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Opt Combat Rules FixFixing the Optional Combat RulesThe Optional Combat Rules, as printed in the 2nd edition rulesbook, greatly increase the power of Bows and the Fiery Blast as compared to their use in the regular game. While this in itself does not necessarily unbalance the game (because all attacks become more deadly with the Optional Combat Rules), it does cause two major problems: the Fiery Blast becomes way too powerful when used against natives, and the more powerful Bows make the Ambush rule too much of an advantage. By my count there are now nine distinct (and mostly mutually exclusive) suggestions for fixing the Optional Combat Rules, listed below in the approximate order in which they were suggested. These are the ones that don't involve major changes like rewriting the victory conditions or the campaign chits rules. After the first six suggestions were made, we received a corrected version of the Optional Missle Table from Richard Hamblen, along with a play balance adjustment for the Fiery Blast and Lightning Bolt (the "kludge"). The final three suggestions take this new material into account.
COMMENTS: When I worked on suggestion #7, I made a list of five requirements to meet, and have since added one additional requirement. I felt that it would be necessary to meet these requirements in order to create a fix that might eventually meet with Hamblen's approval.
I still believe that the best solution is #1... don't attack natives in the first place. We played this way for many years with excellent results. Attacking natives seriously disrupts the game balance: you get notoriety, gold, treasures to loot, and possibly remove an opposing player's friends or allies... all with no penalty. But both the designer and most of the players believe that it should be part of the game, so some other solution will be necessary. -Jay Is Fiery Blast really broken? It requires two phases to enchant a color chit, and one to alert a magic chit. Then after the blast it requires two rest phases to get back to where you were. During that time the character is not looting, nor moving and is very vulnerable. Is Fiery Blast really broken?--dwfiv ...add a comment here... AnalysisI have looked at some of the proposed revisions of the optional missile table. In order to compare the different proposals I have written a program to do the combat math. Below I have tried to summarize the results in a couple of small tables. The results assume that the monsters are unalerted side up when combat starts. They are allowed to change tactics during combat. The different systems that were compared are: Bas : Using the basic missile table Opt : Using the optional missile table in the rule book Ham : Using Hamblens revised missile table and Hamblens "kludge". Je1 : Using Hamblens revised missile table, Hamblens "kludge" and an additional undercut penalty of 1 for Fiery Blast. (Slight change from above) Je2 : Using Hamblens revised missile table extended with 9=wound and 10=negligible. Alerted attack spells counts as having a time of 1 when determining time advantage. Additional undercut penalties of 2 for Fiery Blast and 1 for Lightning Bolt. Jay : Using Hamblens revised missile table extended with 9=-4 levels and 10=-5 levels. Undercut penalty of 3 for Fiery Blast. Must target horses instead of riders. Ja1 : As Jay Ja2 : As Jay, but with an additional undercut penalty of 2 for Lightning Bolt. The first table gives the chance of killing a stack of monsters using an Alerted Fiery Blast. The first four rows give the chances of killing a single Tremendous Non-Flying Dragon, Tremendous Troll, Giant or Bat respectively. The next four rows give the chances of killing ALL the Axe Goblins, Spear Goblins, Rouges or Lancers. All the numbers are percentages.
The second table gives the average change of kill a random tremendous monster. The chance of killing a given monster is weighted with the number of monsters in the game of the given kind. This means that the change to kill a tremendous troll counts twice as much as the chance to kill the octopus. The chances are calculated for a Fiery Blast cast at time 3, an alerted Fiery Blast, a Lightning Bolt cast at time 3 and an alerted Lightning Bolt. Average Chance to Kill Random Tremendous Monster
Like the second table except that shown here is the chance to kill a random Tremendous, Heavy or Medium monster using an alerted Fiery Blast. Alerted Fiery Blast
Comments
Suggestions (or how will I would like to play it) Based on these numbers I have two suggestions of how to play it.
I would love to hear what conclusions other people make from the figures. /jesper ...add a comment here... And Yet Another Idea... (People I've discussed the following proposal with all think that it's pretty idiotic, so I'm just going to add it to the bottom of the list here without making any effort to promote it or tell people about it. Don't say I didn't warn you. -Jay) The problem with all of the above proposals is that they all make noticeable changes in the way the game plays... which is exactly why there will likely never be any agreement as to which idea is best. I'd like to propose a solution that does not change the game in any meaningful way... at least to my way of thinking. Other players disagree and thus reject this idea out of hand. See what you think... Add one simple house rule: The Fiery Blast spell cannot target unhired natives in Dwelling clearings, even if those natives are attacking the spellcaster. What makes this idea different from the rest? The most important difference is that, unlike all of the previous ideas, this is not one player's personal interpretation... it is not me saying "here's how the Fiery Blast should work" only to have someone else come along and say "no, it should work this way" and then a third person who says "you're both wrong...it should actually work like this." This instead is simply allowing the Fiery Blast to work (away from the six Dwelling clearings) exactly as the designer intended it to work. Within Dwellings, the game will also work exactly as the designer intended, in that no one character is powerful enough to defeat an unhired native group by himself. The price of making the game work as the designer intended is an artificial restriction on three of the sixteen characters... And the thing that is being restricted -- a character single-handedly defeating a native group -- is something that no one wants to see occur... so who will be offended? When it does not occur, who will miss it? This house rule does slightly penalize the three characters who can start with and cast a Fiery Blast: the Wizard, Witch-King, and Sorceror. The Wizard is penalized very little: with only two Type IV chits, he is the least likely of the three to engage in one-man unhired native bashing. The Witch-King is penalized a bit more, but he can always take Absorb Essence and grab a big monster if he wants to join other characters or hired natives in an attack on unhired natives. The Sorceror is penalized the most, as without the use of the Fiery Blast he has no effective way of attacking (or defending himself from) unhired natives at all. But I think that these penalties are penalties only in theory. With Watchful Natives in play, none of the other characters will dare to attack, or risk being attacked by, unhired natives either. This places all sixteen characters on a more-or-less level playing field: In order to attack unhired natives, any character will first have to hire other natives to assist him. And with the Fiery Blast forbidden from ever being used against unhired natives in a Dwelling, those unhired natives are going to be much more difficult to defeat... which again seems to be in keeping with the designer's wishes for how the game should play. Hired natives will, of course, continue to be vulnerable to a Fiery Blast... but hired natives controlled by a player are far more dangerous than ones that just sit in a Dwelling waiting to be attacked: if they accompany their hiring character or their leader they can hide and thereby avoid Fiery Blasts entirely, and if the hired natives move first and block the spellcaster before he can alert a Magic chit, it won't be the natives who will be dying! The Fiery Blast will also remain highly effective against Goblins, but its reduced effectiveness against large monsters may make it difficult for spellcasters to find a Goblin stack that they can safely attack. This simple house rule seems to me to be a very clean and painless way to resolve the Fiery Blast controversy. Other players feel that protecting unhired natives from the Fiery Blast will itself somehow unbalance the game. What do you think? ...add a comment here... |