Round actions (occur before any phases) : All attack modifiers are applied. Stacks can be redefined as a free action.

Units act on the Phase that corresponds to their base Combat score. All actions that occur on the same phase resolve simultaneously. If a unit wants to take an action that is conditional based on the outcome of a certain phase, it must act on the next phase.

A unit's move drops to 0 if it moves into a square that is adjacent to an enemy unit (unless otherwise noted : see Dodge and Agile), or when the unit takes its Action. A unit's Move resets at the start of its next normal phase, as defined by its base combat score.

A unit can choose to completely delay its Move and/or Action until the next round. If it does so, it goes on phase (MaxCombat +1), where MaxCombat is the highest combat score that would normally act. All units that delay their Move and/or Action until the next round start on the same phase.

When resolving simultaneous actions during the same phase, all Attacks resolve before any moves. Opposing units who attempt to move simultaneously into the same square are resolved in the same way as a Bull-Rush (see below), but this does not cost either unit their Action.


Special Combat Maneuvers
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Each Maneuver listed below consumes the unit's Action for the round.
Bull Rush: A unit can attempt to enter a square (or squares) that have enemy units in them. A mount/rider pair is treated as a single unit, using the mount's stats. Each unit rolls 2d6 (+1d6 if unit is Heavy; +1d6 for each square the unit occupies; also see Dodging). If the Bull-Rushing unit's roll beats all other rolls, the unit occupies the square, and other units are pushed back 1 square, moving to an adjacent open space. Other allied units are moved to make room for the displaced units if there are no open spaces. If there are no valid squares for all displaced unit to move to, the Bull-Rush fails.

Bull Rush is treated like an attack. Instead of doing damage, the effect is to force the target(s) out of the square so that the attacker can occupy it. Taking that last square doesn't count as a move; it's the result of an action. Other units can still prevent the rushing unit from reaching an adjacent square next to the target due to the normal adjacency rules, if they're between the attacker and the target.

Example:
Attacker in C1 attempts to bull rush a unit in C8. Enemy units are in B8, C8, and D8. C8 is dodging, B8 and D8 are not.
Attacker moves to C7. Since they are now adjacent to B8 and D8, they lost their remaining move.
Attacker uses Bull Rush for their action. Defender in C8 is dodging, so they automatically lose. C8 is moved to C9, and Attacker now occupies C8.
If there were non-dodging units in B7 and D7, attacker would lose their remaining move when they entered C6, and would thus not be in range for the bull rush attack.

Dodge: A unit gains a (+4 Base, +2 / Level) Dodge Defense Bonus, until the start of their next Action. (This allows a Dodge bonus to continue to be in effect if a unit delays its action.) Units that are Dodging do not cause enemy units to lose their move if those units move into an square adjacent to the Dodging unit. Dodging units automatically lose if Bull-Rushed. Units can voluntarily stop dodging at any time, but must spend an action to start dodging again.


Specials
Spoiler: show
Construct: Unit is immune to Stun, Healmancy and Turning.
Beast: Unit is a beast. Regardless of hits, Beasts may be instantly croaked by any unit on their same side by spending an action.
Inhuman: Unit is not a humanoid unit, and cannot be uncroaked.
Uncroaked: Unit is immune to Stun, Healmancy and Turning. Each turn, unit suffers Normal Decay (-1 Combat, -1 Defense, -2 Hits) unless otherwise prevented. Every 3rd turn, unit also suffers Extended Decay (-1 Combat, -1 Defense, -3 Hits), which cannot be prevented.
Skeletal: Unit is immune to Stun, Healmancy and Turning. Each turn, unit suffers Normal Decay (-1 Combat, -1 Defense, -2 Hits) unless otherwise prevented. Every 3rd turn, unit also suffers Extended Decay (-1 Combat, -1 Defense, -3 Hits), which cannot be prevented. Unit gains +6 Defense vs. Fire Attacks.

Mount: Unit can carry another non-Heavy unit. All normal Attack, Strike, and Fire actions directed at the mounted unit strike the Mount instead. The mount and rider are considered to be Adjacent to each other, and all units that are Adjacent to the mount are also considered Adjacent to the rider. Dismounting: Any enemy unit adjacent to a mounted unit can choose to make a dismounting action. Attacker rolls 2d6, +1d6 for each additional enemy unit aiding in the dismount. If this number exceeds the Mount's modified defense, the Mounted unit is dismounted. Dodging: If a mount is Dodging, the rider is also considered to be Dodging as long as the rider remains mounted. Mounts with a rider cannot be in stack unless their rider is also in the stack.

Transport (X): Unit can carry X other units. (These units can be heavy.) All riders are considered adjacent to this unit and all other riders. Riders are NOT adjacent to non-rider units that are adjacent to this unit. This unit does not act as a shield for riders. Riders can be dismounted as normal (see Dismounting above). This unit cannot dodge.
Siege(X): Unit does Xd6 structural damage to a wall, door, tower, or other structure. Attack ignores structure's defense.
Digging(X): Unit does Xd6 structural damage to a wall, door, tower, or other structure. Attack ignores structure's defense. Unit can create a tunnel X squares long through dirt each round. Each square must be adjacent in a cardinal direction (N/E/S/W) to a previous square; diagonal moves are not allowed when digging.
Agile: Unit does not lose it's move when it enters a square that is adjacent to an enemy. Units with Agile cannot bull-rush a square, but can still be Bull-Rushed.


Cities
Spoiler: show
City upgrade costs (in Shmuckers): 1->2 = 4,000; 2->3 = 9,000; 3->4 = 16,000; 4->5 = 25,000
Each city has a number of Unit Points (UP) it must spend each turn. A city's UP depends on its level.
Level 1: 1 UP; Level 2: 2 UP; Level 3: 4 UP; Level 4: 8 UP; Level 5: 16 UP

A "basic unit" is any non-caster unit that uses the Character Creation rules.
A "zed unit" (0-level unit) is any non-caster unit that has one of the 3 basic combat types (Warrior, Spearman, or Archer), but does not gain any AP to spend during creation.
Special units also have UP costs. See the Beastiary for specific costs.

4 UP : 1 basic unit.
2 UP : 1 basic Garrison unit
2 UP : 1 zed Archer
1 UP : 1 zed Garrison Archer
1 UP : 1 zed Warrior or Spearman
0.5 UP : 1 zed Garrison Warrior or Spearman


City Structures
Spoiler: show
Cities can posses one or more of the following structures. Except for gates, the stats below represent a 4 square wide section of the structure.
Towers : 25 Def, 70 Hits; 1/2 damage from Shockamancy, rounded down.
Gate : 20 Def, 50 Hits; 1/2 damage from Shockamancy, rounded down. Opening or closing the gate requires one full round, and barring or unbarring the gate requires an additional round. An unbarred gate is easier to break, allowing siege units to do 1.5x damage (rounded up) with their attacks.
Walls : 30 Def, 100 Hits; 1/2 damage from Shockamancy, rounded down.
Heavy Ballista : Requires Heavy ability to operate. Grants a Fire attack for [Combat + 4d6]. Grants a +4 Cover Bonus. Must stand at I-18 or AC-18 to operate.
Crenelations : Grants a +4 cover bonus to everyone on the walls or tower.

Destroying a gate simply makes the gate squares passable.
Destroying a 4-square section of wall will collapse the 4 squares above it, 2 squares in. Any non-flying units standing there will fall. (Falling damage is a hidden mechanic.)
Destroying a tower will collapse 4 squares above it, at least 2 squares in, and may collapse the entire tower. Any non-flying units standing there will fall.

Units that are underneath the collapsing structures also take falling damage, exactly as if they had been standing in the squares above them.

Air Defenses : Casters with Shockamancy can imbue a tower with stored defensive abilities.

5 Juice : Caster can store energy that can be added to any caster's Fire basic attack against any flying unit. Each unit of energy stored in this manner can be used to add +1d6 to a single Fire attack. A caster can use as many units of energy in each attack as they have levels. Each tower can store a max of (2 x City Level x City Level) energy in this manner. Using the stored energy requires that the caster expend 1 Juice per 2 units.

10 + (3x Spell Cost) Juice : Caster can store any Shockamancy spell they can cast in the tower. Any caster in the tower can cast a stored spell against any flying targets in the hex, even if they do not know the spell. Using the stored spell requires that the caster expend 1 Juice. Each tower can store 1 spell per City Level.


Beastiary
Spoiler: show
UP (X) : Unit Point costs, and minimum level of city required to pop.

Fire Flower : [6 Combat / 2 Defense / 10 Hits / Fire. 0 {0} Move. Special: Inhuman.]
Imp : [1 Combat / 2 Defense / 4 Hits. 8 {16} Move. Special : Crypsis (self only), Inhuman. 1 UP (2)]
Naughty Kitty : [9 Combat / 12 Defense / 20 Hits / Attack. 10 {12} Move. Special : Beast, Mount. 8 UP (3)]
Balrug : [0 Combat / 1 Defense / 4 Hits. 8 {40} Move. Special : Inhuman, Flight, Transport(4). 32 UP (Capital Only) (4)]
Last edited by MarbitChow on Sun Oct 14, 2012 12:30 pm, edited 47 times in total.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby BLANDCorporatio » Sat May 12, 2012 12:23 pm

In short, "Warriors linear, Shockamancers quadratic". Only worse.

The quoted statement implies that a caster build will start squishy, but end up dominating the battlefield as levels accumulate. Half of this is true- the latter part.

I presume I can make a Heavy Shockamancer caster, with 1AP to spare, which is decent defense-wise and hit-wise, who already with "Hiya" can do a respectable 4+1d6 damage. No enemy defense messing things up. So out of the gate, a Caster is a pretty decent unit.

(EDIT: indeed check this out: since a Warrior only gets 1AP, s/he cannot purchase the really good stat bonus abilities that a caster, with 4AP, can; effectively, by spending on Heavy, a Caster equals a Warrior in stats! Well almost, 1Combat less for the Caster. But with Shocka's ignore defense, who cares)

OTOH, I see Warriors and Archers are heavily gimped by not getting many AP at the start. So no Dancefighting warriors, nor Archers, any time soon, to balance their gimpyness as compared to casters.
The whole point of this is lost if you keep it a secret.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sat May 12, 2012 12:56 pm

BLANDCorporatio wrote:In short, "Warriors linear, Shockamancers quadratic". Only worse.

Sorry - didn't make it clear. All players start with 4 AP. All AP listed are costs, not starting builds. Selecting a caster (or a flier) burns all of your starting AP.
I'll also need to state explicitly that non-casters gain +1 AP per level. In order to make non-casters more desirable, do you think something increasing the combat / defense / HP bonuses for each level would make sense?
For example, Archers get an additional +1 Att, while Spearmen / Warriors get an additional +2 hp / +1 Def?
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby ETheBoyce » Sat May 12, 2012 1:36 pm

MarbitChow wrote:

Caster (4 AP): Unit can select 1 Caster-like ability each level. Unit can select 1 new Caster-like ability each level. At levels 3, 6, and 9, casters gain a bonus caster-like ability. Casters gain 8 Juice per level.



Does this mean that casters gain 2 abilities per level? Do Casters also gain AP?

Also the active abilities seem rather lackluster compared to the passive abilities; Well Armed provides a bigger bonus than Mighty Blow without any of the drawbacks.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sat May 12, 2012 2:11 pm

ETheBoyce wrote:Does this mean that casters gain 2 abilities per level? Do Casters also gain AP?

I eliminated the duplicate sentence. Casters do not gain AP. I've updated the initial rules to reflect this.

ETheBoyce wrote:Also the active abilities seem rather lackluster compared to the passive abilities; Well Armed provides a bigger bonus than Mighty Blow without any of the drawbacks.

Which is why it costs 2x the AP. Taking Block and Might Blow, for example, costs the same as Well-Protected, but allows you to shift Combat and Defense to where you need it. However, you're right, the bonuses to Well-Armed are significantly better.

I'm going to adjust the penalties for the modified attacks, and decrease the permanent bonuses for the well-* abilities.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby ETheBoyce » Sat May 12, 2012 2:46 pm

Is leveling solely based on killing blows?

If so do Casters get the Fire ability? Because if they don't then they'll be pretty much forced to start with Shockamancy or never be able to level.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sat May 12, 2012 3:13 pm

Leveling is primarily based on killing blows. Casters can gain XP from casting spells as well. However, you're right - I intended for casters to start w/ Fire, but didn't make it explicit. I've also boosted their Combat a bit.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby Exate » Sat May 12, 2012 3:15 pm

Because in this system unit stats can vary widely, you might consider making the combat maneuvers scale with stats- so, for example, instead of Block being Defense +3 and Combat -2, it's Defense +50% and Combat -50%. That would stop them from fading to irrelevance as stats rise.

I'm not sure that it's actually desirable for all unit types to be balanced with one another. One fundamental feature of Erfworld is that some units are just more effective than others- and cost more to balance it. You might consider not worrying about making the units individually balanced, and instead having all players build the team together out of a set number of points, being able to allocate more or less build points to their units at their option. That would allow the PC stack to field warlords who are actually better than line units instead of being weakened by their choice to invest in Leadership, heavies who are genuinely dangerous, and so forth. It might allow the creation of non-sapient units- mounts, golems, and so forth- purchased by group points.

On other topics, I don't see why the Fly ability grants Fire. Erfworld is full of melee flying units. I would make Flier an AP-based upgrade instead of a character class.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby ETheBoyce » Sat May 12, 2012 3:31 pm

With only 4 hits and 1 defence casters will be unable to survive the first round of combat if there are enemy casters/archers, especially if the enemy caster is a shockamancer. Though this assumes that enemies will have similar stats to us.

An archer using Fire will do between 9 and 19 damage before defence (without using it's remaining 2 AP), a caster would need 3 allies using guard to be able to survive the minimum damage.

An enemy caster using Fire deals between 5 and 15 damage before defence, meaning that you will need at least one ally using guard to survive. If they cast Hiya, then you are just croaked (though this assumes Shockamancy spells are ranged)
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sat May 12, 2012 3:42 pm

Exate wrote:Because in this system unit stats can vary widely, you might consider making the combat maneuvers scale with stats- so, for example, instead of Block being Defense +3 and Combat -2, it's Defense +50% and Combat -50%. That would stop them from fading to irrelevance as stats rise.

Another option would be to allow the combat modifiers to be purchased more than once, with a level requirement like the caster spells have. Rank 2 block available at level 2, Rank 3 and level 4, etc. Or, perhaps, the ability to use more than one modifier in the round. For example, combine Block and Mighty Blow for a net +1 / +1, or use Might Blow twice for +6 / -4.

Exate wrote:I'm not sure that it's actually desirable for all unit types to be balanced with one another. One fundamental feature of Erfworld is that some units are just more effective than others- and cost more to balance it.

But Erfworld uses upkeep to balance that. I'd rather avoid having to figure out and track that. :D I'm going with an Erfworld feel as much as I can, but I also want to be as fair to each player as possible.

Exate wrote:That would allow the PC stack to field warlords who are actually better than line units instead of being weakened by their choice to invest in Leadership, heavies who are genuinely dangerous, and so forth. It might allow the creation of non-sapient units- mounts, golems, and so forth- purchased by group points.

We could certainly add Dollamancer and Dirtamancer trees to the casters to allow for golems, if there's interest.

Exate wrote:On other topics, I don't see why the Fly ability grants Fire. Erfworld is full of melee flying units. I would make Flier an AP-based upgrade instead of a character class.

Fliers are intended to be weaker archers that are protected from melee attacks. Just assume that the side you're starting on has the ability to spawn a single type of flying unit.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sat May 12, 2012 3:49 pm

ETheBoyce wrote:With only 4 hits and 1 defence casters will be unable to survive the first round of combat if there are enemy casters/archers, especially if the enemy caster is a shockamancer. Though this assumes that enemies will have similar stats to us.


There will be a number of enemies that have similar builds, but there will also be 'cannon fodder' units on both sides. Shockamancy abilities are at range.
Casters are intended to be able to be dropped quickly. That's the limiting factor to the power they eventually receive.

However, keep in mind that casters are highly sought after, so there is a fair chance that an attacking side will seek to eliminate everyone except the caster so they can keep it, since casters can't retreat if it's not their turn.
The campaign will alternate between players attacking and defending positions, and there will be hex boundaries that the players start behind, so they can keep the caster in reserve until needed.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby Exate » Sun May 13, 2012 2:15 am

Why do Fliers gain twice as many AP as melee ground units, and which themselves gain AP half again as fast as Archers? It seems to me that it would be fine if they all got the same growth rate, and if you're trying to be balanced why shove imbalance into things more than you must? Likewise, I'd say that letting players assign where their bonus stat point goes upon leveling couldn't hurt- it's a freedom that you don't really need to offer some and restrict from others.

MarbitChow wrote:However, keep in mind that casters are highly sought after, so there is a fair chance that an attacking side will seek to eliminate everyone except the caster so they can keep it, since casters can't retreat if it's not their turn.
Does this imply that there are capture mechanics and that we can capture specific enemies if we try, then turn them to our side? Turnabout is fair play, after all, and if the enemy can capture units and it affects their tactics then it seems logical for us to have the same situation apply.

MarbitChow wrote:Another option would be to allow the combat modifiers to be purchased more than once, with a level requirement like the caster spells have. Rank 2 block available at level 2, Rank 3 and level 4, etc. Or, perhaps, the ability to use more than one modifier in the round. For example, combine Block and Mighty Blow for a net +1 / +1, or use Might Blow twice for +6 / -4.
I'd approve of that, I think. Modified Attacks are relatively cheap, and if you can buy multiples and then stack them it could really make combat more of a tactical game for the fighting units.

MarbitChow wrote:
Exate wrote:I'm not sure that it's actually desirable for all unit types to be balanced with one another. One fundamental feature of Erfworld is that some units are just more effective than others- and cost more to balance it.
But Erfworld uses upkeep to balance that. I'd rather avoid having to figure out and track that. :D I'm going with an Erfworld feel as much as I can, but I also want to be as fair to each player as possible.
In our case, we would be expending group build points to balance that; no upkeep necessary. Being fair to the players as a whole does not necessitate ensuring that every player is balanced against every other player, but rather ensuring that the players as a whole are balanced against the enemies as a whole, and that the players are all in a position where they make enough of a difference to enjoy themselves- which, since we can all contribute tactics, we all certainly would be regardless.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sun May 13, 2012 3:45 am

Exate wrote:Why do Fliers gain twice as many AP as melee ground units, and which themselves gain AP half again as fast as Archers?

In general, the less likely a unit is to survive lower levels, the more I wanted to reward them if they reached higher levels. Casters are the ultimate example - they're really squishy, but can become very potent with time. The Flier class is not as squishy as a caster, but more squishy than melee units. Since it is immune to melee, it is a higher-priority target on the battlefield, so is less likely to survive. I wanted to reward that.

Exate wrote:Does this imply that there are capture mechanics and that we can capture specific enemies if we try, then turn them to our side? Turnabout is fair play, after all, and if the enemy can capture units and it affects their tactics then it seems logical for us to have the same situation apply.

Yes. At some point, the enemy may surrender, and all remaining units can be captured. The option exists to try to turn them (which takes time), or you can select players to execute them in order to level safely. Executing a captured prisoner rewards the same XP as killing them in combat. Hippymancers will make capturing them easier. I haven't introduced Turnamancers because I don't want this to be too easy at present. I might reconsider this later.

Exate wrote:I'd approve of that, I think. Modified Attacks are relatively cheap, and if you can buy multiples and then stack them it could really make combat more of a tactical game for the fighting units.

I'm leaning towards making it even more tactical. Give combat types "Modifier Points", and they can use any modifier they know once for each MP they spend. So, if they have 3 MP, they can use Block, Mighty Blow, and Support, or Mighty Blow x3, or any other combination. MP would probably be 1 at lvl 1, 2 at lvl 2, 3 at lvl 4, and 4 at lvl 8.

Exate wrote:In our case, we would be expending group build points to balance that; no upkeep necessary. Being fair to the players as a whole does not necessitate ensuring that every player is balanced against every other player, but rather ensuring that the players as a whole are balanced against the enemies as a whole, and that the players are all in a position where they make enough of a difference to enjoy themselves- which, since we can all contribute tactics, we all certainly would be regardless.

While I completely understand that, I'm also a min-maxer at heart, and I want to avoid situations where, for example, 7 players each contribute a point to the 8th player, and then get themselves all killed in order to roll up new characters.
If I give full AP to the new characters, the 8th character basically got 7 free AP. If I don't, and the 7 other players died because they weren't potent enough to survive, their new characters probably won't be, either. It's easier to just try to make all of the characters 'balanced'.

The players are still going to need to try to build a team that will complement each other. There's no need to allow for player generosity to enter into the picture, and it's easier for me to not have to worry about being able to game the system too much by allowing that sort of power-shifting.

Also note that players are NOT balanced against each other at the start anyway. Casters are underpowered to begin with, but as Bland pointed out, they get significantly stronger as they level.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby ETheBoyce » Sun May 13, 2012 4:45 am

If one Supports a Caster, does the increased Combat effect Shockamancy spells?
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Sun May 13, 2012 8:36 am

ETheBoyce wrote:If one Supports a Caster, does the increased Combat effect Shockamancy spells?

Yes, but the target must be a valid one for you, since the idea is that your attack distracts the target from the attack that you're supporting.
Archers can support at range, but melee need to be near the target. And you need to be next to the caster, so that you can coordinate your attacks quickly and accurately.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby Exate » Sun May 13, 2012 11:34 am

MarbitChow wrote:Since it is immune to melee, it is a higher-priority target on the battlefield, so is less likely to survive. I wanted to reward that.
I find the logic "because a unit is completely immune to most attacks, it's more likely to die" extremely dubious.

In fact, I'd consider Casters the highest-priority target on the battlefield, followed by Archers, then Fliers, then melee units. Archers have so much more damage potential than Fliers (at least initially, before Fliers get tons of AP and pass them) which can still be used to hit anything they please that anyone in their right mind would want to off them ASAP.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Mon May 14, 2012 8:19 am

Exate wrote:I'd consider Casters the highest-priority target on the battlefield, followed by Archers, then Fliers, then melee units. Archers have so much more damage potential than Fliers (at least initially, before Fliers get tons of AP and pass them) which can still be used to hit anything they please that anyone in their right mind would want to off them ASAP.

I've adjusted archers and fliers. Archers will now earn AP at the same rate as other melee class, and I've boosted the flier's initial combat and def ratings a bit.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Wed May 16, 2012 8:18 am

I've edited the Luckamancy discipline to make the duration clearer. Casting Luckamancy prior to a combat (in some cases, one or more turns prior to combat) was an intended benefit, but the wording on the individual spells did not make that clear.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby BLANDCorporatio » Wed May 16, 2012 9:49 am

(I've taken the liberty of quoting a PM here, as it was relevant to a public discussion of the rules)

MarbitChow wrote:Subject: Darkness Rising
BLANDCorporatio wrote:Mmyeaah. I don't think the focus right now is to increase power of casters, mmkay.

I'm actually trying to nerf them, at least a bit. I figured AP were worth less than spells. They're getting 4 spells by Lvl 3, 8 by lvl 6.
The AP instead of bonus spell at that level is a start; I'm seriously considering AP instead of ANY spells at 3/6/9 instead.


Be that as it may, the "quality" of AP is dependent on what kind of skills they can purchase. As you yourself pointed out, some pretty nasty combos exist already among spells, even without skills that would supply more bonuses to such.

If nerfing casters is the purpose, maybe a better way is some variation of making extra spells more difficult to purchase, or making high level spells more difficult to purchase, so as to make casters naturally become specialists.
The whole point of this is lost if you keep it a secret.
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Re: New Erfworld Campaign - "Darkness Rising" - Rules

Postby MarbitChow » Wed May 16, 2012 10:50 am

So, how about the following changes?
Casters gain an AP at 3, 6, 9.
Casters gain a new spell at 2, 4, 5, 7, 8, 10 (or, more simply, any level they don't get an AP at).

A caster can only select a secondary discipline spell if its rank is less than their highest rank spell in their primary discipline.
This would mean that casters get ranks 1, 2, and 3 of their primary at level 4, or 1, 2, and 1 of a secondary at level 4. They couldn't get a rank 2 in a secondary until level 7.
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