



That appears to be a very early version of the rules (link) used for Twoy's Titanic Mandate v. Elder Gods (link) game. Is there a specific version of that ruleset which we're using that should be referenced? It should be noted that those rules, particularly those for casters, are unbalanced and eminently breakable.Nihila wrote:http://www.erfworld.com/forum/viewtopic.php?f=23&t=1151&start=60#p26284
That should help a bit with the rules stuff...



Could you link a specific set of rules that we should be using as the definitive reference, except as modified by the exceptions and alterations that you're citing here? Some of the things that you just said don't seem to be strictly referencing either v0.02a or v0.39 of the rules, which are the only ones that have been linked here so far aside from a forum post which is incomplete at best. I need a "those rules given" to be working off of here- the fact that the game is in beta makes it that much more important to ensure that the old versions of the rules that are floating around, or those which have been modified by others in ways you don't plan to use, aren't potentially confusing the issue.Kaed wrote:Several notes/addendums on those rules given:






Nihila wrote:Sorry, one quick question:
</br>Do we get Terrain Capabilities for our terrain of choice? For that matter, do we get to pick a terrain at all, for starting locations and the like?










Yes.Kaed wrote:Assuming here you want a desert specialisation
I thought that we were supposed to make one of every unit type listed, so I did. Anyway, given that there are plenty of real-world locations where the desert is right next to the ocean (the Sahara comes to mind), and that there are some famous One Thousand and One Nights tales involving the sea- Sinbad, for example- it doesn't seem to clash with my flavor to me. And yes, I would like to make one of my ship units a marid, a powerful aquatic type of jinn. It seemed to fit the flavor of the side better than another fairly generic ship type, and I don't really see any reason why the only seafaring units would be ships anyway- there's precedent in a recent text update that there are normal water-capable units as well.Kaed wrote:but little confused here because you also want to have ships. It is uncommon for deserts and sea to be close together. Generally speaking they are an inland feature. You also seem to have classified your ships as djinn varieties which is a little unusual. I just want to point out here that ships are an optional affair unless you are going to be using water a lot.
Oh, I'm definitely not looking for long-term predictions through the knights. The flavor behind their abilities in Dune is a sort of mind-over-matter deal powered by believing that what they want has already happened and then reflexively taking the most efficient path to making their belief reality.Kaed wrote:Your knights - that is an extremely interesting idea actually. I should point out a few things about it though before you get too excited. This would be limited predictamancy. You're working with 30 juice here and no long term predictions. They are also not ranged so there is no way for them to sit back and contemplate shots. What I CAN see them doing is scoping out a battle before they charge in, and me calculating as though they had done it and telling the result. This will likely cost 5-10 juice per unit you wish to find out about attacking.
Well, there are two other existing abilities that grant some form of stealth to compare against: Simple Foolamancy and Burrowing. This is obviously much less powerful than a full simple foolamancy since it's far less flexible and personal-only. As described here it's significantly weaker in stealth terms than Burrowing, which at four points provides not only concealment but also significant protection and movement bonuses. Given that this can't be used while moving, it takes an entire turn to activate, and there is still a chance for other units to blow the veil and see them I can't say this is worth more than two points. At three it would need a significant power boost to measure up.Kaed wrote:Now. Stealth. I think that can be worked in as an ability in the same tier as fabrication. It's just using foolamancy principles instead of dollamancy. Basically they spend one turn in the same hex preparing themselves, then receive a veil as long as they remain there and don't attack. That seem reasonable?
This seems reasonable in principle. Not sensing flying units is sensible and means that surprise would definitely not be entirely eliminated no matter what. As far as range goes, you're reviewing the move rules- perhaps make the radius of the ability equal to the distance that a standard humanoid unit can move in one turn? That leaves mounted, flying, and unusually fast units able to strike without giving warning but makes the ability large enough to do what it's supposed to do in the most common circumstance, that is, locate the enemy so they can be attacked before they get away. Pricing... I'm not sure how effective scouts are at reliably locating the enemy effectively; if they're usually more than enough then this is probably a three-point ability; if finding the enemy with scouts is a pain then it's probably four-point.Kaed wrote:Sandworms: same as stealth, but we probably can do a tremorsense special... Sense ground units moving and their direction from say... Three hexes away? Trying to make it useful but not so useful it eliminates surprise entirely.
City sites are definitely an Erfworld thing. If we're trying to match flavor, then we should use them; by my understanding cities and capitals aren't popped by the sides that own them, but rather found and built on specific compatible locations.HerbieRai wrote:Another option is to only allow cities to be built on city site hexes. This would give the GM control over how many cities could exist in the game and where.

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