IVhorseman wrote:-What about specialist abilities?
-I like to use gunners as guys that run across the field with big heavy weapons that they plop down somewhere before firing. Is that legal, or do their weapons need to be deployed before they start the game?
-How about armor values? Besides the desire to actually have fun with my opponents, what stops me from giving every 5+" vehicle 5d10 armor?
Brikchat wrote:<Guest6854>: screw you, theres an elder god out there with a colette body pillow
stubby wrote:It'll be differently balanced. CP is balanced to encourage some kinds of play and discourage others. Inches encourage you to dakka up. If a naked soldier with a knife costs as much as a fully-armored soldier with three battleaxes and a bazooka, then why not load up? But in the end they're not too dissimilar: the one with more weapons than he can carry has more flexibility about which one he can decide to use in any given turn, but ultimately each of them are roughly equivalent in terms of the amount of things they can do in any single turn.
What I could also do is break it up between Construction Inches and Customization. Construction inches buy you standard troops and vehicles and buildings, and make for quick comparison: knowing that I'm packing nine inches of units compared to my opponent's three is a lot easier to figure out than I've got an 87-point army versus his 34. And once you can do that, then it's a lot easier to make up stuff like "If player A has twice the inches of player B, then the Underdog Rule kicks in."
Customization would be for stuff that takes you away from standard units, and can be limited separately. Like you can bring 30 inches of units to the game, but you're limited to 10 customization points, to keep things from getting too complicated.
stubby wrote:My worry with Specialist abilities is that players will assign specialties to soldiers for no reason, just because they can. If you want to field an army of 100 Mediks, go ahead, but every single one of them has to have a hand used up with a medkit.
stubby wrote:Armor value is kind of like Move rating in that it's hard to keep players from awarding themselves ridiculous values. My instinct is to say everything's free up to 3d10, there's some kind of premium to pay for 4d10, and 5d10 can't be purchased normally, only available for unique scenario-specific creations. I might get rid of everything above 3d10 entirely.
stubby wrote:One thing that's occurred to me is that a horse (size 2", armor 1d6) will cost the same as a robot horse (size 2", armor 2d10). I'm not sure how to balance that other than to shrug my shoulders and accept it.
Quantumsurfer wrote:So, like, you would pick out units from a codex who all come with specific default stats. I have 10 CI. I'll spend 5 inches on 5 minifigs, 1 inch on a Hero, and four inches on a size 4 tank.
Then, you would take your CP and modify the default stats of the unit you picked out. I have 3CP. I'll spend 1 CP to make one of the minifigs a grizzled old veteran and bump his skill by a d4. I'll spend 1 CP to bump the structure level of my tank by 1. And I'll spend the last CP to increase the tank's movement by an inch.
Is that what you mean?
Quantumsurfer wrote:If Kanon gets fleshed out some more, what about using Customization Points to purchase Story Tags?
IVhorseman wrote:What about multitasking/custom specialist abilities that don't have associated equipment? I think that the starting tools/equipment being an indicator of a fig's abilities is a good way to keep track of this for the most part, but some of them are a bit more abstract. How do I denote/balance a minifig with extra skill, or a Commando or something from any other fig?
IVhorseman wrote:The customization points thing could work, but I'm wary to include a second economy - especially since I didn't like when there was ONE economy in the first place. One way to handle it, like Quantumsurfer mentioned, could be just one "point" would be any one ability. So bumping up armor a level, or adding a supernatural die would take up a point each, since they're single custom abilities.
IVhorseman wrote:The team with lower inches could be entitled to spend customization points on their army up until they reach the other team in inches, but i have a hunch that that way madness lies.
IVhorseman wrote:4d10 and 5d10 have their roles, and I suggest against getting rid of them entirely. I think they both get used too often, and I think limiting 5d10 to specific scenarios is a good call, but even the toughest of armor will crack under combined fire.
IVhorseman wrote:More on specialist abilities: what if there were corresponding penalty traits that minifigs could take to cancel them out?
So like a minifig with Gun Kata (can use ranged weapons as if they were CC weapons including angry inches and counter-attacks) would have one specialist ability, then would choose from a list to take some kind of penalty, like "can't sprint" or "addicted to moms." The downside is there'd be more shit to keep track of (plus: munchkin powering), but the upshot could be increased hilarity.
Users browsing this forum: Google [Bot] and 1 guest