The future of Brikwars RPG's

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cleanupcrew
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Re: The future of Brikwars RPG's

Post by cleanupcrew » Tue Aug 20, 2013 11:34 am

So I had a friendly chat with BrickSyd about this, and he clarified some things:

XP is only granted for non-inanimate kills. However, vehicles and weapons are not inanimate and therefore killing a tank or a fighter jet yields its cp cost as Xp, but objects like trees and walls are inanimate and therefore grant nothing. This is a nice way to prevent anoraking, although it does might make things a little vague down the line. I suggest a scifi play test with tons of robots and vehicles to hammer out precedents.

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Re: The future of Brikwars RPG's

Post by BrickSyd » Tue Aug 20, 2013 12:15 pm

More clarification

The experience is calculated from the cp cost of the stuff involved but whatever you kill or destroy must be in a position to fight back or you won't receive XP.

Some examples:
- Blowing up a size 4 inanimated rock = no XP
- Take 1hp off a SL3 tank = 3xp
- Use component damage and destroy a size 3 gun (worth 9cp) = 9xp
- If you destroy the engine of a jet and it crashes as a result, you get the value of the engine only!
- If you render a ship defenseless by destroying all its weapon and by crippling its propulsion, you won't get anymore XP from that target even if you grind its HP until it is destroyed. You can still get XP by killing the remaining crew though.

If more than one unit contribute to the kill/destruction (the whole crew of a tank working together or multiple units combining fire for example) then the XP is distributed equally among the contributors.

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Re: The future of Brikwars RPG's

Post by alphafalcon541 » Sun Aug 25, 2013 11:56 am

Okay update on this, Bricksyd's and Zupponn's rules are going to be combined. As they are the closest to each other they should combine fairly well. So I'm looking for writers and pictures to start making a new rulebook. It will have to be fairly detailed, and examples will need to be made, even played out. It will focus on the violence and carnage much more than the roleplaying but there will still have to be a section on that and many of the rules will need to fit with the brikwars rule book. So who wants to help or playtest?
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Re: The future of Brikwars RPG's

Post by IVhorseman » Sun Aug 25, 2013 2:22 pm

BrickSyd wrote: - If you destroy the engine of a jet and it crashes as a result, you get the value of the engine only!
This is the only example where I think the XP for inanimate kills is a little wonky. If your actions directly caused the jet to crash, shouldn't you get full XP?

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Re: The future of Brikwars RPG's

Post by cleanupcrew » Mon Aug 26, 2013 7:11 am

IVhorseman wrote:
BrickSyd wrote: - If you destroy the engine of a jet and it crashes as a result, you get the value of the engine only!
This is the only example where I think the XP for inanimate kills is a little wonky. If your actions directly caused the jet to crash, shouldn't you get full XP?
Well you only put in the "effort" of destroying one engine, it's kind of like destroying a tank's engine or a car motor and claiming all the XP for that vehicle, the only difference being that flying creations also tend to go down when their propulsion fails.

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Re: The future of Brikwars RPG's

Post by IVhorseman » Mon Aug 26, 2013 9:37 am

What if you sabotaged a car's steering wheel and got it to drive off the edge of the table a huge ass cliff and jumped out at the last second? Just the XP for the steering wheel?

What I'm saying is that if the action DIRECTLY RESULTED in destruction of the entire vehicle, it should totally count. Otherwise I agree that blowing up the engine and getting it to stall out is too lame for full XP.

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Re: The future of Brikwars RPG's

Post by Falk » Mon Aug 26, 2013 10:45 am

So Luke Skywalker only gets the XP for the exhaust port, not the whole Death Star?
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Re: The future of Brikwars RPG's

Post by Quantumsurfer » Mon Aug 26, 2013 3:49 pm

Hm. That feels distinctly lacking in BrikWars style. Or, at least, modern BrikWars. It feels like a needlessly complicated rule put in place to prevent rules lawyers from taking advantage of the system. I have to think that if you're playing with such useless assholes, you shouldn't be.

So, like, if a vehicle was taken out of the fight through your direct action (or through the combined actions of you and your fellows), you should probably just get that xp (or an xp split). It's simpler by far. After all, the components of a given vehicle combine to give it it's overall xp total. If the vehicle's "owner" left one of those components vulnerable, and the build won't work without it, then that's really the owner's problem. Getting all that extra xp should be like rubbing salt in their wound. Nananananana-boo-boo-stick your head in doo-doo, shoulda armored that shit. Minifigs giggling maniacally all the way to the bank and all that.

However, if there is the sense that the action was cheap or rules exploitative, maybe you get less experience.

Just an idea.

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Re: The future of Brikwars RPG's

Post by BrickSyd » Mon Aug 26, 2013 9:25 pm

Falk wrote:So Luke Skywalker only gets the XP for the exhaust port, not the whole Death Star?
The torpedo went through the exhaust port to the main reactor so he would get XP for the main reactor.
IVhorseman wrote:What if you sabotaged a car's steering wheel and got it to drive off the edge of the table a huge ass cliff and jumped out at the last second? Just the XP for the steering wheel?
Yes because gravity is the one directly responsible for the kill (or you were in a zero gravity environment and nothing happened).

You really need to kill or destroy something by yourself for it to count.

From some preliminary testing of the rules, I realised that getting the full CP cost of a vehicule (sometimes worth hundreds of CP) from a single action was disproportionate when compared to the XP you would get on your average turn so I decided not to see vehicules as a whole but as something that you have to take apart piece by piece (which is what usually happens anyway). Fudge might be required in some circumstances though.

Instead of exploiting the "take a critical component out" aspect (taking out the life support building of a very populated planet?), you should instead be rewarded for blowing up every HP of a structure, one explosion after the other. While it looks nice, I fear that getting a huge amount of xp for disabling a tiny component could be broken.

There will be vehicules in the second half of my playtest. I really hope it will provide useful inputs on that matter.

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Re: The future of Brikwars RPG's

Post by IVhorseman » Mon Aug 26, 2013 10:14 pm

BrickSyd wrote:I fear that getting a huge amount of xp for disabling a tiny component could be broken.
Even when the results of disabling a tiny component have huge consequences?

Save it for the playtesting, but I think it's something you should really keep your eye on.

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Re: The future of Brikwars RPG's

Post by Zupponn » Tue Aug 27, 2013 2:41 pm

If you fire a rocket and blow up a tank, you only get XP for the rocket.
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Re: The future of Brikwars RPG's

Post by Tzan » Tue Aug 27, 2013 3:03 pm

Technically the rocket is what blew up the tank, so the rocket gets the experience points.
The minifig was just the rocket's butler, escorting it to the battle field.

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Re: The future of Brikwars RPG's

Post by alphafalcon541 » Tue Aug 27, 2013 3:16 pm

guys enough on that let Bricksyd test it then tell us. Also this is more about writing a supplement I'll make a new topic for Q&A for BrikwaRPG
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Re: The future of Brikwars RPG's

Post by Zupponn » Tue Aug 27, 2013 3:38 pm

alphafalcon541 wrote:I'll make a new topic for Q&A for BrikwaRPG
When you make the new topic, the computer gets the XP.
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Re: The future of Brikwars RPG's

Post by Quantumsurfer » Tue Aug 27, 2013 4:29 pm


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