In response to player's concerns about group 4, we're considering
modifying the grouping rule to allow crypts to be constructed
with vampires from any one even-numbered group and any one
odd-numbered group (not necessarily just adjacent groups).
For instance, 1 and 4 in addition to the current (as of Gehenna)
options of
1 and 2
2 and 3
3 and 4
Anyone have any thoughts on that change?
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
LSJ wrote:
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
It doesn't do anything to help the Indies, who are the ones most
hampered by the grouping rule currently. I can't see the motivation to
fiddle with grouping otherwise.
__
David Cherryholmes
this does not help the indies!
current group 4 indies should be groupless untill the next set is rerleased
that would help
stefan
"LSJ" <vte...@white-wolf.com> schrieb im Newsbeitrag
news:eb4eb7f8.04051...@posting.google.com...
[ quoted text not captured ]
[ quoted text not captured ]
This seems like a hack/patch that is not necessary.
Group 4 Indies and Sabbat vampires won't get a whole lot of help from Group 1
Jyhad vampires. And any other effect won't show its face until Group 5 comes
around.
I think that if there is a shift in the Grouping Rule, it has to be a lot more
severe.
Some way to help out the Indies, like Dave says..
I would also be in favor of a rule that says "Bloodlines is a groupless
expansion, playable with any group."
Josh "Jozxyqk" Feuerstein
Prince of Boston
Jozxyqk wrote:
> I think that if there is a shift in the Grouping Rule, it has to be a lot more
> severe.
> Some way to help out the Indies, like Dave says..
> I would also be in favor of a rule that says "Bloodlines is a groupless
> expansion, playable with any group."
Yes, forgot about that part (weird, since we were just talking about it
on #vtes), but the loss of Bloodlines to Group 4 also seems worth
addressing, which this doesn't.
__
David Cherryholmes
David Cherryholmes wrote:
> It doesn't do anything to help the Indies, who are the ones most
> hampered by the grouping rule currently. I can't see the motivation to
> fiddle with grouping otherwise.
The way I understand things, this change is not needed from the game's
perspective. Gameplay will only be slightly affected by this.
However, it's a great improvement towards increasing the player base, as
it creates more trading opportunities between newbies and old-timers.
And it also allows folks with a tighter budget to keep buying cards at
their own pace, without risking to be left behind as the group numbers
increase. Thus, momentarily cash-strapped customers are less likely to
choose to quit the game, as they know that later, shiny cool new
vampires will still be compatible with the old ones they already own.
Hope I made some sense this time. ;)
--
Francois
SILLY STRING IS NOT A NASAL SPRAY
Bart Simpson on chalkboard in episode 5F12
"Proc_F" <a9505...@spamunet.univie.ac.at> wrote in message
news:40a4d308$0$29350$3b21...@usenet.univie.ac.at...
> this does not help the indies!
> current group 4 indies should be groupless untill the next set is
rerleased
I honestly think that is silly. No vampire should be groupless.
--
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
>
That's a good start, but there remains the issue with Bloodlines. How's
about limiting construction of decks to two different groups, but take out
the adjacent relationship rule. In other words, you can use 1 & 2, 2 & 4, 1
& 3, etc. I know this still has "dial-a-crypt" problems, but not nearly as
many as if you can use all groups. Seems like its not too far along for
this, and "dial-a-crypt" could be controlled if the rule was implemented as
such and planned for in the design of new sets. Looking at Gehenna's
vampire list, it doesn't seem like that big of a deal. Mind you, i've not
seen the crypt cards and cannot say this for sure at this point. Just my
two cents.
THANK YOU FOR ASKING FOR OUR OPINIONS! I'm very appreciative of this! Not
that I have a playgroup right now, but I do still intend to play this game
in the future and will mostly be frequenting tournies...which is what it
will effect most anyway since playgroups can ignore the grouping rule now
anyway.
Jon
"Jozxyqk" <jfeu...@eecs.tufts.edu> wrote in message
news:Xq4pc.91375$Ik.7008353@attbi_s53...
> David Cherryholmes <david.che...@duke.edu> wrote:
> > LSJ wrote:
> >> In response to player's concerns about group 4, we're considering
> >> modifying the grouping rule to allow crypts to be constructed
> >> with vampires from any one even-numbered group and any one
> >> odd-numbered group (not necessarily just adjacent groups).
> >>
> >> For instance, 1 and 4 in addition to the current (as of Gehenna)
> >> options of
> >> 1 and 2
> >> 2 and 3
> >> 3 and 4
> >>
> >> Anyone have any thoughts on that change?
>
> > It doesn't do anything to help the Indies, who are the ones most
> > hampered by the grouping rule currently. I can't see the motivation to
> > fiddle with grouping otherwise.
>
> This seems like a hack/patch that is not necessary.
> Group 4 Indies and Sabbat vampires won't get a whole lot of help from
Group 1
> Jyhad vampires. And any other effect won't show its face until Group 5
comes
> around.
I agree. Although without seeing the group 4 indies, I generally think that
everyone is overreacting to the how the grouping rule affects independents.
> I think that if there is a shift in the Grouping Rule, it has to be a lot
more
> severe.
> Some way to help out the Indies, like Dave says..
> I would also be in favor of a rule that says "Bloodlines is a groupless
> expansion, playable with any group."
Why don't we let Bloodlines be group 2 so that they can print a group 4
bloodlines expansion?
[ quoted text not captured ]
"XZealot" <nbr...@rapidretailsolutions.com> schrieb im Newsbeitrag
news:2gk3avF...@uni-berlin.de...
[ quoted text not captured ]
why till the release of the next set they could be combined with any group
stefan
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
I think that this change to the grouping rule eliminates the balancing
mechanism that it was created for. Once we get to group 5 you will have
what 6 different pairs (1-2,1-4,2-3,2-5,3-4,4-5). Once we get to group 6 it
gets really ugly (1-2,1-4,1-6,2-3,2-5,3-4,3-6,4-5,5-6).
So as a design paradigm the suggested change causes vampires to actually
have to get more expensive points-wise, or you have horrific issues of
powercreep, simply because it becomes impossible to playtest all the
possible permutations. So we wil have to have more vampires like Appolonius
or we unbalance the game.
[ quoted text not captured ]
To be honest, I think the best change is "no change".
Leave the grouping rule as-is.
If there are Group 4 Independent vampires, well sure you won't be
able to make a "clan based" deck around them but.. hey, there are only
supposed to be a small handful of Ravnos wandering the earth anyway now,
so why should there be a lot of them in group 4?
And besides,.. there *are* group 3 vampires currently printed with qui,
chi, ser, nec .. and cel/obf, ani/for, pre/obf, and dom/pot, are not
exactly impossible discipline combinations to come by... So the vampires
are not dead weight, even if you just consider their clan disciplines and
not special abilities or possible off-clan synergy.
If I could choose to make any changes to the Grouping Rule, I would
personally be happy with "Bloodlines are groupless", but that's not even
necessary.
But all in all, it's too early to have such an explosive reaction or
propose a radical change to the way things work, in my opinion, before
we've even seen most of the cards or how they interact with current
play environments.
[ quoted text not captured ]
Most of the complaints were about independants clans which were weakened
compared to others. Indies lovers were more complaining on the fact that it
was impossible to build storyline deck with G4 indies.
Another thing : for me, group 3 are the "absolutely canon characters" of the
storyline, as is group 4. Group 2 is a mix of what was developped by Wizard
of the coast (ie : almost no canon character) and what followed developped
by White-wolf. The current system allows players to play with group 1-2 if
they want to play Anson for example. Decks using groups 2-3 are far more
canon and thus, stuck on the storyline. The same for group 3-4. To allow
players to build decks with group 1-5 would introduce a "non-canon aspect"
to the game, aspect you (developpers) had avoided with the grouping issue.
It would be a regression.
And it wouldn't solve the problem of the indies who want to build a
storyline crypt and can't for the moment 'cause there are only 4 vamps group
3-4.
Nagaraja
[ quoted text not captured ]
"Jozxyqk" <jfeu...@eecs.tufts.edu> schrieb im Newsbeitrag
news:H%4pc.10114$6f5.827467@attbi_s54...
> To be honest, I think the best change is "no change".
> Leave the grouping rule as-is.
> If there are Group 4 Independent vampires, well sure you won't be
> able to make a "clan based" deck around them but.. hey, there are only
> supposed to be a small handful of Ravnos wandering the earth anyway now,
> so why should there be a lot of them in group 4?
>
because its a tcg not a rpg
stefan
"Proc_F" <a9505...@spamunet.univie.ac.at> wrote in message
news:40a4d308$0$29350$3b21...@usenet.univie.ac.at...
> this does not help the indies!
> current group 4 indies should be groupless untill the next set is
rerleased
>
Please don't top post.
While I don't like this exact fix (who's to know that the 'next set' will
solve availability problems for each clan?), it does suggest a different
angle. What if Grouping was enforced only when a particular number of
vampires was reached within the group? The grouping is designed to limit
dial-a-crypt, right? Dial-a-crypt is by definition never a problem when the
number of vampires within the grouping is low, so it would seem that you
could establish some minimum number of vampires per group, per clan (5? 8?
10?) needed before the grouping rule went into effect.
This might encourage purchase and play of new sets, as you would have an
interesting 'honeymoon' period in which the grouping rule was set aside, and
the new vamps were allowed to co-mingle with all sets. Later, when there
was enough of them, they could settle into the steady home life of their
Group.
The only transient problem I see; a discipline-specific group might
unbalance an earlier grouping, even in small numbers. The solution would be
to avoid significant numbers of power-disicpline (dominate) rich vamps when
introducing a new grouping... Is that a concept killer? I don't think so,
but I'm just throwing this out there. Its really not something I've thought
on long.
Other problems?
DaveZ
Atom Weaver
"Proc_F" <a9505...@spamunet.univie.ac.at> wrote in message
news:40a4d9aa$0$18044$3b21...@usenet.univie.ac.at...
[ quoted text not captured ]
There is no point to having grouping if you are going to totally ignore it.
If you want to play that for a house rule, then I am okay with that. To do
it for tournament play is just wrong.
[ quoted text not captured ]
XZealot wrote:
> I think that this change to the grouping rule eliminates the balancing
> mechanism that it was created for. Once we get to group 5 you will have
> what 6 different pairs (1-2,1-4,2-3,2-5,3-4,4-5). Once we get to group 6 it
> gets really ugly (1-2,1-4,1-6,2-3,2-5,3-4,3-6,4-5,5-6).
If the grouping rule was introduced to prevent 'dial-a-crypt', then this
suggested change still works ok in that respect. Having more pairs of
well-desinged sets to choose from only means more variety, and doesn't
imply that perfect crypts are easier to cast.
> powercreep, simply because it becomes impossible to playtest all the
> possible permutations.
I reckon that the playtesters are doing a great job. But I don't
personnaly believe in the fact that the current playtesting process
examines all the possible permutations.
I believe game balance is achieved thanks to experience, knowledge, and
attempts to break the new cards. Not through exhaustive examination of
all the combos.
--
Francois
COFFEE IS NOT FOR KIDS
Bart Simpson on chalkboard in episode 9F09
"Jon Stahler" <sta...@uiuc.edu> wrote in message news:c82l4b$mul$1...@news.ks.uiuc.edu...
> That's a good start, but there remains the issue with Bloodlines. How's
> about limiting construction of decks to two different groups, but take out
> the adjacent relationship rule. In other words, you can use 1 & 2, 2 & 4, 1
> & 3, etc. I know this still has "dial-a-crypt" problems, but not nearly as
> many as if you can use all groups. Seems like its not too far along for
> this, and "dial-a-crypt" could be controlled if the rule was implemented as
> such and planned for in the design of new sets.
Groups 1 & 3 have the different justicars, but that is not too
much of an issue I guess (aside from theme).
Its difficult to analyze dial-a-crypt effects in anything other
than subjective ways because there are a lot of different
combinations out there. I looked at a couple of basics
like weenie pot or weenie presence and it does not
appear to be that much different that 1&2 and 2&3.
(Which surprised me)
It does make the testing of future sets more difficult
as currently there are only 3 group combinations
and adding an hypothetical and future group 5
only adds 1 more combination. Each new vampire
must only be examined for interaction with at most
two other groups of vampires. Using any two groups
would mean that a new vampire must be considered in
combination with all other groups (3 groups plus its own)
which increases with every new crypt number.
I guess I'm saying that it makes the likelyhood of a problematic
vampire combination slipping through the playtest system more
likely than it currently is. Not a huge problem, but an issue none the less.
The other issue is future vampires in relation to
how large a group is.
Approximate numbers.
Currently (Pre-Gehenna)
Group 1: 116 vampires (15/16 per clan)
Group 2: 376 vampires (9 per cam clan, 15 per sabbat clan, 24 per indep clan)
and some assorted bloodlines
Group 3: 207 vampires (16 per cam, 8 per sabbat, 2 per indep)
Gehenna brings 1 or 2 per clan to group 4 and adds a vamp to
some group 2 clans.
The largest playable groups currently are 25-26 for cam, indep,
23 for sabbat. Gehenna does not change this much. I would
suggest that we will never see more than maybe 27/28 vampires
in two legal together groups.
If you can link group 2 with any other group as you are suggesting
then I think it likely that we will never see any more than two of any
particular independant clan in a single group. Otherwise you could
end up with independants having the largest group legal crypt
selection. This would mean that every independant based deck would
need to be based on group 2 + other unless the deck only uses
4 vampires or less. Whereas under the current rule or LSJ's suggested rule
they can make group 4 independants up to 25 per clan if they
so desired without creating an imbalance.
Personally I would like any two groups. But I think it would necessitate
screwing the independant vampires clans in all future expansions.
As a result I favour 1 odd and 1 even.
And I also applaud WW for seeking opinions on this.
-JTP
>In response to player's concerns about group 4, we're considering
>modifying the grouping rule to allow crypts to be constructed
>with vampires from any one even-numbered group and any one
>odd-numbered group (not necessarily just adjacent groups).
>
>For instance, 1 and 4 in addition to the current (as of Gehenna)
>options of
>1 and 2
>2 and 3
>3 and 4
>
>Anyone have any thoughts on that change?
17 replies when I saw this thread, apparently so.
I have no idea what people are talking about with the indies since group 4 gets
filled out with future expansions. Nor do I see the relevance to Bloodlines as
it's easier to do another set of bloodlines than have special groupless rules
after the fact.
In the short run, this allows for 1/4 combinations. Group 1 is still playable
but, boy, does it have a lot of problems with large quantities of junk
vampires, poor crossover with vampires with newer disciplines, tendency to lack
the discipline combinations to mix with newer vampires well, for instance
Obf/Pre to go with FoS, Baali. While it's entirely possible that group 1 will
never be left completely behind, it seems highly likely under the current
grouping mechanism that it continues to get squeezed out to where only the most
powerful crypt options will see play. Sounds a bit more interesting to have
the 123 or so group 1 vampires contribute more to the game, though there's an
issue that any future even group is going to have some problems meshing well.
I suppose that a lot of Sabbies will make up even groups and that means
clan/antitribu crossovers that may work well. ... Maybe !Malks change
disciplines to Aus/Dom/Obf ... Would be funny, if broken.
Seems nice in the short run because it shouldn't have much pain. However, the
long run may have some additional issues. In a way, while it gives players
more options to have the odd-even rule, it can lead to staler deck construction
where a group's strength is so clear that adding new bits to it doesn't
substantially change its nature. Or, if one mix does, another doesn't and just
reinforces the nature of a familiar group. The constant checking back in
playtesting to make sure nothing combines for abuse - less a problem maybe with
group 1 mixes but with the enormous group 2 and likely enormous group 4, 6,
etc. - is a hassle.
The idea of a grace period is interesting but oh so confusing. Eventually,
even odd-even is likely to get confusing. The lack of numbers on group 1's and
2's already requires thought.
So, I see two things that might interest me more. One, give some help to the
junky side of group 1. If not the anniversary set, then special sets (which
CCGs have done often enough at times) can address group 1, though probably
mostly just through advanced vampires unless we start having alternate versions
of vampires who aren't advanced but still contest.
Two, have group rules options for special (sanctionable or, at least,
recognized in some way) tournament formats. Standard constructed uses current
grouping mechanic. Odd/Even constructed format uses, uh, odd-even grouping
mechanic. Etc. with whatever variations on fiddling with the grouping rule,
like anything goes or only groups 2 and 7 in this tournament or whatever.
>> this does not help the indies!
>> current group 4 indies should be groupless untill the next set is>rerleased
>
>I honestly think that is silly. No vampire should be groupless.
Yes, vampires are very social creatures. A vampire without a "group" would just
be very lonely! =P
Halcyan 2
I generally agree with Ian on the issue.
>Seems nice in the short run because it shouldn't have much pain. However,
>the
>long run may have some additional issues. In a way, while it gives players
>more options to have the odd-even rule, it can lead to staler deck
>construction
>where a group's strength is so clear that adding new bits to it doesn't
>substantially change its nature. Or, if one mix does, another doesn't and
>just
>reinforces the nature of a familiar group. The constant checking back in
>playtesting to make sure nothing combines for abuse - less a problem maybe
>with
>group 1 mixes but with the enormous group 2 and likely enormous group 4, 6,
>etc. - is a hassle.
The change might be helpful in the short-run, but I think it creates a lot of
problems (balancing, distribution, etc.) in the long-run.
I'll hold off making any further comments until I've actually seen the Group 4
vampires. That way I can make a better informed statement.
Halcyan 2
BTW, if we do go to an Odds/Evens Grouping idea, what are people's thoughts
regarding the Ventrue Law Firm of Crowley, Nash, and Bridges opening up an
international branch in Milan with Giangaleazzo? From what we've seen in the
preview, he'd fit in pretty well (and even shares Potence with Emerson!).
I see two potential issues with the odd/even idea. The first is that you
force each incoming set of vampires to be well-balanced with a larger
potential crypt. This cascades into a monumental task for play balancing,
etc. as time progresses, since group 6 would now have to work with groups
1, 3, and 5. This point has been echoed by many other posters.
The second issue is that if you require a new set of vampires (let's
consider group 5's example) to merge with group 2 and 4, the range of
possibilities (or more specifically) the deviation from group 3 will be
limited. In other words, I'd argue that there's only a certain amount of
outward trajectory from "group 3-ness" that one can safely execute. As a
result, we'll tend to see this scenario propagate throughout, where huge
numbers of cards are added (vampires for a new group), yet gameplay does
not appreciably change as a result. If you break the link with the cascade
of prior groups, small changes in one group can be developed/mitigated in
a drastically different way in future sets/groups.
Ankur Gupta
VEKN Prince of West Lafayette, IN
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
_With the present sets_, this seems pointless. It'd allow all the
group 4 vampires to be played with group 1, i.e a starter's set worth
of Camarilla vampires. But all the group 4s can _already_ be played
with a starter's set of Cam vamps from group 3.
And I don't believe that a single player has expressed (in the several
forms I frequent) _any_ concerns that these Group 4 vampires cannot be
played with enough Camarilla vamps, or with group 1 vampires. Oh wait,
I take that back - I've seen one 'player' complain about group 4, but
that player also admitted in his complaint-post to not having bought
or played with virtually any cards since the Grouping rule was
introduced two years ago, nor ever bothering to read the rule fully
before griping about it. So I'm discounting him.
So what about the future?
Pretty much all of the concerns I've seen about group 4 boil down to
these two issues:
A) None of the group 4 vamps (or beyond) can be played with the group
2 Bloodlines vamps, and it has been stated in the past that more
Bloodlines vamps would not be forthcoming (possibly ever).
B) None of the group 4 independents can be played with enough of their
clans, because almost all the existing independent vamps printed are
group 2, and too few group 4 independents exist in the Gehenna set.
For A), making the odd/even rule change would someday allow the Group
2 Bloodlines vamps to be played with group 5, whenever that might be.
It wouldn't make them any more accessible to group 4 vamps, or group 6
when that comes out, etc - so in the future it's only a little
helpful.
For B), making the odd/even rule won't matter until group 5 vamps are
out, because they'll be usable with the group 2 or group 4 vamps.
Prior to that, allowing group 4 to mix with group 1 really counts for
nothing.
But for B, the problem pretty much resolves itself already over time,
assuming that group 4 will include a 'base set' of 20 or so of each of
the Independents. If it doesn't, those vamps would ideally need some
way to be able to mix with group _two_, or else you've got a
half-dozen independent vamps in group 4 that have to wait for group 5
to be as playable as every other clan's group 4s.
A simpler solution to A), assuming no new Bloodlines vamps will ever
be printed again, is to simply say that all the vampires from the
Bloodlines set mix freely with any other set - but you'd have to
choose to set the rule as either any other single set, or any other
legal grouping.
Or a future set of Bloodlines vamps needs to be planned for and
announced to players to stop the griping - a group 5 Bloodlines set,
for instance, would future-balance the inability of group 4 to mix
with the existing group 2 Bloodlines, and there'd be no real push of
players clamoring to get to that expansion ASAP as long as they new it
was in the pipeline (unlike how there is plenty of clamoring for
filling out the group 4 independents under the current grouping rules
ASAP.)
-John Flournoy
>In response to player's concerns about group 4, we're considering
>modifying the grouping rule to allow crypts to be constructed
>with vampires from any one even-numbered group and any one
>odd-numbered group (not necessarily just adjacent groups).
Here's another thought on the issue:
Since we don't know what the Group 4 vampires are like and we don't know
exactly how they will eventually be used with Group 1 vamps (i.e. look at the
Archon NRA situation where it took a real long time for people to find and
exploit the loophole), much of what people are saying on the newsgroup is
speculation and theorizing. And many problems might not rear up their heads for
quite some time.
What if the VEKN created a new tournament format to further explore the issue
of Grouping? Grouping rules could either be removed altogether or at least
relaxed (allowing the odd/even combination).
Now first off, if such a thing would be done, it would be important to not
follow the path of "Type I vs. Type II" in MtG, "Open vs. Gold/Diamond" in L5R,
or "Open vs. Campaign" in Warlord. In all of those cases, the company nominally
supported the original format but in actuality, pretty much used it as an
excuse to shift playing environments. The standard VTES (with adjacent grouping
rules) would still be the mainstream form of the game.
One of the things that has really impressed me about Create-a-Clan is allowing
all sorts of discipline combinations to be explored. We can see firsthand how
strong certain disciplines are, and what they're like when combined with other
disciplines.
Personally, I've been meaning to run a tournament without Grouping rules for
quite some time. It would be an interesting chance to see how powerful the
"dial-a-crypt" problem is if you can combine Group 1 with Group 3. A similar
format could be used as a testing ground for Odd/Even. It would be a meaningful
evaluation of how such a combination would affect deck styles, while not
actually committing the game to opening a potential Pandora's Box. In addition,
since adjacent grouping decks would still be valid for all those tournaments,
everyone wouldn't be forced to build new decks. In fact, seeing how "optimized"
decks compare to traditionally adjacent decks would be very telling.
If Limited, Rapid Thought, Toy Chest Test, and Create-a-Clan are all
alternative formats that work, I don't see why one that relaxes Grouping rules
would be a problem. Heh. I'm kinda reminded of all those Marvel (and other
comic) scenarios where alternate universes merge. And so Sheldon and Cock Robin
can join forces to conquer the World of Darkness! =P
What do you guys think about this idea?
Halcyan 2
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
>> Anyone have any thoughts on that change?
My concerns are simply that I'm not interested in buying group 4
vampires if there are not enough to play them in 3/4 decks, and/or
with bloodlines.
If bloodlines were made group Z (playable with any group) and current
group 4s could be treated as group 3s until true group 4 came out,
something like Aramis suggested, then these 2 issues could be
addressed, if somewhat temporarily in the latter case.
What is the 'loop' of 1 and 4 supposed to do? That doesnt seem to
really address either issue, as group 1 is cam and you can already
play the new group 4s with the group 3 cams.
[ quoted text not captured ]> > THANK YOU FOR ASKING FOR OUR OPINIONS!
>
> Seconded on this as well.
>> David Cherryholmes
Looks like lately I agree a lot with David... ;-)
Yes, of course, the Odd / Even would be a "little better", but wouldn't
address the Indie and Bloodlines issue.
So what ? A "2 groups" rule ? And we could mix G3 and G1 ? Big deal...
Let's wait and see.
But trying to change the rule as it is a good sign IMO. Let's hope it will
lead to a more acceptable rule, for Sabbat / Indies / Bloodlines included.
Orpheus
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>> Anyone have any thoughts on that change?
As an avid hater of the group rule, any change that gives us more
options is a good change in my opinion.
However, this particular change does NOT help the main "problem" we
have so far with group, which is the independent problem.
What precisely are your reasons for this change? Why now?
Daniel.
>BTW, if we do go to an Odds/Evens Grouping idea, what are people's thoughts
>regarding the Ventrue Law Firm of Crowley, Nash, and Bridges opening up an
>international branch in Milan with Giangaleazzo? From what we've seen in the
>preview, he'd fit in pretty well (and even shares Potence with Emerson!).
Thoughts in terms of what? Overpoweredness?
That he'd be useful to a PRE Prince deck - seems obvious. He's not optimal
crossover with the old Ventrue, but he's a stud no matter how you look at it.
That they'd have more diverse crypt options? I see the VLF's main problem
being match ups (intercept, anticombat ends) rather than crypt issues.
In article <eb4eb7f8.04051...@posting.google.com>, LSJ
says...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>> Anyone have any thoughts on that change?
I actually *like* the grouping rule the way it is. Diluting it down
from how restrictive it currently is opens the door to more "dial-a
crypt" combos, especially when groups 5/6/7 show up. It also favors
people who have been playing longer, since they have better access to
group 1. They'll have a larger pool of cards to combine with group 4.
(This could be alleviated by reprinting group 1, but there's still the
first issue to worry about). And while it may create some new crypts to
toy with, it still won't change that the Indies don't have a large
presence in group 4; I'd rather just see an expansion with a bunch of
new group 4 Indies to play with.
--
-Snapcase
David Cherryholmes <david.che...@duke.edu> wrote in message news:<2gk1v7F...@uni-berlin.de>...
> LSJ wrote:
> > In response to player's concerns about group 4, we're considering
> > modifying the grouping rule to allow crypts to be constructed
> > with vampires from any one even-numbered group and any one
> > odd-numbered group (not necessarily just adjacent groups).
>> It doesn't do anything to help the Indies, who are the ones most
> hampered by the grouping rule currently. I can't see the motivation to
> fiddle with grouping otherwise.
I would suppose that the proposed change isn't meant to address
people's worries about the "orphaned" group 4 indies so much as to
increase the types of crypts people can build with the new group 4
vamps. That's why I like the new grouping rule: more opportunities to
use much-loved Group 1 vamps aside new faces.
As far as the "orphaned" indies go, we can expect them to get plenty
of company in future expansions, and like the group 4 Camarilla
Lasombra, they might be oddballs who work well even without much
in-clan support. Time will tell.
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>> Anyone have any thoughts on that change?
>> --
> LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
> Links to V:TES news, rules, cards, utilities, and tournament calendar:
> http://www.white-wolf.com/vtes/
I don't mind the current grouping rule.
However, now that group 4 is upon us, I would very much like to see a rule
change that would allow BL clans to be mixed without regard to grouping
rules.
- Pat
To address an option (with variations) brought up in several posts on this
thread:
Options which make a constructed deck that is legal one day become
illegal the next are not considered tenable options. Treating group
4 vampires as groupless (which really means "any group") until
a certain number were printed falls into this category.
[ quoted text not captured ]
John Flournoy wrote:
> it has been stated in the past that more
> Bloodlines vamps would not be forthcoming (possibly ever).
This is not true, if by "stated" you mean "by an official source".
[ quoted text not captured ]
Daniel Figueiredo wrote:
> What precisely are your reasons for this change? Why now?
Players' concerns. This particular change was suggested by several
players and still maintains some of the anti-dial-a-crypt effect of
the grouping rule and avoids "hard limit" problems like planned
obsolescence of certain crypt combinations.
If not now, when would be more suitable?
[ quoted text not captured ]
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
>
I'll echo the thought: for the sake of future playtesting and balance among
groups, the proposed change is a bad idea.
Dorrinal Blackmantle
Chronicler of Clan Tremere
...will be playing his group 1 vampires by themselves :)
> > > In response to player's concerns about group 4, we're considering
> > > modifying the grouping rule to allow crypts to be constructed
> > > with vampires from any one even-numbered group and any one
> > > odd-numbered group (not necessarily just adjacent groups).
> >
> > It doesn't do anything to help the Indies, who are the ones most
> > hampered by the grouping rule currently. I can't see the motivation to
> > fiddle with grouping otherwise.
>
> I would suppose that the proposed change isn't meant to address
> people's worries about the "orphaned" group 4 indies so much as to
> increase the types of crypts people can build with the new group 4
> vamps. That's why I like the new grouping rule: more opportunities to
> use much-loved Group 1 vamps aside new faces.
Sure.
> As far as the "orphaned" indies go, we can expect them to get plenty
> of company in future expansions, and like the group 4 Camarilla
> Lasombra, they might be oddballs who work well even without much
> in-clan support. Time will tell.
It will. But it implies being "forced" to buy that next expansion if we want
to play them at all ("buy the next expansion or don't use your vamps...").
It is this idea I'm against, maybe more than anything else.
--
Solaris Nocturnus,
Orpheus
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4...
I'm curious what specific player concerns weighed heaviest when this
change was proposed. If we collectively knew, we could also
collectively comment and/or propose alternate solutions which might
even result in other elegant fixes.
> we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
As an Assamite fan, I am personally concerned about Group 4 as it
would affect them, and by extension all the major Indie clans. The
major Indies each have exactly ZERO vampires in Group 1 and ONE
vampire in Group 3. This change will not affect them at all until
Group 5 is introduced or if more Group 1/3 major Indies are introduced
(very unlikely).
All that would happen from this perspective is that the Camarilla
clans would get many new options, the Sabbat clans would get some new
options (they are also absent from Group 1), and the Indies would be
left dealing with new synergies and have nothing new in their arsenal
until much later. This to me seems exactly opposite the priority in
which the sects need help compared to the others.
Someone else proposed this idea and I like it so much I'll mention it
again. All Final Nights vampires (or perhaps just Indies) should be
designated as Group 3. Of course, this could cause some issues with
the Group 4 vampires already developed, but I would hope that the next
expansion after Gehenna (which is likely to be Indie heavy) isn't
already finalized. Adjustments could be made to address any
"dial-a-crypt" concerns if it is early enough in the process.
The only fallout from the Final Nights chance would be several
Advanced signature character cards would become misprints since they
all currently sport the Group 2 designation. I think the gameplay
benefit of smoothing the vampire/group graph for the Indies would far
outweigh the slight confusion caused by the misprints which are
"created."
Jeff
"LSJ" <vte...@white-wolf.com> wrote in message
news:RFbpc.59131$Ut1.1...@bgtnsc05-news.ops.worldnet.att.net...
> John Flournoy wrote:
> > it has been stated in the past that more
> > Bloodlines vamps would not be forthcoming (possibly ever).
>
> This is not true, if by "stated" you mean "by an official source".
>
> --
> LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Apologies here - I re-checked past posts, and you are correct; someone
_misquoted_ you second-hand as having said that, something you have since
corrected.
Even if it had been stated in the past, I'd been assuming for a while now
that there would be more Bloodlines vamps in the future, since it's an easy
solution (and one people have been asking about for some time).
-John Flournoy
> It will. But it implies being "forced" to buy that next expansion if we want
> to play them at all ("buy the next expansion or don't use your vamps...").
> It is this idea I'm against, maybe more than anything else.
>
There is no way to force you to buy any cards at all.
On Fri, 14 May 2004 17:24:58 +0200, Francois Gombault
<gombault...@BROKEN.ADDRESS.wanadoo.fr> wrote:
>> powercreep, simply because it becomes impossible to playtest all the
>> possible permutations.>I reckon that the playtesters are doing a great job.
Pass that crack pipe over here.
Two group 4 vampires for clans with almost non-existant group 3
vampires is "a great job"?
Heaven and Hell should have been moved to prevent that from happening.
Playtesters did not do a good job if they did not prevent that.
Clan Group3 Group4
Assamites 2 2
Followers of Set 2 2
Giovanni 2 2
Ravnos 2 2
There is no question in my mind that Zero vampires for these clans
would have been better for sales of the game than two group 4
vampires.
As for playability, the numbers speak for themselves.
Carpe noctem.
Lasombra
http://www.TheLasombra.com
On 14 May 2004 16:27:49 -0700, jeff...@hotmail.com (Jeff Kuta)
wrote:
>The
>major Indies each have exactly ZERO vampires in Group 1 and ONE
>vampire in Group 3.
Less than accurate.
Clan Group3 Group4
Assamites 2 2
Followers of Set 2 2
Giovanni 2 2
Ravnos 2 2
Assamite
1. Ali Kar
2. Yazid Tamari
Followers of Set
1. Ezekiel, Lord of Montreal
2. Kahina the Sorceress
Giovanni
1. Lia Milliner
2. Ignazio Giovanni
Ravnos
1. Zip
2. Etienne Fauberge
[ quoted text not captured ]
The Lasombra wrote:
> Heaven and Hell should have been moved to prevent that from happening.
__
This assumes that playtesters have it withing their ability. It's at
least conceivable that the upper limit of a playtester's power is an
email saying "dude, this is fucked up."
DTIFU emails have a terrible track record of effecting change on the
other end.
__
David Cherryholmes
On Fri, 14 May 2004 21:43:10 -0400, David Cherryholmes
<david.che...@duke.edu> wrote:
-Heaven and Hell should have been moved to prevent [2 group 3 + 2
group 4] from happening.
>This assumes that playtesters have it withing their ability.
No, it assumes that even adequate playtesting would enable this.
Good playtesting and great playtesting require more.
If you cannot effect the design, why bother wasting your time?
[ quoted text not captured ]
"Dorrinal Blackmantle" <dorr...@hotmail.com> wrote in message news:<2gkvbnF...@uni-berlin.de>...
> "LSJ" <vte...@white-wolf.com> wrote in message
> news:eb4eb7f8.04051...@posting.google.com...
> > In response to player's concerns about group 4, we're considering
> > modifying the grouping rule to allow crypts to be constructed
> > with vampires from any one even-numbered group and any one
> > odd-numbered group (not necessarily just adjacent groups).
>> I'll echo the thought: for the sake of future playtesting and balance among
> groups, the proposed change is a bad idea.
>
> Dorrinal Blackmantle
I'm unconvinced. Can you give an example of a theoretical Vampire that
would be balanced with Group 3 but not with Group 1, and would require
a great deal of scruitiny by playtesters to spot the problem?
For example...
Bobanson
Group 4 Toreador
Capacity 10
AUS PRE CEL obf
Camarilla Prince of Paris. While Bobanson is ready, you gain an
additional master phase action in your master phase. You may not move
blood from Bobanson to your pool during your master phase.
...would be balanced with Group 3 but not with Group 1, but the
problem is obvious to anyone familiar with both sets. Similarly...
Avenray Amillecay
Group 4 !Gangrel
Capacity 5
FOR PRO ani
...again, a problem with Group 1 Vamps but not with Group 3, but
again, fairly obvious.
Designers and playtesters can balance new groups carefully against the
previous group, then more casually against previous groups, and all
should be well.
The Lasombra <TheLa...@hotmail.com> wrote:
> -Heaven and Hell should have been moved to prevent
> [2 group 3 + 2 group 4] from happening.
>> David Cherryholmes <david.che...@duke.edu> wrote:>>This assumes that playtesters have it withing their ability.>
> No, it assumes that even adequate playtesting would enable this.
>
> Good playtesting and great playtesting require more.
>
> If you cannot effect the design, why bother wasting your time?
Hypothetical Q:
Your playgroup is selected to playtest Gehenna. You receive the playtest
materials and you see group 4 vampires. You realize the potential problems
until the next set comes out, and you suggest in your playtest report that
because of all the issues associated with so few group 4 vamps in this
expansion, group 4 vamps should wait until the next expansion. The design
team changes nothing, and you receive no feedback on this issue.
You're saying that you'd then just STOP playtesting the expansion in
protest?
> Carpe noctem.
> Lasombra
> http://www.TheLasombra.com
Kevin M., Prince of Henderson, NV (USA)
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
On Fri, 14 May 2004 21:19:02 -0700, "Kevin M."
<you...@imaspammer.org> wrote:
>Hypothetical Q:>Your playgroup is selected to playtest Gehenna. You receive the playtest
>materials and you see group 4 vampires. You realize the potential problems
>until the next set comes out, and you suggest in your playtest report that
>because of all the issues associated with so few group 4 vamps in this
>expansion, group 4 vamps should wait until the next expansion. The design
>team changes nothing, and you receive no feedback on this issue.>You're saying that you'd then just STOP playtesting the expansion in
>protest?
No.
I'm saying I wouldn't playtest any other sets, nor would I continue to
waste my time offering my thoughts on the game.
I did playtest Sabbat War and Final Nights.
I have not playtested since then.
I have no interest in playtesting in the future.
[ quoted text not captured ]
"Jeff Kuta" <jeff...@hotmail.com> wrote in message news:621dd332.04051...@posting.google.com...
Regarding mixing 1 odd group and 1 even group:
> All that would happen from this perspective is that the Camarilla
> clans would get many new options, the Sabbat clans would get some new
> options (they are also absent from Group 1), and the Indies would be
> left dealing with new synergies and have nothing new in their arsenal
> until much later. This to me seems exactly opposite the priority in
> which the sects need help compared to the others.
I'm still not buying that the independants as a whole need a great
deal of additional help. Giovanni and ravnos do just fine, Setites
appear to be improving (at least gaining new options). Assamites
probably need most help, and how much they need is uncertain,
(all IMO). Regardless of how much help they need I believe the help
they need is not in the crypt but in the library. (I am open arguements
though).
> Someone else proposed this idea and I like it so much I'll mention it
> again. All Final Nights vampires (or perhaps just Indies) should be
> designated as Group 3. Of course, this could cause some issues with
> the Group 4 vampires already developed, but I would hope that the next
> expansion after Gehenna (which is likely to be Indie heavy) isn't
> already finalized. Adjustments could be made to address any
> "dial-a-crypt" concerns if it is early enough in the process.
The independant vampires have the single largest group of
vampires to choose from. Making Group 2 indies playable with
any significant number of other group indies gives them a wider
selection than any other clans. So if you make Final nights vampires
group 3, then you should not see any significant numbers of
new independants until group 5 was introduced. I would rather avoid
group 5 for an expansion or two, thus I prefer FN vamps to stay group
2 and the next expansion to have a good number of group 4 independants.
This next part kinda meanders off of your thread, but its kinda
tangentially relevant...
Should the group 4 indies have been produced? Two sides to the
issue (IMO):
1) Producing more than the two group 3 indies per clan (already in
existance) gives indies a larger group than the other clans. There is
no justification for this to happen. Thus new indies in Gehenna could
not be group 3. The alternative was to make them group 4. (Cause
making them group 2 is even worse).
2) The other side of course is how much complaining would have occurred
if Gehenna contained NO independants. Many of the same people
complaining about group 4 indies would have complained just
as loudly about no new indies.
I think the only solution (in hindsight of course) would have been to
produce no new indies in gehenna, and provide the promise of a
fair number of indies (which would be group 4) in the next set.
> The only fallout from the Final Nights chance would be several
> Advanced signature character cards would become misprints since they
> all currently sport the Group 2 designation. I think the gameplay
> benefit of smoothing the vampire/group graph for the Indies would far
> outweigh the slight confusion caused by the misprints which are
> "created."
Do you propose that the reprinted final nights vampires become
group 3 as well? Or just the new ones? Moving them all to group 3
has the group 5 problem noted above. Moving just the new ones
(12 per clan) that appeared in the boosters would seem to be an equitable
solution except for the procedural nightmare in keeping track of them.
Moving the new ones would make group 2 indies total 12, group 3
would total 14, and shortly group 4 would total 2. This would allow
group 4 indies in future sets up to approx 12 per clan.
Moving all final nights vamps does not smooth the graph, it only
shifts the problem (a vary large single group). Moving part of final
nights vampires would seem to me to be procedurally insane.
-JTP
>>This assumes that playtesters have it withing their ability.>
>No, it assumes that even adequate playtesting would enable this.
>
>Good playtesting and great playtesting require more.
>
>If you cannot effect the design, why bother wasting your time?
Amazing experience designing your own CCG - when you playtest it, the designers
care what you think.
I could rant more, but why bother?
On 14 May 2004 19:52:53 GMT, halc...@aol.com (Halcyan 2) scrawled:
[snip]
>would be a problem. Heh. I'm kinda reminded of all those Marvel (and other
>comic) scenarios where alternate universes merge. And so Sheldon and Cock Robin
>can join forces to conquer the World of Darkness! =P
>
>What do you guys think about this idea?
well, one of them is going to have to yield that contested title. ;)
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
(replace "hotmail" with "yahoo" to email)
On Sat, 15 May 2004 04:36:10 GMT, "John P." <verg...@hotmail.com>
scrawled:
[snip]
>Moving all final nights vamps does not smooth the graph, it only
>shifts the problem (a vary large single group). Moving part of final
>nights vampires would seem to me to be procedurally insane.
i must concur with this. even with Most Recent Printings of errata'd
cards to go by, significant deck contruction changes due to shifts in
rules like this really hamper the newer player, or those who have
little net access, when they want to have a stab at playing in
larger/other playgroups and/or competatively.
as to the larger grouping issue:
bloodlines has 5 vamps per clan, on average.
people still build decks with just those 5 vampires, and can be
competative, and have fun.
consider your group 3/4 indie crypts to be like small bloodlines, but
with a host of clan cards to play with.
when more G4 indies arrive, rejoice.
i mean, people were unhappy when DS came out, as they couldn't field
effective decks. no one ever suggested DS should never have been
printed. they just asked for more vamps, and waited, and were rewarded
for their patience.
keep the grouping rule the same. store your g4 indies in a safe place
until they print more. if you don't want to have to buy the next set
just to make your g4 indies playable, trade them away.
just like if you don't want to have to buy boosters of anarchs to
enable you to play this Shape Mastery you picked up in BH, you trade
away your Shape mastery. this is a tcg. if you don't like certain
cards, trade them away. it shouldn't matter if they're crypt or
library cards.
sure, it might be 'necessary' to buy later sets to make some of your
current set cards playable. but you don't _have_ to play with all the
cards you have from the current set. just like if you don't have ally
decks, you'll not use The Unmasking. trade it away. trade your g4
indies away when the next set is here (or whenever they make more g4
indies. which, after this kerfuffle, i presume will be next set).
and as a request, don't make too many g4 indies. if you do you'll be
in the same poo as you are now if you want to print g5 indies.
[ quoted text not captured ]
"John P." <verg...@hotmail.com> wrote in message news:<_6hpc.480297$oR5.384592@pd7tw3no>...
> "Jeff Kuta" <jeff...@hotmail.com> wrote in message news:621dd332.04051...@posting.google.com...
>
> Regarding mixing 1 odd group and 1 even group:
>
> > All that would happen from this perspective is that the Camarilla
> > clans would get many new options, the Sabbat clans would get some new
> > options (they are also absent from Group 1), and the Indies would be
> > left dealing with new synergies and have nothing new in their arsenal
> > until much later. This to me seems exactly opposite the priority in
> > which the sects need help compared to the others.
>
> I'm still not buying that the independants as a whole need a great
> deal of additional help.
I'm talking relative strength of clans, not absolute strength. If you
ranked the Sects on the power curve, I think you'd find 60% of players
think the Camarilla are most powerful, 35% think Sabbat are most
powerful, and 5% would think the Independents are most powerful. If
this game isn't supposed to be competitive among clans, then there is
no cause for worry, but otherwise, the proposed change to the grouping
rule benefits most those who need help least.
> > Someone else proposed this idea and I like it so much I'll mention it
> > again. All Final Nights vampires (or perhaps just Indies) should be
> > designated as Group 3. Of course, this could cause some issues with
> > the Group 4 vampires already developed, but I would hope that the next
> > expansion after Gehenna (which is likely to be Indie heavy) isn't
> > already finalized. Adjustments could be made to address any
> > "dial-a-crypt" concerns if it is early enough in the process.
>
> The independant vampires have the single largest group of
> vampires to choose from. Making Group 2 indies playable with
> any significant number of other group indies gives them a wider
> selection than any other clans. So if you make Final nights vampires
> group 3, then you should not see any significant numbers of
> new independants until group 5 was introduced. I would rather avoid
> group 5 for an expansion or two, thus I prefer FN vamps to stay group
> 2 and the next expansion to have a good number of group 4 independants.
Let's look at the numbers a bit more closely at the Sects and Groups.
I'm using Brujah, Assamites and !Brujah as my representatives:
Sect/Group 1/2/3/4:
Camarilla: 15/9/16/2
Independent: 0/24/2/2
Sabbat: 0/16/7/2
Here is how the Groupings would look if all FN vampires (not reprints
from AH or DS) were changed to Group 3 (only 1 new Camarilla or Sabbat
vampire per clan for the most part):
Camarilla: 15/8/17/2
Independent: 0/10/16/2
Sabbat: 0/15/8/2
If the ideal is to have 24-25 vampires per grouping pair, then they
ought to be levelled out some regardless. It seems to me that 15-16 in
one Group and 8-9 in the next would be optimal, and look how nicely
changing FN to Group 3 would accomodate this. While it might be fun to
have 20 new Group 4 Indies appear in a given expansion, this will not
happen--we usually get about 50 new vampires TOTAL with 12 or so max
per clan per expansion.
Part of the problem is that there are only four Independent clans, so
when an expansion focuses on them, it REALLY focuses on them. I'm sure
WW realizes these expansions have less widespread appeal since there
are logically fewer players interested in the 4 Indie clans versus the
6/7 Camarilla or 9/10 Sabbat clans.
These "constraints" make designing expansions tricky. I think a good
"solution" might be to inject more Camarilla- or Sabbat-like Indies
into the non-Indie expansions and more Indie-like Camarilla and Sabbat
vampires into the Indie expansions. This has occurred in some recent
sets, but I wish it could be more prevalent.
> Should the group 4 indies have been produced? Two sides to the
> issue (IMO):
> 1) Producing more than the two group 3 indies per clan (already in
> existance) gives indies a larger group than the other clans. There is
> no justification for this to happen. Thus new indies in Gehenna could
> not be group 3. The alternative was to make them group 4. (Cause
> making them group 2 is even worse).
The Indies, by fiat, have the largest Group 2 right now. Why not, by
fiat, change FN and level the Groups just the same? Then there would
be no issues at all. All future Indies could be considered Group 4 and
we could just call it a day. Sure the Indies might end up with the
largest Group 3/4 selection, but is that such a bad thing? They might
have 28 vampires to choose from while the other clans have 25?
HORRORS!
> 2) The other side of course is how much complaining would have occurred
> if Gehenna contained NO independants. Many of the same people
> complaining about group 4 indies would have complained just
> as loudly about no new indies.
>
> I think the only solution (in hindsight of course) would have been to
> produce no new indies in gehenna, and provide the promise of a
> fair number of indies (which would be group 4) in the next set.
There will always be complaining. :) Hopefully some of the complaints
which are actually meant to be constructive criticism will make their
way through the various channels and help effect positive change.
> > The only fallout from the Final Nights chance would be several
> > Advanced signature character cards would become misprints since they
> > all currently sport the Group 2 designation. I think the gameplay
> > benefit of smoothing the vampire/group graph for the Indies would far
> > outweigh the slight confusion caused by the misprints which are
> > "created."
>
> Do you propose that the reprinted final nights vampires become
> group 3 as well? Or just the new ones? Moving them all to group 3
> has the group 5 problem noted above. Moving just the new ones
> (12 per clan) that appeared in the boosters would seem to be an equitable
> solution except for the procedural nightmare in keeping track of them.
> Moving the new ones would make group 2 indies total 12, group 3
> would total 14, and shortly group 4 would total 2. This would allow
> group 4 indies in future sets up to approx 12 per clan.
Perhaps just the booster vampires since it would smooth things out
even more. I think it would be easier for most if you could simply
look for the FN expansion symbol and that would notate they are Group
3.
> Moving all final nights vamps does not smooth the graph, it only
> shifts the problem (a vary large single group). Moving part of final
> nights vampires would seem to me to be procedurally insane.
But it does smooth the graph as I demonstrated above. What it does do
is transforms the really big problem of Group 2/3 Indies (don't forget
wacky the DS/AH design standards, which eliminate several vampires
from each clan as playworthy), into a relatively small problem of
Group 3/4 Indies, which actually might put them a bit head on the
power curve. But isn't their time due? This is Gehenna afterall. ;)
Jeff
On 14 May 2004 07:02:19 -0700, LSJ <vte...@white-wolf.com> wrote:
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
> Anyone have any thoughts on that change?
I was one of the people who didn't see the point of the grouping rule
because
of the situation my own playgroup was in. I was convinced of the need for
something like it in earlier discussions on this forum. This did _not_,
however, change the way my playgroup is doing things.
We still ignore the grouping rule as a houserule, but we've started talking
about using it, or at least making the people who own more cards use it,
while
letting those fewer cards not worry about it.
I honestly think the best thing to do is to leave the rule _exactly_ how
it is,
but to reduce the "stigma" of using houserules for things like this.
Tournaments need to be regulated to stop potential abuse and the simpler
and
more obvious the rule is the better. So don't change it.
Games at home don't necessarily need to be like that. It's social pressure
that
reduces the amount of old-style dom/obf S&B and that kind of pressure can
work
fine in this situation too. If a group decides to use "odd and evens" as
their
grouping rule then they can do it, but if they go in a tournament they'd
have
to tighten their deck up or use a different one. If someone came up with
something
that was really broken in "odds and evens" then their local group would
let them
play it once or twice and then pressure them into making that particular
deck
use the proper grouping rule instead. (I doubt brokenness of that
magnitude will
turn up, but don't want to rule it out.)
The problem isn't the grouping rule. (Not amidst those who have enough
cards, anyway.)
The problem is that the clans aren't balanced. A lot of the complaints come
back to that.
The group 4 vamps may stay mostly as novelties for a little while, but
that's
ok. Specially seeing the new anarch stuff in Gehenna makes any of them
without
titles playable regardless of their own clan numbers.
The real issue is that things don't add up between the clans.
(Figures taken from Jeff Kuta's post)
Sect/Group 1/2/3/4:
Camarilla: 15/9/16/2
Independent: 0/24/2/2
Sabbat: 0/16/7/2
The suggestion to change fallen nights to group 3 is interesting, it'd
make things
Camarilla: 15/8/17/2
Independent: 0/10/16/2
Sabbat: 0/15/8/2
But what about changing Fallen nights to group 1 instead?
Camarilla: 16/8/16/2
Independent: 14/10/2/2
Sabbat: 1/15/7/2
Grin. Not really viable I don't think...
I actually think that vampires should be printed to fill in the gaps and
the
grouping rule left exactly as it is.
This would require _backfilling_ some of the earlier groups to fix the
discrepancy.
The large size of indy group2 and small size of group3 to compensate is a
big pain,
but why not balance things out the _other_ way?
Make the numbers into:
Camarilla: 24/9/24/2
Independent: 0/24/9/2
Sabbat: 0/24/9/2
instead.
Print vamps in the following numbers:
Camarilla: 9/0/8/0
Independent: 0/0/7/0
Sabbat: 0/8/2/0
Hell, print 9 group 1 independant and Sabbat vamps as well!
Whether it's "odds and evens" or "adjacent" groups, the same problem will
exist
unless the numbers are evened up everywhere. If done carefully back
filling the
older groups is easily possible. If you don't want the numbers increased
so much
then changing Fallen Nights to group 3 and _then_ balancing the vampires to
17/10 numbers instead is also good.
But there's no reason to avoid printing group 1 or 2 vampires as long as
you are
explicitly chasing balance in the process and finding and filling holes in
the
current lineup.
Rather than complicating the grouping rule I'd prefer the rule was simple
and
cards were printed to fill in the gaps. (With the making clear that
houserules
are fine for those who want them.)
ThunderFoot.
--
Nihil mutatem, omni delendum est...
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.04051...@posting.google.com...
[ quoted text not captured ]
Designing and playtesting will be much easier to implement, especially in
the future, if designers only NEED to be familiar with the sets immediately
before and after the current set.
Dorrinal Blackmantle
I am Hungry.
LSJ wrote:
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
I don't think that such modification of the grouping rule would
make things easier, as others have already pointed out throughout
this thread.
I like the grouping rule as it is now. However, I see that the
main problem comes from having a large group 2 of independent
vampires, and a small group 3 of vampires of such a sect, which
makes group 4 independents "less playable".
Therefore, I think that the way to go would be the one suggested
by John P. and Jeff Kuta, i.e., changing the Final Nights only
independent vampires from group 2 to group 3.
Greetings,
Damnans
Francois Gombault wrote:
> The way I understand things, this change is not needed from the game's
> perspective. Gameplay will only be slightly affected by this.
>
> However, it's a great improvement towards increasing the player base, as
> it creates more trading opportunities between newbies and old-timers.
> And it also allows folks with a tighter budget to keep buying cards at
> their own pace, without risking to be left behind as the group numbers
> increase. Thus, momentarily cash-strapped customers are less likely to
> choose to quit the game, as they know that later, shiny cool new
> vampires will still be compatible with the old ones they already own.
>
> Hope I made some sense this time. ;)
You did. That's probably the one really good argument for the change.
Fred
XZealot wrote:
>
> "LSJ" <vte...@white-wolf.com> wrote in message
> news:eb4eb7f8.04051...@posting.google.com...> > Anyone have any thoughts on that change?
>> I think that this change to the grouping rule eliminates the balancing
> mechanism that it was created for. Once we get to group 5 you will have
> what 6 different pairs (1-2,1-4,2-3,2-5,3-4,4-5). Once we get to group 6 it
> gets really ugly (1-2,1-4,1-6,2-3,2-5,3-4,3-6,4-5,5-6).
Not really, assuming the vampires' groups are designed correctly. The
point is that you can't choose a given type of vampire from every group.
I have to assume the intent around grouping (from the start - whether this
change is made or not) is that certain clans tend to be much more
strongly represented in certain groups. That is, the odd numbered groups
tend to have a lot of Camarilla vampires and few Sabbat and Independent
vampires and the other way around for the even-numbered groups. If so,
the balancing mechanism is still in place (decks can be made out of one
Camarilla group and one Sabbat/Independent group), it's just more
flexible.
The downside, as I posted in the earlier thread, is that the rule gets
rather more complex, easier to violate by accident, and it becomes harder
to detect violations as quickly, before the problems they cause become
awkward for judges to resolve.
Fred
"Dorrinal Blackmantle" <dorr...@hotmail.com> wrote in message news:<2gmu77F...@uni-berlin.de>...
> Designing and playtesting will be much easier to implement, especially in
> the future, if designers only NEED to be familiar with the sets immediately
> before and after the current set.
>
> Dorrinal Blackmantle
> I am Hungry.
"Dorrinal Blackmantle" <dorr...@hotmail.com> wrote in message news:<2gmu77F...@uni-berlin.de>...
> Designing and playtesting will be much easier to implement, especially in
> the future, if designers only NEED to be familiar with the sets immediately
> before and after the current set.
>
> Dorrinal Blackmantle
I hear what you're saying, you and others, but I'm not convinced that
you're right. It seems to me that if you balance a group to fit with
3, it will fit with 1 because 3 is balanced for 2 and 2 is balanced
for 1. There might be a few exceptions, but they'll be incredibly
obvious to designers and playtesters of any quality and not increase
the difficulty of their job significantly.
If you want to convince me otherwise, give me some examples of
vampires that would be balanced for group 3 but not for group 1, and
that aren't completely obvious problems.
On 15 May 2004 08:24:22 -0700, jeff...@hotmail.com (Jeff Kuta)
scrawled:
>"John P." <verg...@hotmail.com> wrote in message news:<_6hpc.480297$oR5.384592@pd7tw3no>...
[snip]
>> Do you propose that the reprinted final nights vampires become
>> group 3 as well? Or just the new ones? Moving them all to group 3
>> has the group 5 problem noted above. Moving just the new ones
>> (12 per clan) that appeared in the boosters would seem to be an equitable
>> solution except for the procedural nightmare in keeping track of them.
>> Moving the new ones would make group 2 indies total 12, group 3
>> would total 14, and shortly group 4 would total 2. This would allow
>> group 4 indies in future sets up to approx 12 per clan.>
>Perhaps just the booster vampires since it would smooth things out
>even more. I think it would be easier for most if you could simply
>look for the FN expansion symbol and that would notate they are Group
>3.
But you'd have to be looking for a FN symbol _and_
remembering/researching every time you build a crypt which Indie vamps
had previously been printed in DS/AH. This would be a nightmare for
new players, who might not have ever seen AH/DS, and so Al-Ashrad and
Ur-Shulgi to them both seem like G3 vampires. and neither has +1
bleed. which they should. but that's not my point..
And then there's the G2 Cam vamps printed in FN. You'd have to either
be making them G3 too (which means they can't play with G1 anymore),
and errata'ing the ones printed in the Cam Ed. starters, OR put even
more convoluted steps into the rule to remember which FN are G3.
Step 1: FN symbol?
Step 2: Not printed previously in DS/AH?
Step 3: A member of a indie clan?
if answered yes to all these, the guy is probably G3, under this
proposed change.
(can you, little newbie, remember which clans are the 'indie' clans?
oh yes, there are a bunch of independant bloodline clans, but they're
not the indies we mean. what's the difference? well, they weren't in
DS/AH were they? what's DS/AH? gee, how long have you been playing?
lucky i made this rule to stop newbies being able to understand how to
build decks...)
[ quoted text not captured ]
"Francois Gombault" <gombault...@BROKEN.ADDRESS.wanadoo.fr> wrote in
message news:c82o7s$u22$1...@news-reader3.wanadoo.fr...
> XZealot wrote:
> > I think that this change to the grouping rule eliminates the balancing
> > mechanism that it was created for. Once we get to group 5 you will have
> > what 6 different pairs (1-2,1-4,2-3,2-5,3-4,4-5). Once we get to group
6 it
> > gets really ugly (1-2,1-4,1-6,2-3,2-5,3-4,3-6,4-5,5-6).
>> If the grouping rule was introduced to prevent 'dial-a-crypt', then this
> suggested change still works ok in that respect. Having more pairs of
> well-desinged sets to choose from only means more variety, and doesn't
> imply that perfect crypts are easier to cast.
In a perfect world, maybe, but playtesting specifically has to cover
synergies between existing and new groups. It is very difficult with the
new "even and odds" scheme.
> > powercreep, simply because it becomes impossible to playtest all the
> > possible permutations.
>> I reckon that the playtesters are doing a great job. But I don't
> personnaly believe in the fact that the current playtesting process
> examines all the possible permutations.
> I believe game balance is achieved thanks to experience, knowledge, and
> attempts to break the new cards. Not through exhaustive examination of
> all the combos.
For Crypt Selection, you have to do a exhaustive examination of all the
combos. Contrary a popular urban myth, LSJ is human. He has to design the
cards (along with his team of imaginary forest gnomes) and then farm them
out to playtesters. Playtesters then not only try to break the cards but
create uber-crypts. The change to the grouping rule makes it difficult once
you get to group 6.
Some Uber-crypts are obvious (i.e. weenie pre) some are not (+1 str ani).
--
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
salem <salem_ch...@hotmail.com> wrote in message news:<0s4da09ihm0230nvb...@4ax.com>...
> On 15 May 2004 08:24:22 -0700, jeff...@hotmail.com (Jeff Kuta)
> scrawled:
>
> >"John P." <verg...@hotmail.com> wrote in message news:<_6hpc.480297$oR5.384592@pd7tw3no>...
> [snip]
> >> Do you propose that the reprinted final nights vampires become
> >> group 3 as well? Or just the new ones?
> >> >Perhaps just the booster vampires since it would smooth things out
> >even more. I think it would be easier for most if you could simply
> >look for the FN expansion symbol and that would notate they are Group
> >3.
>
> But you'd have to be looking for a FN symbol _and_
> remembering/researching every time you build a crypt which Indie vamps
> had previously been printed in DS/AH. This would be a nightmare for> new players, who might not have ever seen AH/DS...>
> And then there's the G2 Cam vamps printed in FN. You'd have to either
> be making them G3 too (which means they can't play with G1 anymore),
> and errata'ing the ones printed in the Cam Ed. starters, OR put even
> more convoluted steps into the rule to remember which FN are G3.
All the G2 Camarilla starter vamps and most G2 Indie vamps (except
starter/promo only) are still G2 since DS/AH are G2. Only the
Camarilla and Sabbat vampires introduced in the FN boosters should be
designated G3.
> Step 1: FN symbol?
> Step 2: Not printed previously in DS/AH?
> Step 3: A member of a indie clan?
> if answered yes to all these, the guy is probably G3, under this
> proposed change.
Remembering the Indie clans is easy since in FN all Sects are properly
noted--only Tegyrius and Anka break ranks. I guess I do understate the
notion that many people, particularly those outside North America,
have relatively few DS/AH vampires. I usually make a point to use my
DS/AH Assamites in my crypts since I have more of them compared to
those singles from my lone FN starter (and tons of promotional Fatimas
and Parmenideseses).
A simplified flow chart would be this:
Step 0: FN symbol? (hardly a step)
Step 1: Indie Clan?
No ==> Group 2, except for 1 clan exception, 2 from !Gangrel and
!Tremere
Step 2: Reprint from DS/AH?
Yes => Group 2 (essentially from the starters)
No ==> Group 3 (essentially from the boosters)
> (can you, little newbie, remember which clans are the 'indie' clans?
> oh yes, there are a bunch of independant bloodline clans, but they're
> not the indies we mean. what's the difference? well, they weren't in
> DS/AH were they? what's DS/AH? gee, how long have you been playing?
> lucky i made this rule to stop newbies being able to understand how to
> build decks...)
It is not hard to remember FOUR traditionally independent clans,
especially if you're expected to remember hundreds of card functions
instantly. Couple that with the FN symbol and your job is even easier.
:)
Jeff
"Jeff Kuta" <jeff...@hotmail.com> wrote in message news:621dd332.04051...@posting.google.com...
> "John P." <verg...@hotmail.com> wrote in message news:<_6hpc.480297$oR5.384592@pd7tw3no>...> > I'm still not buying that the independants as a whole need a great> > deal of additional help.
>
> I'm talking relative strength of clans, not absolute strength. If you
> ranked the Sects on the power curve, I think you'd find 60% of players
> think the Camarilla are most powerful, 35% think Sabbat are most
> powerful, and 5% would think the Independents are most powerful. If
> this game isn't supposed to be competitive among clans, then there is
> no cause for worry, but otherwise, the proposed change to the grouping
> rule benefits most those who need help least.
While I believe your numbers (close enough) I do not agree with the implied
reason that people think the indies suck is their vampires. Its thinks like
the traditions, PTO, Hungry Coyote, etc and other sect and clan specific
cards. I have never (until possibly now if that is what you are trying to tell me)
heard someone tell me that the reason the indies don't do well is choice
of vampires.
Sabbat have some of the most powerful and low costed boys out there.
Looking just at where the favored vampire arrives with all three in clan
superiors for many sabbat clans:
!Malk, !Nos, !Tre, Tzim, !Gang(city) have 6 caps.
!Bru, !Vent, !Tor have 7 caps
!Gang(country) have an 8
Las have a 9. Average of the lowest occurance: 6.8 capacity
Indies: Assamite 8, Rav 6, Gio 7, Followers 7 Average:7
Cam: Bru 8, Gang 7, Malk 7, Nos 8, Tor 9, Tre 7, Vent 7
Average 7.5
While this stat is not soley indicative of power, it may remind
you that some sabbat were created with lower cost "formula"
and I would judge those vampires more powerful than their
non-sabbat bretheren. Also lacking in the indies are inner circles,
justicars, prisci, and cardinals. I don't expect this to change
in the future.
In addition to the lack of power cards of the camarilla and
sabbat, the indies are hampered by the lack of other clans
to work with. At best an indy vampire shares 2 in clan disciplines
with another clan or bloodline giving fewer opportunities
for mixing in another clan, whereas a brujah deck can often
add a !Brujah with little effort. (you touch on this later).
A third reason for looking down on the indies might be discipline
selection. Only one indy clan has dominate, none have auspex,
only 1 has potence. And aside from the gio (who are doing
okay if the storyline is any indication) no independent has any
of these three common disciplines in-clan. While this might be
argued to be a crypt selection problem, I would say its the design
of the disciplines of the independents that creates the low
appeal. And this cannot be corrected with new indy vamps as
very few people would want a majority of assamites to have
Dominate instead of Obfuscate. - I'ld love it though :)
**Its not the vampires, its the library cards and discipline design
that makes the camarilla and sabbat more powerful**
<snipage>
> Let's look at the numbers a bit more closely at the Sects and Groups.
> I'm using Brujah, Assamites and !Brujah as my representatives:
>
> Sect/Group 1/2/3/4:
> Camarilla: 15/9/16/2
> Independent: 0/24/2/2
> Sabbat: 0/16/7/2
I've looked at the stats, spent some time last night graphing
the groups for each clan... my problem with your solution
before was that when you said move the FN vamps I thought
you mean all the FN vamps, not just the new ones. Moving just the
booster vamps would be an ideal solution except for the nightmare
of explaining it to a new player. (and to certain older players).
more snipage
> These "constraints" make designing expansions tricky. I think a good
> "solution" might be to inject more Camarilla- or Sabbat-like Indies
> into the non-Indie expansions and more Indie-like Camarilla and Sabbat
> vampires into the Indie expansions. This has occurred in some recent
> sets, but I wish it could be more prevalent.
This would be nice but it raises the ire of those players who like those clans.
"Geeze my Brujah only get X new vampires and half of them are
wanna be assamites! WTF?"
> The Indies, by fiat, have the largest Group 2 right now. Why not, by
> fiat, change FN and level the Groups just the same? Then there would
> be no issues at all. All future Indies could be considered Group 4 and
> we could just call it a day. Sure the Indies might end up with the
> largest Group 3/4 selection, but is that such a bad thing? They might
> have 28 vampires to choose from while the other clans have 25?
> HORRORS!
But that still will not make the indies competitive with the sabbat and
camarilla. (Unless those few vampires are six caps with 4 votes, all in
clan superiors, with dominate and auspex bolted on).
If the problem is power of indies the solution is in the library.
If the problem is wanting to play group 4 the easiest solution is
12 to 14 of each indy clan in the next expansion and never recreate
the group 2 mess that exists today.
-JTP
"John P." <verg...@hotmail.com> wrote in message news:<5IApc.492757$oR5.304220@pd7tw3no>...
> "Jeff Kuta" <jeff...@hotmail.com> wrote in message news:621dd332.04051...@posting.google.com...
> > "John P." <verg...@hotmail.com> wrote in message news:<_6hpc.480297$oR5.384592@pd7tw3no>...
>> > I'm talking relative strength of clans, not absolute strength. If you
> > ranked the Sects on the power curve, I think you'd find 60% of players
> > think the Camarilla are most powerful, 35% think Sabbat are most
> > powerful, and 5% would think the Independents are most powerful. If
> > this game isn't supposed to be competitive among clans, then there is
> > no cause for worry, but otherwise, the proposed change to the grouping
> > rule benefits most those who need help least.
>
> While I believe your numbers (close enough) I do not agree with the implied
> reason that people think the indies suck is their vampires. Its thinks like
> the traditions, PTO, Hungry Coyote, etc and other sect and clan specific
> cards.
Nowhere above do I mention individual vampires. I did mention that
many DS/AH vampires were poorly designed, but that isn't a major
issue. The cards you mention are very key. Still, the change to an
odd/even grouping rule benefits the Camarill and Sabbat the most.
Their vampires are more evenly spread out among the groups currently.
Looking forward, I wonder what WW plans to do. Do they really want to
have 20+ Group 4 vampires for each traditional Indie clan? That would
mean *EVERY* time a new even Group was introduced, it would be nearly
a year before the Independent clans would have more than say 14
vampires in any Odd/Even group combination--we'd have to wait for the
second expansion within an even group *EVERY* time, while the
Camarilla and Sabbat reap the benefits of a smooth curve.
> I have never (until possibly now if that is what you are trying to tell me)
> heard someone tell me that the reason the indies don't do well is choice
> of vampires.
<snipping low-cost and discipline analysis>
> **Its not the vampires, its the library cards and discipline design
> that makes the camarilla and sabbat more powerful**
I agree totally with this. The lack of synergy with other clans is a
big issue with me. Since this is the case, I think the Independent
Sect/Clan cards need to be slightly more buff than those available to
the Camarilla/Sabbat.
> > These "constraints" make designing expansions tricky. I think a good
> > "solution" might be to inject more Camarilla- or Sabbat-like Indies
> > into the non-Indie expansions and more Indie-like Camarilla and Sabbat
> > vampires into the Indie expansions. This has occurred in some recent
> > sets, but I wish it could be more prevalent.
>
> This would be nice but it raises the ire of those players who like
> those clans. "Geeze my Brujah only get X new vampires and half of
> them are wanna be assamites! WTF?"
I really don't know how well disciplines cross-pollenate among the
clans. I do seem to recall that Chimistery is very rare among
non-Ravnos however. At any rate, if every new expansion would feature
a single vampire from every clan with one superior out of clan
discipline, that would probably be enough. If only Lucas Halton or
Joaquin Murietta had QUI instead of qui, for example.
I am rather happy with the new Assamite Antara, except for current
issues with Grouping of course. I do realize this can be overdone,
especially if only 1-2 vampires of a clan are introduced, but when
there are many vampires of a clan to play with (CE and BH for
example), I wish more liberties could have been taken. (And no, I'm
not going to look for every single example from BH. I know there are a
few, Reymundo I think has NEC, but I'm in the mood to agitate a bit
because there's an opportunity right now for change, and once things
are decided, we'll all have to live with the decision.
> > The Indies, by fiat, have the largest Group 2 right now. Why not, by
> > fiat, change FN and level the Groups just the same? Then there would
> > be no issues at all. All future Indies could be considered Group 4 and
> > we could just call it a day. Sure the Indies might end up with the
> > largest Group 3/4 selection, but is that such a bad thing? They might
> > have 28 vampires to choose from while the other clans have 25?
> > HORRORS!
>
> But that still will not make the indies competitive with the sabbat and
> camarilla. (Unless those few vampires are six caps with 4 votes, all in
> clan superiors, with dominate and auspex bolted on).
Of course not, but it will still strengthen the Camarilla and Sabbat
relative to the Indies, for pure numeric reasons. With the proposed
change, they can actually play Group 1/4 right now while the
Independents cannot use Group 4 effectively at all except in "single
vampire" crypts (spoilers pending).
> If the problem is power of indies the solution is in the library.
> If the problem is wanting to play group 4 the easiest solution is
> 12 to 14 of each indy clan in the next expansion and never recreate
> the group 2 mess that exists today.
If WW wanted to keep the status quo, they'd need to make 20+ Group 4
vampires for each Indie clan so they wouldn't run into a future
problem if they allowed say 8 vampires in Group 5. A Group 2/5 Indie
crypt would then have well over 30 vampires to choose from. If they
don't split the extra-large Group 2 *now*, then we'll have to deal
with that as a legacy from here forward, and all the problems
associated Even/Odd group pairings that are inevitable. Any
improvement to the Sect is a different issue in my mind. :)
Jeff
"Jeff Kuta" <jeff...@hotmail.com> wrote in message > If WW wanted to keep the status quo, they'd need to make 20+ Group 4
<snipage>
> vampires for each Indie clan so they wouldn't run into a future
> problem if they allowed say 8 vampires in Group 5. A Group 2/5 Indie
> crypt would then have well over 30 vampires to choose from. If they
> don't split the extra-large Group 2 *now*, then we'll have to deal
> with that as a legacy from here forward, and all the problems
> associated Even/Odd group pairings that are inevitable. Any
> improvement to the Sect is a different issue in my mind. :)
>
> Jeff
Fair enough. I guess I'ld prefer no odd/even grouping rule then cause I
would really like to see the indies adopt 16/8 vamps per expansion similar to
sabbat and cam. Even better would be 12 every group. (either one starting
with group 4).
Wandering off topic again but it would be nice if they went and filled
in the uneven vampires per clan per group so that within a group all cam
clans would have the same number of vamps, and all the sabbat clans would
have the same number of vamps (possibly different from the cams) etc. (with obvious exceptions like Panders, caitiff, and
bloodlines).
-JTP
On 15 May 2004 19:20:12 -0700, jeff...@hotmail.com (Jeff Kuta)
scrawled:
>salem <salem_ch...@hotmail.com> wrote in message news:<0s4da09ihm0230nvb...@4ax.com>...>> On 15 May 2004 08:24:22 -0700, jeff...@hotmail.com (Jeff Kuta)
>> scrawled:
>>
>> >"John P." <verg...@hotmail.com> wrote in message news:<_6hpc.480297$oR5.384592@pd7tw3no>...
>> [snip]
[snippy]
>> But you'd have to be looking for a FN symbol _and_
>> remembering/researching every time you build a crypt which Indie vamps
>> had previously been printed in DS/AH. This would be a nightmare for
>> new players, who might not have ever seen AH/DS...
>>
>> And then there's the G2 Cam vamps printed in FN. You'd have to either
>> be making them G3 too (which means they can't play with G1 anymore),
>> and errata'ing the ones printed in the Cam Ed. starters, OR put even
>> more convoluted steps into the rule to remember which FN are G3.>
>All the G2 Camarilla starter vamps and most G2 Indie vamps (except
>starter/promo only) are still G2 since DS/AH are G2. Only the
>Camarilla and Sabbat vampires introduced in the FN boosters should be
>designated G3.
the cam vampires introduced in the FN boosters were reprinted in the
cam ed starters with "2" just above their text box. you planning on
errata'ing them?
>> Step 1: FN symbol?
>> Step 2: Not printed previously in DS/AH?
>> Step 3: A member of a indie clan?
>> if answered yes to all these, the guy is probably G3, under this
>> proposed change.>
>Remembering the Indie clans is easy since in FN all Sects are properly
>noted--only Tegyrius and Anka break ranks. I guess I do understate the
>notion that many people, particularly those outside North America,
>have relatively few DS/AH vampires. I usually make a point to use my
>DS/AH Assamites in my crypts since I have more of them compared to
>those singles from my lone FN starter (and tons of promotional Fatimas
>and Parmenideseses).
>
>A simplified flow chart would be this:
>Step 0: FN symbol? (hardly a step)
>Step 1: Indie Clan?
> No ==> Group 2, except for 1 clan exception, 2 from !Gangrel and
>!Tremere
>Step 2: Reprint from DS/AH?
> Yes => Group 2 (essentially from the starters)
> No ==> Group 3 (essentially from the boosters)
oh. i see. erm, this might boil down to being reasonably simple (for
some values of reasonably), but i think the harm this rule would
create would outweigh the benefit.
wouldn't it just be better to wait until they print some more g4
indies?
i think your _idea_ isn't too bad, i think it's practical
implementation is too painful an exercise, though.
[ quoted text not captured ]
>Let's look at the numbers a bit more closely at the Sects and Groups.
>I'm using Brujah, Assamites and !Brujah as my representatives:
>
>Sect/Group 1/2/3/4:
>Camarilla: 15/9/16/2
>Independent: 0/24/2/2
>Sabbat: 0/16/7/2
>
>Here is how the Groupings would look if all FN vampires (not reprints
>from AH or DS) were changed to Group 3 (only 1 new Camarilla or Sabbat
>vampire per clan for the most part):
>
>Camarilla: 15/8/17/2
>Independent: 0/10/16/2
>Sabbat: 0/15/8/2
>
>If the ideal is to have 24-25 vampires per grouping pair, then they
>ought to be levelled out some regardless. It seems to me that 15-16 in
>one Group and 8-9 in the next would be optimal, and look how nicely
>changing FN to Group 3 would accomodate this. While it might be fun to
>have 20 new Group 4 Indies appear in a given expansion, this will not
>happen--we usually get about 50 new vampires TOTAL with 12 or so max
>per clan per expansion.
Yeah, but if we take your suggestion and go with a Independent: 0/10/16/2, that
doesn't leave much room in Group 3/4 for additional vampires until it fills
out. If anything, this would greatly accelerate the ushering in of Group 5.
Only 8 new vampires could fit in before then. Either that means no major
Independent expansion (4 expansions where Indies get 2 a piece each time), or
there really can't be any more Group 3/4 vampires after printing a major
Independent expansion. And imagine the complaints and rants that will start
when that comes out! Are you really that eager to move on to Group 5
Independents?
>The Indies, by fiat, have the largest Group 2 right now. Why not, by
>fiat, change FN and level the Groups just the same? Then there would
>be no issues at all. All future Indies could be considered Group 4 and
>we could just call it a day. Sure the Indies might end up with the
>largest Group 3/4 selection, but is that such a bad thing? They might
>have 28 vampires to choose from while the other clans have 25?
>HORRORS!
The main obstacle I can see from a management and design standpoint is that it
sets the very very dangerous precedent of having currently legal decks suddenly
become illegal. Yeah, most Indie players probably focus on just Group 2 or
Group 2/3, but I'm sure a fair number *do* combine their Group 2 vampires with
Group 1 vampires (especially the older players). Even if it's as minor as not
being able to use Smudge in certain Assamite decks or not being able to include
Group 1 POT or dom weenies with your Giovanni, this has the potential of A.)
older player shows up to a tournament with a deck and is informed "oh didn't
you know these vampires had their Group changed? Sorry you can't play because
your crypt is now illegal." and B.) By reclassifying an entire group of
vampires, you make currently existing decks (and decks that have been legal
since 2001) suddenly illegal. One of the things VTES players exult about the
game is that it's avoided many of the phasing out problems of MtG and L5R. Once
you open the door to making previous deck combinations completely illegal, it
would greatly damage White Wolf's credibility in this area. If they were able
to do it once, what's to prevent them from doing it again? And what's to
prevent them from just banning all previous Groupings and forcing a set
rotation sort of schedule? This is a door that I think should stay firmly shut
(and sealed, locked, bolted, & welded, if you ask me!).
>But it does smooth the graph as I demonstrated above. What it does do
>is transforms the really big problem of Group 2/3 Indies (don't forget
>wacky the DS/AH design standards, which eliminate several vampires
>from each clan as playworthy), into a relatively small problem of
>Group 3/4 Indies, which actually might put them a bit head on the
>power curve. But isn't their time due? This is Gehenna afterall. ;)
Okay, let's try and get things a little straight. Are you talking about
"Independents" or are you *really* just referring to "Assamites?" As others
have noted, Giovanni and Ravnos are already doing pretty damn well (especially
in regards to storyline tourneys) and the FoS aren't exactly pushovers either.
And from what people are saying over on The Path of Blood, it seems like the
Assamites got quite a big boost from Gehenna anyway. It's okay to have slight
biases towards certain clans (I sure as hell have some myself!). But I'd
personally prefer people to be more open and straight-forward instead of trying
to obfuscate them within generalities (and that statements not addressed
specifically just to you).
And finally, I hope I don't sound completely unsympathetic to the Indies. I
personally love Giovanni and FoS myself. I also think the Indies have plenty of
perfectly viable deck archetypes. Thus I don't think truly drastic action is
necessary at this point.
Halcyan 2
P.S. How is Penny???
Although I'm still mostly in favor of "Leave the Grouping Rule alone",
I've come up with a slight modification to LSJ's original proposal that
might work to "fix things" in the eyes of people who have problems with
Grouping:
The idea is, instead of "Odds+Evens", it's "Evens+*something*". You can
still only mix two groups in your crypt, but if one is even, the other
one can also be even if you desire.
So you could use 1+2 or 2+3 or 3+4, but you could also use 1+4, *2+4*,
or 6+11..
Would that work?
(As I said, "keep the grouping rule the way it is" is still where I lean, but
this struck me as a possibility)
Josh "Jozxyqk" Feuerstein
Prince of Boston
"Jozxyqk" <jfeu...@eecs.tufts.edu> wrote in message news:X4Jpc.57582$536.9857465@attbi_s03...
>
> Although I'm still mostly in favor of "Leave the Grouping Rule alone",
> I've come up with a slight modification to LSJ's original proposal that
> might work to "fix things" in the eyes of people who have problems with
> Grouping:
>
> The idea is, instead of "Odds+Evens", it's "Evens+*something*". You can
> still only mix two groups in your crypt, but if one is even, the other
> one can also be even if you desire.
>
> So you could use 1+2 or 2+3 or 3+4, but you could also use 1+4, *2+4*,
> or 6+11..
>
> Would that work?
"Evens and Something" allows 2&4. Right now (see elsewhere in this thread)
the indies are sitting on 24 group 2 vampires for each clan.
Whitewolf appears to want no more than 26/27 vampires per clan
in any legal group combination. As a result of making 2 & 4 a
legal combination, no new indies could be then printed past Gehenna
without starting group 5. We do not want group 5 in the next expansion.
(3 expansions per group seems the current pattern) meaning
we would see no new indies for at least 2 more expansions.
-JTP
"XZealot" <nbr...@rapidretailsolutions.com> wrote in message news:<2gnka2F...@uni-berlin.de>...
> For Crypt Selection, you have to do a exhaustive examination of all the
> combos. Contrary a popular urban myth, LSJ is human. He has to design the
> cards (along with his team of imaginary forest gnomes) and then farm them
> out to playtesters. Playtesters then not only try to break the cards but
> create uber-crypts. The change to the grouping rule makes it difficult once
> you get to group 6.
>
> Some Uber-crypts are obvious (i.e. weenie pre) some are not (+1 str ani).
C'mon, someone show some evidence for this claim that it'll be tricky
to balance cards with the proposed grouping rule. Give me an example
of a vampire that would A) be balanced with group 3, but not with
group 1 and B) not an obvious problem that designers and playtesters
would catch instantly.
In message <75bdf7ed.04051...@posting.google.com>,
emmits...@hotmail.com (Emmit Svenson) mumbled something about:
[ quoted text not captured ]
Your statement for (B) indicates that you've never been either, and as
such you have little idea of the enormous task involved in figuring out,
in a very short time period, not just how to effectively use each of
100-150 brand new cards that you've never seen before, but how to break
them as well -- and to do so while actually PLAYING the game, not just
idly reading the cards and offering opinions.
To give you some perspective, it took over five years for someone to
break Temptation of Greater Power. Anarchs has been out for how long
now, and people are STILL finding new tricks in it? People haven't even
begun to properly take a look at Black Hand yet.
Now consider playtesting a set like Bloodlines. Who DO those Harbingers
mix with, anyway? !Ventrue? Giovanni? Can they stand on their own?
What about the isolated specials? What do those specials mix with?
People are still poking through Bloodlines, for god's sake; do you
really think those of us who playtested it were so superhumanly
omniscient that we saw every possible deck that could be made with those
vamps and cards, and cleared it as "OK, not broken"? As WELL as every
deck that could be made with a combo of those and previous vamps?
You have no concept of the magnitude of the issues involved. Before you
whine about "show me some evidence", you should try to understand the
process a little better first.
-- Derek
a host is a host from coast to coast
and no one will talk to a host that's close
unless the host that isn't close
is busy, hung, or dead
salem <salem_ch...@hotmail.com> wrote in message news:<afaea0phqi67uv3p3...@4ax.com>...
> On 15 May 2004 19:20:12 -0700, jeff...@hotmail.com (Jeff Kuta)
> scrawled:> >All the G2 Camarilla starter vamps and most G2 Indie vamps (except
> >starter/promo only) are still G2 since DS/AH are G2. Only the
> >Camarilla and Sabbat vampires introduced in the FN boosters should be
> >designated G3.
>
> the cam vampires introduced in the FN boosters were reprinted in the
> cam ed starters with "2" just above their text box. you planning on
> errata'ing them?
Forgot about those. Again, it is just a handful, but these are more
problematic since they do already have a Group number printed on them.
> >A simplified flow chart would be this:
> >Step 0: FN symbol? (hardly a step)
> >Step 1: Indie Clan?
> > No ==> Group 2, except for 1 clan exception, 2 from !Gangrel and
> >!Tremere
> >Step 2: Reprint from DS/AH?
> > Yes => Group 2 (essentially from the starters)
> > No ==> Group 3 (essentially from the boosters)
>
> oh. i see. erm, this might boil down to being reasonably simple (for
> some values of reasonably), but i think the harm this rule would
> create would outweigh the benefit.
>
> wouldn't it just be better to wait until they print some more g4
> indies?
>
> i think your _idea_ isn't too bad, i think it's practical
> implementation is too painful an exercise, though.
While it is obvious that given time everything will work itself out,
sometimes change moves at a glacial pace. The proposed Odd/Even
grouping rule will do nothing to help the Independent (weakest Sect)
clans in the short term (they have no Group 1 so 1/4 is irrelevant,
same for Sabbat the second weakest sect), and seem to preserve the
status quo in the long term by 1) requiring enormous even Groups to
fit the legacy Group 2 model, and 2) creating "lag time" where even
grouped Indie vampires are barely playable due to paucity as they are
introduced.
> Anyone have any thoughts on that change?
A few :
- good to see things moving @ WW in response to players concerns
- this effectively allows combining 1 and 4 (at the current) moment on top
of the allready available choices. that gives (if any) only a boost to the
camarilla sect, because group 1 vampires are only camarilla. i think there
are other sects in need of some crypt improvement, not the camrilla.
--
johannes walch
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>> Anyone have any thoughts on that change?
I haven't got the time to read all the replies to this question, but i
will give my thoughts.
I think it is great. I love using all the cards i have to full extent.
I miss a lot of group 3 vampires, and instead of going after those i
can just buy into the group 4 ones, because i can use them then with
the group 1s.
I think it is great for the playerbase, but it might become more
difficult to playtest all the possible groupings, especially when
future groups come to (un)life. But hey, then playtesters should take
even more time testing everything. I offer myself to look at the cards
thoroughly.
It doesn't change a lot to the possible current problem many see with
the indy-4s not being playable, but i guess that was kinda obvious and
not the reason you proposed it. I don't really mind that they are not
very playable at this point..i will buy into more cards later anyway,
so they will be playable at some point, i don't care much if they are
in this set or the next one.
W
halc...@aol.com (Halcyan 2) wrote in message news:<20040516065854...@mb-m02.aol.com>...
> Yeah, but if we take your suggestion and go with a Independent: 0/10/16/2, that
> doesn't leave much room in Group 3/4 for additional vampires until it fills
> out. If anything, this would greatly accelerate the ushering in of Group 5.
> Only 8 new vampires could fit in before then. Either that means no major
> Independent expansion (4 expansions where Indies get 2 a piece each time), or
> there really can't be any more Group 3/4 vampires after printing a major
> Independent expansion. And imagine the complaints and rants that will start
> when that comes out! Are you really that eager to move on to Group 5
> Independents?
I would have no problem with a future expansion where there were only
8 vampires of each major Indie (that's 32 vampires, leaving room for
18 others, which is roughly 1 per Camarilla/Sabbat clan).* As should
be obvious, I think that if it works out where the total number of
Group 3/4 vampires for the major Indies is less than 30, I don't think
they'll become hyper-competitive compared to all the other clans. They
certainly aren't now, for their isolated successes.
So, if FN were Group 3, we'd have 0/10/16/2. Add a major Indie
expansion for 8 more, and then 1-2 more Indies trickling in over each
next Camarilla and Sabbat expansion then you'd end up with
0/10/16/12-14, which is not a problem at all AFAIC. If White Wolf is
going to juggle the numbers, why force it's consumers to play the
waiting game?
* I wonder if it would be worth While Wolf's while to break the mold
and include the Lasombra and Tzimisce as major components of the
traditionally major Indie expansions. The reason I toss this idea out
is that those 6 major clans are the only ones who have in-clan
disciplines which are completely unique to themselves. Heck, they
could even include Gangrel and !Gangrel since those are the only two
which specialize in Protean. An expansion built around 6 or 8 clans
would possibly be better received than one built around only 4 since
there are more potential buyers. I know plenty of folks who ignore
expansions that don't support their favorite clans. Of course, this
will create many thematic issues, but we're post-Gehenna now anyway.
Does theme matter any more?
> The main obstacle I can see from a management and design standpoint
> is that it sets the very very dangerous precedent of having currently
> legal decks suddenly become illegal.
While this is an important consideration in theory, I think in
practice it is much less prevalent. The biggest potential for problems
here is with the FN Camarilla vampires. For example, lots of people
still play Euro-Brujah with Theo Bell and Anvil. This would become
illegal if all new FN vampires were Group 3. People learn. I think if
change is going to be made, it ought to be the best change possible
and not just some minor tweak that leaves all sorts of legacy issues.
I applaud the design team on how they've integrated things thus far
and loosened the reins a bit, but they're talking about a major
structural change, not just a smooth transition of the power curve
between clans and disciplines.
> One of the things VTES players exult about the game is that it's avoided
> many of the phasing out problems of MtG and L5R. Once
> you open the door to making previous deck combinations completely illegal, it
> would greatly damage White Wolf's credibility in this area. If they were able
> to do it once, what's to prevent them from doing it again? And what's to
> prevent them from just banning all previous Groupings and forcing a set
> rotation sort of schedule? This is a door that I think should stay firmly shut
> (and sealed, locked, bolted, & welded, if you ask me!).
I think you're overstating your case a bit here, you fearmonger! :),
but this should be a concern to White Wolf too. They're concerned
enough about Group 4 to open the floor to critiques of a proposed
change, so that is weighing heavily for them now. Personally, I think
the benefits of immediately addressing legacy Group 2 issues is the
best way to set the stage to proceed forward with Group 3/4 issues.
> Okay, let's try and get things a little straight. Are you talking about
> "Independents" or are you *really* just referring to "Assamites?"
I'm talking traditional Independent clans. I have been careful not to
take Haqim's name in vain here. They're all affected the same way by
the proposed even/odd group change (that is, Camarilla sees immediate
impact, Sabbat sees it next, and the Indies get the scraps last),
regardless of any individual clan's location on the power curve. I've
only talked numbers of vampires, and spit a bit of vitae against weak
DS/AH vampires, but that's it. The Independent sect is weakest as a
whole.
> And from what people are saying over on The Path of Blood, it seems like the
> Assamites got quite a big boost from Gehenna anyway.
Until I've seen the complete set of spoilers (couldn't attend either
pre-release we had yesterday...my girls had a softball game that
conflicted with BOTH!), I'll take the comments at TPoB purely as
excitement over new Assamite related cards. I'm sure the other clans
and disciplines all got some goodies to work with as well.
> And finally, I hope I don't sound completely unsympathetic to the Indies. I
> personally love Giovanni and FoS myself. I also think the Indies have plenty of
> perfectly viable deck archetypes. Thus I don't think truly drastic action is
> necessary at this point.
Again, it's not that they're not viable. It's that the proposed change
helps most those who need help least, strictly from a numbers
standpoint. The combinations that are opened to the Camarilla with
their lock on Group 1 make this proposed change seem unfair to me.
Splitting the large Group 2 block would make the Odd/Even group change
more desirable to the Indies in the future and allow WW to break from
the current cycle of 20+ vamps/2 vamps cycle.
Jeff
> P.S. How is Penny???
I haven't seen you lately to mention it, but Penny has a new friend,
Pippy! We got a baby chick about 3 weeks ago and she peeps up a storm.
She's very cute, and particularly likes roosting on shoulders. I need
to get a picture of her so I can send it around. :)
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.04051...@posting.google.com...
>> I hear what you're saying, you and others, but I'm not convinced that
> you're right. It seems to me that if you balance a group to fit with
> 3, it will fit with 1 because 3 is balanced for 2 and 2 is balanced
> for 1.
It is possible to have a vampire that is balanced for play with group 1, but
broken when combined with group 3, and vice-versa. Therefore a vampire
balanced for one group is not necessarily balanced for others. You admit
that much, but...
> There might be a few exceptions, but they'll be incredibly
> obvious to designers and playtesters of any quality and not increase
> the difficulty of their job significantly.
Speculation? What is the basis for your assumption?
> If you want to convince me otherwise, give me some examples of
> vampires that would be balanced for group 3 but not for group 1, and
> that aren't completely obvious problems.
If my example isn't completely obvious, it's possible that you would deny
that it is a proper example -- because you think it will be balanced. Are
you a "playtester of [any] actual quality"? ;)
Dorrinal Blackmantle
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
I think it would be an improvement, but I don't think it's the best
option.
For what it's worth, I really dislike the grouping rule.
I have been playing since the early days of Jyhad, and the group 1
vampires are very much my favourite (and best known) - so much so that
it is a real effort for me to even consider using 2/3 rather than 1/2.
Although I have a substantial amount of more recent sets, I still
find my crypt choice more limited for 2/3 than for 1/2.
This tends to encourage me to stick with 1/2, and I miss out on the
exciting new vampires. (Not to mention that they seem, in general, to
be more powerful in later groups).
As for group 4, I really can't imagine playing them before the next
expansion comes to round out the numbers. By then, they'll be old
hat. Doesn't really seem like the way it should be, for a new
expansion (though I have to say, apart from group 4, Gehenna looks
*fantastic*).
I can quite understand that the grouping rule was judged necessary
when CE came out, as suddenly the Camarilla would have vastly more
crypt choice than the Sabbat - I presume this was the reason for it?
However, I'm not sure that this holds true any more. I haven't
checked, but my impression has been that recent expansions -
especially BH - have filled out the Sabbat crypts substantially. Is
there so much of an imbalance any more?
It may be controversial, but I would advocate dropping the grouping
rule entirely. Perhaps not immediately - perhaps with the next
expansion, which could be deliberately tailored to balance the scales
in terms of the vampires available to each sect?
Seems to me that, provided the Sabbat are given enough to match the
1+3 Camarilla, where's the harm? Is it so bad if everyone has twice
as many vampires to choose from, more flexibility? I can't be the
only one who *hates* having cards that are no longer playable? We
surely don't want to end up like M:tG! Now, I fully accept that the
grouping rule is much more reasonable than the way M:tG expansions
phase out, but if more recent vampires are in general more powerful,
and being added to, it makes the early ones less and less attractive -
perhaps to the point of being virtually unplayable in a competitive
environment.
Anyway, I've said my piece. I doubt this is the way it will go, but I
believe it's worthy of consideration. If not removing the restriction
entirely, then any relaxation is still a Good Thing in my view.
Perhaps allow any two groups, regardless of being consecutive, odd,
even, whatever?
Regards,
Aaron
>All the G2 Camarilla starter vamps and most G2 Indie vamps (except
>starter/promo only) are still G2 since DS/AH are G2. Only the
>Camarilla and Sabbat vampires introduced in the FN boosters should be
>designated G3.
I think this would be a pretty significant shift. I had previously commented on
the problem of making currently legal decks illegal but that was in the
framework of only considering Independent decks.
Changing the Grouping of FN Camarilla and Sabbat vampires would greatly
complicate things IMO.
Others have already noted that Theo Bell is frequently used in Group 1 Brujah
decks. This will also cause Group 1/2 Gangrel to lose the options provided by
Ramona and her Advanced version. Nosferatu Princes and weenie Animalism lose
Calebros. Thaumaturgy Tremere lose two key lynchpins with Aisling & Hannigan.
Group 1 Ventrue can no longer use Jan, and Group 1 Malks have to give up
Anatole. (Those are some of the more common vamps that I've seen).
Many Group 1 decks may also utilize a few of the Independents. Badr shows up in
OBF or dom/obf decks as does Count Ormonde. Jalal and his built-in Psyche shows
up in some cel/pot decks. Weenie CEL uses Parmenides and possibly Yusef. I've
seen Samat in some Group 1 Thaumaturgy decks. Chas and Paul are used in Group
weenie POT. *A lot* of decks use Marciana Giovanni as a mini-Rumor Mill (many
of them Group 1/2). Weenie Group 1 Animalism also have to give up the likes of
Anka, Sennuwy, and Spleen, while weenie Fortitude loses Ghivran & Vedel.
I think Group 1 and Group 3 are decently balanced compared to each other but I
still occasionally hear older players complain that Group 1 is oftentimes
outclassed by Group 3. Changing the Group Numbers in this way heavily shifts
things in favor of Group 3. Group 1 suddenly loses a lot of options while Group
3 strengthens theirs.
What I'm saying is that this suggested change affects more than "just a few"
decks and really shakes things up in a very bad, destabilizing way, IMHO.
Tell me, how many players can really tell the difference (off the top of their
head) between the DS/AH Independents, and the FN-only ones? Outside of the
telltale Shy artwork, it's really not that easy to do. Your suggestion requires
*everyone* to go through *all* their decks (or at least all Group 1/2 ones),
correctly identify the newly Grouped vampires, and figure out a way to replace
them (easier for some decks than others). Last time I talked to Ben Peal he had
like 100 decks or so. Having to go through 10, 20, or even 30 decks to do this
seems like an awful lot of work for everyone who plays the game.
And *that* is why I don't think it's a good idea for currently legal decks to
suddenly become illegal.
Halcyan 2
On 16 May 2004 10:18:10 -0700, Wouter...@yahoo.com (Wouter Kuyper)
scrawled:
[snip]
>
>I think it is great for the playerbase, but it might become more
>difficult to playtest all the possible groupings, especially when
>future groups come to (un)life. But hey, then playtesters should take
>even more time testing everything. I offer myself to look at the cards
>thoroughly.
looking, no matter how thorough, is no substitute for actually
_playing_ the cards. as a playtester, you need to play games. proper
games. no house rules, 4-5 players. and then play again. and again.
and againandagainandagain. and then, in case luck was ruling the
outcomes the previous times, play some more games. _Then_ comment on
the merits/flaws of the playtest cards. all this within a sensible
design->release schedule set by the producing company. oh, and you
know, maybe going to work to earn money to pay for rent for the house
you live in in which you want to playtest the cards.
it's not all wine and roses.
[ quoted text not captured ]
On 16 May 2004 15:22:32 -0700, illa...@lineone.net (Aaron Gunstone)
scrawled:
>
>I can quite understand that the grouping rule was judged necessary
>when CE came out, as suddenly the Camarilla would have vastly more
>crypt choice than the Sabbat - I presume this was the reason for it?
i guess that was part of it. however, consider your crypt choices for
making the uber-weenie mono-discipline deck of your choice. the more
expansions, the more uber it becomes. and the less brain you need to
put it together.
>However, I'm not sure that this holds true any more. I haven't
>checked, but my impression has been that recent expansions -
>especially BH - have filled out the Sabbat crypts substantially. Is
>there so much of an imbalance any more?
if you want to play clan-based decks, not so much of a problem.
but base your deck around a discipline or two and whey-hey! perfect
crypt. and it'll be so effective no one would be able to compete with
a mere clan-based deck any more.
[ quoted text not captured ]
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
well...seems everyone has thoughts!!!
i did prepose something of the order even-odd in a private mail some
times ago
primarily concerned on the fear of progressive dismissal of old groups
(as someone well said in another post (John Flournoy maybe?)
[quote]
"However, it's a great improvement towards increasing the player base,
as
it creates more trading opportunities between newbies and old-timers.
And it also allows folks with a tighter budget to keep buying cards at
their own pace, without risking to be left behind as the group numbers
increase. Thus, momentarily cash-strapped customers are less likely to
choose to quit the game, as they know that later, shiny cool new
vampires will still be compatible with the old ones they already own."
[end quote])
But then discussion on playtesting is a convincing issue.
I would like this corrected rule if the pace of new vampires stays as
is and the playtesters feel they could imagine and find the "worst
cases", otherwise leave the situation as-is
Andrea
"LSJ" <vte...@white-wolf.com> wrote in message
news:JFbpc.59128$Ut1.1...@bgtnsc05-news.ops.worldnet.att.net...
> To address an option (with variations) brought up in several posts on this
> thread:
>
> Options which make a constructed deck that is legal one day become
> illegal the next are not considered tenable options. Treating group
> 4 vampires as groupless (which really means "any group") until
> a certain number were printed falls into this category.
>
...In which case I'll vote for 'No change'. The proposal doesn't address
the problem at hand sufficiently to warrant change.
If player concerns are an issue, information is the key to enlightenment.
Is there a plan in place to resolve the grouping population disparity
(especially for indies) within the next expansion or two? If so, then I can
be patient until then. As Dave C. mentioned elsewhere, the amount of
exploration for existing expansions is vast. It may take me until the next
expansion to work through my Anarchs ideas, nevermind Black Hand and
Gehenna...
Thanks again to Scott and White Wolf for asking player opinions!
DaveZ
Atom Weaver
Derek Ray <lor...@yahoo.com> wrote in message news:<0d3fa0t60u4untird...@4ax.com>...
> In message <75bdf7ed.04051...@posting.google.com>,
> emmits...@hotmail.com (Emmit Svenson) mumbled something about:> >C'mon, someone show some evidence for this claim that it'll be tricky
> >to balance cards with the proposed grouping rule. Give me an example
> >of a vampire that would A) be balanced with group 3, but not with
> >group 1 and B) not an obvious problem that designers and playtesters
> >would catch instantly.
>> Your statement for (B) indicates that you've never been either...
You're a betting man, Derek, right? Would you like to bet $500? We'll
have to wait a short time before we can resolve said bet.
> You have no concept of the magnitude of the issues involved. Before you
> whine about "show me some evidence", you should try to understand the
> process a little better first.
>
> -- Derek
Gosh, Derek, I guess you don't have any examples to offer the class,
do you? Thanks for introducing plenty of heat and no light into the
discussion.
I understand very well the magnitude of the task of balancing a ton of
new vamps with an existing set, as Group 3 was balanced with Group 2.
That is why I believe that the processes of balancing Group 3 with
Group 2 and Group 4 with Group 3 will almost certainly result in Group
4 vamps being balanced with Group 1 vamps, with the possible exception
of some extremely obvious problems. If you think I'm wrong, let's see
some evidence.
"Dorrinal Blackmantle" <dorr...@hotmail.com> wrote in message news:<2gq7qfF...@uni-berlin.de>...
> "Emmit Svenson" <emmits...@hotmail.com> wrote in message
> news:75bdf7ed.04051...@posting.google.com...
> >
> > I hear what you're saying, you and others, but I'm not convinced that
> > you're right. It seems to me that if you balance a group to fit with
> > 3, it will fit with 1 because 3 is balanced for 2 and 2 is balanced
> > for 1.
>
> It is possible to have a vampire that is balanced for play with group 1, but
> broken when combined with group 3, and vice-versa. Therefore a vampire
> balanced for one group is not necessarily balanced for others. You admit
> that much, but...
>
> > There might be a few exceptions, but they'll be incredibly
> > obvious to designers and playtesters of any quality and not increase
> > the difficulty of their job significantly.
>
> Speculation? What is the basis for your assumption?
It seems reasonable to me because I can’t think of any
counterexamples. I could be wrong.
> > If you want to convince me otherwise, give me some examples of
> > vampires that would be balanced for group 3 but not for group 1, and
> > that aren't completely obvious problems.
>
> If my example isn't completely obvious, it's possible that you would deny
> that it is a proper example -- because you think it will be balanced. Are
> you a "playtester of [any] actual quality"? ;)
>
> Dorrinal Blackmantle
I promise you I'm not out to score cheap points. I don't want this
game to become imbalanced because playtesters can't do their job
properly. If anyone can give me a good counterexample, I'll concede
the point and not stubbornly pretend the example isn't a good one. If
we can't agree on what a good example is, perhaps we could defer to
the judgement of an experienced player who is neutral on the odd/evens
question. Sound fair?
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
>
First of all, thanks for asking the players for their opinion!
Personally, I like the grouping rule as it is at the moment.
It was said before in this thread, there are 2 main problem with group 4 at
the moment:
1) There are very few group 4 independent vampires: either you use them in a
very special deck that doesn't focus on a clan or uses very few different
vampires, or you don't use them.
2) Bloodlines vampires cannot be used together with vampires of group 4 or
any later group.
In my opinion, the new grouping idea doesn't address these two problems.
Also, not implementing it will make future card design / play testing
easier.
1) will be alleviated as soon as more independent group 4 vampires have been
released.It has been said before, it would probably have been better to have
no group 4 indies than only 2 of them. Effectively Gehenna gives us 8
vampires that cannot really be used efficiently. While this is no big deal
for me (we had useless vampires before - Patricia Giovanni or Nakova
anyone?) the slots for those guys could have been put to better use.
If I take a look at how group 3 vampires were introduced I get this picture:
CE had many camarilla vampires,
Anarchs many Gangrel and Caitiff, Black Hand many Sabbat vampires
Likewise, you could design a fair number of group 4 vampires for certain
clans. Only when their number reaches an playable level (including adjacent
groups) move on to the other clans. In other words, the next new set should
contain many group 4 indies so they can be used in "normal" deck. It would
be fine to release only a single vampire for the camarilla and sabbat clans,
or even none at all.
2) makes me hope to see more bloodlines vampires eventually. The grouping
rule as it is makes it possible to release more bloodlines vampires in group
4 or a later group.
my 2 cents.
pallando(at)gmx(dot)at
"Dorrinal Blackmantle" <dorr...@hotmail.com> wrote in message news:<2gq7qfF...@uni-berlin.de>...
> "Emmit Svenson" <emmits...@hotmail.com> wrote in message
> news:75bdf7ed.04051...@posting.google.com...
> >
> > I hear what you're saying, you and others, but I'm not convinced that
> > you're right. It seems to me that if you balance a group to fit with
> > 3, it will fit with 1 because 3 is balanced for 2 and 2 is balanced
> > for 1.
>
> It is possible to have a vampire that is balanced for play with group 1, but
> broken when combined with group 3, and vice-versa. Therefore a vampire
> balanced for one group is not necessarily balanced for others. You admit
> that much, but...
>
> > There might be a few exceptions, but they'll be incredibly
> > obvious to designers and playtesters of any quality and not increase
> > the difficulty of their job significantly.
>
> Speculation? What is the basis for your assumption?
It seems reasonable to me because I can’t think of any
counterexamples. I could be wrong.
> > If you want to convince me otherwise, give me some examples of> > vampires that would be balanced for group 3 but not for group 1, and
> > that aren't completely obvious problems.
>
> If my example isn't completely obvious, it's possible that you would deny
> that it is a proper example -- because you think it will be balanced. Are
> you a "playtester of [any] actual quality"? ;)
>
> Dorrinal Blackmantle
I promise you I'm not out to score cheap points. I don't want this
[ quoted text not captured ]
salem <salem_ch...@hotmail.com> wrote in message news:<l3sga0dh4v60ft500...@4ax.com>...
> On 16 May 2004 10:18:10 -0700, Wouter...@yahoo.com (Wouter Kuyper)
> scrawled:
>
> [snip]
> >
> >I think it is great for the playerbase, but it might become more
> >difficult to playtest all the possible groupings, especially when
> >future groups come to (un)life. But hey, then playtesters should take
> >even more time testing everything. I offer myself to look at the cards
> >thoroughly.
>
> looking, no matter how thorough, is no substitute for actually
> _playing_ the cards. as a playtester, you need to play games. proper
> games. no house rules, 4-5 players. and then play again. and again.
> and againandagainandagain. and then, in case luck was ruling the
> outcomes the previous times, play some more games. _Then_ comment on
> the merits/flaws of the playtest cards. all this within a sensible
> design->release schedule set by the producing company. oh, and you
> know, maybe going to work to earn money to pay for rent for the house
> you live in in which you want to playtest the cards.
>
> it's not all wine and roses.
>
(second try, sorry if it doubleposts)
I have helped with playtesting already, i know what it is,
W
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.04051...@posting.google.com...
[ quoted text not captured ]
Okay, lets take for example.
Killy 9
10
Ravnos Group 4
CHI FOR AUS PRE +1 bleed
Killy 9 may untap between Methuselah's turns
--
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
salem <salem_ch...@hotmail.com> wrote in message news:<l3sga0dh4v60ft500...@4ax.com>...
> On 16 May 2004 10:18:10 -0700, Wouter...@yahoo.com (Wouter Kuyper)
> scrawled:
>
> [snip]
> >
> >I think it is great for the playerbase, but it might become more
> >difficult to playtest all the possible groupings, especially when
> >future groups come to (un)life. But hey, then playtesters should take
> >even more time testing everything. I offer myself to look at the cards
> >thoroughly.
>
> looking, no matter how thorough, is no substitute for actually
> _playing_ the cards. as a playtester, you need to play games. proper
> games. no house rules, 4-5 players. and then play again. and again.
> and againandagainandagain. and then, in case luck was ruling the
> outcomes the previous times, play some more games. _Then_ comment on
> the merits/flaws of the playtest cards. all this within a sensible
> design->release schedule set by the producing company. oh, and you
> know, maybe going to work to earn money to pay for rent for the house
> you live in in which you want to playtest the cards.
>
> it's not all wine and roses.
>
(second try, sorry if it doubleposts)
[ quoted text not captured ]
Not to beat a dead horse, but I really feel that an important
consideration is the following:
> If you require a new set of vampires (let's consider group 5's example)
> to merge with group 2 and 4, the range of possibilities (or more
> specifically) the deviation from group 3 will be limited. In other
> words, I'd argue that there's only a certain amount of outward
> trajectory from "group 3-ness" that one can safely execute. As a result,
> we'll tend to see this scenario propagate throughout, where huge numbers
> of cards are added (vampires for a new group), yet gameplay does not
> appreciably change as a result. If you break the link with the cascade
> of prior groups, small changes in one group can be developed/mitigated
> in a drastically different way in future sets/groups.
This actually implies agreement with Emmit's posts (in some sense), but
the few differences you *could* have if you didn't have to eliminate odd
problems among groups would be eliminated. And frankly, I can't see there
being a problem in the game having several "flavors" based on which crypt
choices you choose to follow.
Ankur
LSJ,
There has been a wealth of discussion here, and I am not sure if anything
concrete has come from it, but I thought I would share what I think is a
"new?" idea, at least to the post. It can also fix the current group 4
woes, although I do not think they necessarily need to be fixed.
What if we allowed each crypt to contain 1* exception to the grouping rule,
in a storyline like fashion.
More specifically*,
75% of your crypt must come from up to 2 consecutive groups.
25% of your crypt can be from any other group you want.
I have mentioned the idea to a few folks, they initially thought it was too
convaluted, but we have all proven that we can build 75%/25% splits in the
storyline.
Possible additional convalution, make the rule only applicable if your crypt
has an average capacity of 5 or more?
I would appreciate all comments, including criticisms,
David
LSJ wrote:
>In response to player's concerns about group 4, we're considering
>modifying the grouping rule to allow crypts to be constructed
>with vampires from any one even-numbered group and any one
>odd-numbered group (not necessarily just adjacent groups).>For instance, 1 and 4 in addition to the current (as of Gehenna)
>options of
>1 and 2
>2 and 3
>3 and 4>Anyone have any thoughts on that change?
It's an interesting idea. It would be very strange to see these new
group 4 vamps rubbing elbows with the old farts from '94. I imagine
that the reprocussions of those relationships were not explored by
the designer or the playtesters. For me, the fate of the group 4 vamps
lies in the sets to come. If they are to get more group 4 (and eventually 5)
friends in future sets, then I think we should be patient and let the future
sets fill in the holes (keeping the current grouping rule). If lightning
strikes,
and Gehenna ends up being the last set ever printed for V:TES, then I
would support this new odds and evens option.
Jay Kristoff
"David Wilson" <Wil...@vtes.org> wrote in message
news:0z5qc.208$j9....@news.itd.umich.edu...
> LSJ,
>
> There has been a wealth of discussion here, and I am not sure if anything
> concrete has come from it, but I thought I would share what I think is a
> "new?" idea, at least to the post. It can also fix the current group 4
> woes, although I do not think they necessarily need to be fixed.
>
> What if we allowed each crypt to contain 1* exception to the grouping
rule,
> in a storyline like fashion.
>
> More specifically*,
>
> 75% of your crypt must come from up to 2 consecutive groups.
> 25% of your crypt can be from any other group you want.
This is broken by the Ventrue.
Deck Name: I Break for Ventrue
Created By:
Description:
Crypt: (12 cards, Min: 11, Max: 19, Avg: 3.67)
----------------------------------------------
1 Ranjan Rishi DOM for PRE 5, Ventrue:2
1 Melissa Barton cel dom for pre 5, Ventrue:1
1 Jazz Wentworth dom for PRE 5, Ventrue:1
1 Rufina Soledad for 2, Ventrue:1
1 Lana Butcher dom for 3, Ventrue:3
1 Diana Vick dom pre 3, Ventrue:3
1 Roland Loussarian for pre 3, Ventrue:1
1 Itzahk Levine cel pre 3, Ventrue:2
1 Gideon Fontaine PRE 3, Ventrue:1
1 Elena Gutierrez aus dom pre 4, Ventrue:3
1 Violette Prentiss dom PRE 4, Ventrue:1
1 Courtland Leighton dom for pre 4, Ventrue:1
Library: (90 cards)
-------------------
Master (17 cards)
5 Blood Doll
4 Hostile Takeover
6 Presence
1 Ventrue Directorate Assembly
1 Ventrue Headquarters
Action Modifier (24 cards)
4 Awe
10 Bewitching Oration
10 Voter Captivation
Political Action (26 cards)
4 Consanguineous Boon
14 Kine Resources Contested
1 Peace Treaty
1 Praxis Seizure: Amsterdam
1 Praxis Seizure: Athens
1 Praxis Seizure: Atlanta
1 Praxis Seizure: Barcelona
1 Praxis Seizure: Berlin
1 Sabbat Threat
1 Ventrue Justicar
Reaction (16 cards)
8 Deflection
8 Wake with Evening's Freshness
Combat (7 cards)
7 Majesty
This deck is amazingly fast. Overwhelms its prey by force of numbers and
has been shown to be able to out action a intercept wall predator and a
casual vote prey (using 2nds). It cycles very fast. Eliminating any one or
two vampires doesn't slow it down at all. Discarding excess Masters is a
nessasary evil, but you do get to choose the proper master to play each
Master Phase.
[ quoted text not captured ]
> C'mon, someone show some evidence for this claim that it'll be tricky
> to balance cards with the proposed grouping rule. Give me an example
> of a vampire that would A) be balanced with group 3, but not with
> group 1 and B) not an obvious problem that designers and playtesters
> would catch instantly.
I can't say for group 1 + 3 since I don't own that many group 1
vampires and started to play with the grouping rule in mind (so I
never tried to even LOOK at these possibilities), but with Gehenna
spoilers around, I can safely say that group 2 and group 4 indies
should NEVER be mixed under any circunstances.
Not that Assamites and Setites would become that powerful (as they
never were anyway). But the Ravnos got another 11 cap that is really
worth of its cost (some kind of a superb minion for a wall ani/chi
deck) and the Giovanni would get THREE +1 strength/for or FOR vampires
(Silvia, Ignazio and Baldesar). Though all of them are big caps, you
can throw in Vittorio and some weenies with pot and you're ready to
go. I would make the Giovanni almost as good at pot/for combat as the
Blood Brothers are. No way.
My vote is: no changes at all. Leave it all as it is. The power level
of the game is increasing in front of our eyes. If there's any chance
of a powercreep vampire released because the playtesters overlooked
some grouping combination, it's not worthy any new ruling for the
groups. I also think that some are getting too harsh with the "group 4
indies screwed" issue. We can wait some months to use that shiny new 8
vampires (out of 50!) in any good crypt combination. Let the next
expansion compensate for that somehow (with more indy vampires) and
we're ready to go.
But if I was forced to choose for a change, the 1 odd / 1 even group
is the most acceptable of all.
cheers
Fabio Sooner
NC for Brazil
"David Zopf" <david...@snet.net> wrote:
> If player concerns are an issue, information is the key to enlightenment.
> Is there a plan in place to resolve the grouping population disparity
> (especially for indies) within the next expansion or two?
Oddly enough, there's a developer's chat scheduled for tomorrow at 6pm
EDT. One of the topics listed for that chat is the next expansion. :-)
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
"XZealot" <nbr...@rapidretailsolutions.com> wrote in message news:<2grtjdF...@uni-berlin.de>...
> Okay, lets take for example.
>
> Killy 9
> 10
> Ravnos Group 4
> CHI FOR AUS PRE +1 bleed
> Killy 9 may untap between Methuselah's turns
Sure, that would be broken with Group 1 because it's Masika under a
different name, immune to Kiss of Ra, with CHI tacked on instead of
CEL. (Hey, is the name a reference to the Kill-9 command?) Give them
both sport bikes or Mr. W and Eagle's Sight + S:CE all day. Or for
strange fun, Clan Impersonate to Malks and take double, triple,
quadruple or more the bleeding actions (at +1 bleed!) normally
possible with the Madness Network.
Heck, Killy might be broken with Group 3. :) It would take some time
to determine.
I honestly think most playtesters would spot the trouble with Killy in
a instant. And even if a playtester didn't know the superstars of
Group 1 by heart, a routine ELDB crypt search should set his or her
alarms off.
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.04051...@posting.google.com...
> "XZealot" <nbr...@rapidretailsolutions.com> wrote in message
news:<2grtjdF...@uni-berlin.de>...
> > Okay, lets take for example.
> >
> > Killy 9
> > 10
> > Ravnos Group 4
> > CHI FOR AUS PRE +1 bleed
> > Killy 9 may untap between Methuselah's turns
>
> Sure, that would be broken with Group 1 because it's Masika under a
> different name, immune to Kiss of Ra, with CHI tacked on instead of
> CEL. (Hey, is the name a reference to the Kill-9 command?) Give them
> both sport bikes or Mr. W and Eagle's Sight + S:CE all day. Or for
> strange fun, Clan Impersonate to Malks and take double, triple,
> quadruple or more the bleeding actions (at +1 bleed!) normally
> possible with the Madness Network.
Correct
> Heck, Killy might be broken with Group 3. :) It would take some time
> to determine.
What about this version?
Killy 9
10
Ravnos Group 4
CHI FOR aus PRE +1 bleed
Killy 9 may untap between Methuselah's turns
[ quoted text not captured ]
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.04051...@posting.google.com...
> "XZealot" <nbr...@rapidretailsolutions.com> wrote in message
news:<2grtjdF...@uni-berlin.de>...
> > Okay, lets take for example.
> >
> > Killy 9
> > 10
> > Ravnos Group 4
> > CHI FOR AUS PRE +1 bleed
> > Killy 9 may untap between Methuselah's turns
>
> Sure, that would be broken with Group 1 because it's Masika under a
> different name, immune to Kiss of Ra, with CHI tacked on instead of
> CEL. (Hey, is the name a reference to the Kill-9 command?)
Actually it is a reference to Fanboy, who loves to play Ravnos.
[ quoted text not captured ]
>There has been a wealth of discussion here, and I am not sure if anything
>concrete has come from it, but I thought I would share what I think is a
>"new?" idea, at least to the post. It can also fix the current group 4
>woes, although I do not think they necessarily need to be fixed.
>
>What if we allowed each crypt to contain 1* exception to the grouping rule,
>in a storyline like fashion.
>
>More specifically*,
>
>75% of your crypt must come from up to 2 consecutive groups.
>25% of your crypt can be from any other group you want.
>
>I have mentioned the idea to a few folks, they initially thought it was too
>convaluted, but we have all proven that we can build 75%/25% splits in the
>storyline.
>
>Possible additional convalution, make the rule only applicable if your crypt
>has an average capacity of 5 or more?
>
>
>I would appreciate all comments, including criticisms,
YES! Finally the Betrayer deck (which was made obsolete since Camarilla) can
return to the tournament scene!
Let's see, with 116 Group 1 vampires, 381 Group 2 vampires, and 202 Group 3
vampires (rough counts using Monger, pre-Gehenna I think) the numbers work out
just fine! ((381 + 202) > 116).
Yay! Go Betrayer! =D
Halcyan 2
andrea....@infinito.it (andrea) wrote in message news:<8b06c4c.04051...@posting.google.com>...
> vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> > In response to player's concerns about group 4, we're considering
> > modifying the grouping rule to allow crypts to be constructed
> > with vampires from any one even-numbered group and any one
> > odd-numbered group (not necessarily just adjacent groups).
> >
> > For instance, 1 and 4 in addition to the current (as of Gehenna)
> > options of
> > 1 and 2
> > 2 and 3
> > 3 and 4
> >
> > Anyone have any thoughts on that change?
>
> well...seems everyone has thoughts!!!
> i did prepose something of the order even-odd in a private mail some
> times ago
> primarily concerned on the fear of progressive dismissal of old groups
> (as someone well said in another post (John Flournoy maybe?)
> [quote]
> "However, it's a great improvement towards increasing the player base,
> as
> it creates more trading opportunities between newbies and old-timers.
> And it also allows folks with a tighter budget to keep buying cards at
> their own pace, without risking to be left behind as the group numbers
> increase. Thus, momentarily cash-strapped customers are less likely to
> choose to quit the game, as they know that later, shiny cool new
> vampires will still be compatible with the old ones they already own."
> [end quote])
>
> But then discussion on playtesting is a convincing issue.
>
> I would like this corrected rule if the pace of new vampires stays as
> is and the playtesters feel they could imagine and find the "worst
> cases", otherwise leave the situation as-is
>
> Andrea
It was Francois G. i quoted
Sorry
Andrea
Ankur Gupta <agu...@cs.duke.edu> wrote in message news:<Pine.GSO.4.60.04...@peso.cs.duke.edu>...
> Not to beat a dead horse, but I really feel that an important
> consideration is the following:
>
> > If you require a new set of vampires (let's consider group 5's example)
> > to merge with group 2 and 4, the range of possibilities (or more
> > specifically) the deviation from group 3 will be limited. In other
> > words, I'd argue that there's only a certain amount of outward
> > trajectory from "group 3-ness" that one can safely execute. As a result,
> > we'll tend to see this scenario propagate throughout, where huge numbers
> > of cards are added (vampires for a new group), yet gameplay does not
> > appreciably change as a result. If you break the link with the cascade
> > of prior groups, small changes in one group can be developed/mitigated
> > in a drastically different way in future sets/groups.... [snip]
> Ankur
Sorry, Ankur, missed this point the first time around.
It's worth consideration. Requiring new groups to balance with more
than one existing group might tend to make new groups more
white-bread. On the other hand, the current grouping rule inhibits the
creation of small, highly unusual groups. If the designers came up
with an interesting notion for a Group that would be impractical to
flesh out completely, such as a Kindred of the East group or a Dark
Ages group or an Inconnu group or vampiric sheep or whatever, I
suppose that with the current grouping rule they would have to shitcan
it. Released as Group 5, a small group like that would limit the value
of Groups 4 and 6. Under the proposed rule, such freaky groups become
practical.
Changing the grouping rule could increase the diversity of vampire
design, not decrease it.
andrea wrote:
> It was Francois G. i quoted
> Sorry
It's ok, I'm not looking for fame. People would rush me. :)
--
Francois
EVERYONE IS TIRED OF THAT RICHARD GERE STORY
Bart Simpson on chalkboard in episode 5F01
"The Lasombra" <TheLa...@hotmail.com> wrote in message
news:gtuaa0tqt4o0qn2cp...@4ax.com...
> On Fri, 14 May 2004 21:43:10 -0400, David Cherryholmes
> <david.che...@duke.edu> wrote:
>
> -Heaven and Hell should have been moved to prevent [2 group 3 + 2
> group 4] from happening.
>
>
> >This assumes that playtesters have it withing their ability.
>
> No, it assumes that even adequate playtesting would enable this.
>
> Good playtesting and great playtesting require more.
>
> If you cannot effect the design, why bother wasting your time?
Some of us have too much time on our hands and need to waste it somehow?
:-)
Josh
appears to be using some kind of time-wasting technology right now
"FabioSooner" <labi...@oemar.org.br> wrote in message
news:7a33da49.04051...@posting.google.com...
> I can't say for group 1 + 3 since I don't own that many group 1
> vampires and started to play with the grouping rule in mind (so I
> never tried to even LOOK at these possibilities), but with Gehenna
> spoilers around, I can safely say that group 2 and group 4 indies
> should NEVER be mixed under any circunstances.
> Not that Assamites and Setites would become that powerful (as they
> never were anyway). But the Ravnos got another 11 cap that is really
> worth of its cost (some kind of a superb minion for a wall ani/chi
> deck) and the Giovanni would get THREE +1 strength/for or FOR vampires
> (Silvia, Ignazio and Baldesar). Though all of them are big caps, you
> can throw in Vittorio and some weenies with pot and you're ready to
> go. I would make the Giovanni almost as good at pot/for combat as the
> Blood Brothers are. No way.
I feel like people are really overestimating the usefulness of combining
high-cap vampires here. Do you truly believe that being able to spend
22 pool on Hazimel + Ezmerelda would make the Ravnos significantly
stronger than they are now? I don't think it's the 11-caps that have
made the Ravnos a decent clan.
Sure, you can always Minion Tap all your 11-caps until they "cost"
something more like 3 pool each, but I think we all know there are risks
to that approach too.
> My vote is: no changes at all. Leave it all as it is. The power level
> of the game is increasing in front of our eyes. If there's any chance
> of a powercreep vampire released because the playtesters overlooked
> some grouping combination, it's not worthy any new ruling for the
> groups.
I disagree somewhat with this too. "Any chance" is too strict a
standard, in my mind. Some power creep should be acceptable in a CCG, I
think. You want to be careful not to let the power creep get too fast,
or too big all at once (then it wouldn't be "creep" any more), but if
you're too cautious about never printing cards that are on the strong
side, what you're going to print is cards that can't compete with the
many many strong cards that are already out there in the players' hands.
> I also think that some are getting too harsh with the "group 4
> indies screwed" issue. We can wait some months to use that shiny new 8
> vampires (out of 50!) in any good crypt combination. Let the next
> expansion compensate for that somehow (with more indy vampires) and
> we're ready to go.
While I don't mind *too* much being patient, it is still true, I think,
that people are buying (in random booster packs) vampires that they
probably can't get much use out of for at least 9 months if not 18 or
more. I can understand being a little annoyed by that. I don't think
it was a good idea to print small amounts per clan of group 4 vampires
now, myself. It becomes a less-bad idea if group 1 + group 4 becomes
legal, I guess, but as others have said, that probably won't make a
*huge* difference since there aren't any Independent vampires in group
1.
> But if I was forced to choose for a change, the 1 odd / 1 even group
> is the most acceptable of all.
I also think 1 odd, 1 even would be an improvement to the current
grouping rule. I don't think it would unreasonably burden playtesters.
I think Josh Feuerstein's idea of "1 even and 1 group of your choice"
(ie "even plus even" is also legal) is even better than that, and still
not likely to be broken, and still playtestable.
As I recently argued in the "group 4 Indies" spoiler thread, I think
grouping is probably not necessary for the game at all. But if we take
as given that we're keeping grouping, I think "even plus odd" or some
variant of that would be better than "has to be adjacent groups".
Josh
student at the school of soft knocks
LSJ <vte...@white-wolf.com> wrote in message news:<JFbpc.59128$Ut1.1...@bgtnsc05-news.ops.worldnet.att.net>...
> To address an option (with variations) brought up in several posts on this
> thread:
>
> Options which make a constructed deck that is legal one day become
> illegal the next are not considered tenable options. Treating group
> 4 vampires as groupless (which really means "any group") until
> a certain number were printed falls into this category.
Fine, erratta all Gehenna group 4s to be group 3. Seriouslly. Who
cares if a group 2/3 clan would then have ~2 more vamps available than
group 1/2. Barring specefic vampire examples, this isn't a problem.
I do like Jeff's idea of making FN vampires group 3 though. They are
significantly different from the DS/AH vampires and represent the
beginings of the shift to 'canon' vamps within VTES. It also fixes
the problem of what to play the group 4 indies with.
Still leaves us with the bloodlines issue. I can't see a whole nother
stable of BL vamps to replace them, so making the current BL vamps
cross-group able makes the best sense to me.
Anyways, the even/odd group idea just doesn't fly at all imo. Does
not address specefic issues at all and merely opens another pandoras
box.
G
In message <75bdf7ed.04051...@posting.google.com>,
emmits...@hotmail.com (Emmit Svenson) mumbled something about:
>Derek Ray <lor...@yahoo.com> wrote in message news:<0d3fa0t60u4untird...@4ax.com>...>> In message <75bdf7ed.04051...@posting.google.com>,
>> emmits...@hotmail.com (Emmit Svenson) mumbled something about:
>> >C'mon, someone show some evidence for this claim that it'll be tricky
>> >to balance cards with the proposed grouping rule. Give me an example
>> >of a vampire that would A) be balanced with group 3, but not with
>> >group 1 and B) not an obvious problem that designers and playtesters
>> >would catch instantly.
>>
>> Your statement for (B) indicates that you've never been either...>
>You're a betting man, Derek, right? Would you like to bet $500? We'll
>have to wait a short time before we can resolve said bet.
Yap, yap, yap: either you have or you haven't.
If you have, you obviously weren't very good at it, because your
statements indicate you have NO idea what thorough testing entails.
>> You have no concept of the magnitude of the issues involved. Before you
>> whine about "show me some evidence", you should try to understand the
>> process a little better first.
>>>Gosh, Derek, I guess you don't have any examples to offer the class,
>do you? Thanks for introducing plenty of heat and no light into the
>discussion.
You are asking for something that you refuse to believe exists. I see
no need to waste time creating something that you'll simply deny is
actually a problem; it only detracts from the real issue.
Yes, Emmitt, I'm saying that no matter what anyone comes up with, you'll
claim it's not a problem. You are obviously 100% closed-minded on this
subject; this is why I'm not catering to your zealotry.
>I understand very well the magnitude of the task of balancing a ton of
>new vamps with an existing set, as Group 3 was balanced with Group 2.
And now double that magnitude if you need group 4 to be balanced with
both group 3 and group 1. But don't increase the time between sets, or
the time for each round of playtesting.
And increase the complexity of the specials in question, and increase
the number of library cards that must be tested not just with Group 4
now, but with Group 4-3 and Group 1-3.
Oh, and add a new twist to the game every set, such as Gehenna cards,
the Black Hand mechanic, the Anarch mechanic, the multiple Bloodlines
rules, .... the list just goes on and on. And be sure to cover how
those mechanics interact with all prior mechanics during your testing.
And spend your time actually PLAYING the cards during the testing
process, not just reading them and arbitrarily assigning "fine, not
fine" to them.
Yes, this suggestion more than doubles the amount of work playtesters
will have to do, and makes it that much more likely that something won't
be caught. I don't care for the idea, myself. I'm not too thrilled
with the Group 4 Independent vamps, no, but at the same time I don't
think we need to have a knee-jerk modification to the grouping rule just
because they exist -- it will cause more problems than it solves.
>That is why I believe that the processes of balancing Group 3 with
>Group 2 and Group 4 with Group 3 will almost certainly result in Group
>4 vamps being balanced with Group 1 vamps, with the possible exception
But your words indicate that you haven't the slightest idea.
Let's see; how many Group 3 vampires are identical to Group 1 vampires?
How many Group 3 specials match up with Group 1 specials?
How many Group 3 clan discipline spreads are similar to Group 1 clan
discipline spreads? (hint: start by looking at the Brujah)
>of some extremely obvious problems. If you think I'm wrong, let's see
>some evidence.
I just gave you three pieces. Quit yapping about your strawman and try
to understand the big picture, OK?
-- Derek
a host is a host from coast to coast
and no one will talk to a host that's close
unless the host that isn't close
is busy, hung, or dead
>>> If you require a new set of vampires (let's consider group 5's example)
>>> to merge with group 2 and 4, the range of possibilities (or more
>>> specifically) the deviation from group 3 will be limited. In other
>>> words, I'd argue that there's only a certain amount of outward
>>> trajectory from "group 3-ness" that one can safely execute. As a result,
>>> we'll tend to see this scenario propagate throughout, where huge numbers
>>> of cards are added (vampires for a new group), yet gameplay does not
>>> appreciably change as a result. If you break the link with the cascade
>>> of prior groups, small changes in one group can be developed/mitigated
>>> in a drastically different way in future sets/groups.... [snip]>> Ankur>
> Sorry, Ankur, missed this point the first time around.
No problem.
> It's worth consideration. Requiring new groups to balance with more
> than one existing group might tend to make new groups more
> white-bread. On the other hand, the current grouping rule inhibits the
> creation of small, highly unusual groups. If the designers came up
I'm not particularly talking about a series of extreme cases (you
mentioned in an illustrative sense the Kindred of the East) so much as
simple things like changing dominant out-of-clans for particular clans for
various set instances. For example, Nos Group 1 vampires tend to have
fortitude out of clan, and Nos Group 3 have auspex. This is primarily
because group 2 was balanced such that it was possible for group 3
vampires to have auspex.
If we allow group 4 to avoid making adjustments with respect to group 1,
we could provide some interesting mix such that group 5 vampires emphasize
yet another out-of-clan. However, if we force group 4 to mix with group 1,
how different can it really be from group 2? It still has to retain its
standard balance with group 3, but now, it also has to retain balance with
group 1. . . just like group 2 does. So what's the (likely) result? Group
5 Nos vampires have fortitude out-of-clan. Goodie.
So now we have to delve into axioms: (isn't this fun)
Axiom 1
All prior groups are appropriately balanced.
Axiom 2
Players want to see more on their vampires than just different names from
set to set.
If we assume that prior groups are correctly balanced for the game (and as
a general rule, I think we can agree on this), any group 4 that is
balanced with groups 1 and 3 must deal with a number of the considerations
that were handled when developing group 2. As such, group 4 would tend to
look very much like group 2, which according to Axiom 2 is an undesireable
effect.
That's the logic behind my suggestion or point above.
Now, this does *not* handle/solve/address the issue of how bloodlines
vampires will or will not mix with other groups. This issue is separate.
But I think that on the basis of the above argument alone, I'd be against
allowing the odd/even crypt mixing. What do you think?
> it. Released as Group 5, a small group like that would limit the value
> of Groups 4 and 6. Under the proposed rule, such freaky groups become
> practical.
Perhaps. I tend to see the groups in an evolutionary sense, whereas you
seem to be looking at it as a "sliding window". Anyone can still pick up
vampires from old groups and play them. I'd like to be able to say that
the choice of a deck is best served by groups X and X+1, and then go build
a deck based on that.
Again, to use the example from before, if I want Nos with fortitude, I
could beat my head against a wall for group 3 or I could be all chill and
do it with group 1. (Well more chill than I am normally, of course.)
> Changing the grouping rule could increase the diversity of vampire
> design, not decrease it.
My entire point is that it actually wouldn't. The new rule would limit the
diversity of vampire design such that the seeming freedom you experience
from this more liberal grouping scheme is actually no different from
having chosen vampires from an adjacent group to begin with. Cool vampires
are easy to make when the potential interactions between them and other
vampires is limited. When you increase the number of interactions,
avoiding abusive structures becomes more limited.
It's entirely possible to build even/odd groups which will be balanced
with prior odd/even groups. They'll just end up being exactly like (or
really damned similar to) their predecessors.
Ankur
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> "David Zopf" <david...@snet.net> wrote:
> > If player concerns are an issue, information is the key to
enlightenment.
> > Is there a plan in place to resolve the grouping population disparity
> > (especially for indies) within the next expansion or two?
>
> Oddly enough, there's a developer's chat scheduled for tomorrow at 6pm
> EDT. One of the topics listed for that chat is the next expansion. :-)
>
Yeah, I hope to be there. My thought was that a more pro-active
communication from WW (through you) would be more helpful. Balancing out
the groups might take a bit longer than the next expansion, as I'm sure you
realize more than anyone...
'Frex. I took a long look at the current groupings waaay back at the time
of Cam Ed, and guessed then that Group 3 was going to be small for the
indies (group 2 is sooo big, it was a logical conclusion). From there, its
a simple (non-Kirkegaardian) leap to guess that group 4 indies would be
smaller than group 2 (else you would get this disproportionate ebb and flow
of Indies being released), and that by group 5, the indie numbers will
stabilize such that G 4/5 indies would be similar to the (more
proportionate) groupings of cam and sabbat clans, with roughly equivalent
numbers per group. If this is the long term plan, then G3/4 for indies can
be left 'as is' and we merely have a weak period for those four clans, out
of necessity. The alternative is to over-populate G3 with indies, which
could easily be worse than the problem which currently faces us.
If this is the case, then I could live with it.
I (and others) would like to know what the plan is, though. I think that
letting people know what the long term plan is can go further towards
quieting concerns (more so than the current discussion about changing the
grouping rule does). It can also give a better framework for feedback on
the suggested rules change, which has repurcussions that go beyond the scope
of the current issue(s).
As for other reasons to change grouping rules, IMO at this time they don't
rise to the level of needing action.
Thanks
DaveZ
Atom Weaver
"XZealot" <nbr...@rapidretailsolutions.com> wrote in message news:<2gsddkF...@uni-berlin.de>...
> What about this version?
>
> Killy 9
> 10
> Ravnos Group 4
> CHI FOR aus PRE +1 bleed
> Killy 9 may untap between Methuselah's turns
Comparing Killy 9 to other Group 3 and 4 vampires, such as Lucas
Halston and Helena, I'd say his power needs to be revised. Also, a 10
cap Ravnos without animalism is going to be a lame duck. Here’s
a more reasonable design:
Killy 9
10
Ravnos Group 4
ANI CHI FOR pre pro +1 bleed
Killy 9 may burn 1 blood to untap during any other methuselah’s
untap phase.
Playtesting with the rest of Groups 3 and 4 is the next step.
You see my point? No Group 4 vampire is going to be outrageous in
conjunction with 1 because they have to balance with 3. The only
exception might be obvious problems like another FOR PRO ani 5-cap.
David Zopf wrote:
> The alternative is to over-populate G3 with indies, which
> could easily be worse than the problem which currently faces us.
I disagree. I don't think available vampires is as significant as
titles, sect cards, and discipline spreads. More indies would not
address any of those aspects. Less importantly, the indies have already
suffered a long period of *extreme* weakness compared to Cam and Sabbat
(I'm talking pre-Final Nights). Subjecting them to yet another
protracted period, due simply to the short-sightedness of previous
designers is unacceptable. Just let them have a few more vampires than
the other groups. Maybe the Law Firm lovers will whine some, but people
aren't going to leave the game in droves just because the Giovonni have
a few more vampires than the !Malk, especially when they really don't
have the ability to combine base and antitribu the way most clans can.
__
David Cherryholmes
"David Cherryholmes" <david.che...@duke.edu> wrote in message
news:2guh8lF...@uni-berlin.de...
> David Zopf wrote:
> > The alternative is to over-populate G3 with indies, which
> > could easily be worse than the problem which currently faces us.
>
> I disagree.
Bah. And what do you know? ***Ttthhpppffffttt!!*** :-P
> I don't think available vampires is as significant as
> titles, sect cards, and discipline spreads. More indies would not
> address any of those aspects. Less importantly, the indies have already
> suffered a long period of *extreme* weakness compared to Cam and Sabbat
> (I'm talking pre-Final Nights). Subjecting them to yet another
> protracted period, due simply to the short-sightedness of previous
> designers is unacceptable. Just let them have a few more vampires than
> the other groups.
So G3 should get how many Indies per clan? 12 to 15? That would populate
G2/3 at about 40-41 Indies per clan (vs. 24-25 for Cams or Sabbat), and is
what you would need to make a balanced future indie population out of G3/4.
I understand that you don't want them to get short-handed, but this option
will make for a vastly preferred grouping (G2/3), which will be tough to
explain to new players down the road...
> Maybe the Law Firm lovers will whine some, but people
> aren't going to leave the game in droves just because the Giovonni have
> a few more vampires than the !Malk, especially when they really don't
> have the ability to combine base and antitribu the way most clans can.
>
The clan exclusive angles are an issue with available vamps, I'll admit.
They might stand a few more in each grouping than Cam/Sabbat do. Even if
you disagree on supplying more G3 Indies, you can see the problem if we both
implement the Odds and Evens grouping _and_ increase the population of G3,
right? This is why I'm interested in the forward plan for populating the
groups... Unless you know that, how can one reasonably assess this
suggested change?
Whats more, it should be recognized that if Odds and Evens is implemented,
then G2 Indies become the semi-permanent even group of choice for those
clans, due to its heavy population. Is that fair to new and future indie
players? If you implement O&E, and intend to give future players equal
access, that suggests that further even numbered groups should be populated
with indies to roughly the same degree as G2. While I love Indies a bunch,
I don't think thats a fair arrangement either(I don't want to see _that_
many indie vamps for G4 ). I take issue with the fact that it could
perpetuate the unbalanced per-group population of the indies.
DaveZ
Atom Weaver
Derek Ray <lor...@yahoo.com> wrote in message news:<fljia0dj6be289in8...@4ax.com>...
> Yes, Emmitt, I'm saying that no matter what anyone comes up with, you'll
> claim it's not a problem. You are obviously 100% closed-minded on this
> subject; this is why I'm not catering to your zealotry.
Huh. Did you skim my usenet history and decide I'm an inflexible,
irrational, say-anything-to-come-out-ahead-in-an-arguement kind of
guy, or did you just, like, smell it on me. Well, if anyone can
recognize close-mindedness and zealotry at a glance, I'm sure it's
Derek Ray.
Playtesting is a difficult and largely thankless job. No matter what
is decided on the grouping issue, it's going to continue getting
harder. New library cards increase the difficulty of playtesting
geometrically; new vampires are nearly as difficult.
Changing the grouping rule to odd/even will make playtesters' job more
difficult, that's clear. But I don't believe it will make it
significantly more difficult. After a vampire has gone through the
exhaustive process of testing a it with all the others in its group,
all the vampires in the group before it, and all existing library
cards, that vampire's been pretty well vetted. The only additional
effort with the proposed rule will be to keep an eye out for crazy
synergy with vampires from older groups.
After I snipped away all the bile Derek can't seem to keep from
dribbling on his keyboard, he had these points to make about how
Groups 1 and 3 have very different compositions.
> ...how many Group 3 vampires are identical to Group 1 vampires?>
> How many Group 3 specials match up with Group 1 specials?
>
> How many Group 3 clan discipline spreads are similar to Group 1 clan
> discipline spreads?
Derek's point is that because of these differences, rigorous
playtesting under the proposed grouping rule would become too
difficult. I disagree, simply because a) for novelty's sake, new
groups are designed to be substantially different from old groups, so
a two-group restriction will be enough to limit dial-a-crypt syndrome
and b) the only balance issues that wouldn't be caught by testing new
vamps against two groups would be incredibly obvious problems arising
from being combined with distinctive, and therefore well-known, older
vamps.
I could be wrong. I'm willing to listen.
Ankur Gupta <agu...@cs.duke.edu> wrote in message news:<Pine.GSO.4.60.04...@peso.cs.duke.edu>...
> I'm not particularly talking about a series of extreme cases (you
> mentioned in an illustrative sense the Kindred of the East) so much as
> simple things like changing dominant out-of-clans for particular clans for
> various set instances. For example, Nos Group 1 vampires tend to have
> fortitude out of clan, and Nos Group 3 have auspex. This is primarily
> because group 2 was balanced such that it was possible for group 3
> vampires to have auspex.
>
> If we allow group 4 to avoid making adjustments with respect to group 1,
> we could provide some interesting mix such that group 5 vampires emphasize
> yet another out-of-clan. However, if we force group 4 to mix with group 1,
> how different can it really be from group 2?
Hmmm. Well, the group 4 Nos could have a lot of Quietus out-of-clan.
Assuming they balanced with Group 3, they would be quite different
from Group 2 and still mix with 1 in a balanced way. Ditto for many
other disciplines. They could have a lot of Event-, Anarch-, or Black
Hand-related powers, or powers that closely mimic the Obf, Pot, or Ani
cards from those releases. Then, the group 5 Nos could have another
discipline--Thanatotis, as an off-the-wall example, since they would
mix with group 2--and powers that work with the most recent
developments in the game. The resulting Groups would have very
different flavors indeed.
I'm not saying you're totally wrong; eventually it's going to be hard
to come up with fresh new vampire concepts that balance with old
vampires. But I think that will eventually be a problem no matter
which grouping rule we use, and I think the best solution is for the
design team to continue introducing new wrinkles (Events, etc.) into
the game for new vampires to synergize with.
Thanks for discussing these issues so politely, by the way. I tend to
take other people's good manners for granted, but I probably
shouldn't.
Emmit Svenson wrote:
> Thanks for discussing these issues so politely, by the way. I tend to
> take other people's good manners for granted, but I probably
> shouldn't.
Ankur played with my group for... what? A year or two? And he never
lost his cool once. He's got superior Polite and a +1 polite special!
--
David Cherryholmes
"David Zopf" <david...@snet.net> wrote in message
news:OLpqc.2411$8z3....@newssvr32.news.prodigy.com...
>
> "David Cherryholmes" <david.che...@duke.edu> wrote in message
> news:2guh8lF...@uni-berlin.de...> > I don't think available vampires is as significant as> > titles, sect cards, and discipline spreads. More indies would not
> > address any of those aspects. Less importantly, the indies have
already
> > suffered a long period of *extreme* weakness compared to Cam and
Sabbat
> > (I'm talking pre-Final Nights). Subjecting them to yet another
> > protracted period, due simply to the short-sightedness of previous
> > designers is unacceptable. Just let them have a few more vampires
than
> > the other groups.
>
> So G3 should get how many Indies per clan? 12 to 15? That would
populate
> G2/3 at about 40-41 Indies per clan (vs. 24-25 for Cams or Sabbat),
and is
> what you would need to make a balanced future indie population out of
G3/4.
> I understand that you don't want them to get short-handed, but this
option
> will make for a vastly preferred grouping (G2/3), which will be tough
to
> explain to new players down the road...
Projection time! :-)
If the current "9 months between expansions" schedule lasts forever, and
if, well, this assumption probably needs validation or discrediting at
the hands of tonight's developer chat, but if there is never another
"base set" (ie we see only "medium size" expansions from now on), here's
what might happen in the future. I'll start with what's happened
already, grouping-wise. (All numbers subject to my error in use of
Monger...)
Aug 2002: CE - 100 group 3
May 2003: AN - 52 group 3, 5 group 2 (all Advanced versions)
Nov 2003: BH - 51 group 3, 6 group 2 (Advanced)
May 2004: GE - 34 group 4, 12 group 3, 4 group 2 (Advanced)
Projecting that forward, it looks like group 3 is probably finished with
a little over 200 vamps. So in rough terms, here's what we might see:
Feb 2005: 50 group 4
Nov 2005: 50 group 4
Aug 2006: 50 group 4
May 2007: 50 group 5
Feb 2008: 50 group 5
Nov 2008: 50 group 5
Aug 2009: 50 group 5
May 2010: 50 group 6
There could easily be a few Advanced or whatever scattered in there from
earlier groups, too. It would be possible to start later groups
earlier, splitting between groups 4 and 5 sooner than 2007, for example,
but I don't know if they'd feel the need to actually do so.
Do I have a point? Well, maybe. My initial impression is that in the
long run, we are all dead. (thank you, Mr. Keynes. ;-)
That is, if I have a point to make at all, it is that I'm not sure it's
a good idea to plan for the next fifty years of VTES expansions when
we're not sure it'll even be getting expansions for another 10. If a
problem were going to develop with, say, an odd/even rule somewhere
around group 7... well, it would take us until sometime after 2010 to
see it. Perhaps we ought to burn that bridge when we get there...? :-)
That is, I can see the point about group 2 having a shot at becoming the
preferred group "in eternity" if group 3 got more Independent vampires
(though I think this would have mattered more/been more likely if the
Indies hadn't already started group 4 with Gehenna now). But even if
that *doesn't* happen, group 2 is likely to be the preferred group for
Indies at least until August 2006 (when group 4 might be big enough to
give group 2 a run for its money). That's more than two years away.
That's quite a while in which new players have to deal with this "group
2 is preferred" problem no matter what we do with the grouping rules.
Josh
damn the groups, full speed ahead!
Joshua Duffin wrote:
> If the current "9 months between expansions" schedule lasts forever, and
I would like to see this re-examined as well. The flurry of expansions
has left my wallet scorched and big holes in what was once a pretty
complete collection. I am *not* "whining" about the fact that my hobby
costs money, nor would I like to see WW go out of business. But I am
suggesting that my "jyhad budget" could easily be occupied with going
back and filling out some of the stuff I missed as I chased expansion
after expansion. Perhaps WW would be willing to forego an expansion and
just release a few choice reprints instead?
I believe the future of the game is more threatened by "expansions for
expansions sake" than it is from dropping off the radar (even though
Scott has done an overall bang up job). If they never printed another
new card, this game would still be highly sellable and playable ten
years from now, whereas the pursuit of the short term game could leave
us with scrambled eggs in five.
__
David Cherryholmes
<snipped prior discussion, look on Google if you care>
> Hmmm. Well, the group 4 Nos could have a lot of Quietus out-of-clan.
> Assuming they balanced with Group 3, they would be quite different
> from Group 2 and still mix with 1 in a balanced way. Ditto for many
> other disciplines. They could have a lot of Event-, Anarch-, or Black
> Hand-related powers, or powers that closely mimic the Obf, Pot, or Ani
> cards from those releases. Then, the group 5 Nos could have another
> discipline--Thanatotis, as an off-the-wall example, since they would
> mix with group 2--and powers that work with the most recent
> developments in the game. The resulting Groups would have very
> different flavors indeed.
True. It is possible to make the sort of adjustments you're talking about
when you're considering a particular clan in isolation. As a matter of
fact, I think it's quite clear that until you include the same out-of-clan
for some even and odd set, you may not have too many problems. . . .
As far as out-of-clans for a single clan go.
You also have to include for each of these clans the considerations with
respect to other clans and their out-of-clan disciplines. (Which I'm sure
you already had in the back of your mind.) But, even just considering the
isolated point of a single clan's balancing, it's clear that over the
course of infinity, we're reducing the amount of fidgeting room each time
we release a new group of vampires, because we must exclude otherwise
interesting vampires based on poor balancing with an old group.
> I'm not saying you're totally wrong; eventually it's going to be hard
> to come up with fresh new vampire concepts that balance with old
> vampires. But I think that will eventually be a problem no matter
> which grouping rule we use, and I think the best solution is for the
> design team to continue introducing new wrinkles (Events, etc.) into
> the game for new vampires to synergize with.
My main question is why we should adopt a rule that exacerbates the
difficulty that we'll experience in the future and necessitates rules to
shake the game up and potentially rebalance it? I guess I just don't see
the current status of the game as desperately needing a shift of this
nature. . . . Did I miss your reasons for *why* you think a change needs
to be proposed? (Mind also that the Indy grouping issue seems to be fairly
key to the discussion, and I'm not sure that's really handled.)
Eventually, I am worried that the "point-counterpoint" nature of V:TES
will falter when, despite our best efforts, some unbalanced aspect is
overlooked. To take a bad example off the top of my head, Qadir becoming a
DoC and Concert Touring may not be broken, but it certainly does
constitute a case where his potential trick wasn't really discovered until
a few months ago. Now this is at least a couple of years after Bloodlines
was released. Though the argument can be made that vampire balancing may
be easier to perform (with respect to other vampires), I'm not sure just
how easy it would be to consider every possible card combination with
incoming vampires as well.
Let's suppose it hadn't been discovered.
In group 37, V:TES sees an Assamite clan with out-of-clan disciplines in
Melpominee. Now all of a sudden, Quadir is amazingly useful to such a
weird crypt, but it's really not obvious at all that Qadir could be your
man. After all, his crypt card says nothing about DoC, nor does he have
MEL/mel. A routine ELDB search probably won't find it. It's group 37, so
no one remembers poor old Qadir, because he's a loser vampire in general.
Bam. Someone finds it because they've been doped up and talked about
Touring Trannies. In this case, it could be a problem. (I'm not really
worried about analyzing whether the crypt would be broken or not. . .
that's not really the point.) I feel that such scenarios are within the
realm of reasonably possible, and I don't feel comfortable with
instituting a rule which effectively makes them more probable. It's less
likely to occur in a case where you can only use an adjacent group, since
people will be far more aware of relevant vampires.
Here's a quiz to prove this point of awareness:
1) What disciplines does Gillian Krader have? What clan is he? What's his
special?
2) What about Rafaele Giovanni?
3) What about Qufur am-Heru?
I don't know about you, but I failed horribly on 2 of 3 of these vampires
and they all have very interesting and unique spreads of disciplines and
interesting specials. It's entirely possible that some combo synergy will
exist between these and other vampires in the future. And we may never
catch it, because the older cards are no longer in our cache and the
specials aren't searchable in a clean way. (Though they may be by the time
group 37 comes out. Heh.)
In sum, it seems far more elegant to accept that any consecutive grouping
is allowed and others are not, where a particular window of groups provide
a variety of options that are unavailable in other groups. Incidentally,
this sort of concept revitalizes older groups, because a player would
revisit older groups in order to manifest a deck based on a discipline
spread that's not available anywhere else. This scheme may present issues
in a legacy sense, but I consider it entirely feasible that if grouping
were to continue in its current form, we might be able to justify a
vampire-only expansion, which contains vampires from older sets or
something like that. Advanced vampires are yet another mechanic to handle
the legacy problem, for instance.
> Thanks for discussing these issues so politely, by the way. I tend to
> take other people's good manners for granted, but I probably
> shouldn't.
Hey, thanks. I figure a person can't really talk about an issue if they're
frothing at the mouth. Rather than telling people they're stupid, one
often learns from trying to figure out what another person means. Because
it may be the case that you're the idiot and you just don't know it yet. I
think you dodged the potential derailing of this topic quite well. Kudos.
Ankur
>> Thanks for discussing these issues so politely, by the way. I tend to
>> take other people's good manners for granted, but I probably
>> shouldn't.>
> Ankur played with my group for... what? A year or two? And he never lost
> his cool once. He's got superior Polite and a +1 polite special!
lol. I bet. People here have me with SER/DEM/PRE and a +1 BS tabletalk
special. ;)
Ankur
"David Zopf" <david...@snet.net> wrote in message
> "LSJ" <vte...@white-wolf.com> wrote in message> > Oddly enough, there's a developer's chat scheduled for tomorrow at 6pm
> > EDT. One of the topics listed for that chat is the next expansion. :-)
> >
> Yeah, I hope to be there. My thought was that a more pro-active
> communication from WW (through you) would be more helpful.
How is the chat not proactive communication?
Why would saying <X> here, reactively, be more proactive than saying <X> there?
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
"LSJ" <vte...@white-wolf.com> wrote in message
news:eb4eb7f8.04051...@posting.google.com...
> "David Zopf" <david...@snet.net> wrote in message
> > "LSJ" <vte...@white-wolf.com> wrote in message
> > > Oddly enough, there's a developer's chat scheduled for tomorrow at 6pm
> > > EDT. One of the topics listed for that chat is the next expansion. :-)
> > >
> > Yeah, I hope to be there. My thought was that a more pro-active
> > communication from WW (through you) would be more helpful.
>
> How is the chat not proactive communication?
> Why would saying <X> here, reactively, be more proactive than saying <X>
there?
>
Access and opportunity. Not everyone can make the 6 pm chat schedule, and
the timeframe for posting a chat script has been left unspecified Anyone
could check Usenet at a time convenient to them. Pro-active was probably a
poor choice of wording, though.
DaveZ
Atom Weaver
"David Cherryholmes" <david.che...@duke.edu> wrote in message
news:2gut49F...@uni-berlin.de...
> Joshua Duffin wrote:
>
> > If the current "9 months between expansions" schedule lasts forever,
and
>
> I would like to see this re-examined as well. The flurry of
expansions
> has left my wallet scorched and big holes in what was once a pretty
> complete collection.
You may have already considered this, but the most recent three have
been more blizzardlike than the "normal standard" is supposed to be -
after Anarchs, Black Hand and Gehenna came out after only six months
each, not the "usual" nine. If they return to the nine-months schedule
(hey, it works for babies ;-) I would think that might be reasonable
enough. Although I don't know if you found the expansionary pace too
rapid from Sabbat War through Anarchs? Hmm, looks like it was only 6
months from FN to BL, too. Interesting. Then 8 from BL to CE, then 9
from CE to AN.
> I believe the future of the game is more threatened by "expansions for
> expansions sake" than it is from dropping off the radar (even though
> Scott has done an overall bang up job). If they never printed another
> new card, this game would still be highly sellable and playable ten
> years from now, whereas the pursuit of the short term game could leave
> us with scrambled eggs in five.
It's possible you're right. From what I've heard, from people in the
business at least, though, the "casual player" (the people who perhaps
aren't on the newsgroup or the White Wolf forums or whatever) and the
retail stores only really think about VTES when there's a new expansion
out. Keeping a fairly constant pace of expansions may be pretty key to
being able to sell enough cards to sell cards at all, for White Wolf.
Sure, the hardcore "been playing since 1994" people like the game with
its existing cards enough that they would probably keep playing if the
expansions stopped right now and never started again. But it seems that
White Wolf doesn't have a business plan, that way - that selling more
print runs of the existing expansions doesn't work well,
gaming-industry-wise. And I don't know what the true numbers are, but
it's possible that there are more people out there playing VTES who
aren't the "1994 crowd" (and do want new cards) than those of us who are
(and tend to argue for a slower expansion pace on the newsgroup, etc).
Josh
already planning to drive out to the game store and drop $150 on gehenna
tonight
Joshua Duffin wrote:
> out. Keeping a fairly constant pace of expansions may be pretty key to
> being able to sell enough cards to sell cards at all, for White Wolf.
It may be. I freely admit I don't know much about running any kind of
business, much less this specific business. But that was my opinion and
I thought I'd voice it (you know.... just to see how it felt). ;)
__
David Cherryholmes
have opinion, will travel
David Cherryholmes <david.che...@duke.edu> wrote in message news:<2guh8lF...@uni-berlin.de>...
[ quoted text not captured ]
I agree 100% with you! :)
It´s so nice when a post comes by that I wish I had written myself!
I'd just like to echo that David has made an excellent point here about
the comparison between Independent crypt woes vs. the base/antitribu
choices. With few exceptions (!Ventrue and !Gangrel), the antitribu
effectively *double* the number of vampires a person can choose from when
designing a crypt around disciplines. And heck, if it's well-balanced
enough, one also has the opportunity to use clan cards from *two* clans.
Neither of these benefits is available to clans without antitribu
counterparts. So then why is it wrong/bad to print more vampires from
these clans?
Ankur
Steals posts from masta' as a +1 stealth action
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message
news:Pine.GSO.4.60.04...@peso.cs.duke.edu...
> I'd just like to echo that David has made an excellent point here about
> the comparison between Independent crypt woes vs. the base/antitribu
> choices. With few exceptions (!Ventrue and !Gangrel), the antitribu
> effectively *double* the number of vampires a person can choose from when
> designing a crypt around disciplines. And heck, if it's well-balanced
> enough, one also has the opportunity to use clan cards from *two* clans.
>
> Neither of these benefits is available to clans without antitribu
> counterparts.
Not true, unless you want/need three discipline overlap...
> So then why is it wrong/bad to print more vampires from
> these clans?
>
Because not all deck types need three discipline overlap? Because you get a
whole bunch of additional overlap for non-clan (discipline) based decks?
Because it could help out monodiscipline decks more than they need?
You get three discipline overlap with a Clan/!Clan mix, sure. But very
often, overlapping two is more than adequate. Many decks only need one
discipline (mono discipline decks based off of Potence, Dominate, or
Obfuscate?)
As for two-disciline overlap (I know you all know this);
Gio (Pot, Dom); overlap with Lasombra,
Ravnos (ani, for); overlap with (a plethora of) Gangrel and Country !Gangrel
FoS (obf, pre); overlap with Baali, and a wealth of other vamps across the
capacity spectrum. Off the Monger utility: 54 out of 75 vamps with at
least (obf pre) are non-Setites...
Assamite (Obf Cel); overlap City !Gangrel. Off the Monger again; 65 of 83
vamps with at least (obf cel) are non-Assamites.
Add more vamps to the indies, and you add more population to the above (and
the mono-discipline decks)... its unavoidable.
If the problem as you perceive it is access to the 'clan-exclusive'
discipline, isn't there a way (a don't print a lot of vamps way) to resolve
that without overpopulating the group? For example: I'd be all for a unique
trifle which gives the specific clan-exclusive discipline at superior to a
member of the corresponding clan;
eg:
Ophidian Humour
Followers of Set
Master: Unique Trifle
Burn Icon
Put this card on a Follower of Set. This vampire now has Superior
Serpentis. Not playable on a vampire with Superior Serpentis.
Paradoxical Predilection
Ravnos
Master: Unique Trifle
Burn Icon
Put this card on a Ravnos. This vampire now has Superior Chimerstry. Not
playable on a vampire with Superior Chimerstry.
Sovereign Silence
Grave Disposition
...or whatever. My point is, alternate solutions exist for resolving the
problems around the Indies, which don't require us to either change the
grouping rule, or overpopulate Group 3.
DaveZ
Atom Weaver
> ...or whatever. My point is, alternate solutions exist for resolving the
> problems around the Indies, which don't require us to either change the
> grouping rule, or overpopulate Group 3.
Fair enough. Point conceded.
Ankur
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
I would just like to express my wholehearted approval and support of
this idea. I had been praying for something exactly like this to
happen, and this post has made my day.
Let me explain why.
Having collected a vast amount of Jyhad/DS/AH when they first came
out, myself (and much of my playgroup) bought very little Camarilla
edition when it was released. This was mainly because we already had a
plentiful supply of the library cards (also because of objections to
new layout/groups, but that is another story).
When Black Hand was released we bought a fair amount, as this
expansion focused on Sabbat and the group 3 vampires were easily
useable with our existing group 2 Sabbat.
Now with the release of Gehenna and the appearance of group 4
vampires, the utility:cost ratio of the set has decreased to such a
level that most of us had planned not to buy any at all. After all,
most of the new vampires would be incompatible with our existing
collection.
Now, many may cry "well you should have bought Camarilla Edition!",
and that may be fair enough from a purist "money is no object"
perspective. However, in most peoples lives money _is_ an object and
it was simply not worth it, considering the amount of reprinted
library cards.
Now, using LSJ's brilliant suggestion, the group number of your
vampire collection need _never be an issue_ when deciding to pick up a
few boosters of a new set! As long as you have a decent amount of
vampires from any two odd/even group, you can buy _any_ new expansion
that is released without fear of incompatability!
I love this idea. Please implement it as soon as possible.
With regard to other concerns:
1) Added playtesting complexity.
This is a valid point but I believe it has been exaggerated beyond its
real importance. Consider that the same argument can be made for the
new library cards introduced with each new set (ie. They have to be
tested in compliment with every library card released to date). I
believe that the playtesters will be up to the challenge. Extending
the playtesting period is an option if it is really essential.
2) Independent vampires.
Yes independent vampires have a tough deal at the moment. However this
situation would be easily remedied by adding more group 4 independent
vampires in a future expansion. We need not hamstring the streamlining
of the grouping process forever just because of that concern!
As you can probably tell, I feel very strongly about this issue.
Please, implement this idea. Democritus and co. will love you forever.
Great idea LSJ, it actually welcomes anachronistic Group 1 players
back into the fold of being able to buy a v:tes expansion that they
can easily use, and that isn't full of more bloody reprints.
Gilbert Duane has put in the hard yards for a very long time - I think
it would be a shame for him to miss out on the End Times and beyond.
Oh please, let him be in the end times. Muahahahaha.
People talking about independents sucking are really distracting from
how good this idea is.
VOTE #1 for EVEN AND ODD!
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>
> Anyone have any thoughts on that change?
Sorry, it became sort of longish. Feel free to skip. ;)
The main difference seems to be a linear vs. a more exponential
increase in the possible number of group combinations. The current
system is pretty linear; with n groups it yields n-1 possible
combinations. The proposed system gives superior numbers; if n=2k,
it yields k*k, if n=2k+1, it yields k*(k+1). The difference is less
significant with 4 groups (only 3 vs. 4), but with each new group it
becomes more and more evident. At 7 groups this means 6 vs. 12
combinations. At 10 it means 9 vs. 25.
Increased number of possible combinations seemingly increases the
freedom of deck construction. However, with later groups it puts a
drastically increased pressure on game developers and playtesters,
inevitably leading to one form of adverse compensation: either the
developers are more prudent to begin with (and make upcoming groups
thinner/weaker), or the regular playtesting schedule proves to be
ineffective in isolating the majority of the abusable combos.
More possibilities increase the intensity of the game (something
which VTES does not currently need IMHO). A lot of us grumpy old
timers are pretty tolerant of a more static game. The increased
number of options seems more like overkill, as even with the current
rate of expansions (and the current grouping rule) it is very easy
to fall behind schedule with deck construction.
There is also the case of gradual evolution. If the new group is
only combined with the previous group, even major changes can be
introduced by small, gradual steps. Unique abilities and discipline
spreads only need to be synchronised with the previous group to
avoid dial-a-crypt-style abuse.
So in general I disapprove of the proposed idea, even though I
greatly appreciate the initiation of such an open conversation with
the fans. I'm sure that the fans who have strong opinions one way or
the other will be more tolerant towards the results simply because
they feel that WW really tries to make this game be the best for all
of us. (Of course, such tolerance is beyond me, but the other fans
will undoubtedly compensate... ;)
Sidenote: to avoid discouraging players who just want to grab a
booster or two from whatever expansion they like and play away, it
is possible to encourage moral rules. Like allowing noobies more
freedom for their deck construction (because if all you have is 10
different boosters, you are far from min/maxing and crypt-dialing).
Other Sidenote: It is possible to be somewhat more lenient with
individual card groups. Like introducing some crypt cards that have
multiple group identifications. Examples:
- Group Omega [greek letter for caps Omega] can be mixed with any
one group.
- Group Even [symbol similar to percentile] can be mixed with any
one odd group.
- Group Alpha [greek letter for small-case Alpha] cannot be mixed
with any group, and can only be used in itself (hinting at a 'group'
predating the modern WoD?).
Bye,
Daneel
LSJ wrote:
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).> [snip]> Anyone have any thoughts on that change?
I love it. I'm going to marry it.
As the owner of a considerable number of group 1 vamps, the idea of
being able to use these guys with some of the latest stuff is awesome.
The "cheese limit" imposed by the grouping rule remains effective, but
at the same time vamps from older sets (*coughgroup1cough*) suddenly
become relevant to the modern game. "Old school" players who were in
effect stranded by the grouping rule can now buy the latest expansion
and use the vamps with their existing collection.
Good stuff all around. Modify away, please.
Appolonius.
> 75% of your crypt must come from up to 2 consecutive groups.
> 25% of your crypt can be from any other group you want.
I'm all for options. My way of doing this would be:
The crypt may come from any two consecurive groups. Alternatively, you
may limit yourself to one group + freebies. If the crypt contains 75%
vampires from a single group, the remaining 25% may come from any (i)
three (ii) different groups.
Bye,
Daneel
David Zopf wrote:
> Not true, unless you want/need three discipline overlap...
Tripartite equivelancy is simply not the reality. There is one
discipline among the three that is much more heavily weighted. If one
wished to build an ANI-FOR deck or a POT-DOM deck or a CEL-OBF deck or
an OBF-PRE deck, then your counter-argument would hold. Despite the
fact that I'll conceded there is no agreed upon definition of what a
"clan" deck is, I still think it is a completely mild statement to
assert that decks built around the 4 independent clans almost always
avail themselves of the unique, signature disciplines those clans
possess (except Quietus, and if the designers ever decide to print
something decent for it, perhaps even an Uncommon, it too would fall
into line).
Even if you dispute this, it is a *fact* that the majority of clans in
this game have a corresponding antitribu or camarilla counterpart that
exactly matches their discipline spread. This is an advantage. An
advantage the Independent *clans* (not "Bloodlines", not "masochistic
distractions".... "clans") lack. Do they receive anything in return for
this weakness? No. If one ascribes to the theory of "Suitably
Interesting Targets" -- as I do -- then it makes perfect sense: the
Indies are *supposed* to suck. They suck by design. They provide the
suitably interesting targets for the easy strategies that hook newbs and
maintain the imbalance that keeps experienced players challenged. But
if anyone is going to pay lip service to actual *game balance*, then
this lack of crypt resources is just one more screw job on the pile that
the indies have historically suffered. It would *not* break the game to
throw them a bone, and let those of us who happen to like the
independent clans have some vampires we can play with sans back flips
*now*, as opposed to 2006.
And yes, I did catch the mention of the new Indies to come in February
of next year. I'll dust off my coasters when they arrive but, in the
meantime, 2 extra group 3 vampires in the 2/3 indy split would be a far
preferable solution. And as an advance response to any "done is done"
replies: they were obviously willing to re-work the grouping rule in its
entirety..... shifting 8 vampires is trivial in comparison.
__
David Cherryholmes
In message <75bdf7ed.04051...@posting.google.com>,
emmits...@hotmail.com (Emmit Svenson) mumbled something about:
>Derek Ray <lor...@yahoo.com> wrote in message news:<fljia0dj6be289in8...@4ax.com>...>> Yes, Emmitt, I'm saying that no matter what anyone comes up with, you'll
>> claim it's not a problem. You are obviously 100% closed-minded on this
>> subject; this is why I'm not catering to your zealotry.>
>Huh. Did you skim my usenet history and decide I'm an inflexible,
>irrational, say-anything-to-come-out-ahead-in-an-arguement kind of
>guy, or did you just, like, smell it on me. Well, if anyone can
>recognize close-mindedness and zealotry at a glance, I'm sure it's
>Derek Ray.
Demanding a strawman that you can then shoot down and claim "Hah! I
win!" is a typical effort.
>Playtesting is a difficult and largely thankless job. No matter what
>is decided on the grouping issue, it's going to continue getting
>harder. New library cards increase the difficulty of playtesting
>geometrically; new vampires are nearly as difficult.
And you are proposing to double this task.
>Changing the grouping rule to odd/even will make playtesters' job more
>difficult, that's clear. But I don't believe it will make it
Twice as difficult, at the moment. Exponentially more as new groups
arrive.
>significantly more difficult. After a vampire has gone through the
>exhaustive process of testing a it with all the others in its group,
>all the vampires in the group before it, and all existing library
>cards, that vampire's been pretty well vetted. The only additional
>effort with the proposed rule will be to keep an eye out for crazy
>synergy with vampires from older groups.
But you must go through the exhaustive process of testing it with all
the others in group 1, as well as group 3 and group 4 now. It's
relatively safe to start from the assumption that group 4 vampires are
balanced with respect to each other; the designer himself is going to
catch a lot of things and the testers will never see them. It's the 4-3
and 4-1 that you have to pay attention to.
>After I snipped away all the bile Derek can't seem to keep from
>dribbling on his keyboard, he had these points to make about how
>Groups 1 and 3 have very different compositions.
You snipped these points:
"And now double that magnitude if you need group 4 to be balanced with
both group 3 and group 1. But don't increase the time between sets, or
the time for each round of playtesting.
And increase the complexity of the specials in question, and increase
the number of library cards that must be tested not just with Group 4
now, but with Group 4-3 and Group 1-3.
Oh, and add a new twist to the game every set, such as Gehenna cards,
the Black Hand mechanic, the Anarch mechanic, the multiple Bloodlines
rules, .... the list just goes on and on. And be sure to cover how
those mechanics interact with all prior mechanics during your testing.
And spend your time actually PLAYING the cards during the testing
process, not just reading them and arbitrarily assigning "fine, not
fine" to them. "
You seem to want to gloss over them and dismiss it as "oh, it's nothing,
playtesting is hard and it will just get harder". Do you not see that
increasing the effort required to playtest exponentially in this fashion
will slowly lead to more and more groups just deciding not to test?
Are you aware of the long-term effects of playtesting on a playgroup?
>> ...how many Group 3 vampires are identical to Group 1 vampires?
>>
>> How many Group 3 specials match up with Group 1 specials?
>>
>> How many Group 3 clan discipline spreads are similar to Group 1 clan
>> discipline spreads?>
>Derek's point is that because of these differences, rigorous
>playtesting under the proposed grouping rule would become too
>difficult. I disagree, simply because a) for novelty's sake, new
>groups are designed to be substantially different from old groups, so
Which only increases the difficulty of playtesting, because those
differences mean that different groups mixed together will yield
different results. Thank you. Reason (a) supports my point nicely.
>a two-group restriction will be enough to limit dial-a-crypt syndrome
>and b) the only balance issues that wouldn't be caught by testing new
>vamps against two groups would be incredibly obvious problems arising
>from being combined with distinctive, and therefore well-known, older
>vamps.
>
>I could be wrong. I'm willing to listen.
That's up for debate; you keep snipping the detailed reasons why it'll
become more difficult, and instead choose spend your time pissing and
moaning because I called you a naughty boo-boo. Get used to it: I call
everyone a naughty boo-boo.
But at least you're no longer begging for a strawman to shoot down.
-- Derek
a host is a host from coast to coast
and no one will talk to a host that's close
unless the host that isn't close
is busy, hung, or dead
In message <75bdf7ed.04051...@posting.google.com>,
emmits...@hotmail.com (Emmit Svenson) mumbled something about:
>"XZealot" <nbr...@rapidretailsolutions.com> wrote in message news:<2gsddkF...@uni-berlin.de>...>> What about this version?
>>
>> Killy 9
>> 10
>> Ravnos Group 4
>> CHI FOR aus PRE +1 bleed
>> Killy 9 may untap between Methuselah's turns>
>Comparing Killy 9 to other Group 3 and 4 vampires, such as Lucas
>Halston and Helena, I'd say his power needs to be revised. Also, a 10
>cap Ravnos without animalism is going to be a lame duck. Here’s
>a more reasonable design:
1) You don't get to redesign vampires, as a tester. You have to work
with what you have.
2) Why do you think it needs to be changed? What's wrong with him?
3) Ankla Hotep is a 9-cap Ravnos without Animalism, and we see him in
play an awful lot.
[ quoted text not captured ]
David Cherryholmes <david.che...@duke.edu> wrote:
> Even if you dispute this, it is a *fact* that the majority of clans in
> this game have a corresponding antitribu or camarilla counterpart that
> exactly matches their discipline spread. This is an advantage.
Here's some disputing for the fire:
Ventrue/!Ventrue have different "clan discipline" spreads.
(pre/dom/for vs aus/dom/for)
In much the same way, Assamite/City Gangrel do.
(qui/cel/obf vs pro/cel/obf)
"Jozxyqk" <jfeu...@eecs.tufts.edu> wrote in message
news:86Jqc.24198$gr.2072865@attbi_s52...
[ quoted text not captured ]
Yes, but "majority". :-)
Josh
think it's a coincidence that the !ventrue and !gangrel were widely
believed to suck for so long...?
"Derek Ray" <lor...@yahoo.com> wrote in message
news:jelma0hvpi49llu82...@4ax.com...
> In message <75bdf7ed.04051...@posting.google.com>,
> emmits...@hotmail.com (Emmit Svenson) mumbled something about:> >Playtesting is a difficult and largely thankless job. No matter what> >is decided on the grouping issue, it's going to continue getting
> >harder. New library cards increase the difficulty of playtesting
> >geometrically; new vampires are nearly as difficult.
>
> And you are proposing to double this task.
I think you're exaggerating. The crypt cards account for less than half
of the playtesting job in my experience. Much less than half, in fact.
More than doubling the number of possible vampire combinations still
wouldn't make VTES playtesting impossible. I actually agree that it
would probably only make it slightly more difficult.
> You seem to want to gloss over them and dismiss it as "oh, it's
nothing,
> playtesting is hard and it will just get harder". Do you not see that
> increasing the effort required to playtest exponentially in this
fashion
> will slowly lead to more and more groups just deciding not to test?
>
> Are you aware of the long-term effects of playtesting on a playgroup?
I think this could be alleviated somewhat by making playtest a more open
process, though it seems that White Wolf isn't interested in doing that.
But yes, I definitely know what you mean. I've seen players who used to
be up for playing every week miss games for months on end.
Josh
no easy answers
Joshua Duffin <duff...@bls.gov> wrote:
> "Jozxyqk" <jfeu...@eecs.tufts.edu> wrote in message
> news:86Jqc.24198$gr.2072865@attbi_s52...>> David Cherryholmes <david.che...@duke.edu> wrote:
>> > Even if you dispute this, it is a *fact* that the majority of clans> in>> > this game have a corresponding antitribu or camarilla counterpart> that>> > exactly matches their discipline spread. This is an advantage.
>>
>> Here's some disputing for the fire:
>>
>> Ventrue/!Ventrue have different "clan discipline" spreads.
>> (pre/dom/for vs aus/dom/for)
>> In much the same way, Assamite/City Gangrel do.
>> (qui/cel/obf vs pro/cel/obf)> Yes, but "majority". :-)
I am well aware he said "majority". I was pointing out that Assamites are
"at least as cross-matched" as any other clan.
Ankur Gupta <agu...@cs.duke.edu> wrote in message news:<Pine.GSO.4.60.04...@peso.cs.duke.edu>...
> My main question is why we should adopt a rule that exacerbates the
> difficulty that we'll experience in the future and necessitates rules to
> shake the game up and potentially rebalance it? I guess I just don't see
> the current status of the game as desperately needing a shift of this
> nature. . . . Did I miss your reasons for *why* you think a change needs
> to be proposed? (Mind also that the Indy grouping issue seems to be fairly
> key to the discussion, and I'm not sure that's really handled.)
"A bird in the hand..." You're saying that the proposed grouping rule
will cause some design difficulty at some point down the road. I'm
saying that right here, right now, the new grouping rule will create
new options for the Group 1 and Group 4 vamps. That's good for all of
us that own Group 1, and that's good for Whitewolf since it gives us
more reason to want Group 4 vamps.
Also, it'll increase the utility of Group 5 and Group 2 by making them
usable with each other. And it'll increase the utility of Group 1, 3,
and 6 by...
> Eventually, I am worried that the "point-counterpoint" nature of V:TES
> will falter when, despite our best efforts, some unbalanced aspect is
> overlooked.
Yeah, I'm worried about that too. But I suspect the real danger lurks
in the Library, not the crypt. After all, there's nothing in your
Qadir example that couldn't be done by Arika using Clan Impersonation.
She already shares FOR and PRE with the Daughters, and you can
tap-and-tour with her for more than with Qadir. And crazy as it
sounds, her votes, bleed and special might come in handy too. The
trouble, if trouble there is, comes from Concert Tour, and the real
danger is not future vamps with out-of-clan mel but future library
cards that synergize with tap-and-tour in some unforseen way.
Okay, I can't resist a quiz.
> Here's a quiz to prove this point of awareness:
>
> 1) What disciplines does Gillian Krader have? What clan is he? What's his
> special?
She, dude. Pander, ani dem, can't call votes.
> 2) What about Rafaele Giovanni?
Nedal's big buddy. NEC cel obf, +1 bleed. He can bleed your predator.
I think he's Giovanni.
> 3) What about Qufur am-Heru?fd
My man! Follower of Set, PRE OBF SER tha and he returns to your
uncontrolled region if burned.
"Jozxyqk" <jfeu...@eecs.tufts.edu> wrote in message
news:3sKqc.116249$Ik.9667142@attbi_s53...
[ quoted text not captured ]
I guess I still don't get it. You're pointing out that Assamites are as
well cross-matched with City Gangrel as the Ventrue are with the
!Ventrue? But the Ventrue and !Ventrue matching makes them *not* work
very well together. Whereas Brujah/!Brujah matching makes them work
great together.
So I'm unclear, are you saying that the fact isn't a fact? Or that
there is an example where one of the "strong-sect pairs" only matches
itself as well as Assamite vs !Gangrel does?
Actually, I guess if your point is that it's not necessarily a majority
of the clans that have the "perfect pair" advantage, you may be right.
If you disqualify !Gangrel and !Malk from perfectly matching their
Camarilla counterparts (in addition to Ventrue/!Ventrue), the loss of
those four makes it 8 matches to 12 non-matches. Though personally I
would definitely match Malk and !Malk since g3 Malks do have Dem, making
it at least 10 to 10, and would probably count Gangrel/!Gangrel as
working OK, since there's a fair number of Ani/For/Pro !Gangrel, which
would be 12 to 8. (assuming I didn't miss any "major" clans, anyway.)
Josh
often has trouble counting
> I love it. I'm going to marry it.
> As the owner of a considerable number of group 1 vamps, the idea of
> being able to use these guys with some of the latest stuff is awesome.
> The "cheese limit" imposed by the grouping rule remains effective, but
> at the same time vamps from older sets (*coughgroup1cough*) suddenly
> become relevant to the modern game. "Old school" players who were in
> effect stranded by the grouping rule can now buy the latest expansion
> and use the vamps with their existing collection.
A hearty agreement here <from a very old school player> :)
LSJ expounded:
> In response to player's concerns about group 4, we're considering
> modifying the grouping rule to allow crypts to be constructed
> with vampires from any one even-numbered group and any one
> odd-numbered group (not necessarily just adjacent groups).
>> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>> Anyone have any thoughts on that change?
I think it's fine for 1 and 4 at the moment but I think it is a bad idea
in principle assuming more groups will come eventually. I think all the
reasons have been pretty well put already -it seems to me that the main
advocates are people with a vested interest in more options for group 1
(not necessarily a bad thing but worth noting).
>Here's a quiz to prove this point of awareness:
>
>1) What disciplines does Gillian Krader have? What clan is he? What's his
>special?
>>2) What about Rafaele Giovanni?
>>3) What about Qufur am-Heru?
Trying to skim through this thread at this point, what I'm getting from this is
that there's the potential for abuse when combining forgotten vampires from old
groups with future, nonconsecutive groups.
Except, I don't see your quiz supporting that. I actually see it supporting
something else, that currently rarely seen or not superbly useful vampires may
get a new unlife when mixed with different groups. Group 5 may have a lot of
help for Ani/Dem; I don't see the problem with Gillian and that. Actually, in
all likelihood, group 4 or 6 is probably going to be more useful for that
discipline combination anyway.
>Hmm, looks like it was only 6
>months from FN to BL, too. Interesting. Then 8 from BL to CE, then 9
>from CE to AN.
Note that for those of us who don't consider CE an expansion or all that
interesting, it was quite the lean and agonizing time waiting between BL and
AN.
I think it was Emmit Svenson <emmits...@hotmail.com>, who once wrote:
> Yeah, I'm worried about that too. But I suspect the real danger lurks
> in the Library, not the crypt. After all, there's nothing in your
> Qadir example that couldn't be done by Arika using Clan Impersonation.
Hmm, good point. Most of the vampire abilities are either similar to a
minion card, or are corner case/thematic. Since there is thankfully no
grouping for minion cards, those effects will have to be considered
during playtesting anyway, regardless of grouping. That only leaves
'dangerous' discipline combinations, which can probably be tested for
using some sort of automated search on a database of vampires.
I'm starting to like the suggestion for the new grouping rule more and
more. Let's do it! :)
Rogar
[ quoted text not captured ]
Or, why weren't the !Assamites, the !Ravnos, and the Serpents of Light ever
made given that antitribu already existed for other clans and that the base
independent clans were never that powerful?
Must never, e-ever let this complaint die even if it serves no purpose anymore
unless, for some reason, we get them in the future and *then* they get filled
back in in earlier groups. Theoretically possible if so unlikely.
"Never forgive, never forget. Only tolerate and ignore."
> Note that for those of us who don't consider CE an expansion or all that
> interesting, it was quite the lean and agonizing time waiting between BL and
> AN.
>
CE introduced 115 new cards. Anyone who doesn't consider that "expanding"
is just a crotchety old bastard.
> "A bird in the hand..." You're saying that the proposed grouping rule
> will cause some design difficulty at some point down the road. I'm
> saying that right here, right now, the new grouping rule will create
> new options for the Group 1 and Group 4 vamps. That's good for all of
> us that own Group 1, and that's good for Whitewolf since it gives us
> more reason to want Group 4 vamps.
I don't see that benefit outweighing the potential difficulty later. And
again, the point isn't so much about difficulty as much as it is about
allowing interesting vampires. I think it's perfectly possible to balance
new groups with all prior even (odd) groups -- I just don't know that
those groups would be "interesting".
> Also, it'll increase the utility of Group 5 and Group 2 by making them
> usable with each other. And it'll increase the utility of Group 1, 3,
> and 6 by...
Sure. No argument there. But how different will group 6 really be from
groups 4 and 2, if you're creating a geometrically increasing dependance
on a larger number of vampires?
> Yeah, I'm worried about that too. But I suspect the real danger lurks
> in the Library, not the crypt. After all, there's nothing in your
> Qadir example that couldn't be done by Arika using Clan Impersonation.
Sure. The primary balance point of vampires is their discipline spread,
rather than based upon their specials -- for now. Qadir is a bad example,
as his ability is something provided by a card also. But I'm not willing
to say that certain specials and cards won't have some unintended wonky
combo. I wish I could come up with a good example to explain my point
here.
> She already shares FOR and PRE with the Daughters, and you can
> tap-and-tour with her for more than with Qadir. And crazy as it
> sounds, her votes, bleed and special might come in handy too. The
Well, she loses her votes if she becomes DoC, but you're not making a
point of that. ;)
> trouble, if trouble there is, comes from Concert Tour, and the real
> danger is not future vamps with out-of-clan mel but future library
> cards that synergize with tap-and-tour in some unforseen way.
I don't think the issue is isolated to library cards, of course. Again, my
point has less to do with the difficulty of balancing as much as the
complications with effecting some "outward trajectory" from prior groups.
> Okay, I can't resist a quiz.
Woohoo!
>> Here's a quiz to prove this point of awareness:
>>
>> 1) What disciplines does Gillian Krader have? What clan is he? What's his
>> special?>
> She, dude. Pander, ani dem, can't call votes.
You're a better man than I.
>> 2) What about Rafaele Giovanni?>
> Nedal's big buddy. NEC cel obf, +1 bleed. He can bleed your predator.
> I think he's Giovanni.
This is the one that I got.
>> 3) What about Qufur am-Heru?fd>
> My man! Follower of Set, PRE OBF SER tha and he returns to your
> uncontrolled region if burned.
I missed the Celerity also when I did this.
Ankur
Derek Ray <lor...@yahoo.com> wrote in message news:<stlma0hi7iiqn66j0...@4ax.com>...
> 1) You don't get to redesign vampires, as a tester. You have to work
> with what you have.
I wasn't testing, I was designing. The first step to making a Killy is
to design him to work with group 3 and the rest of group 4. Then he is
playtested in that environment. Then the playtesters recommend
changes.
> 2) Why do you think it needs to be changed? What's wrong with him?
His special was out of whack with group 3 and group 4 vampires like
Lucas Halton and Helena. Both of those pay blood for similar effects.
The special I wrote me seems balanced with those vampires--heck, it's
nothing he couldn't do with a Homonculus on him--though it's stronger
than Lucas' special in nearly all cases and stronger than Helena's in
most cases, and therefore needs to cost more.
> 3) Ankla Hotep is a 9-cap Ravnos without Animalism, and we see him in
> play an awful lot.
It's OK for Ankla to be an oddball. He's a Group 2 vampire, and there
are tons of Group 2 Ravnos. Since there are far fewer Group 3/4
Ravnos, it makes sense when designing new ones to flesh out the
standard Ravnos discipline spread.
> Trying to skim through this thread at this point, what I'm getting from
> this is that there's the potential for abuse when combining forgotten
> vampires from old groups with future, nonconsecutive groups.
Not exactly the point. I think my original post in this thread summarizes
the idea pretty well. It doesn't have to do with balance issues per se;
more to do with the idea of "evolving" a crypt, and that that process
might be difficult to balance with all other groups. Hm, so I guess it is
about balancing after all. :)
> Except, I don't see your quiz supporting that. I actually see it
> supporting something else, that currently rarely seen or not superbly
> useful vampires may get a new unlife when mixed with different groups.
> Group 5 may have a lot of help for Ani/Dem; I don't see the problem with
> Gillian and that. Actually, in all likelihood, group 4 or 6 is probably
> going to be more useful for that discipline combination anyway.
I would love it if Gillian were more useful. But I'm more worried that
group 5 won't be able to print guys with certain spreads based upon the
fact that group 2 has many vampires that would work with it, and another
would break the camel's back. And as a result, such a vampire isn't
printed at all, even if he might have something new and/or interesting to
offer in a new instantiation of groups.
Ankur
"David Zopf" <david...@snet.net> wrote in message
news:3Wuqc.53$717...@newssvr16.news.prodigy.com...
> If the problem as you perceive it is access to the 'clan-exclusive'
> discipline, isn't there a way (a don't print a lot of vamps way) to
resolve
> that without overpopulating the group? For example: I'd be all for a
unique
> trifle which gives the specific clan-exclusive discipline at superior
to a
> member of the corresponding clan;
>
> eg:
> Ophidian Humour
> Followers of Set
> Master: Unique Trifle
> Burn Icon
> Put this card on a Follower of Set. This vampire now has Superior
> Serpentis. Not playable on a vampire with Superior Serpentis.
[snip]
> ...or whatever. My point is, alternate solutions exist for resolving
the
> problems around the Indies, which don't require us to either change
the
> grouping rule, or overpopulate Group 3.
I like these card ideas *a lot*. Hey Scott, you should totally put this
kind of thing in the next expansion. That would rock! :-)
Josh
would also not mind seeing "super-discipline" masters for every
discipline (or at least every non-bloodlines discipline) that were
unique and cost 1 pool to grant superior in one fell swoop
> Hmm, good point. Most of the vampire abilities are either similar to a
> minion card, or are corner case/thematic. Since there is thankfully no
> grouping for minion cards, those effects will have to be considered
> during playtesting anyway, regardless of grouping. That only leaves
> 'dangerous' discipline combinations, which can probably be tested for
> using some sort of automated search on a database of vampires.
Some vampires are very good for certain crypts, though. And I'm mainly
arguing that the odd/even rule prevents you from introducing truly unique
and interesting out-of-clans across the board (to take one example).
Ankur
Derek Ray <lor...@yahoo.com> wrote in message news:<jelma0hvpi49llu82...@4ax.com>...
> Demanding a strawman that you can then shoot down and claim "Hah! I
> win!" is a typical effort.
Typical of me, or typical of other Usenet personalities you've dealt
with in the past? I think you'll find I'm more interested in
determining what is really best for the game, not in scoring cheap
rhetorical points.
> But you must go through the exhaustive process of testing it with all
> the others in group 1, as well as group 3 and group 4 now.
I disagree. After designing and testing a vampire exhaustively for
group 3 and group 4, I think relatively little effort will be needed
to test it against group 1. That's our disagreement; rather than shout
"Will not!" "Will too!" at each other, I thought moving the discussion
into the realm of concrete examples might be a good way to resolve it.
> It's
> relatively safe to start from the assumption that group 4 vampires are
> balanced with respect to each other; the designer himself is going to
> catch a lot of things and the testers will never see them.> You snipped these points:
I'll address them individually, if you like, although they're not
greatly removed from the core of our arguement.
> "And now double that magnitude if you need group 4 to be balanced with
> both group 3 and group 1.
I disagree that the proposed grouping rule would double the magnitude
of playtesting. Even if it doubled the difficulty of testing the
crypt, which I dispute, much of the time of playtesting is devoted to
library cards. And since library cards have to be tested with all
groups, as well as all library cards, playtesting them should take a
greater and greater percentage of playtesters' time as the game
expands.
>But don't increase the time between sets, or
> the time for each round of playtesting.
I'm off topic here, but I wanted to mention that it would be great if
expansions being released at a slower rate (9 months to a year) would
result in more time for playtesting.
> And increase the complexity of the specials in question, and increase
> the number of library cards that must be tested not just with Group 4
> now, but with Group 4-3 and Group 1-3.
Group 1-3 would not be legal under the proposed grouping rule. You
meant 1-4, I think? Since cards would have to be tested against 1-2,
2-3, and 3-4 anyway, it doesn't seem like a great increase in
difficulty to me...certainly not double, as you suggest.
> Oh, and add a new twist to the game every set, such as Gehenna cards,
> the Black Hand mechanic, the Anarch mechanic, the multiple Bloodlines
> rules, .... the list just goes on and on. And be sure to cover how
> those mechanics interact with all prior mechanics during your testing.
Yes, please do, no matter what the grouping rule.
> And spend your time actually PLAYING the cards during the testing
> process, not just reading them and arbitrarily assigning "fine, not
> fine" to them. "
Yes, please do, no matter what the grouping rule.
> You seem to want to gloss over them and dismiss it as "oh, it's nothing,
> playtesting is hard and it will just get harder". Do you not see that
> increasing the effort required to playtest exponentially in this fashion
> will slowly lead to more and more groups just deciding not to test?
I disagree that the effort will increase exponentially due to the
proposed grouping rule, so I suppose I don't see that. Considering
that most gamers I've known consider it an honor to be chosen to
playtest, and love the feeling that they are somehow "in the know"
before everyone else, I doubt the increase in difficulty due to the
proposed grouping rule (which is small compared to the inevitable
increase in difficulty due to any new cards at all) will ever result
in Whitewolf lacking capable volunteers for playtesting.
> Are you aware of the long-term effects of playtesting on a playgroup?
Burnout, resulting in other playgroups taking up the slack?
Inevitable, I fear.
Or did you mean cancer? I heard it causes cancer. I think I saw that
in the non-disclosure form for Changeling. :)
> >Derek's point is that because of these differences, rigorous
> >playtesting under the proposed grouping rule would become too
> >difficult. I disagree, simply because a) for novelty's sake, new
> >groups are designed to be substantially different from old groups, so
>
> Which only increases the difficulty of playtesting, because those
> differences mean that different groups mixed together will yield
> different results. Thank you. Reason (a) supports my point nicely.
Yes, if you cut the sentence off before dial-a-crypt, the reason for
the grouping rule existing, is mentioned. And reason (b) below is the
antithesis of your arguement.
> >a two-group restriction will be enough to limit dial-a-crypt syndrome
> >and b) the only balance issues that wouldn't be caught by testing new
> >vamps against two groups would be incredibly obvious problems arising
> >from being combined with distinctive, and therefore well-known, older
> >vamps.
[snip]
> Get used to it: I call
> everyone a naughty boo-boo.
Oh, I'm used to it--I think we're all used to the insulting tone it
amuses you to take with your peers on this newsgroup. You might as
well get used to me snipping the gratuitous cheap shots out of your
posts when I respond.
Heck, you might even notice that your arguements sound more convincing
when the insulting bits are taken out.
> I don't see that benefit outweighing the potential difficulty later. And
> again, the point isn't so much about difficulty as much as it is about
> allowing interesting vampires. I think it's perfectly possible to balance
> new groups with all prior even (odd) groups -- I just don't know that
> those groups would be "interesting".
>
Even groups will continue to be interesting since they won't have to worry
about mucking things up with bloodlines and whatnot. Odd groups will be
vanilla by comparison.
"Joshua Duffin" <duff...@bls.gov> wrote in message
news:2h1odaF...@uni-berlin.de...
>
> "David Zopf" <david...@snet.net> wrote in message
> news:3Wuqc.53$717...@newssvr16.news.prodigy.com...
>> > Ophidian Humour> I like these card ideas *a lot*. Hey Scott, you should totally put this
> kind of thing in the next expansion. That would rock! :-)
>
Gee, thanks :-) I've always thought that Master:Discipline cards were of
lesser value, and should get a bit of a boost...
>
> Josh
>
> would also not mind seeing "super-discipline" masters for every
> discipline (or at least every non-bloodlines discipline) that were
> unique and cost 1 pool to grant superior in one fell swoop
>
One pool, really? The MPA is the greater obstacle to their use, IMO. Me
likes the trifle mechanic...
DaveZ
Atom Weaver
"David Zopf" <david...@snet.net> wrote in message
news:lzPqc.2612$pQ2...@newssvr32.news.prodigy.com...
>
> "Joshua Duffin" <duff...@bls.gov> wrote in message
> news:2h1odaF...@uni-berlin.de...
> >
> > "David Zopf" <david...@snet.net> wrote in message
> > news:3Wuqc.53$717...@newssvr16.news.prodigy.com...
> >
> > > Ophidian Humour
>
> > I like these card ideas *a lot*. Hey Scott, you should totally put
this
> > kind of thing in the next expansion. That would rock! :-)
> >
> Gee, thanks :-) I've always thought that Master:Discipline cards were
of
> lesser value, and should get a bit of a boost...
I used to use them relatively frequently, but do so much less nowadays,
it seems. I think it is in part because there are more "tier 1"
generally-useful master cards that compete for the space...
> > would also not mind seeing "super-discipline" masters for every
> > discipline (or at least every non-bloodlines discipline) that were
> > unique and cost 1 pool to grant superior in one fell swoop
> >
> One pool, really? The MPA is the greater obstacle to their use, IMO.
Me
> likes the trifle mechanic...
Unique might do it. I also like the trifle mechanic, a lot, but since
existing M:D cards are free and only grant one level of discipline, it
seems that new "super-M:D" cards would need some kind of relatively
serious restriction to grant superior of the discipline with a single
card. Unique by itself might be enough (I'm talking in this section
about "super-M:D cards" without a clan requirement), but compared to the
"equipment superior discipline" cards, also costing a pool (and yet
still being trifles, maybe?) might be reasonable.
Josh
though the discipline equipments do frequently also grant some other
cool ability...
David Cherryholmes <david.che...@duke.edu> wrote in message news:<2h1351F...@uni-berlin.de>...
> David Zopf wrote:
>
> > Not true, unless you want/need three discipline overlap...
>
> Tripartite equivelancy is simply not the reality. There is one
> discipline among the three that is much more heavily weighted. If one
> wished to build an ANI-FOR deck or a POT-DOM deck or a CEL-OBF deck or
> an OBF-PRE deck, then your counter-argument would hold. Despite the
> fact that I'll conceded there is no agreed upon definition of what a
> "clan" deck is, I still think it is a completely mild statement to
> assert that decks built around the 4 independent clans almost always
> avail themselves of the unique, signature disciplines those clans
> possess (except Quietus, and if the designers ever decide to print
> something decent for it, perhaps even an Uncommon, it too would fall
> into line).>
> Even if you dispute this, it is a *fact* that the majority of clans in
> this game have a corresponding antitribu or camarilla counterpart that> exactly matches their discipline spread. This is an advantage. An
> advantage the Independent *clans* (not "Bloodlines", not "masochistic
> distractions".... "clans") lack. Do they receive anything in return for
> this weakness? No. If one ascribes to the theory of "Suitably
> Interesting Targets" -- as I do -- then it makes perfect sense: the
> Indies are *supposed* to suck. They suck by design. They provide the
> suitably interesting targets for the easy strategies that hook newbs and
> maintain the imbalance that keeps experienced players challenged. But
> if anyone is going to pay lip service to actual *game balance*, then
> this lack of crypt resources is just one more screw job on the pile that
> the indies have historically suffered. It would *not* break the game to
> throw them a bone, and let those of us who happen to like the
> independent clans have some vampires we can play with sans back flips
> *now*, as opposed to 2006.
>
Throw them a bone. OK. You still haven't quantified exactly what
you're asking for here. (Granted, I haven't asked, either.) Give me
some number of vampires you feel is a fair one to offset their
'weakness' as you describe it. 5? 10? 20? Get me in the range of
what you're asking for...
> And yes, I did catch the mention of the new Indies to come in February
> of next year. I'll dust off my coasters when they arrive but, in the
> meantime, 2 extra group 3 vampires in the 2/3 indy split would be a far
> preferable solution. And as an advance response to any "done is done"
> replies: they were obviously willing to re-work the grouping rule in its
> entirety..... shifting 8 vampires is trivial in comparison.
>
Sure. Would two per clan be enough to make you happy though? Given
the effort you put into this thread, I get the impression that the
real number is a fair bit higher.
DaveZ
Atom Weaver
Timlagor <TimSl...@yaMhoo.co.uk> wrote in message news:<MPG.1b159fbdf...@news.eclipse.co.uk>...
> I think it's fine for 1 and 4 at the moment but I think it is a bad idea
> in principle assuming more groups will come eventually. I think all the
> reasons have been pretty well put already -it seems to me that the main
> advocates are people with a vested interest in more options for group 1
> (not necessarily a bad thing but worth noting).
What, as opposed to the vested interest in Group 2 or 3 that people
have been showing?
As far as WW are concerned, Group 3 is now over, which puts it in the
same boat as 2 and 3....why not let Group 1 players be treated on
equal terms?
If you're big into Group 2 you can group with 1 or 3.
If you're big into Group 3 you can group with 2 or 4.
If you're big into Group 1 you can only group with 2??
Time for an even footing, methinks...its the Group 1 players that kept
this game going.
"David Zopf" <david...@snet.net> wrote in message news:<6Rsqc.126$jd5...@newssvr33.news.prodigy.com>...
> "LSJ" <vte...@white-wolf.com> wrote in message
> news:eb4eb7f8.04051...@posting.google.com...> > "David Zopf" <david...@snet.net> wrote in message> > > "LSJ" <vte...@white-wolf.com> wrote in message
> > > > Oddly enough, there's a developer's chat scheduled for tomorrow at 6pm
> > > > EDT. One of the topics listed for that chat is the next expansion. :-)
> > > >
> > > Yeah, I hope to be there. My thought was that a more pro-active
> > > communication from WW (through you) would be more helpful.
> >
> > How is the chat not proactive communication?
> > Why would saying <X> here, reactively, be more proactive than saying <X>
> there?
> >
> Access and opportunity. Not everyone can make the 6 pm chat schedule, and
> the timeframe for posting a chat script has been left unspecified Anyone
> could check Usenet at a time convenient to them. Pro-active was probably a
> poor choice of wording, though.
>
> DaveZ
> Atom Weaver
Yeah I agree totally.
I'm in Australia, so 6pm for you guys is pretty useless for me for the
most part being in the middle of the (next) day. This sort of thing is
much more helpful.
>Or, why weren't the !Assamites, the !Ravnos, and the Serpents of Light ever
>made given that antitribu already existed for other clans and that the base
>independent clans were never that powerful?
Why leave out the Giovanni, Ian?
Aren't you the one who's always saying that just because Pander are crap in the
RPG, this doesn't mean they should be treated as crap in the CCG?
So just because Giovanni have no antitribu in the RPG doesn't mean they should
be shut out in the cold too, right?
=P
Halcyan 2
>2) What about Rafaele Giovanni?
Hey, Rafaele is a *great* vampire! Ask CHRISTIAN about the game where I bled
him 3 times with Rafaele for a total of 11 pool - when he was my predator! =P
Halcyan 2
atomweaver expounded:
> > And yes, I did catch the mention of the new Indies to come in February
> > of next year. I'll dust off my coasters when they arrive but, in the
> > meantime, 2 extra group 3 vampires in the 2/3 indy split would be a far
> > preferable solution. And as an advance response to any "done is done"
> > replies: they were obviously willing to re-work the grouping rule in its
> > entirety..... shifting 8 vampires is trivial in comparison.
> >
> Sure. Would two per clan be enough to make you happy though? Given
> the effort you put into this thread, I get the impression that the
> real number is a fair bit higher.
Not sure about the other clans but I think 3 or 4 group 3 Ravnos would
make a very nice addition. Isuspect that Hazimel was a large part of the
reason why we didn't see this in Gehenna but then LSJ sayd group 3 is
full so I doubt we will get them...
> LSJ expounded:
> > In response to player's concerns about group 4, we're considering
> > modifying the grouping rule to allow crypts to be constructed
> > with vampires from any one even-numbered group and any one
> > odd-numbered group (not necessarily just adjacent groups).
I like very much this option.
But for now group 4 is very small and i like also the option of
consider group 4 as "groupless" (as already exposed by LSJ in a
previous post)
Regards & deranges,
RavATwoFaces
Yeah, I think the situation we have with independent players carrying on now
is a bit akin to having been in a tizz over not being able to play Giovanni
before Dark Sovereigns came out. Settle down, guys, this is an entirely
separate proposal.
I think the joining of Group 1 & 4 would be a good way to encourage older
games who have been left in the cold to come back into the fold...they may
well start getting into the Group 4 vampire, and from there onwards they're
sucked into any future expansion. I think it should work, though I'm no
marketing strategist.
Even if you don't go `odds & evens', making 1&4 a linked couplet should be
fine....its only one exception, and I think v:tes players are smart enough
to deal with that. It ain't Yu-Gi-Oh.
"Angelus" <roma...@angelfire.com> wrote in message
news:3aaa7607.04051...@posting.google.com...
> vte...@white-wolf.com (LSJ) wrote in message
news:<eb4eb7f8.04051...@posting.google.com>...
> > In response to player's concerns about group 4, we're considering
> > modifying the grouping rule to allow crypts to be constructed
> > with vampires from any one even-numbered group and any one
> > odd-numbered group (not necessarily just adjacent groups).
> >> > For instance, 1 and 4 in addition to the current (as of Gehenna)
> > options of
> > 1 and 2
> > 2 and 3
> > 3 and 4
> >
> > Anyone have any thoughts on that change?
>> I would just like to express my wholehearted approval and support of
> this idea. I had been praying for something exactly like this to
> happen, and this post has made my day.
>
> Let me explain why.
>
> Having collected a vast amount of Jyhad/DS/AH when they first came
> out, myself (and much of my playgroup) bought very little Camarilla
> edition when it was released. This was mainly because we already had a
> plentiful supply of the library cards (also because of objections to
> new layout/groups, but that is another story).
>
> When Black Hand was released we bought a fair amount, as this
> expansion focused on Sabbat and the group 3 vampires were easily
> useable with our existing group 2 Sabbat.
>
> Now with the release of Gehenna and the appearance of group 4
> vampires, the utility:cost ratio of the set has decreased to such a
> level that most of us had planned not to buy any at all. After all,
> most of the new vampires would be incompatible with our existing
> collection.
>
> Now, many may cry "well you should have bought Camarilla Edition!",
> and that may be fair enough from a purist "money is no object"
> perspective. However, in most peoples lives money _is_ an object and
> it was simply not worth it, considering the amount of reprinted
> library cards.
>
> Now, using LSJ's brilliant suggestion, the group number of your
> vampire collection need _never be an issue_ when deciding to pick up a
> few boosters of a new set! As long as you have a decent amount of
> vampires from any two odd/even group, you can buy _any_ new expansion
> that is released without fear of incompatability!
>
> I love this idea. Please implement it as soon as possible.
>
> With regard to other concerns:
> 1) Added playtesting complexity.
> This is a valid point but I believe it has been exaggerated beyond its
> real importance. Consider that the same argument can be made for the
> new library cards introduced with each new set (ie. They have to be
> tested in compliment with every library card released to date). I
> believe that the playtesters will be up to the challenge. Extending
> the playtesting period is an option if it is really essential.
>
> 2) Independent vampires.
> Yes independent vampires have a tough deal at the moment. However this
> situation would be easily remedied by adding more group 4 independent
> vampires in a future expansion. We need not hamstring the streamlining
> of the grouping process forever just because of that concern!
>
> As you can probably tell, I feel very strongly about this issue.
>
> Please, implement this idea. Democritus and co. will love you forever.
atomweaver wrote:
> Throw them a bone. OK. You still haven't quantified exactly what
> you're asking for here. (Granted, I haven't asked, either.) Give me
> some number of vampires you feel is a fair one to offset their
> 'weakness' as you describe it. 5? 10? 20? Get me in the range of
> what you're asking for...
God, this is the death of an argument, I know, but.... it's not the
number of vampires so much as the principle of the thing. I don't think
+/- 2 vampires is going to affect play balance, per se. I just don't
want to have the independent vampires this set offers be barely useful
to me for a year or more, when there's no play balance reason to exclude
them, and an argument to be made that such a shift would actual redress
an imbalance. The very idea that these vampires get shafted into group
4 now because "there's more beans in this pile here than in that pile
over there" is ridiculous when there are elephants like "Dominate Does
Everything" and "Designed In The Age of Giants" lumbering around the room.
> Sure. Would two per clan be enough to make you happy though? Given
> the effort you put into this thread, I get the impression that the
> real number is a fair bit higher.
What makes you think it was any effort? The call it venting for a
reason, you know.... you just open your mouth and out it comes. ;)
__
David Cherryholmes
Tony W fan wrote:
> Time for an even footing, methinks...its the Group 1 players that kept
> this game going.
Good point. I'm undecided on all the balance issues, but... good point.
__
David Cherryholmes
Theophilus Thistler wrote:
> Yeah, I think the situation we have with independent players carrying on now
> is a bit akin to having been in a tizz over not being able to play Giovanni
> before Dark Sovereigns came out. Settle down, guys, this is an entirely
> separate proposal.
As the self-appointed spokesperson for those "carrying on", I must say I
do not get the analogy. Before Dark Sovereigns, there were no Giovanni
at all, and unless you knew industry secrets there was no reason to
think there ever would be. The analogy would hold if people were
ranting about not having the African clans (or whatever they are), or
maybe Kindred of the East. No one is doing that.
I think it is you who is lumping together the issue with Group 4 Indies
showing up now and the possible change to the grouping rule itself. I
assure you the two are entirely seperate in my mind.
__
David Cherryholmes
"David Cherryholmes" <david.che...@duke.edu> wrote in message
news:2h3mgbF...@uni-berlin.de...
> atomweaver wrote:
>
> > Throw them a bone. OK. You still haven't quantified exactly what
> > you're asking for here. (Granted, I haven't asked, either.) Give me
> > some number of vampires you feel is a fair one to offset their
> > 'weakness' as you describe it. 5? 10? 20? Get me in the range of
> > what you're asking for...
>
> God, this is the death of an argument, I know, but.... it's not the
> number of vampires so much as the principle of the thing. I don't think
> +/- 2 vampires is going to affect play balance, per se.
I'd go as high as five, and I'm on the other side of this argument from
you... Five more well designed G3's for each Indie clan (broad capacity
spread) wouldn't tilt the cart. You could then take a look at what was
changed in the meta game, and make additional adjustments from there.
> I just don't
> want to have the independent vampires this set offers be barely useful
> to me for a year or more, when there's no play balance reason to exclude
> them, and an argument to be made that such a shift would actual redress
> an imbalance. The very idea that these vampires get shafted into group
> 4 now because "there's more beans in this pile here than in that pile
> over there" is ridiculous when there are elephants like "Dominate Does
> Everything" and "Designed In The Age of Giants" lumbering around the room.
>
Your most compelling argument, and it budged me off the 'no new G3 indies'
track just a little. Its the same one I would have used to try to keep
Twisting the Knife from being reprinted, had I been given the opportunity.
(You don't _need_ exactly equal numbers of cards for each discipline (or
clan), especially if you're going to print crap like that...)
> > Sure. Would two per clan be enough to make you happy though? Given
> > the effort you put into this thread, I get the impression that the
> > real number is a fair bit higher.
>
> What makes you think it was any effort?
You didn't answer the question... :P
> The call it venting for a
> reason, you know.... you just open your mouth and out it comes. ;)
>
...Is that how you type? Huh. I've been doing wrong all these years.
DaveZ
Atom Weaver
"Joshua Duffin" <duff...@bls.gov> wrote in message
news:2h21n1F...@uni-berlin.de...
[ quoted text not captured ]
Yeah, but consider the Indies, and their clan-specific disciplines; Even
odds that you use it to boost someone from basic to the superior level, just
based on how few of them lack their in-clan discipline...
> Unique by itself might be enough (I'm talking in this section
> about "super-M:D cards" without a clan requirement), but compared to the
> "equipment superior discipline" cards, also costing a pool (and yet
> still being trifles, maybe?) might be reasonable.
>
If it costs a pool, then you'd need to boost it with a minor special
advantage, as well. How about costing it with a blood off of the target
vampire?
DaveZ
Atom Weaver
"Halcyan 2" <halc...@aol.com> wrote in message
news:20040520032112...@mb-m20.aol.com...
[ quoted text not captured ]
I know you were joking, but I love the idea of introducing rogue Giovanni
into the Sabbat or Cam in a future expansion, and a good back-plot reason
for doing so. Then again, I'm all for anything which asserts VTES' position
as the new "owner" of WoD 1.0...
DaveZ
Atom Weaver
Well crap, I didn't say it was a perfect metaphor. However, WW have
announced that the next expansion after Gehenna will be based around
independent clans, so really whats the problem? You have to wait a little
while to make all-new independent decks? If thats the biggest problem
involved, I would have thought its a non-issue.
In the meantime, use them in other ways, or just sit on them. I know I did
that with city !gangrel between Sabbat and Sabbat War and it was no big
deal. At least you know the expansion is actually coming.
As for the two issues being separate in your mind, well thats cool, but then
why are these arguments about the revision not helping independents coming
up in this thread? Obviously other people are of a different mind...maybe
you shouldn't be the self-proclaimed spokesperson for them if you disagree
with their perception of things?
"David Cherryholmes" <david.che...@duke.edu> wrote in message
news:2h3n77F...@uni-berlin.de...
[ quoted text not captured ]
"Tony W fan" <tro...@bigpond.com> wrote in message
news:2583550c.04051...@posting.google.com...
[ quoted text not captured ]
The chat transcript got posted. Sadly, my questions about the plan going
forward with populating the new groups went unforwarded in the moderated
discussion. So its still an unknown what the deal will be with G4+. We did
get the 'if you've seen G4 for a clan, it means G2 and G3 are full for that
clan' comment. Thats a bit helpful, but doesn't give quite enough to put
this Odds and Evens thing to bed (one way or another)...
Yah, well. Educated guesses will need to be used, then. I can do those...
Honest I can ;-)
DaveZ
Atom Weaver
David Zopf wrote:
> I'd go as high as five, and I'm on the other side of this argument from
> you... Five more well designed G3's for each Indie clan (broad capacity
> spread) wouldn't tilt the cart. You could then take a look at what was
> changed in the meta game, and make additional adjustments from there.
Nice to know. :)
> You didn't answer the question... :P
Yes, making these Indies group 3, and then making large numbers of group
4 at once, would be perfectly acceptable to me.
__
David Cherryholmes
Theophilus Thistler wrote:
> Well crap, I didn't say it was a perfect metaphor. However, WW have
> announced that the next expansion after Gehenna will be based around
> independent clans, so really whats the problem? You have to wait a little
> while to make all-new independent decks? If thats the biggest problem
> involved, I would have thought its a non-issue.
Because I'm paying money for these cards now and I'd like to use them
now, not later.
> In the meantime, use them in other ways, or just sit on them. I know I did
> that with city !gangrel between Sabbat and Sabbat War and it was no big
> deal. At least you know the expansion is actually coming.
I've never adhered to the "I sucked it up, so now *you* suck it up" line
of reasoning (although, fwiw, I'm an old-timer).
> As for the two issues being separate in your mind, well thats cool, but then
> why are these arguments about the revision not helping independents coming
> up in this thread? Obviously other people are of a different mind...maybe
> you shouldn't be the self-proclaimed spokesperson for them if you disagree
> with their perception of things?
Speaking just for myself then, it's being discussed here because this
thread became a natural place to campaign for getting this particularly
poor piece of judgement fixed. It arose as a quick response to why
changing the grouping rule was a bad idea, and then took on a life of
its own as threads are wont to do.
P.S. I've never really cared much about it, but I'm sure your
top-posting is annoying someone.
__
David Cherryholmes
Ankur Gupta <agu...@cs.duke.edu> wrote in message news:<Pine.GSO.4.60.04...@peso.cs.duke.edu>...
> ...I think it's perfectly possible to balance> new groups with all prior even (odd) groups -- I just don't know that
> those groups would be "interesting".> ...how different will group 6 really be from
> groups 4 and 2, if you're creating a geometrically increasing dependance
> on a larger number of vampires?
Making 6 different from 2 in interesting ways should be possible,
since 6 will be designed in a post-Anarch, post-Black Hand, post-Event
environment. Presumably other major elements will pop up in future
expansions, making it possible to differentiate it from 4 as well.
Also, if 5 can match with 2 as well as 4, 6 doesn't have to be a
meat-and-potatoes group that gives 5 everything that 2 gives to 1 and
3 gives to 2. It can be small and unusual, if the designers like.
Hell, it could be a 13 vampire group of 13-cap vampires if the
designers had some idea along those lines. It could be a caitiff whose
weakness is he's a group unto himself--a great vamp, but you're stuck
with narrow crypt choices. Many things become possible, because making
group 6 weird doesn't cripple group 5 under the proposed grouping
rule.
> >> 3) What about Qufur am-Heru?fd
> >
> > My man! Follower of Set, PRE OBF SER tha and he returns to your
> > uncontrolled region if burned.
>
> I missed the Celerity also when I did this.
>
> Ankur
Qufur's so broken. :)
> > Yeah, I think the situation we have with independent players carrying on now
> > is a bit akin to having been in a tizz over not being able to play Giovanni
> > before Dark Sovereigns came out. Settle down, guys, this is an entirely
> > separate proposal.
>
> As the self-appointed spokesperson for those "carrying on", I must say I
> do not get the analogy. Before Dark Sovereigns, there were no Giovanni
> at all, and unless you knew industry secrets there was no reason to
> think there ever would be.
>
That is incorect. Information on the four Independent Clans was printed on
the back page of the V:TES rulebook. We knew they were coming. Am I really
the only one trying to build a 3/4 Independent Deck?
Gregory Stuart Pettigrew wrote:
> That is incorect. Information on the four Independent Clans was printed on
> the back page of the V:TES rulebook. We knew they were coming. Am I really
> the only one trying to build a 3/4 Independent Deck?
VTES and Dark Sovereigns were released at the same time. I know because
I was living in Seattle at the time, crashed the stockholder-only
release party and got a box of each set a month before the distributors
got them. Maybe there was some buzz in industry magazines that I didn't
follow, though. Regardless, it was a bad analogy.
__
David Cherryholmes
"Theophilus Thistler" <mof...@dogf.com> wrote in message news:<UZ1rc.49919$TT.3...@news-server.bigpond.net.au>...
> Well crap, I didn't say it was a perfect metaphor. However, WW have
> announced that the next expansion after Gehenna will be based around
> independent clans, so really whats the problem?
The problem as I see it is that we still have an enormously large
selection of Independent Group 2 vampires. If WW plans to continue the
trend, we'll have an enormously large selection of Independent Group 4
vampires as well. This will just set us up for another tiny Indie
Group 5 selection, much like the pathetically small TWO vampires in
Group 3 the Indies have now.
I think it would actually be nice to be able to play both Group 2/3
and Group 3/4 and actually have quite a few good options available to
me like all the Sabbat and Camarilla clans have available to them.
> You have to wait a little
> while to make all-new independent decks? If thats the biggest problem
> involved, I would have thought its a non-issue.
"A little while" is relative, and even WHEN Group 4 has "finally
arrived" for the Indies, we'll still have less options available to us
for crypt selection because of the miniscule Group 3. Why make the
Indies, the least powerful sect, deal with the fallout while the other
clans don't have to deal with it at all?
> In the meantime, use them in other ways, or just sit on them. I know I did
> that with city !gangrel between Sabbat and Sabbat War and it was no big
> deal. At least you know the expansion is actually coming.
Big difference there. Then the game was dead. Now the game is alive,
but odd decisions are still being made. The Group 2/3/4 issue could
have, SHOULD HAVE, been dealt with in a much more elegant fashion.
But, now we are stuck with the choices made. Since WW solicited our
feedback, they're getting it. :)
Jeff
"David Zopf" <david...@snet.net> wrote in message
news:0U1rc.394$jd5...@newssvr33.news.prodigy.com...
> > > > > Ophidian Humour> Yeah, but consider the Indies, and their clan-specific disciplines;
Even
> odds that you use it to boost someone from basic to the superior
level, just
> based on how few of them lack their in-clan discipline...
Oh totally, for the Indies (and any clan-specific discipline, probably
including Bloodlines and Protean, Obtenebration, Vicissitude,
Thaumaturgy) having the "cool specialized discipline master" be free,
Unique, clan-requiring, Trifle would be fine, I think.
I'm just thinking that for cards like this that *don't* require a clan,
being Unique might still make them quite a bit better than "normal"
discipline masters. So if those were made, having some additional
"cost" beyond Unique might make sense. I think the "1 blood from the
target vamp" would probably be reasonable, yeah.
Josh
a fickle little twister
Gregory Stuart Pettigrew <ethe...@sidehack.sat.gweep.net> wrote in message news:<2004051914...@sidehack.sat.gweep.net>...
> > Note that for those of us who don't consider CE an expansion or all that
> > interesting, it was quite the lean and agonizing time waiting between BL and
> > AN.
>
> CE introduced 115 new cards. Anyone who doesn't consider that "expanding"
> is just a crotchety old bastard.
100 of those were new vampires. Sure that's fun, but I still think
that I see more Group 1/2 Camarilla crypts than Group 2/3 by a three
to one margin. Perhaps that has to due with the fact that lots of
locals have Group 1, but the Group 1 vampires are just better than
their Group 3 counterparts, mainly due to the Prince/Justicar titles.
The 15 new library cards are for the most part not competitive, with
Baltimore Purge being the lone exception.
Abandoning the Flesh, Bounty, Brothers Grimm, Forgery, Gregory Winter,
High Ground, Scrounging, Secret Passage, Special Report, Tension in
the Ranks, Weighted Walking Stick, Zoning Board and two others I
missed along the way.
Only Gregory Winter, High Ground, Secret Passage and Weighted Walking
Stick make occasional appearances locally. Tension in the Ranks does
to a lesser degree.
CE also reprinted well over 115 old cards. Is that "expanding" too?
Rava,
> consider group 4 as "groupless" (as already exposed by LSJ in a
This option is horrible. I know it sounds nice now, but imagine the decks
you'll build and then one day find out that they're all illegal. Why waste
your time? I believe LSJ said this idea was bad(groupless).
David
>So just because Giovanni have no antitribu in the RPG doesn't mean they
>should
>be shut out in the cold too, right?
The only independent clan with Dominate as an inclan discipline? The Gangrel,
if you bother to include them in the discussion, have one other clan with
Protean. The FoS, Ravnos, and Assamites have no other clans that share their
signature disciplines. The Giovanni have 3.
If WW wants to create !Giovanni, whatever, though I don't see it as being
necessary. Final Nights could have been a very similar set to what it turned
out to be while also finishing off the Sabbat and "doubling" the number of
crypt options for not strong clans. Fourth clan to get a precon in the set
could have been something like Pander or !Gangrel if it was really necessary to
have a fourth. Still would have some members of the independents just as there
were Sabbat and Camarilla vampires in the set. Then, later, could fill in the
crypts for independents, even something along the lines of what Kuta wants -
more group 3 independents. Massive hindsight in this scenario, but the obvious
expansion after Sabbat was always "finish the Sabbat" both to, er, finish the
Sabbat *and* to support the independents with vamps with similar discipline
spreads.
Aaron Gunstone wrote:
> I can quite understand that the grouping rule was judged necessary
> when CE came out, as suddenly the Camarilla would have vastly more
> crypt choice than the Sabbat - I presume this was the reason for it?
No. It is designed to maintain the crypt construction side of
deckbuilding. Avoiding the ability to dream up your ideal crypt
and then go find the vampires that have been designed that fit
that ideal. Also known as "dial-a-crypt".
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
David Zopf wrote:
> ...In which case I'll vote for 'No change'. The proposal doesn't address
> the problem at hand sufficiently to warrant change.
Seconded, since I don't think I stated this explicitly in my original post.
__
David Cherryholmes
David Cherryholmes expounded:
> Tony W fan wrote:
>
> > Time for an even footing, methinks...its the Group 1 players that kept
> > this game going.
>
> Good point. I'm undecided on all the balance issues, but... good point.
My point was that wanting group 1 to be better because you have a lot
does not give you a good view of the balance issues which is something
people should bear in mind while reading your posts. That doesn't
necessarily mean that Group 1 shouldn't benefit from more options.
vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.04051...@posting.google.com>...
> Anyone have any thoughts on that change?
I think the change would depend on whether WW plans on printing new
group 4 vamps. If so, leave the grouping rule as is. Else, this
change would be ok.
"David Cherryholmes" <david.che...@duke.edu> wrote in message
news:2h3mj2F...@uni-berlin.de...
> Tony W fan wrote:
>
> > Time for an even footing, methinks...its the Group 1 players that kept
> > this game going.
>
> Good point. I'm undecided on all the balance issues, but... good point.
>
Yeah. To throw out more crazy, ill-defined ideas; How's about if the
grouping rule 'wrapped'?, i.e. the latest printed group was considered
'adjacent' to Group 1. I guess it'd suffer from the problem of obsoleting
certain vampire combos at some point (each time a new Group is released),
but I'm not so certain that'd be as great a problem as LSJ makes it out to
be, particularly if the players knew ahead of time that it could be an
issue.
DaveZ
Atom Weaver
LSJ schrieb:
> For instance, 1 and 4 in addition to the current (as of Gehenna)
> options of
> 1 and 2
> 2 and 3
> 3 and 4
>> Anyone have any thoughts on that change?
>
As a long-term effect, this change would certainly facilitate returning
to the game for players who - for whatever reason - stop playing the
game for an extended period of time.
Granted, this is mostly a theoretical consideration, but nonetheless,
consider the possibility of someone who took up the game with Jyhad or
VTES and stopped before Dark Sovereigns:
With the current grouping rule, if that person - for whatever reason -
decided to return to the game with any of the four (!) most recent sets,
they couldn't combine old and new crypt cards at all. With the change,
at least they could fiddle with group 1-4.
As another theoretical consideration, take someone who quit after Sabbat
(because the game was presumed dead, entirely possible), and one day,
about the time of the first group 4/5 set, realizes the game is still
around (granted, that'd be a bit slow on the takeup, but it could happen
[in fact, I actually know someone that it might happen to]). They could
get back into the game and have their crypt options doubled (1-4 & 2-5
in addition to 1-2 and 4-5).
As a less theoretical consideration, take any players who own lots of
old cards but didn't buy tons of CE because, well, money doesn't grow on
trees and it didn't really of much in the way of new stuff except for
the vampires. Are group 4 vampires much good to them now?
I'm in favor of any change that might facilitate helping people back
into the game (or just keeping them in the game), so I'm in favor of an
odd/even grouping rule.
Thomas Pichler
XZealot wrote:
> Why don't we let Bloodlines be group 2 so that they can print a group 4
> bloodlines expansion?
Now you're talkin' Norm. This is a great idea.
chris
--
chris shorb
prince of torrance, where the 5th tradition rules.
Frederick Scott wrote:
> Francois Gombault wrote:
> > The way I understand things, this change is not needed from the game's
> > perspective. Gameplay will only be slightly affected by this.
> >
> > However, it's a great improvement towards increasing the player base, as
> > it creates more trading opportunities between newbies and old-timers.
> > And it also allows folks with a tighter budget to keep buying cards at
> > their own pace, without risking to be left behind as the group numbers
> > increase. Thus, momentarily cash-strapped customers are less likely to
> > choose to quit the game, as they know that later, shiny cool new
> > vampires will still be compatible with the old ones they already own.
> >
> > Hope I made some sense this time. ;)
>
> You did. That's probably the one really good argument for the change.
>
If this is sort of a straw poll, I think this is a great idea too.
[ quoted text not captured ]
>> Why don't we let Bloodlines be group 2 so that they can print a group 4
>> bloodlines expansion?>
>Now you're talkin' Norm. This is a great idea.
I like it as well.
And that's a worthwhile discussion, since Kindred Most Wanted may possibly
include one or more Bloodlines vampires (Genina the Samedi and Angelo the Blood
Brother are potential candidates). It might be useful to get a good discussion
going so the Grouping of such KMW vampires (2? 3? 4?) doesn't screw things up!
Halcyan 2
"LSJ" <vte...@white-wolf.com> wrote in message
news:JFbpc.59128$Ut1.1...@bgtnsc05-news.ops.worldnet.att.net...
> To address an option (with variations) brought up in several posts on
this
> thread:
>
> Options which make a constructed deck that is legal one day become
> illegal the next are not considered tenable options. Treating group
> 4 vampires as groupless (which really means "any group") until
> a certain number were printed falls into this category.
I would be in favor of the "odds and evens" grouping idea. I think the
benefit to players over the course of time who would be able to jump
back into purchasing cards even if they had missed several expansions
would far outweigh any dial-a-crypt issues (at least, I think those
issues would be eminently avoidable).
I would also probably be in favor of an "any two" groups rule (ie no
need for one to be odd and the other even), though I haven't examined
the actual vampires that would be available with such a rule too closely
yet.
Josh
doesn't think the group 4 princes *quite* make up for arika and company,
at the moment
> LSJ wrote:
> > In response to player's concerns about group 4, we're considering
> > modifying the grouping rule to allow crypts to be constructed
> > with vampires from any one even-numbered group and any one
> > odd-numbered group (not necessarily just adjacent groups).> >
> > For instance, 1 and 4 in addition to the current (as of Gehenna)
> > options of
> > 1 and 2
> > 2 and 3
> > 3 and 4
> >
> > Anyone have any thoughts on that change?
this question has been asked on a french forum. the majority is for that
change (about 15 people replied). the list of pro and cons for that change :
arguments for :
-increase options for group 1 crypt construction, because it is stagnant
-motivate oldbie players frustrated because of power escalation in
disciplines since group 1, e.g. they'll be able to use group 1 vamps with
group 4 vamps who will have a better spread of disciplines
-it mitigates the bad effect of group 4 ("bad effect" meaning having a not
much playable pool of group 4 vampires)
-it helps with « end groups » (first and last)
arguments against plus other concerns :
-it would be better to have a crypt with 2 groups, but without any
restriction (e.g. group 1+3)
-would this option imply that a would-be group 5 would be « weak » to
compensate ? if you're allowed to group 1-4 and 4-5, then the group 5 would
have weaker vamps to maintain overall crypt balance ?
-this solution doesn't adress the indies problem (no indies in group 1). If
indies are printed in Kindred Most Wanted, this problem will be solved
without having to resort to a group 1+4 fix.
-a proper answer would need WW's policy on which group 4 vamps will be
printed and on how many groups will be created (group 5, 6 ?)
-adding a 1+4 fix could be harmful after an expansion release, since it's
haven't been playtested
-fixing a rule, just because a handful of players complain so early after
group 4 is introduced, isn't right. we should wait for players to cool down,
play the game get a clear picture on the overall balance before seeing if
there is a problem.
Stone
I think it was Stone <mc_judg...@yahoo.fr>, who once wrote:
> -fixing a rule, just because a handful of players complain so early after
> group 4 is introduced, isn't right. we should wait for players to cool down,
> play the game get a clear picture on the overall balance before seeing if
> there is a problem.
Except it would be better to change the grouping rule before the new group
4 becomes tournament-legal, so that we can pretend the grouping rule was
like that all along. ;)
Rogar