D&D and CC
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- xtratabasco
- Posts: 1797
- Joined: Fri Jan 19, 2007 7:24 pm
That's the thing. Each person has a different level where things pass beyond fun and into the too complicated. Personally, I like it being rather complicated. It brings a lot of different methods to the table and makes sure things don't get boring. Other people would disagree.Iliad wrote:interesting. Just makes sure it doesn't get too complicated
This is my thought on the matter. When you have a variant it needs to be significantly different or people don't bother with it. Why learn a few different things for a rather similar variant when you can just play the normal version and not deal with the few added oddities? Think about it, you can play the game you are used to, or a game that just has a couple different rules that make you think a little differently, but overall it just means more stuff for you to factor into your normal thinking. That isn't fun, that is just more work.
If the variant is significantly different, to the point of essentially being a new game based on a fundamental concept of another game, then it has a chance to thrive. You have to think of what class somebody is, what different aspects that brings to the table, and how that effects you and the rest of the board. If it is complicated, you have a lot of new things to consider. Hopefully enough to make it feel like a different game.
With that said, I do have one additional concern. Balance. As soon as you introduce different options for different people playing together, you have to deal with balance. The fact is that some class will be stronger than the others. As much as you try, as much as you change, this is pretty much a fact. Even if it isn't much (which is the best you can hope for) it will have some effect on games.
If the class or race of the player can be shown B4 a person joins the game, that would allow them to choose a class that would counter another. For instance, the Lich's greatest weapon (if he is able to acquire a catacomb) would be raising large armies on to the board, but if someone is playing a Priest or an Elf, the effects of the Lich could be minimized or easily controled, depending on how a person plays it.Visaoni wrote:That's the thing. Each person has a different level where things pass beyond fun and into the too complicated. Personally, I like it being rather complicated. It brings a lot of different methods to the table and makes sure things don't get boring. Other people would disagree.Iliad wrote:interesting. Just makes sure it doesn't get too complicated
This is my thought on the matter. When you have a variant it needs to be significantly different or people don't bother with it. Why learn a few different things for a rather similar variant when you can just play the normal version and not deal with the few added oddities? Think about it, you can play the game you are used to, or a game that just has a couple different rules that make you think a little differently, but overall it just means more stuff for you to factor into your normal thinking. That isn't fun, that is just more work.
If the variant is significantly different, to the point of essentially being a new game based on a fundamental concept of another game, then it has a chance to thrive. You have to think of what class somebody is, what different aspects that brings to the table, and how that effects you and the rest of the board. If it is complicated, you have a lot of new things to consider. Hopefully enough to make it feel like a different game.
With that said, I do have one additional concern. Balance. As soon as you introduce different options for different people playing together, you have to deal with balance. The fact is that some class will be stronger than the others. As much as you try, as much as you change, this is pretty much a fact. Even if it isn't much (which is the best you can hope for) it will have some effect on games.
And the idea is that the game shouldn't be that complicated, but would embrace the strategic simplicity of a Risk game combined with some notable facets of D&D play. The game would definitely give individuals an interesting option, and hopefully the most complicated thing would be the fact that the individual would have to take a player's class and race into account.
The LoR Risk system may work, perhaps the Spell system needs a revamp. Perhaps a "troops killed" modifier instead of an "attack" modifier...still needs thought.tankster3 wrote:Possibly in stead of +1 die (by that you mean roll another dice?) you could do it like in LotR Risk and add one numebr to the highest die. so if you rolled a 2,3,5, against a 3,5 instead of losing 2 armies the bonus would make the 5 a 6 for that roll. same for defense.
also maybe one race could make people they're attacking lose the D wins ties and then they're D loses ties also. just throwing ideas out there.
I have no Idea if this could be programmed or not.
But I do like the idea of one of the races making an army they are attacking lose on a defensive tie...that sounds more like the Dwarf to me, what you think? That would make the Dwarf more equal to the Elf.
