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![[Post New]](/s/i/i.gif) 2007/07/29 14:00:24
Subject: Favorite Systems?
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Tunneling Trygon
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I've been thinking about writing up a set of rules and armylists that would use the same fluff, models, and general army layout as 40K, but would significantly change the core mechanics. I'm hoping to draw upon the best practices of other game systems for this ruleset. What other rulesets have you guys played that had good mechanics? Even if the whole system wasn't that great but one part stood out, what part was that?
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![[Post New]](/s/i/i.gif) 2007/07/30 15:17:37
Subject: RE: Favorite Systems?
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Regular Dakkanaut
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The balance/simplicity of starcraft makes it the most potent (not - chess) strategy game of all time.
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"The one difference between me, and a crazy person is I'm not crazy." |
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![[Post New]](/s/i/i.gif) 2007/07/31 09:09:54
Subject: RE: Favorite Systems?
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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What does starcraft gameplay have to do with wargames gameplay? I think you'd have a tough time making a real time model wargame.
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2007/07/31 12:34:08
Subject: RE: Favorite Systems?
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Regular Dakkanaut
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My point was, simplicity/tight balance, are key if you want a good game.
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"The one difference between me, and a crazy person is I'm not crazy." |
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![[Post New]](/s/i/i.gif) 2007/07/31 13:23:20
Subject: RE: Favorite Systems?
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Tunneling Trygon
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My point was, simplicity/tight balance, are key if you want a good game. Balance definitely, but I think a simple system with room for complexity is great. IMO the d20 system fits that mold. The core mechanics are very simple, but there's infinite room for expansion. What do you guys think about the "I go you go" system in 40K? Other popular games (Warmachine/Hordes) follow the same system. Others ( AT-43) have a system of alternating activations between the players. AT-43 even demands that the order of activation be chosen before the turn starts. LotR has I go you go, but in phases of movement, shooting, fighting. Which of these interests you most?
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![[Post New]](/s/i/i.gif) 2007/07/31 15:31:52
Subject: RE: Favorite Systems?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I prefer initiative/phase based UGOIGO, like what BattleTech and Space Marine (Epic) have. BYE
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![[Post New]](/s/i/i.gif) 2007/07/31 16:04:14
Subject: RE: Favorite Systems?
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Regular Dakkanaut
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I think that simplicity makes understandable complexity. For example the game of starcraft you either take a fast expo or you don't, you either tech fast, or build up low tech units, you either defend or attack; all very simple stuff. And yet at the same time, these simple facets combine to make a deeply complex psychological, and skill based conflict. Sun Tzu expresses the idea better then I ever could, he says; "in war their are only 2 forms of attack, the direct, and the indirect, but in combination the two lead to countless maneuvers" (paraphrase) At the same time if you start out with complicated rules, and very specific and complex rules for each unit, then things may become confusing. But don't get me wrong, I am not supporting the everything should be basic and easy to master, its also good to have some complexities. Again with a starcraft example; these would be things like map control (moving your units while they are not fighting), and managing resources, and creating build orders. But these things do not draw away from the game, because they are rooted in simple mechanics, and principles.
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"The one difference between me, and a crazy person is I'm not crazy." |
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![[Post New]](/s/i/i.gif) 2007/08/02 07:37:06
Subject: RE: Favorite Systems?
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Been Around the Block
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Formulaic target numbers: For example wounding in 40k is 4+their toughness, minus your strength (mostly) Rolling to hit with shooting is die roll + BS >= 7 bad example is to hit in combat where the logic is non intuitive --- point systems as complicated as they need to be... a power weapon is more valubable to a guy with 3 attacks than a guy with 1. It should cost 4 points per attack, not some fixed number of points. --- constant involvement is a good thing. If you have I-go-u-go, then make sure the person on "break" is still involved (in 40k this is rolling saves). Personally i would prefer i move a unit, you move a unit, then effectively simultaneous shooting after all moves are done(resolved unit by unit for sanity) because it keeps both players involved the whole game, you are responding immediately.
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![[Post New]](/s/i/i.gif) 2007/08/03 07:06:14
Subject: RE: Favorite Systems?
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Regular Dakkanaut
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I didn't get to play it too much, but I liked a lot of VOR's mechanics. It had 'player 1 activates a unit, player 2 activates a unit, repeat', and it operated on a d10 scale rather than d6.
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![[Post New]](/s/i/i.gif) 2007/08/05 04:29:31
Subject: RE: Favorite Systems?
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Focused Fire Warrior
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back when i was a teenager my friends & i played a superhero RPG called villians & vigilanties it was based on d10 which i agree w/hotflungwok on . it had a chart for attack & defence wich i think was cool (every action has a reaction) ithink it might make the game more complicated but more realistic . have every shooting phase, the target can shoot back or take cover or something like that. hope that helps
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"Before I have to hit him I hope he has the sense to run" Jerry Garcia
"Blood is Freedom's Stain" Bruce Dickinson/Steve Harris |
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