rec.games.trading-cards.jyhad

Multiple Vampire Combat?

12 messages from 9 participants · 18 November 2002
original thread on Google Groups

Peter Oh

I was reading the Lasombra's Who's Who of VTES page (which I think is a fabulous idea by the way, very fun to read), and when I came upon Matt Green's page, I noticed his response to question #4: <quote> Q4: If you could add something to the game, what would it be? Multiple vampire combat. I'd like to see a Sabbat pack take apart an Inner Circle member by force of numbers. </quote> What I'm wondering is, to what degree is such a design change feasible? It's true that we have some of that already, mostly in Sanguinus combat, but I'm sure that this is not exactly what Matt was talking about. This to me sounds very interesting and it could possibly add a whole lot of strategies to the game. But would it be too unbalancing, favoring combat decks too much? Would it cause unnecessary changes to the already uber-complicated structure of combat? Is it possible to add such a mechanic without muddying the pre-range, manuever, strike, press order? And ultimately, does the mechanic of multiple vampire combat really differ all that much from what we have now with most dedicated rush decks? In other words, would it be fundamentally different than simply having all of your minions bum's rush some poor vampire one right after the other? In some respects, sure, I think because in the multiple vampire combat, the attacked minion would only be able to strike one of your minions (unless through additionals of course). However, is that worth fundamentally changing how combat can play out, risking another playerbase outcry a la Grouping or 7/7? It seems to me that it could be possible as long as there are appropriate costs for taking such an action. But then again, its late and I haven't really given it too much thought besides "hey, that might be cool." Comments? Peteo

Halcyan 2

>What I'm wondering is, to what degree is such a design change feasible? Not very. Multiple vampire combat is extremely messy. Take a look at the Werewolf CCG: Rage for example. They tried to incorporate multiple minions in a combat but I always found that to be a very unwieldy mechanic. It always turned out to be too unbalanced or too ineffective (in other words, too extreme one way or the other). Note that there was always the unspoken possibility of multiple vampires in combat. Take for example the Jyhad/VTES version of Burst of Sunlight which did 1R/2R agg to all vampires in combat. Not just to this vampire and the opposing vampire, but *all* vampires. Of course this has been revised in Camarilla Edition to Strike: 1R/2R, aggravated. This striking vampire also takes 1 aggravated damage. Also, from the other cards currently in existence, additional combatents is best emulated by having other combats follow (i.e. Hidden Lurker, Fast Reaction, Coordinated Attacks, etc.). It's possible that VTES could have been designed to allow such grand melees to occur. More likely than not, it would have de-stabilized the game IMO. But considering how far along in development we are, I think it's too late to re-design this aspect. Halcyan 2

Dave Brereton

Halcyan 2 <halc...@aol.com> wrote in message news:20021118015401...@mb-fc.aol.com... [ quoted text not captured ] The closest thing I can think of is a card you have to play pre-range, do not replace, and allows another vampire of the same clan, sect, circle whathaveyou to enter combat with the opposing minion after this combat is finished. With a press? With +1 hand damage? With -1 Hand Damage to who ever he is fighting? With 2 manuvers? This idea might spawn a very powerful card, but more likley it would beget wallpaper. Dave B.

Halcyan 2

>The closest thing I can think of is a card you have to play pre-range, do >not replace, and allows another vampire of the same clan, sect, circle >whathaveyou to enter combat with the opposing minion after this combat is >finished. With a press? With +1 hand damage? With -1 Hand Damage to who >ever he is fighting? With 2 manuvers? This idea might spawn a very >powerful card, but more likley it would beget wallpaper. Another important limiting factor (and one one should consider conceptually) is the current rules that prevent combat queueing. Of course I understand why the ruling exists (and I agree with it) since otherwise it would be far too difficult to figure out which combat comes next. But the status quo, which prevents one from starting another combat if another is already coming up also greatly weakens the concept of multiple minions engaged in some giant brouhaha. Halcyan 2

reyda

Peter Oh wrote: (snip) > Multiple vampire combat. I'd like to see a Sabbat pack take apart > an Inner Circle member by force of numbers. (snip quoting of matt) > What I'm wondering is, to what degree is such a design change > feasible? It's true that we have some of that already, mostly in > Sanguinus combat, but I'm sure that this is not exactly what Matt > was talking about. There one thing you must consider : All the vampires employed by the same methuselah scarcely know what others are doing : they don't even know they serve the same master. That's why they are acting on their own and vampire coordination mechanics is so rare (but of course there are exceptions) Now, i think it's not too late to introduce multiple vampire combat with a tweak. Try this : Dual Rush : tap another of your untapped, controlled vampires when you play this card. Both this acting vampire and the chosen vampire. Both vampires enter combat with a ready vampire of your predator and prey. During this combat, only this acting vampire and the defending vampire can play "before range" cards. The defending vampire can choose to strike this acting vampire or the chosen vampire, but not both. At the end of combat, if one of your vampires is burned or in torpor, the other burns 2 blood. So if this action is blocked, the chosen vampire remains tapped,and there is a cost for failure =) who can add something to make the mechanism better ?

L. Scott Johnson

halc...@aol.com (Halcyan 2) wrote: >>What I'm wondering is, to what degree is such a design change feasible? >It's possible that VTES could have been designed to allow such grand melees to >occur. More likely than not, it would have de-stabilized the game IMO. But >considering how far along in development we are, I think it's too late to >re-design this aspect. In fact, multi-minion combat *was* a part of the original design, if I recall correctly. Hidden Lurker and Fast Reaction were originally designed to allow a second member of your "team" to get into combat with you when your action was blocked or you blocked an action, respectively. It proved too unweildy in playtest and was scrapped. HL and FR took on the form that you see them in today in the initial release (except for that sideline form of Hidden Lurker caused by the misprinting of the action symbol instead of the action modifier symbol in the initial release). -- L. Scott Johnson (sjoh...@math.sc.edu) http://www.math.sc.edu/~sjohnson

XZealot

"reyda" <true_...@hotmail.com> wrote in message news:3dd8dba8$0$26445$79c1...@nan-newsreader-03.noos.net... > Peter Oh wrote: > (snip) > > Multiple vampire combat. I'd like to see a Sabbat pack take apart > > an Inner Circle member by force of numbers. > (snip quoting of matt) > > > What I'm wondering is, to what degree is such a design change > > feasible? It's true that we have some of that already, mostly in > > Sanguinus combat, but I'm sure that this is not exactly what Matt > > was talking about. > > There one thing you must consider : > All the vampires employed by the same methuselah scarcely know what others > are doing : they don't even know they serve the same master. That's why they > are acting on their own and vampire coordination mechanics is so rare (but > of course there are exceptions) > > Now, i think it's not too late to introduce multiple vampire combat with a > tweak. Try this : > > Dual Rush : tap another of your untapped, controlled vampires when you play > this card. ****Both this acting vampire and the chosen vampire****. Both vampires > enter combat with a ready vampire of your predator and prey. During this > combat, only this acting vampire and the defending vampire can play "before > range" cards. The defending vampire can choose to strike this acting vampire > or the chosen vampire, but not both. At the end of combat, if one of your > vampires is burned or in torpor, the other burns 2 blood. I don't understand the wording on this. I think you meant to say that "Both this acting vampire and the chosen vampire enter combat with a minion controlled by another Methuselah". We already have a card which simulates this better: Haven Uncovered. Also, how would Obedience affect this card? Blood Brother Ambush? Slave Rule? We have a clean mechanism for multiple members fighting in combat. It is kind of like the old Ninja movies where the hero gets attacked by a group of ninjas but only fights them one at a time. "I mean I spend all this time sneaking up on them, but when I yell before I attack, they hear me and turn around. Do we always have to yell when we attack someone?.... Oh, and can we start using guns? ", Chris Farley at the meeting of the Brotherhood of Ninjas Local 1905 -- Comments Welcome, Norman S. Brown, Jr. XZealot Archon of the Swamp

reyda

XZealot wrote: >> Dual Rush : tap another of your untapped, controlled vampires when >> you play this card. ****Both this acting vampire and the chosen >> vampire****. Both vampires enter combat with a ready vampire of >> your predator and prey. During this combat, only this acting >> vampire and the defending vampire can play "before range" cards. >> The defending vampire can choose to strike this acting vampire or >> the chosen vampire, but not both. At the end of combat, if one of >> your vampires is burned or in torpor, the other burns 2 blood. > I don't understand the wording on this. I think you meant to say > that "Both this acting vampire and the chosen vampire enter combat > with a minion controlled by another Methuselah". We already have a > card which simulates this better: Haven Uncovered. Also, how would > Obedience affect this card? Blood Brother Ambush? Slave Rule? If the action is *blocked* then you just blocked the acting vamp as usual, except that the chosen vamp is still tapped. That's that simple. > We have a clean mechanism for multiple members fighting in combat. > It is kind of like the old Ninja movies where the hero gets > attacked by a group of ninjas but only fights them one at a time. hidden lurker or fast reaction are enoughe for me =) but i just wanted to point that it's possible =)

James O'Rance

> Multiple vampire combat. I'd like to see a Sabbat pack take apart an Inner > Circle member by force of numbers. > </quote> > > What I'm wondering is, to what degree is such a design change feasible? > It's true that we have some of that already, mostly in Sanguinus combat, but > I'm sure that this is not exactly what Matt was talking about. The closest that we currently have to this is Fast Reaction/Hidden Lurker, in which minions take turns to fight one opponent, and Sanguinus, in which vampires help out their buddies but don't directly get involved. Martyr's Resilience and Save Face works a bit like this. A discipline-less Hidden Lurker would work, provided that it had some kind of drawback. "Do not replace this card until after combat" would probably be essential. As Hidden Lurker helps to get around S:CE, a discipline-less version should not have this ability. So maybe something like: Name: Group Attack (lame name, I know) Cardtype: Action Modifier Do not replace this card until after combat. Usable only by an untapped minion other than the acting minion after the acting minion is blocked and combat is over. Tap this minion. This minion now enters combat with the blocking minion. The second method, the I-help-my-buddy method, might allow the secondary minion to participate in the fight, but should entail some risk to him as well; otherwise you could rush someone with Dimple and allow Lithrac to Compress the opposing minion with impunity! It's probably not a good idea to allow the helping minion to gain additional strikes, or you'd have brujah teams each blurring for a total of six strikes! Maybe something like this: Name: Group Fight Cardtype: Combat Cost: 1 Blood Only usable before range is determined, by an untapped minion not involved in the current combat. This minion gains a strike against the opposing minion during each round of combat, and cannot play additional strikes. The opposing minion gains an optional additional strike each round of combat, only usable against this minion. That's how I think it might work. james o'rance http://www.geocities.com/dragon-dreamer/wraith

Mike Nudd

"L. Scott Johnson" <sjoh...@math.sc.edu> wrote in message news:aranjf$gfa72$1...@ID-99714.news.dfncis.de... > In fact, multi-minion combat *was* a part of the original design, > if I recall correctly. > > Hidden Lurker and Fast Reaction were originally designed to allow > a second member of your "team" to get into combat with you when > your action was blocked or you blocked an action, respectively. > > It proved too unweildy in playtest and was scrapped. HL and FR took > on the form that you see them in today in the initial release > (except for that sideline form of Hidden Lurker caused by the > misprinting of the action symbol instead of the action modifier > symbol in the initial release). However, at this point in time, wouldn't it be feasible to mirror the tradition of cards like HL and FR (as well as the several Sanguinus combat cards) to get other effects that mimic combat between multiple vampires? E.g. No Retreat Combat card Only playable by an untapped ready vampire you control other than the one you control in the current combat. Only playable before range is determined. Tap this vampire. If the combat reaches the press step, then there is a press to continue combat, and the opposing vampire may not press to end combat. Pass The Parcel Combat card Only playable by an untapped ready vampire you control other than the one you control in the current combat. Only playable before range is determined. Tap this vampire. If this vampire has a weapon, then this weapon is transferred to the vampire in combat. etc. Just a thought anyway... :) Regards, Mike Nudd

XZealot

> Maybe something like this: > > Name: Group Fight > Cardtype: Combat > Cost: 1 Blood > Only usable before range is determined, by an untapped minion not > involved in > the current combat. This minion gains a strike against the opposing > minion during each round of combat, and cannot play additional > strikes. The opposing minion gains an optional additional strike each > round of combat, only usable against this minion. How about this? Riding Shotgun Cardtype: Combat Cost: 1 Blood Only useable after a minion with vehicle completes combat, by another untapped minion with a vehicle controlled by the same Methuselah. Do not tap the second minion. The second minion enters combat with the opposing minion. There is an optional manuver given to your minion entering combat. This would put an emphasis on Sport Bikes and Hawgs which should given you maneuvers ( you know because vehicles move) in combat. [ quoted text not captured ]

HD

> reyda wrote > > > Peter Oh wrote: > > > (snip) > > > > Multiple vampire combat. I'd like to see a Sabbat pack take apart > > an Inner Circle member by force of numbers. > > > (snip) > > > What I'm wondering is, to what degree is such a design change > > feasible? It's true that we have some of that already, mostly in > > Sanguinus combat, but I'm sure that this is not exactly what Matt > > was talking about. > > There one thing <we> must consider: > All the vampires employed by the same methuselah scarcely know what others > are doing : they don't even know they serve the same master. That's why they > are acting on their own and vampire coordination mechanics is so rare (but > of course there are exceptions) > > (reword) It's not too late to introduce multiple vampire combat. Try this: > > Dual Rush : tap another of your untapped, controlled vampires when you play > this card. Both this acting vampire and the chosen vampire. Both vampires > enter combat with a ready vampire of your predator and prey. During this > combat, only this acting vampire and the defending vampire can play "before > range" cards. The defending vampire can choose to strike this acting vampire > or the chosen vampire, but not both. At the end of combat, if one of your > vampires is burned or in torpor, the other burns 2 blood. > > > So if this action is blocked, the chosen vampire remains tapped,and there is > a cost for failure =) > > who can add something to make the mechanism better ? How about this... War Pack Rush Combat Cost: 1 pool for each minion Tap one or more minions you control and burn one pool for each tapped minion. (D) Enter combat with a minion controlled by another methuselah. If this action is blocked, burn an additional pool. Manuever, strike, press and damage prevention cards affect only one minion at a time. The total ammount of damage from all your attacking minion's strikes are resolved at once. The oppossing minion can choose which of your attacking minions it strikes and additional strikes can be directed at any one of your minions. Each of your attacking minions suffers any enviromental damage individually. The idea is to create a substantial cost in pool for the methuselah, create a penalty for a failed action, allow the defender to respond with additional strikes, environmental damage, and damage prevention cards. A combination of Carrion Crows, Blur and Skin of Steel could really mess up this kind of pack rush... fair enough, eh? Oh, and dominate and strike combat ends would effect all but one of your chosen minions (you choose). This way the combat continues as if it were a Bum's Rush or Ambush. It's a substatial cost to the attacking methusalah (two or more pool) and now there's only one minion to attack with. What do you think?? Too wordy? Too hard to play with? Or is it written poorly and makes no sense? That's my contribution for the day... Cheers, Howard