stubby wrote:Hey, action movies are part of the real world too! But these are all good examples. Let's break them down.
SuperNatural Dice are a means of reaching an effect that you want to achieve. They're not there for inventing effects to match the SN dice.
So if the effect I want to achieve is an aura of inspirational awesomeness around a central "leader" unit, then sticking a radius on a bless seems to me like a simple way to emulate that. And if everyone around the table is fine with that (even putting it on their
units), then what's the problem?
stubby wrote:Guns that don't need reloading and vehicles that don't need fuel aren't examples of adding game mechanics to simulate effects that aren't realistic. They're examples of NOT adding game mechanics. Running out of fuel and bullets may be realistic but it's not fun enough to justify adding mechanics.
Good point, no argument there.
stubby wrote:Ludicrous carnage is the one realistic thing in the game, I don't think I need to explain how human history works but it's basically ludicrous carnage from one end to the other.
Yes, yes it is (I'm a history buff myself), but naturally, BrikWars tends to accentuate this aspect into the gleefully overblown extremes - I do believe that is the spirit of the game, correct?
These are all very good points, btw. What I was getting at, however, was that it seems to me that part of the core concepts that BrikWars is based on was Acceptable Breaks From Reality
, and a lot of Hand Waving
to not get bogged down in unnecessary details on your way to awesomeness.
stubby wrote:Now when I say "real effect," what I mean is: What is happening within the world of the minifigs, that we're simulating through the use of dice and numbers?
It kills the fun super fast if you're just imposing numbers from overhead without any connection to what it actually means within the reality of the minifigures. I'm not saying that a command vehicle shouldn't have tactical benefits, otherwise we wouldn't have command vehicles in the real world. But we need to lay out what those benefits are before we start dropping down dice and numbers to give mechanical substance to the function of a command vehicle in-game.
Well, borrowing from your post you linked to...
Rather than clog up Zahru's forum battle threads any more, here's a new brainstorming thread for "Leader" units.
The problem: everybody keeps using their Heroes to give speeches to give "inspiration" to other troops so that the troops can do all the combat while the Hero sits around doing nothing. This is super un-Heroic. But leadership and inspiration feats are something cool that I want to preserve elsewhere, probably in one or more units who are more suited for it. There are three things I want to look into for chapter 11:
6. An Officer unit. This guy will be pretty common, not limited by Ego the way Heroes are; his job is to hand out those kinds of inspiration bonuses automatically. The current plan is that any Squad with at least one Officer will get a +1 die size Skill boost to everyone in the Squad automatically, up to 1d8. But this could be more varied - maybe they can choose between a +1 Skill size, a +2" Move, a +1 Momentum, etc. Maybe any Squad with an Officer gets an Instant Benny every turn, although those are better suited for individuals than for squads.
7. A Leader unit. As opposed to Officers, this role will be exclusive - only one guy can be Leader at any time, although maybe there would be ways to pass on the role if a Leader is killed. His job would be to hand out the kinds of general inspiration bonuses that we're currently getting from Heroic Feats, available to anyone, not just his own squad. He would be able to grant inspiration to one action per turn, but there's no limit to how many units might participate in that one action; this makes a Leader's bonus most effective when applied to a bunch of people working together rather than an individual action. (Examples: Everybody fire on that entry hatch, everyone brace for impact, everyone double-time it to the latrines, etc.) I don't like idea of making a new class of Leadership Feats - it just sits wrong with me for some reason - but that might be an option; I would also look at granting Blessing-style rerolls.
8. A Banner equipment item that serves to inspire nearby units, either within a certain range or within the squad that posesses it. Any inspiring symbol will do; holy relics, artifakt weapons, giant drums, whatever. These would be much more likely tied to specific bonuses - a trumpet of +1d6 attack damage, an icon of +1d6 Armor, a Leonidas's Mom of +1 Skill, etc. The bonuses are handy but, because it's an equipment item, it can be stolen and then you get the equivalent penalty when your enemies parade it around all desecrated or whatever.
So those are the very rough ideas I have on the table, but I'm looking for any thoughts anyone has for making these units feel unique and specialized for their roles, and not just like Heroes with a different paint job.
I have also in the past considered objects to give area Bless bonuses more directly: viewtopic.php?f=5&t=10665#p244506
But in this case it's specifically by making them inspirational objects, so that an inspirational bonus makes sense. I'm not convinced that a command vehicle actually inspires anybody.
My thought was that in a similar way that an ancient civilization minifig might find the chariot that carries his peoples' sacred artifact inspiring (and fights harder around it), a more modern/sci-fi minifig may find the Mobile HQ with his faction's banner flying from it to be a motivating symbol of his
people's dominance across BrikSpace.
I mean, the Brikiverse is basically kinda Valhalla-esque eternal battlefield in regard to anachronistic Tek levels, right? BrikWarriors just go at it regardless if one has a crossbow and the other has a blaster. Does not the Deadly Spaceman carry an old-timey sword because swords never go out of style for the liberating of thine enemies' insides through the fine art of sudden evisceration?
stubby wrote:Stat-wise, there is no difference between blasters and revolvers.
While that's completely true, if someone at your table pretends they can't tell which is a blaster and which is a revolver, a sharp and decisive strike of your elbow to their nose will convince them to stop pretending they want to play BrikWars, and then they can go back to 40k where they belong. Hitting them across the face with a chair or table would be an acceptable follow-up in order to emphasize your opinion.
If it pleases the court, may I present exhibit A:
Spacemen with swords, Romans with motorbikes, tribals with rocket-launchers - looks pretty mixed in regards to Teknology to me.
These are already in the game as the Scout's
Tracking ability. One of the ideas I've considered for command vehicles is just to let them use Tracking on any enemy unit in the field, once per turn, with no range limitation. Not sure if it feels right yet.
IMHO, it sounds like a better function for recon or surveillance vehicles - radar vans, AWACS planes, battlemage wagons with crystal balls, spy satellites, surveillance drones, etc.