Here's another revision of my list of suggested game-balancing fixes.
Card Suggested Fix
-----------------------------
Zip Gun Cannot use ammo
Tomb of Rameses III Requires ready Settite
Pulled Fangs Cannot burn vampires
Thoughts Betrayed Not usable against older vamp
Return to Innocence Blood cost equals capacity
Day Operation Allies may still block
Banishment Requires Justicar or IC Member
Mind Rape Does not function during your master phase
Majesty/Eathmeld, etc (see below)
-----------------------------
Helping to Salvage Wallpaper
Allies and Weapons Concealed Weapon is disciplineless
Diablerie Cards Use old Agro rules (or similar anti-burn fix)
Press Cards and more S:CE now means "S:Round Ends". One may still press
-----------------------------
Lupus Australis
____ ____ "Quick, Watson, the needle," cried Holmes,
\ \----/ / "I am bored with my test tubes and tomes,
|()__()| And my mind at such times
__\ __ /__ Starts to dwell on bad rhymes,
/ __\()/__ \ And ridiculous limmerick poems."
|/ \==/ \|
| || |
Hey, I haven't been around here awhile but thought I'd
post a quick response to some of your proposed "fixes".
Zip Gun: Dude, if it weren't for the zip gun hardly
anyone would play with ammo. I don't see the problem.
Tomb of Ramses: Was errata'd at Origins last year so
that the Tomb recieved "Tomb Counters" matching blood
placed on Tomb instead of blood. Good fix.
Pulled Fangs: I agree, though this needs to be approached
carefully. Instead of being burned - straight to torpor?
Return To Innocence: I disagree - too drastic a change.
Unfortunately I don't have any solid ideas on this one.
Day Op: I agree
Banishment: I disagree. Work that table politics.
Mind Rape: I agree
Strike:CE :: Not a bad idea. There are many things that need
to be addressed in the rulebook. Combat Timing is a real stinker.
First Strike is inconsistant with other WOTC games - Duh, stupid..
Hope you viewed this as constructive response as intended.
-- Bernie
John Whelan wrote:
>
> Here's another revision of my list of suggested game-balancing fixes.
>
> Card Suggested Fix
> -----------------------------
> Zip Gun Cannot use ammo
> Tomb of Rameses III Requires ready Settite
> Pulled Fangs Cannot burn vampires
> Thoughts Betrayed Not usable against older vamp
> Return to Innocence Blood cost equals capacity
>
> Day Operation Allies may still block
> Banishment Requires Justicar or IC Member
> Mind Rape Does not function during your master phase
> Majesty/Eathmeld, etc (see below)
>
> -----------------------------
> Helping to Salvage Wallpaper
>
> Allies and Weapons Concealed Weapon is disciplineless
> Diablerie Cards Use old Agro rules (or similar anti-burn fix)
> Press Cards and more S:CE now means "S:Round Ends". One may still> press.
Bernard M. Bresnahan (ber...@mich.com) wrote:
: Zip Gun: Dude, if it weren't for the zip gun hardly: anyone would play with ammo. I don't see the problem.
Zip Gun is an excellent card. I play it all the time for combat defence,
though I have never used any ammo with it. I play it as a defensive card
as it was intended
DBR is another excellent card, though I don't have too many of them. It
was one of the few cards of the original set capable of burning vampires
(under the old agro rules) but it came with a big price -- you lose your
weapon. It would be an excellent card to use (as intended) with Saturday
Night Special or Sawed-Off Shotgun. Unfortunately, with Zip Guns around,
it would be madness to use DBR on anything else.
DBR and Zip Gun together are just WAY too abusive. If my horde of Brujah
Weenies brings out a Horde of expendible 0-cost Arms dealers, and the Arms
Dealers bums rush with DBR and Zip Guns, then I am hosing a whole lot of
your vamps with no risk or blood cost to my vamps and no pool cost either.
: Tomb of Ramses: Was errata'd at Origins last year so: that the Tomb recieved "Tomb Counters" matching blood
: placed on Tomb instead of blood. Good fix.
Sounds exactly like a fix I posted last year (and last week). I even used
the term "Tomb Counters" in my earlier post. I wonder if Origens adopted
my fix or if someone else came up with it independendly.
Anyway, I replaced it with "Requires ready Settite" in my most recent
revision because I was trying to keep any revisions as short and simple as
possible. I do like the "Tomb Counters" fix, however, because it
completely eliminates the blood generating potential of the card.
I am curious about the precise wording of the Origins fix. Can anyone get
it for me?
: Pulled Fangs: I agree, though this needs to be approached: carefully. Instead of being burned - straight to torpor?: Return To Innocence: I disagree - too drastic a change.
: Unfortunately I don't have any solid ideas on this one.
Others have recommended more drastic changes than this one, including
banning it outright. My fix still leaves plenty of potential for abuse.
Bring out Lucretia, equip with Soul Gem, then RTI....
: Day Op: I agree: Banishment: I disagree. Work that table politics.
I'm not sure I understant the comment. The intent of the fix is to
prevent its abuse in weenie horde political decks.
: Mind Rape: I agree: Strike:CE :: Not a bad idea. There are many things that need
: to be addressed in the rulebook. Combat Timing is a real stinker.
: First Strike is inconsistant with other WOTC games - Duh, stupid..
Glad someone agrees with a few things. I'm trying for some sort of
consensus.
Lupus Australis
>Zip Gun is an excellent card. I play it all the time for combat defence,
>though I have never used any ammo with it. I play it as a defensive card
>as it was intended
How do you know what was intended. If the adopted fix of concealed weapon that
you came up with is ratified, than any small gun will be more efective than
this.
If CW should have been discaplineless, than any minion can whip out a gun and
shoot with ammo, just like zippy is now used. Furthermore, the vamp, or ally
won't take damage. Sometimes that is important.
>DBR is another excellent card, though I don't have too many of them. It
>was one of the few cards of the original set capable of burning vampires
>(under the old agro rules) but it came with a big price -- you lose your
>weapon. It would be an excellent card to use (as intended) with Saturday
>Night Special or Sawed-Off Shotgun. Unfortunately, with Zip Guns around,
>it would be madness to use DBR on anything else.
I disagree, If and when CW is changed it would become madness to use a zip gun,
when you could use a Shotgun. A lot more likey that a vamp will die with 5 agg,
than 3 agg. (I know that all of the damage isn't agg, but this was simple.)
>DBR and Zip Gun together are just WAY too abusive. If my horde of Brujah
>Weenies brings out a Horde of expendible 0-cost Arms dealers, and the Arms
>Dealers bums rush with DBR and Zip Guns, then I am hosing a whole lot of
>your vamps with no risk or blood cost to my vamps and no pool cost either.
Yes but al of your allies are dieing from the zip guns. That is a real waste.
My vamp takes an action to higher a thug. Next Round. my thug takes an action
to kill himself, and possibly another vamp. Not very scary.
Jason
Jason Wrote:
"How do you know what was intended. If the adopted fix of concealed weapon
that you came up with is ratified, than any small gun will be more efective
than this."
That is kind of the point. Compare Zip Gun to Saturday Night Special. They
both give you a manuver and both do 1R damage. The SNS costs one pool and
takes an action to equip. The ZG does one damage to you when you use it. The
cost of the SNS is far greater (one pool and equiping action) than the cost of
the ZG (one damage when used). When ammo cards (DBR in particular) is taken
into account, the cost of ZG becomes completely negligible, as you can use a ZG
and DBR, taking no actions and spending no pool to do a great deal of damage.
What possible reason is there to use a SNS whan you can have a ZG?
"I disagree, If and when CW is changed it would become madness to use a zip
gun, when you could use a Shotgun. A lot more likey that a vamp will die with 5
agg, than 3 agg. (I know that all of the damage isn't agg, but this was
simple.)"
Zip Gun still costs zero pool, is one card, _and_ gives you a manuver. A
Shotgun with with concealed weapon takes two cards (i.e. is less reliable),
costs two pool, and gives you no manuver. I'd still rather use ZG with DBR
than a Shotgun, even if CW is considered disciplinless.
"Yes but al of your allies are dieing from the zip guns. That is a real waste.
My vamp takes an action to higher a thug. Next Round. my thug takes an
action to kill himself, and possibly another vamp. Not very scary."
How is that a waste? I am spending zero pool and risking nothing to burn your
vampires. I go out and recruit free Arms Dealers, send them on attacks against
your vampires, whip out Zip Guns, and shoot you with Dragon's Breath Rounds,
sending you to torpor and possibly burning you. This costs me absolutely
nothing. No pool, no blood, no damage. Just free allies, free guns, and free
ammo that my deck is packed with. In the right circumstances, this deck could
be very scary.
Peter D Bakija
PD...@aol.com
"They come at night.
Mostly."
-Newt
Bernard M. Bresnahan wrote:
> Hey, I haven't been around here awhile but thought I'd
> post a quick response to some of your proposed "fixes".
>> Zip Gun: Dude, if it weren't for the zip gun hardly
> anyone would play with ammo. I don't see the problem.
>
I see the problem. I'm sick of weenies with dragonbreaths and zips
burning me. The fix of the concealed weapon or disguised weapon or
whatever it is will see the use of a lot more equipment and guns, and
therefore more people would find a use for ammo in their decks,
methinks...
> Pulled Fangs: I agree, though this needs to be approached
> carefully. Instead of being burned - straight to torpor?
>
I am a fan of changing to the Disarm template, as suggested by PDB...
> Mind Rape: I agree
>
I have a problem with mind rape. Only because I have a problem with
fitting any intercept into most of my decks after all the cards I really
need go in :-) My problem. The card is fine.
> Strike:CE :: Not a bad idea. There are many things that need
> to be addressed in the rulebook. Combat Timing is a real stinker.
> First Strike is inconsistant with other WOTC games - Duh, stupid..
>
I don't like that you can dodge a first strike. But then, I'd hate it if
you couldn't... I like the S:CE fix, myself. We play in a fairly limited
card environment (can't get any cards in Sydney anymore, didn't even see
the Sabbat re-release...) and we don't have unlimited numbers of many
cards to counter virtually unlimited S:CE.
I like the fixes presented here. I will try to get them instituted in my
playgroup, methinks...
David Naseby
In article <19980315174...@ladder01.news.aol.com>,
SirTemple <sirt...@aol.com> wrote:
>>Zip Gun is an excellent card. I play it all the time for combat defence,
>>though I have never used any ammo with it. I play it as a defensive card
>>as it was intended>>How do you know what was intended. If the adopted fix of concealed weaponthat
>you came up with is ratified, than any small gun will be more efective than
>this.>If CW should have been discaplineless, than any minion can whip out a gun and
>shoot with ammo, just like zippy is now used. Furthermore, the vamp, or ally
>won't take damage. Sometimes that is important.
Except that zip guns cost _no_ pool -- which is especially a factor
when you plan on burning the gun. In general I would _far_ rather burn
a pool than a blood, and having the "Concealed Weapons" effect without
needing a combo is a very signifigant advantage.
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
>> Strike:CE :: Not a bad idea. There are many things that need
>> to be addressed in the rulebook. Combat Timing is a real stinker.
>> First Strike is inconsistant with other WOTC games - Duh, stupid..>you couldn't... I like the S:CE fix, myself.
What's the proposed fix for S:CE?
I don't think it's broken let alone necessitating a fix...
Sorrow
[ quoted text not captured ]
I agree. Some say that S:CE is too powerful and that we've simply gotten used
to it. That's possible. However, it's been shown that S:CE *can* be gotten
around, and with S:CE the way it is, combat decks and combat-avoidance are
about on equal footing. A dedicated combat deck *will* burn your vampires.
The best that S:CE can do is keep them around for a little while to do some
damage. The only errata I'm really in favour of on this whole fix-kick is to
fix the Tomb, RtI, and Pulled Fangs. Mind Rape and Thoughts Betrayed are
certainly overpowered, but I don't think they're quite *broken.* And fixing
Zip Gun is just plain silly.
It's funny that Sleeping Mind and Archon Investigation haven't come up in
discussion. I don't think they're that strong, but they *are* JOL-banned, so
a bunch of people must hate them.
-Chris
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On Mon, 16 Mar 1998, Chris wrote:
> What's the proposed fix for S:CE?
> I don't think it's broken let alone necessitating a fix...
Before I tell you what my proposed fix was, let me try to explain why I
think S:CE is broken. I realize that the position requires some defense.
since we have all gotten used to the card and to the enormous effect that
it has on the game environment.
I define a card as broken if it so dominates the game environment that it
turns alot of other cards into wallpaper. This is true to some extent of
any overpowered card. You can only put so many cards in an 80 card deck,
out of some 800+ minion cards printed. If a card is extremely popular,
and played often, then other cards tend to become unpopular and played
rarely because of the simple fact that if you put one card in you must
leave another out. However, this is especially true of S:CE as
exemplified by Majesty. Majesty is largely responsible for entire
classes of cards becoming devalued almost to the point of never being
played at all. Though we have gotten used to Majesty's effect on the game
environment, I cannot think of any card that is not, in this sense, more
broken.
S:CE (exemplified by cards such as Majesty and Earth Meld) is an extremely
powerful form of combat defence. As such it is used with an inordinant
frequency as combat defence by any vote deck or bleed deck that uses
presence. Combat decks, in order to compete in this environment, must
rely on multiple copies of a highly limitted variety of cards. Most
importantly, they need Immortal Grapple. Other ways of dealing with S:CE
include Psyche, Fast Reaction, Hidden Lurker, Drawing out the Beast/Dawn
Operation, and perhaps a few others. You can also use multiple weenies
doing repeated rushes again and again to wear out the supply of Majesties,
with ZipGun/DBR being particularly useful since the DBR is always saved
until the Majesties run out. Anti S:CE strategies all tend to rely on
multiple copies of a limitted number of cards.
I am not so much upset that certain cards are played frequently and
repeatedly, as I am that whole classes of cards are rarely played or never
played at all. The list of cards that have been seriously devalued by the
S:CE environment is truly enormous. What follows is a catalog of those
hapless victems that have been either consigned to Wallpaper Hell, or are
teetering on the brink of the Abyss, because of the power of S:CE.
PRESS CARDS: Presses to continue combat are completely pointless in an
environment where your major problem is that you might not even make it to
the first strike resolution. Because of S:CE, presses simply do what they
were designed for. You never even make it to the press phase, so they
just stay and clog your hand. The most common "continue combat" card is
absolutely no match for the most popular "end combat" card. Occasionally
you will see a press card played, but usually as an bonus side effect of a
card that was included for another reason. Because presses to continue
combat are so rare, presses to "end combat" are at the top of everyone's
wallpaper list -- there is almost nothing for them to counter.
Occasionally you will hear of presses being used in a Tremere deck because
of the power of 2nd-round Thaumaturgy cards, but I'm sure you have also
heard of the "serious weakness" of the Tremere -- that they have no
reliable means of dealing with S:CE.
DAMAGE-DEALING RETAINERS
I'm talking about guys like Murder of Crows, Wolf Companion, Ghoul
Retainer, and others. Like most permanents, their disadvantage is that
they cost time and blood to equip with. Part of their advantage and value
lies in the fact that they do not merely function once per combat, but
once each round. Thus their value is increased in a heavy-press combat
environment. Unfortunately, a heavy-press environment is just not
strategically feasible, because of S:CE. As it is, everyone complains
that they are just too slow, waste of an action, not worth the cost.
ALLIES: Since allies don't use disciplines, no ally has any means of
dealing with S:CE.
WEAPONS: The same is true for most weapons. Because of the low-press
environment, weapons are just not seen as worth the cost to equip with.
The benefit of being usable once each round is wasted on an environment
where combat devotes all of its energies into being able to complete the
first round. Weapons are devalued for another reason. Immortal Grapple
is the most popular method of dealing with S:CE, and weapons simply do not
work in conjunction with IG, nor do they work against it. And weapons are
absolutely no help against S:CE.
WEAPON HOSERS: If Weapons were actually to become a significant part of
the game then there might be some point to cards like Canine Horde or
Illegal Search and Siezure or Fast Hands or Peace Treaty. You could say
the same for Ally Hosers and Retainer Hosers like Far Mastery or Kindred
Segregation.
ANY STRIKE THAT IS NOT A HAND STRIKE: Because IG is the most reliable way
of dealing with S:CE, potence rush combat with hand strikes is one of the
few options available. Long Range combat is almost completely hosed as an
attack strategy. The only decks that typically try Ranged combat are
weenie decks who can make their opponents run out of Majesties by the
sheer number an frequency of their assaults. The only others that might
stand a chance with it are big Brujah who can continue combat even after a
S:CE by means of Psyche. Particularly damaged are any attacks that are
not usable first round, practically pointless in an environment where you
can barely finish the first.
I'm not saying there are not ways of dealing with S:CE. There are quite a
few options and strategies possible. But the options permitted are few
compared to the options and variety that are lost and prevented.
My fix: S:CE really means "S: Round Ends"-- one may still press
This fix allow S:CE to remain an extremely potent form of combat
defence, completely nullifying almost anything opponent can do in a single
round. It is prevents much more than a dodge (which tends to require
higher discipline levels or blood cost), yet has the disadvantage that it
cannot be combined with offensive stragegies -- making it in balance an
equivalent power rather than a vastly superior one. It can still deal
with presses, since, if an opponent presses, one can still play another
S:CE...though you might wan to have a Police Station in play in case he
plays a Trap.
Were this fix adopted, the following cards would increase in value and
become more playable:
Al's Army Apparatus
Arms Dealer
Frenzy
Illegal Search and Siezure
Mob Connections
The Knights
Loyal Street Gang
Muddled Vampire Hunter
Outcast Mage
Police Department
Rengegade Garou
The Slashers
The Spawning Pool
Thadius Zho, Mage
Vast Wealth
.44 Magnum
Aid from Bats
Assault Rifle
Bastard Sword
Blood Rage
Body of Sun
Bomb
Boxed In
Burst of Sunlight
Canine Horde
Cauldron of Blood
Conquer the Beast
Dead End Ally
Deer Rifle
Disguised Weapon
Drain Essence
Entrancement
Far Mastery
Fast Hands
Flamethrower
Flash
Form of the Ghost
Ghoul Escort
Ghoul Retainer
Glaser Rounds
Gleam of Red Eyes
Grenade
Growing Fury
Hawg
Infernal Pursuit
Indomitability
Ivory Bow
Magic of the Smith
Manstopper Rounds
Mighty Grapple
Movement of the Mind
Murder of Crows
Nimble Feet
Open Grate
Rat's Warning
Read Intentions
RPG Launcher
Saturday Night Special
Sengir Dagger
Shattering Blow
Stake/Wooden Stake
Submachine Gun
Talbot's Chainsaw
Theft of Vitae
Thrown Gate
Thrown Sewer Lid
Trap
Undead Persistence
Vampiric Speed
Vanish from the Mind's Eye
Walk of Flame
Weather Control
Well Aimed Car
Wolf Companion
Kindred Segregation
Peace Treaty
That's 76 cards from the original set only, or about 25% of the library
set. Not all of them are complete wallpaper, but I doubt you see many of
them all that often. A few, like Renegade Garou, are well known for decks
that like to go out with a Bang, but not too good for decks that want to
win. All would become significantly more playable were the fix I
recommended adopted.
Lupus Australis
____ ____
\ \----/ /
|()__()|
__\ __ /__
/ __\()/__ \
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In article <Pine.SUN.3.96.980316233031.22768D-100000@amanda>,
Lupus Australis <jbwh...@dorsai.org> wrote:
>Before I tell you what my proposed fix was, let me try to explain why I
>think S:CE is broken. I realize that the position requires some defense.
>since we have all gotten used to the card and to the enormous effect that
>it has on the game environment.
[well thought out arguments snipped]
I think you exaggerate the effect majesty has, and the ineffectiveness
of presses a bit (although they really only work as an extension to
Immortal Grapple). Still you do have a point, S:CE has a dominant effect
on what goes into decks, and probably the only thing that has more
of an effect are bleed bonus cards.
Still, alot of the powerfull cards I dislike, I think it does balance
out fairly well and lead to deck diversity. I'm not even sure weakening
it would help with deck diversity, since while without S:CE to deal with
more kinds of combat decks would be viable, several _general kinds_ could
become greatly weakened. Then again I'm not sure it would be a bad idea
either.
I think the main reason the power of S:CE is accepted is that it is
an inherent part of the theme. If you've ever played a Vampire rpg,
you know what I mean. This is the main reason I don't like your fix,
it's just what the power should do: Someone with Majesty just can't
be attacked, if someone disappears into the earth, or turns into
mist, how do you attack them? Combat shouldn't just be delayed.
These methods of combat avoidance are an essential part of the game,
and prevent it from degenerating into a free for all brawl. They
are a "meta game" decision to the effect that rather than forcing
everyone to be able to defend themselves in combat, everyone is
forced to deal with politics a bit.
The other reason I don't feel like changing S:CE is that it isn't that
broken, and changes should be kept to a minimum given the way the
rules (i.e. the cards) are distributed.
Of course, in the rpg/larp there _are_ ways around Majesty, etc.
It varies from game to game, but these include Frenzying, following
people down into the earth, etc. IMHO all of the S:CE end cards
should have included a specific way around the CE clause. E.G.
doesn't work against older vampires, doesn't work against those
with Protean, etc. It's a bit late for that though. :-(
I would certainly consider house rules to weaken S:CE and move
it more in line with the theme of the game, but it's not so bad
that I'd propose errata.
[ quoted text not captured ]
>I think the main reason the power of S:CE is accepted is that it is
>an inherent part of the theme. If you've ever played a Vampire rpg,
>you know what I mean. This is the main reason I don't like your fix,
>it's just what the power should do: Someone with Majesty just can't
>be attacked, if someone disappears into the earth, or turns into
>mist, how do you attack them? Combat shouldn't just be delayed.
>These methods of combat avoidance are an essential part of the game,
>and prevent it from degenerating into a free for all brawl. They
>are a "meta game" decision to the effect that rather than forcing
>everyone to be able to defend themselves in combat, everyone is
>forced to deal with politics a bit.
Well, if you want a justification for presses being able to continue
the combat...
I don't know what kind of time scale most of you are imagining for the
game, but I think that any given action taking a week or so is
reasonable, or at least a few days. So if you get into a fight with
someone and they S:CE (or S:RE) you can just wait around for another
opportunity to beat them up more. In any case, there are already a
lot of discrepancies with the rpg.
Just the whole idea of weenie vamps being able to use the level 6-10
powers of a discipline is silly. And that getting an assault rifle is
as costly as a decent vampire. In the rpg any vamp can go grab at
least some kind of gun with almost no effort.
I'm pretty sure, though, that if there was no S:CE and it was
introduced, say, in Sabbat, everyone would be bitching about how
broken it was, much more so than any of the cards currently at the top
of that list.
It would be like adding a reaction card to a few disciplines that just
outright made a bleed unsuccessful and then adding a few cards to
other disciplines that could get around it.
It would take one whole strategy (bleed) and make it so that any
effective bleed decks had to be based around the few cards that could
get past the new uber-defense. Just like now combat decks have to be
based around the few cards that can deal with S:CE.
I agree with you on a lot of points, S:CE totally pumps up the power of
Ventrue and Toreador, and with Dominate makes the former the strongest
clan in the game. But I could imagine with your fix we would see a
general shift to combat decks.
I would like to see more solutions (in hitherto unmade cards) to solve
the problem. But I think the fix would be large and instead we should
just try to shame our playgroups away from such cards in quantity. It
isn't a perfect solution, but I know our playgroup has quite a few cards
that just don't get played regularly for the shame factor.
Tournament play is another ballgame.
Lupus Australis wrote:
>
>
> Were this fix adopted, the following cards would increase in value and
> become more playable:
>> Muddled Vampire Hunter
Doesn't his first strike effectively deal with S:CE. Assuming his attack
will be enough to torporize someone? (otherwise why send him on a
suicide mission?)
In article <Pine.SUN.3.96.980316233031.22768D-100000@amanda>, Lupus
Australis <jbwh...@dorsai.org> writes
>ALLIES: Since allies don't use disciplines, no ally has any means of
>dealing with S:CE.
Teeny tiny contradiction here.
Ghouled Street Thug can play Immortal Grapple.
--
James Coupe (change "nospam" to "obeah" to reply by e-mail)
You were my strength when I was weak. You were my voice when I couldn't speak.
You were my eyes when I couldn't see. You saw the best there was in me. Lifted
me up when I couldn't reach. You gave me faith because you believed. I'm
everything I am because you loved me.
daniel frey <daniel_fr...@bcpress.com> wrote:
> I agree with you on a lot of points, S:CE totally pumps up the power of
> Ventrue and Toreador, and with Dominate makes the former the strongest
> clan in the game. But I could imagine with your fix we would see a
> general shift to combat decks.> I would like to see more solutions (in hitherto unmade cards) to solve
> the problem. But I think the fix would be large and instead we should
> just try to shame our playgroups away from such cards in quantity. It
> isn't a perfect solution, but I know our playgroup has quite a few cards
> that just don't get played regularly for the shame factor.> Tournament play is another ballgame.> Lupus Australis wrote:
> >
> >
> > Were this fix adopted, the following cards would increase in value and
> > become more playable:
> >> > Muddled Vampire Hunter> Doesn't his first strike effectively deal with S:CE. Assuming his attack
> will be enough to torporize someone? (otherwise why send him on a
> suicide mission?)
No, because S:CE is considered to be First Strike (same as Dodge).
Muddles is extremely ineffective against S:CE.
I like changing S:CE to S:RE. It makes Brujah pitch decks, all
forms of gun decks, Gangrel combat decks, and Tremere decks more effective.
It means that I don't need Immortal Grapple to be able to initiate a combat
and have it be a useful combat, which means dodges will become more useful.
All in all, I think it's a really good idea.
-Mark Langsdorf
Jyahd Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad/
> In article <Pine.SUN.3.96.980316233031.22768D-100000@amanda>, Lupus
> Australis <jbwh...@dorsai.org> writes> >ALLIES: Since allies don't use disciplines, no ally has any means of
> >dealing with S:CE.
>> Teeny tiny contradiction here.
>
> Ghouled Street Thug can play Immortal Grapple.
>
Yeah, but it would be painful, since the Street Thug has no hand strike.
Although, I suppose you could play Torn Signpost to get hand damage...
[ quoted text not captured ]
> >
> >
> > Were this fix adopted, the following cards would increase in value and
> > become more playable:
> >> > Muddled Vampire Hunter
>
> Doesn't his first strike effectively deal with S:CE. Assuming his attack
> will be enough to torporize someone? (otherwise why send him on a
> suicide mission?)
>
No. S:CE and Dodge are dealt with before first strike.
[ quoted text not captured ]
You must be kidding me, that strikes (no pun) me as a really stupid rule.
How can S:CE and Dodge be dealt before first strike when the damage has
already been done before the opponent gets a strike?
[ quoted text not captured ]
ber...@cco.caltech.edu wrote:
> > > Were this fix adopted, the following cards would increase in value and
> > > become more playable:
> > >> > > Muddled Vampire Hunter
> >
> > Doesn't his first strike effectively deal with S:CE. Assuming his attack
> > will be enough to torporize someone? (otherwise why send him on a
> > suicide mission?)
> >> No. S:CE and Dodge are dealt with before first strike.
>
You got to be kidding me!! I thought Dodge and S:CE could be played to
trump first strike only if the 2nd vamp ever got to use their strike,
but if the 2nd vamp was going to torpor it resolved immediately.
Say it ain't so, otherwise that is the stupidest ruling yet.
Chris <beb...@newave.net.au> wrote:
> You must be kidding me, that strikes (no pun) me as a really stupid rule.
> How can S:CE and Dodge be dealt before first strike when the damage has
> already been done before the opponent gets a strike?
ALL Dodge and S:CE cards are considered to be First Strike. WotC
didn't put reminder text on the cards, but nevertheless, all Strike:Dodges
and Strike:Combat Ends are considered to be First Strike. So they resolve
at the same time as other First Strike cards.
Does that clear it up for you?
-Mark Langsdorf
Jyhad Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad/
In article <6eoaj7$sg9$1...@pinah.connect.com.au>,
"Chris" <beb...@newave.net.au> wrote:
>
>
> You must be kidding me, that strikes (no pun) me as a really stupid rule.
> How can S:CE and Dodge be dealt before first strike when the damage has
> already been done before the opponent gets a strike?
The damage hasn't been done.
Both strikes are declared before either strike resolves. And then the
strikes resolve.
S:CE resolves first, before any other type of strike. Rulebook: section 8.3
Dodge negates the effects (on the Dodging minion and non-Retainer cards
on him) of the opposing strike regardless of the timing of that opposing
strike. Rulebook: section 8.3
--
L. Scott Johnson (vte...@wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team
[ quoted text not captured ]
In article <350FE2...@bcpress.com>,
daniel frey <daniel_fr...@bcpress.com> wrote:
> You got to be kidding me!! I thought Dodge and S:CE could be played to
> trump first strike only if the 2nd vamp ever got to use their strike,
> but if the 2nd vamp was going to torpor it resolved immediately.
>
> Say it ain't so, otherwise that is the stupidest ruling yet.
It is so, by rulebook text - not a ruling. Section 8.3
[ quoted text not captured ]
LSJ wrote:
>
> In article <350FE2...@bcpress.com>,
> daniel frey <daniel_fr...@bcpress.com> wrote:
> > You got to be kidding me!! I thought Dodge and S:CE could be played to
> > trump first strike only if the 2nd vamp ever got to use their strike,
> > but if the 2nd vamp was going to torpor it resolved immediately.
> >
> > Say it ain't so, otherwise that is the stupidest ruling yet.
>
> It is so, by rulebook text - not a ruling. Section 8.3
It is?!
...oh... did I say 'stupidest ruling yet' out-loud?!
I had a little error with punctuation and tense. What I *meant* to say
was, "Say! It ain't so! Otherwise *that* would be the stupidest ruling.
Yet." I can see how people misunderstood.
2 cents.
S:RE seems to go a little far. My playgroup kicked around this
idea for while though:
A first strike is a first strike is a first strike, and comes
before S:CE and Dodge. Unless they are played with a first
strike modifier (of course).
Interesting isn't it?
Jaysen
my e-mail address is jay...@compusmart.ab.ca
[ quoted text not captured ]
He is a Malkavian ally (insane), suicide is not out of the question. Perhaps
doing the 4 damage is an acceptable sacrifice even if the ally dies (this is all
conjecture). The vampire hunter must be used strategically otherwise he will
die (that is the main point).
First strike goes "first", if you are still kicking then you may respond with
you're strike otherwise sorry you're out of luck (torpor, die, whatever).
Otherwise strikes are resolved simultaneously. First strike negates your ability
to respond if the damage done to you is such that it will incapacitate or kill
you.
daniel frey wrote:
> ber...@cco.caltech.edu wrote:
>
> > > > Were this fix adopted, the following cards would increase in value and
> > > > become more playable:
> > > >> > > > Muddled Vampire Hunter
> > >
> > > Doesn't his first strike effectively deal with S:CE. Assuming his attack
> > > will be enough to torporize someone? (otherwise why send him on a
> > > suicide mission?)
> > >
> > No. S:CE and Dodge are dealt with before first strike.
> >
>> You got to be kidding me!! I thought Dodge and S:CE could be played to
> trump first strike only if the 2nd vamp ever got to use their strike,
> but if the 2nd vamp was going to torpor it resolved immediately.
daniel frey wrote:
> ber...@cco.caltech.edu wrote:
>
> > > > Were this fix adopted, the following cards would increase in value and
> > > > become more playable:
> > > >> > > > Muddled Vampire Hunter
> > >
> > > Doesn't his first strike effectively deal with S:CE. Assuming his attack
> > > will be enough to torporize someone? (otherwise why send him on a
> > > suicide mission?)
> > >
> > No. S:CE and Dodge are dealt with before first strike.
> >
>[ quoted text not captured ]
Lets look at end combat from the perspective of V:TES the tabletop game
What is Majesty for instance
You cower before the prescence of the other vampire unable to think of harming
them (please excuse the paraphrasing).
My general advice is this to people do not make one-dimensional decks. If all
you can do is combat as your competitor I will certainly capitalize upon your
single minded strategy.
Remeber when it comes to cards because it is powerful does not make it broken.
[ quoted text not captured ]
Christopher Chew (c...@id4.telecom.fedex.com) wrote:
: Lets look at end combat from the perspective of V:TES the tabletop game: What is Majesty for instance: You cower before the prescence of the other vampire unable to think of harming
: them (please excuse the paraphrasing).: My general advice is this to people do not make one-dimensional decks. If all
: you can do is combat as your competitor I will certainly capitalize upon your
: single minded strategy.: Remeber when it comes to cards because it is powerful does not make it broken.
Cards that are over-powerful are the very definition of broken. If you
don't care about in-game balance, that's fine, but I don't think it's
very helpful to tell anyone else that they should also not care about
in-game balance.
Josh
doesn't understand all these people with their 'if it doesn't bother me,
don't fix it' theories
In article <3512C811...@id4.telecom.fedex.com>,
Christopher Chew <c...@id4.telecom.fedex.com> wrote:
>Lets look at end combat from the perspective of V:TES the tabletop game
>
>What is Majesty for instance
>
>You cower before the prescence of the other vampire unable to think of harming
>them (please excuse the paraphrasing).
>
>My general advice is this to people do not make one-dimensional decks. If all
>you can do is combat as your competitor I will certainly capitalize upon your
>single minded strategy.
Well, If all I can do is combat, you certainly won't capitalize with
S:CE. You'll be Immortal Grappled and Burned. Decks that are fairly
one dimensional can be quite powerfull.
>Remeber when it comes to cards because it is powerful does not make it broken.
In order to make this argument stick you have to counter the fairly
powerfull arguments that have been put forth, not state irrelevent
truisms.
[ quoted text not captured ]
In article <6f0qtg$r...@newsstand.cit.cornell.edu>,
du...@newton.ruph.cornell.edu (Joshua Duffin) wrote:
> Christopher Chew (c...@id4.telecom.fedex.com) wrote:
> : Lets look at end combat from the perspective of V:TES the tabletop game>
> : What is Majesty for instance
>
> : You cower before the prescence of the other vampire unable to think of
harming
> : them (please excuse the paraphrasing).
>
> : My general advice is this to people do not make one-dimensional decks.
If all
> : you can do is combat as your competitor I will certainly capitalize
upon your
> : single minded strategy.
>
> : Remeber when it comes to cards because it is powerful does not make it
broken.
>> Cards that are over-powerful are the very definition of broken. If you
> don't care about in-game balance, that's fine, but I don't think it's
> very helpful to tell anyone else that they should also not care about
> in-game balance.
>
> Josh
>
> doesn't understand all these people with their 'if it doesn't bother me,
> don't fix it' theories
hmmm, up to point Lord Copper ... but I certainly agree that there's a
basic philosophical difference between us which is getting in the way of
understanding, so I've written a lengthy defense of our point of view on a
post further down this list ["Why we are against card fixes."] Maybe that
will help!
May you never lack for a wake-up card, Legbiter.