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Poll

Poll 2: The issue of catification [SEE OP FOR DETAILS BEFORE VOTING!!!]

Complete Reversal and removal
- 6 (30%)
Stopped, no more catification, but not less
- 2 (10%)
Reversal, but requires small magic input to keep
- 4 (20%)
Embrace the cat
- 8 (40%)

Total Members Voted: 20


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Author Topic: Wands Race II - The calm before the storm [PRELUDE/INTRO]  (Read 4393 times)

Gwolfski

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Wands Race II - The calm before the storm [PRELUDE/INTRO]
« on: April 21, 2018, 12:51:37 pm »

So, I said I'll do this. So, I'm doing it.

This is a continuation of the first one, found here http://www.bay12forums.com/smf/index.php?topic=163275.msg7394357#msg7394357

I'm gonna do some polls to help me get a feel of what type of gameplay you wall want.

Let the Polls begin.

PRELUDE: There will be a prelude which is to simulate the time between part 1 and 2. Both sides will have decisions and research opportunities during this time. I'll get to forenia after I do the vaulter polls.

Catification poll:
1 = spent a lot of time on complete eradication. +2 research bonus for prelude.
2 = spent a moderate amount of time on stopping progress. +4 research bonus for prelude
3 = spent a moderate amount of time on reversing the effects. +3 research bonus for prelude. +1 for genetic modififcation rolls involving felines.
4 = Be the cat. +???
« Last Edit: April 28, 2018, 07:02:34 am by Gwolfski »
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Shadowclaw777

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #1 on: April 21, 2018, 12:57:14 pm »

Hmmm

Edit: “continuation” is a bit vague, so you mean the same factions again, Cannala vs Forenia as like ICAR but medieval magic style, or something different in mind?
« Last Edit: April 21, 2018, 01:05:25 pm by Shadowclaw777 »
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Gwolfski

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #2 on: April 21, 2018, 01:07:50 pm »

well no actaully, the vaulters and the unionists

Ones who left vs those who stayed
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evictedSaint

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #3 on: April 21, 2018, 01:10:42 pm »

If my advice is worth anything, do a single dice roll and some sort of balancing method.

NUKE9.13

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #4 on: April 21, 2018, 01:28:11 pm »

May I suggest the 2d4 system?
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Rockeater

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #5 on: April 21, 2018, 01:35:25 pm »

PTW
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Madman198237

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #6 on: April 21, 2018, 01:42:45 pm »

May I suggest the 2d4 system?

I will recommend this system very highly.
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andrea

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #7 on: April 21, 2018, 01:47:01 pm »

question, and this will be important to pick sides:

did vaulters fix catness?

Pavellius

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #8 on: April 21, 2018, 01:47:58 pm »

What if both sides shared the same rolls?
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Blood_Librarian

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #9 on: April 21, 2018, 01:48:51 pm »

2d4 system rocks
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Gwolfski

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #10 on: April 21, 2018, 01:53:23 pm »

question, and this will be important to pick sides:

did vaulters fix catness?

That will be the subject of a future poll.
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NAV

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #11 on: April 21, 2018, 02:03:49 pm »

I will throw in my support for 2d4.
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evictedSaint

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #12 on: April 21, 2018, 02:07:31 pm »

Yeah, 2d4 would be good, I think.

I'd also recommend being more clear on what you can and can't do with magic, and to prohibit things like "Mage Schools" or "Workshop Factories" that focus on infrastructure over actual designs.

Resources might be a good idea too - maybe resources like "Crystals" and "Ore" or w/e

Chiefwaffles

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #13 on: April 21, 2018, 02:14:19 pm »

Infrastructure designs are fine if you just have a set idea on what kind of things they can do beforehand.

I'm okay-ish with the infrastructure designs I've allowed in Mad Arms Race (I just think I was a bit too easy on the difficulty of increasing resources via design), and I think they really add to the game if done right.
The problem with ES's Wands Race in this context, was that infrastructure designs and a lack of a resource system made it an extremely vague and overly-GM-arbitrary system.

So infrastructure designs should be fine; just do actual resources instead of magical non-resource-based expense values.


Also, regarding rolls, I honestly think any roll is fine, as long as the roll is used to assist GM fiat rather than overrule it. I think a problem in some Arms Races (more of a general one, afflicting various ARs to various degrees) is that the GM assigns a difficulty to the design, then makes the quality exactly what the roll may determine.
Instead, I think GMs should use rolls to influence their decisions - to ensure some degree of randomness - but not decide them. A 1 (or 2 with a 2d4 system) shouldn't always be WORST CASE SCENARIO, and a 6 (or 8 w/ 2d4) shouldn't always be a BEST CASE SCENARIO. And if you're doing 2d4 system, then a 5 shouldn't always be the EXACTLY WHAT WAS ASKED.
Etc. etc.. I just think that the result of designs should be Roll + GM fiat, not just Roll.
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evictedSaint

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Re: Wands Race II - The calm before the storm [PRELUDE/INTRO]
« Reply #14 on: April 21, 2018, 02:17:42 pm »

I feel I must disagree on infrastructure - I'm not even 100% on TC being part of the game.  I feel like it detracts from the players focus; design cool weapons and vehicles to help win the war.  Being required to build factories or tankers and such detracts from that focus, I feel, and tells the player "you can't build that really cool thing you wanted, you HAVE to build a new cargo plane or you lose"
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