rec.games.trading-cards.jyhad

Idea (Grouping Rule)

42 messages from 16 participants · 13 March 2005 – 17 March 2005
original thread on Google Groups

firstco...@aol.com

Source: rec.games.trading-cards.jyhad "dial-a-crypt" author:LSJ "[grouping rule] 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"." Problems with current system: New players have little incentive to buy both old and new vampires. Many players have voiced their dissatisfaction. Suggested group rule: Each player must have at least 12 cards in her crypt, which may be from any group or two consecutive groups. Additional groups may be used, increasing that player's crypt minimum by an additional 12 cards per group. For example, a player can construct a crypt from groups 1, 2, and 4. This is one extra group (above the normal two), so her crypt minimum is 24 cards. Solution proposed: Allows players to use any cards together. Penalizes "perfect crypt" by forcing it to fill more vampire spots than it will presumably gain in vampires. I will now respond to this post, to add examples. -- Brian

firstco...@aol.com

"I want superior Dominate and capacity less than 6" Group 1: just Didi Meyers Group 2: 6 vampires Group 3: Banjoko and Catherine DuBois Group 4: Donatello Giovanni and Black Lotus No grouping rules: 11 different unique vampires (in a 12-vampire crypt) Current rules: 8 possible (group 2+3) Suggested rules: 10 possible (in a crypt of 24) In order to populate this crypt with ONLY superior Dominate for <6, a player would have to use 2 copies of each vampire, and 3 of a couple others, under the suggested rules. "I want Ventrue Princes and Justicars" Group 1: 4 vampires Group 2: 3 vampires Group 3: 3 vampires Group 4: Mustafa, The Heir No grouping rules: 11 different unique vampires Current rules: 7 possible (group 1+2) Suggested rules: 10 possible (in a crypt of 24) Again, you'd need to use at least doubles of everyone if you really wanted 10 different Ventrue Princes. Any discrepancies between these numbers and reality (maybe you'd use Arika in a Ventrue deck) are reasonably accounted for (Suhailah). "I want to use just two vampires, one from group 2 and one from group 4, which together are unstoppable! My crypt will only be half one and half the other!" OK, but notice that LSJ said the grouping rule was to prevent dial-a-crypt, not to prevent interesting fatties from being used together. Besides, if you want a 2-vampire deck, go for it. Those decks have their own set of problems, far worse than grouping. I personally don't think this will result in any dial-a-crypt problems, simply because more slots are created from adding a group than that group can possibly fill (otherwise, that group has 12 vamps you want already, and you should just use it by itself.) I personally don't think ANY combination of two fatties will be any worse for the game than say Arika and Leandro.

Peter D Bakija

firstco...@aol.com wrote: > Problems with current system: > New players have little incentive to buy both old and new vampires. > Many players have voiced their dissatisfaction. New players don't have to buy old and new vampires. The only vampires that have trouble combining, considering the current distribution, are G1 vampires, which aren't generally available anyway, except in the anniversary tins, which come complete with all the G1s you'd ever want anyway. Currently, if you get into the game, you get G2-4, mostly with G3's. The G2's go with the G3's. The G4's go with the G3's. Not seeing a problem so much. Peter D Bakija pd...@lightlink.com http://www.lightlink.com/pdb6 "How does this end?" "In fire." Emperor Turhan and Kosh

Peter D Bakija

firstco...@aol.com wrote: > Suggested group rule: > Each player must have at least 12 cards in her crypt, which may be from > any group or two consecutive groups. Additional groups may be used, > increasing that player's crypt minimum by an additional 12 cards per > group. This particular solution doesn't seem like it would do anything at all. Yeah, youmight be forced to use a 24 card crypt, but then you just take two identical 12 card crypts and shuffle them together. I realize that there are somewhat higher chances for "clumping", but I suspect the difference is pretty minimal. [ quoted text not captured ]

LSJ

Peter D Bakija wrote: > firstco...@aol.com wrote: >>Suggested group rule: >>Each player must have at least 12 cards in her crypt, which may be from >>any group or two consecutive groups. Additional groups may be used, >>increasing that player's crypt minimum by an additional 12 cards per >>group. > > This particular solution doesn't seem like it would do anything at all. > Yeah, youmight be forced to use a 24 card crypt, but then you just take two > identical 12 card crypts and shuffle them together. I realize that there are That's a three-group crypt. If you find your perfect crypt among four groups, you'd need a 36-card crypt. > somewhat higher chances for "clumping", but I suspect the difference is > pretty minimal. I would imagine the difference to be distinctly more than minimal, but of course, that depends on your notion of minimal. For a "normal" 12-distinct-vampires crypt, you get clumped never, but with 2 copies of each of those 12, you clump 1-in-4 times ("clumped" meaning drawing a duplicate vampire in your opening 4). Another example, the "please let me have this vampire" crypt of 4 copies of the key vampire in 12 nets a less than 1-in-7 miss rate (missing that key vampire in your opening 4). 8 in 24 nets a greater than 1-in-6 miss rate. And you get clumped on four of those in your uncontrolled region three times as often (.21% vs .65%). Clumping on just two or three would, I believe have an even higher multiplier, but I'm not keen on typing up that formulation. -- LSJ (vtesr...@TRAPwhite-wolf.com) V:TES Net.Rep (remove spam trap to reply) Links to V:TES news, rules, cards, utilities, and tournament calendar: http://www.white-wolf.com/vtes/

Peter D Bakija

LSJ wrote: > That's a three-group crypt. If you find your perfect crypt among four > groups, you'd need a 36-card crypt. Sure. But I'm still not seeing how it is that significant of a disadvantage, overall. I mean, like, if you are used to playing crypts that have no vampire duplication at all, and suddenly you have 2 of everyone, that might seem disadvantageous, but in my experience, crypts with no vampire duplication tend to be the exception, rather than the rule. > I would imagine the difference to be distinctly more than minimal, > but of course, that depends on your notion of minimal. > > For a "normal" 12-distinct-vampires crypt, you get clumped never, > but with 2 copies of each of those 12, you clump 1-in-4 > times ("clumped" meaning drawing a duplicate vampire in your > opening 4). Yeah, that is where the difference is--if you would be playing 12 indivdual vampires, you never get duplicates. If you are playing 12 pairs of vampires, you get duplicates. But again, I'm viewing this from the perspective of almost always playing duplicates, which is my experience, and pretty much the experience of my whole group--for instance, I have, currently, like, 24 built decks floating around. I think 2 of them don't have any duplicate vampires in them. So the difference between, like, 12 individual vampires and 12 pairs of vampires is probably a lot bigger than the difference between, say, 6 pairs of vampires vs (2)6 pairs of vampires. [ quoted text not captured ]

firstco...@aol.com

> > Problems with current system: > > New players have little incentive to buy both old and new vampires. > > Many players have voiced their dissatisfaction. > > New players don't have to buy old and new vampires. The only vampires that > have trouble combining, considering the current distribution, are G1 > vampires, which aren't generally available anyway, except in the anniversary > tins, which come complete with all the G1s you'd ever want anyway. First, let me say that many playgroups (mine included) will often start new players with a free bunch of Jyhad cards, since they were so widely available for so long. Secondly, I'd say that since 10th comes with all of the G1 vamps AND is recent, G1 will be purchased by LOTS of new players unless an older player tells them specifically not to. Therefore, I would say that new players will continue to use G1 vamps for some time. Think about it: Assume you are a new player without many cards, but you own ALL of group 1. Which group will you play with? And since it's you, I'd like to add that 10th Anniversary comes with 15 different Nosferatu in it :) I was thinking about this at all because of Vanessa and Andy, who began playing V:TES only weeks ago, and they have 3 tins of 10th between them, and shooting for more. They'll probably end up at 6 or 7. I don't want them to have cards which are thoroughly incompatible with one another. > Currently, if you get into the game, you get G2-4, mostly with G3's. The > G2's go with the G3's. The G4's go with the G3's. Not seeing a problem so > much. Actually, locally, we don't have any G2's available at all, except Sabbat War starters. In fact, we have all of those, and nothing from any of the other G2 sets. We also have Cam, Black Hand, Gehenna, KMW, and 10th. Which means we have G3, G3, G3/G4, G4, and G1, respectively. Perhaps this is just a local phenomenon. Even so, there will be other groups, in time. And when G5 comes out, I assume we will still have, say, Black Hand at the store. Which will not be important to stock at all, since new players won't be able to use the vampires at all. Not with their other vampires, anyway. Of course, it would be easiest if there were simply an even/odd grouping rule, because then you would perpetually limit the number of vampires available to a given strategy and still let (new) players buy anything they wanted (without restriction). Since the odd/even suggestion was made by LSJ himself over a year ago and still nothing has come of it, I think it's safe to say it's over--which is sad, since I thought it was great. Anyway, I thought of this new idea this morning, and I posted it. Using both fixes together--pick one odd, one even, then purchase extra groups for +12 crypt size each--would make me (and presumably Josh Duffin?) happiest, but basically I think something needs to happen now that beginning players are picking up 10th Anniversary and saying, "Cool! What boosters would go with these Ventrue guys?" <sigh> Dark Sovereigns. -- Brian

Mochuda

there are 20 1-cap vampires in groups 1,2,3 seems to me quite a "perfect" crypt for a weenie computer hacking decks. That is what grouping rule is supposed to avoid. and you could do the same with weenie pre, weenie pot etc etc your rule just powers up weenie crypts Mochuda

Peter D Bakija

firstco...@aol.com wrote: > First, let me say that many playgroups (mine included) will often start > new players with a free bunch of Jyhad cards, since they were so widely > available for so long. Secondly, I'd say that since 10th comes with > all of the G1 vamps AND is recent, G1 will be purchased by LOTS of new > players unless an older player tells them specifically not to. > Therefore, I would say that new players will continue to use G1 vamps > for some time. Sure, on the whole "here, have lots of free Jyhad vampires" angle, which is a reasonable thing to do, but wouldn't it make more sense, like, to let new players who have a very limited card pool to play with any vampires they want till they get more cards rather than invent new rules that affect everyone and might not actually be a good idea? And yeah, the 10th set comes with lots of G1 vampires, but I'd maintain that the 10th set is, like, the last thing a new player should buy (he be much better off, in like almost every situation, getting 2 starter decks, as the 10th set is of very questionable actual play value), and yeah, it does require older players to make this known to newer players, but I'd figure that the situation we are looking at is one where there are new players in a group of old players (otherwise, the new players could just choose to ignore the grouping rules on their own). > Think about it: Assume you are a new player without many cards, but > you own ALL of group 1. Which group will you play with? And since > it's you, I'd like to add that 10th Anniversary comes with 15 different > Nosferatu in it :) Sure, again, but if I get both 10th tins, I could easily make all G1 decks with those vampires. And if I get, like, some SW or FN starters, I have even more G1/2 options. > I was thinking about this at all because of Vanessa and Andy, who began > playing V:TES only weeks ago, and they have 3 tins of 10th between > them, and shooting for more. They'll probably end up at 6 or 7. I > don't want them to have cards which are thoroughly incompatible with > one another. That is certainly a reasonable want, but one that really could be fixed by house ruling the group rule out for the new players till they get enough cards to make the difference. But yeah, I also know that lots of folks don't like using house rules, even in this sort of situation. > Actually, locally, we don't have any G2's available at all, except > Sabbat War starters. In fact, we have all of those, and nothing from > any of the other G2 sets. We also have Cam, Black Hand, Gehenna, KMW, > and 10th. > > Which means we have G3, G3, G3/G4, G4, and G1, respectively. Perhaps > this is just a local phenomenon. Yeah, that is kind of weird. But still, lots of G1 vampires means G1 decks. Heck, many of us lived like that for years :-) [ quoted text not captured ]

firstco...@aol.com

Mochuda wrote: > there are 20 1-cap vampires in groups 1,2,3 There are already well over 12 different vampires of 1 capacity in group 1+2. If a player wants to make a deck with only 1 caps and all of them different, then a player can already do that with group 1+2. Under a group 1+2+3 deck (proposed system), the crypt minimum would be 24, and only 20 of those could be different, unique, 1-capacity vampires. I fail to see how a 24-card deck with only 20 different 1-caps would be better than the current deck of 12 cards with no duplicates. Or, if you want more vampires (if you're worried about running out), you could add your 4 of your own duplicates and go up to 18. This is under the current system. > seems to me quite a "perfect" crypt for a weenie computer hacking decks. > That is what grouping rule is supposed to avoid. I think it does avoid this, because a three-group computer hack deck would need duplicates and the current one does not. > and you could do the same with weenie pre, weenie pot etc etc Assume "weenie" decks either want basic discipline for 2 or less, or superior discipline for 5 or less. Weenie presence group 1+2 ------------ Antoinette DuChamp Angela Decker Igo the Hungry Delilah Easton Frederick the Weak Vasilis, Traitor of Don Cruez Gideon Fontaine Marianna Gilbert Violette Prentiss Angela Preston Brachah Jazz Wentworth Ramiel DuPre Ranjan Rishi, Camarilla Scholar Rigby, Crusade Vanguard Sir Marriot D'Urban OK, there's 16. You can't get much better than sixteen different, unique vampires which all meet your requirements, especially since 9 of them are all capacity 4 or less. Still, let's try adding group 3: Weenie presence group 3 ------------ all of the above, plus: Emerson Wilkershire III Barth Boss Callihan Creamy Jade The Rose So I must add another 12 vampires, but I only get 5 to do it with? Even Group 1+2+3 together only generates 21 total vampires, and you've got 24 spaces to fill. You'd be better off with existing group 1+2 cheese, at least you won't get duplicates that way. Weenie Potence group 1+2 ------------ Hasina Kesi Uriah Winter KoKo Lupo Mitchell, The Headhunter Paul DiCarlo, The Alpha Agatha Chas Giovanni Tello Hector Sosa Hugo Jimmy Dunn Nigel, The Shunned Olivia Pugfar Terry Total of 15 vampires which meet criteria, even more if you use 3 caps with pot, which many do. I personally use all the 1, 2, and 4 caps from this list, and then 2 others who cost 5. Group 3? Group 3 Weenie Potence ------------ Eddie Gaines Arnold Simpson Amelia, The Blood Red Tears Dr. Julius Sutphen Marlena Wah Chun-Yuen So there are only 6. Add this to the 21 found above, and you get--you guessed it--duplicates. And again, if you really want duplicates, just use groups 1+2, because at least that way you won't have to use 5-caps if you don't want to use them. > your rule just powers up weenie crypts I hope I have demonstrated that, at least for Presence and Potence, a deck which would normally have more than enough vampires to not need duplicates would be basically unaffected by the suggested rule change. If PRE or POT tried to spread across groups 1, 2, and 3, it would either have to increase its average capacity or add duplicates, because it does not have enough vampires to make up for the increase in crypt size. -- Brian

LSJ

Peter D Bakija wrote: > LSJ wrote: >>For a "normal" 12-distinct-vampires crypt, you get clumped never, >>but with 2 copies of each of those 12, you clump 1-in-4 >>times ("clumped" meaning drawing a duplicate vampire in your >>opening 4). > > Yeah, that is where the difference is--if you would be playing 12 indivdual > vampires, you never get duplicates. If you are playing 12 pairs of vampires, > you get duplicates. But again, I'm viewing this from the perspective of > almost always playing duplicates, which is my experience, and pretty much > the experience of my whole group--for instance, I have, currently, like, 24 > built decks floating around. I think 2 of them don't have any duplicate > vampires in them. So the difference between, like, 12 individual vampires > and 12 pairs of vampires is probably a lot bigger than the difference > between, say, 6 pairs of vampires vs (2)6 pairs of vampires. It is merely the easiest to illustrate, it is not the single example (not "where the (sole) difference is", that is). Indeed, there was another example in the message to which you've just replied. Clumping and voiding, in the case of critical vampire needs, are both increased by non-trivial amounts when moving from a 12-card crypt to a 24-card crypt consisting of those twelve cards twice (for the wide majority of "operational" decks, I'd guess). Pick one of your 24 (hopefully the "most representative" member of that 24) and run the numbers on it and see. e.g. Six pairs clumps 51.5% of the time. Twice six pairs (i.e., six quads) clumps 63.9% of the time (and that doesn't even get into the perils of "clumping" in triples or the increased odds of double clumping). I wouldn't consider a 20% increase in odds of clumping to be inconsequential. [ quoted text not captured ]

firstco...@aol.com

> Sure, on the whole "here, have lots of free Jyhad vampires" angle, which is > a reasonable thing to do, but wouldn't it make more sense, like, to let new > players who have a very limited card pool to play with any vampires they > want till they get more cards I have at least 8 decks right now which were built only for that purpose. One of them even happens to be "The Nosferatu Hate You"! However, I don't really want to loan the same player a deck every time, or worse, loan 3 or 4 decks to various players in various states of new-ness. Still, this happens about one night every two months. What we do now: Loan them a deck once or twice, and then (assuming they like the game) they actually buy cards. Then, based on what they have, they ask what cards other players have which would help them, and we make sure they get enough good stuff to build a deck. If they actually want to trade, then better to get KMW, Black Hand, or 10th Anniversary. If they don't want to trade, then they can buy whatever. (And before anyone asks, yes, some players have so few wants or so much money, they just really don't have to trade.) Vanessa in particular wanted to play group 1 Malks, and...well, you buy the tins, you not only get all group 1 Malks, but you easily get enough stuff to trade for anything (Pranks, Giant's Blood) which you couldn't get in commons already. > rather than invent new rules that affect > everyone and might not actually be a good idea? I posted to find out whether it's a good idea. The notion of "There are X vamps to choose from, pick any 12" being looked at from the "increase 12" side instead of the "limit X" side, seems like at least a new idea. "Affect everyone" is intentional. Many old players don't like the restrictions of the grouping rule, and this offers both protection from dial-a-crypt and the freedom to mix any vampires you want in any combination. > I'd figure > that the situation we are looking at is one where there are new players in a > group of old players (otherwise, the new players could just choose to ignore > the grouping rules on their own). We could say "don't buy 10th". But what if someone wants the tin? What if Group 1 vampires appeal to him/her? I think all of our V:TES players, new and old, each have at least 1 tin. > Sure, again, but if I get both 10th tins, I could easily make all G1 decks > with those vampires. And if I get, like, some SW or FN starters, I have even > more G1/2 options. But if you buy any "current set" booster, ever, you get vampires which require you to either buy into another group, or use by themselves. After all, they wouldn't be compatible with your existing vamps. Also recall the last G2 set was released in...what, 2001? Many game stores won't stock expansions from 2001 when there's 6 different sets since. Or, at least, won't stock them without prompting. And I'm hesitant to prompt them: I don't think our small player base would support 9 or 10 sets of cards, i.e. 20+ boxes. Discordia Games would feel "stuck" on the merchandise and not order any more. > That is certainly a reasonable want, but one that really could be fixed by > house ruling the group rule out for the new players till they get enough > cards to make the difference. But yeah, I also know that lots of folks don't > like using house rules, even in this sort of situation. Yuck. Exactly when should I say, "OK, now really your deck's illegal, please stop using it"? I'd rather stick with trading them. This whole thing would be improved, of course, if G2 and G4 are somewhat compatible. And new players are, of course, only one reason to support mixing of all groups together. Theme players will be happy to see Ryder and Ferox together, or Jack Dawson in the "Boot" Hill Gang. I personally just dislike not being able to use all my cards in any combination which would be non-broken. Which most vampires are. -- Brian

Fabio "Sooner"

On 13 Mar 2005 14:11:11 -0800, firstco...@aol.com wrote: >First, let me say that many playgroups (mine included) will often start >new players with a free bunch of Jyhad cards, since they were so widely >available for so long. Secondly, I'd say that since 10th comes with >all of the G1 vamps AND is recent, G1 will be purchased by LOTS of new >players unless an older player tells them specifically not to. >Therefore, I would say that new players will continue to use G1 vamps >for some time. Hm, I have problems when assuming things for the entire base of players worldwide based on local examples. Initiating new players with Jyhad cards may not be an universal practice. Recently I've built decks to hand to new players based on groups 1 and 2, but that's because I've bought anniversary tins to have them with the new layout and the old ones ended up in my trade list, so they became the most available crypt to build decks upon. Most "elders" know this and do the best to cope with the fact, and some are now building decks based on group pairs 2-3 and even 3-4 (when available). Other than that, most new players are beginning with group 3 in here. The reasons were already pointed out. If a new player goes out to buy cards, almost all boosters and decks available provide group 3 or 4 vampires. I strongly advise most of them to check on that before getting any vampires from group 1 in trades and such. To add up, I think your solution adds a little more complexity than needed. best, Fabio "Sooner" Macedo V:TES National Coordinator for Brazil Giovanni Clan Newsletter Editor ----------------------------------------------------- V:tES Brasil Site (only in Portuguese for now) http://planeta.terra.com.br/lazer/vtesbrasil/

Fabio "Sooner"

On Sun, 13 Mar 2005 17:55:23 -0500, Peter D Bakija <pd...@lightlink.com> wrote: >> I was thinking about this at all because of Vanessa and Andy, who began >> playing V:TES only weeks ago, and they have 3 tins of 10th between >> them, and shooting for more. They'll probably end up at 6 or 7. I >> don't want them to have cards which are thoroughly incompatible with >> one another. > >That is certainly a reasonable want, but one that really could be fixed by >house ruling the group rule out for the new players till they get enough >cards to make the difference. But yeah, I also know that lots of folks don't >like using house rules, even in this sort of situation. I think the housing rule to be a good solution, but I also wonder why these new players started buying anniversary tins. Sure, you get an easy full crypt out of this, but the job of the elder players in the playgroup is to keep them informed about the grouping issues and availability, not just trying to use it as a way to reshape things. No offense meant. Of course, one can't check on what every new player is getting, just thought it should be noted. Any new player that approaches me about a given set or expansion is informed about these issues. Like "you won't get cards for the basic disciplines if you want to play independents and buy some Final Nights boosters, you need to get them from other source like the Camarilla set" and things like that. This is not a reason to change the grouping rule, it is just a chance to exercise proper counseling ;-) [ quoted text not captured ]

Fabio "Sooner"

On 13 Mar 2005 18:37:32 -0800, firstco...@aol.com wrote: Sorry, I didn't read this before (broke one of the most important "laws" of forums, but well... It's late in here and I should be in bed by now ;-) >Vanessa in particular wanted to play group 1 Malks, and...well, you buy >the tins, you not only get all group 1 Malks, but you easily get enough >stuff to trade for anything (Pranks, Giant's Blood) which you couldn't >get in commons already. > >> I'd figure >> that the situation we are looking at is one where there are new >players in a >> group of old players (otherwise, the new players could just choose to >ignore >> the grouping rules on their own). > >We could say "don't buy 10th". But what if someone wants the tin? >What if Group 1 vampires appeal to him/her? I think all of our V:TES >players, new and old, each have at least 1 tin. I'd say that if group 1 vampires appeal, it still means that they have to cope with it, like all other players, housing rules aside - there's even older players in here allowed to mix groups in here because they claim they didn't bought new expansions yet, just traded for a few vampires and want to test them. Nobody actually enforces the rule in casual play, though most abide by it. And I don't see the big problem in getting some new stuff - say, boosters from last expansions - and trading the new vampires for old, group 1 ones. In your example, Vanessa wanted to play group 1 Malks, got evey single vampire from the tins, and have a bunch of things to trade. If she bought some Camarilla boxes, she'd have no new vampire to use, but plenty of Auspex/Dominate/Obfuscate cards to use, not to mention disciplineless ones, and a bunch of vampires for trading - with a general good value indeed. She'd have the vampires elders playing group 3 want. So what's the catch? >But if you buy any "current set" booster, ever, you get vampires which >require you to either buy into another group, or use by themselves. >After all, they wouldn't be compatible with your existing vamps. That's why they should be informed. One wouldn't buy a DVD without having a DVD player unless one does not know that DVDs won't run on a CD player. No one should buy anything without knowing exaclty what they're getting. I understand the "but there are no G2 expansions available in here" issue, since most shops in my country don't usually have anything released before Camarilla. But again, everytime a new player gets to choose group 1 material (most of the time from the second market), they're informed about what they're getting. Sorry, again I mean no offense, but it still strikes me as an "elders" pledge, not a new players one... >And new players are, of course, only one reason to support mixing of >all groups together. Theme players will be happy to see Ryder and >Ferox together, or Jack Dawson in the "Boot" Hill Gang. I like to do theme decks, but allowing them does not strike me as a good reason to allow dial-a-cript also, or add unnecessary complexity to the grouping rule. I personally >just dislike not being able to use all my cards in any combination >which would be non-broken. >Which most vampires are. > -- Brian ... and this last commentary just reinforce that impression of this being an elders' pledge. Most vampires are non-broken, but that's not the question. "Broken" vampires (if they exist) would be broken anyway no matter if you can pair them with any other "broken" vampire or not. The grouping rule does not exist to prevent from mixing "broken" vampires, just to have, say, a Tremere with Fortitude full cript when this discipline is supposed to be an out-of-clan one. [ quoted text not captured ]

echia...@yahoo.com

firstco...@aol.com wrote: > Suggested group rule: > Each player must have at least 12 cards in her crypt, which may be from > any group or two consecutive groups. Additional groups may be used, > increasing that player's crypt minimum by an additional 12 cards per > group. > > For example, a player can construct a crypt from groups 1, 2, and 4. > This is one extra group (above the normal two), so her crypt minimum is > 24 cards. An interesting proposal. There are problems with it however. There are several techniques that could easily circumvent the intended drawback (of having a larger crypt minimum): - Setite decks wouldn't care because they can use Summon the Serpent. By utilizing this card they can easily ensure that they draw just the right vampires (say Seren and Neferu to go with Samat and Kemintiri) - Scarce clans can easily resort to Stranger Among Us and Samedi use Coroner's Contact. In fact, this type of rule would be wonderful for Turbo-Baron decks since it means more unique vampires with NEC to choose from. - Also, I'm not sure it's exactly an issue with the current Group spreads, but this rule could be problematic for Crypt Machine type decks. Since they don't really care what vampires they really are, (just a 4-cap with inferior Dominate or Presence), allowing this rule would allow these decks to have even more minions. In addition, it would shoehorn design considerations (sorry the Toreador get screwed because we can't have another 4-cap with Presence..., etc.). - Recruitment and Gift of Experience also help circumvent the issue of large crypts. And while it may be amusing if those cards see more play, I don't see how it helps the play environment. Weenie obfuscate decks might also have a field day with this, relying on outferior Clotho's Gift to whittle down your crypt. At the "pre-release" event at the Boston qualifier, it was interesting to note that among the Top 5 decks, 4 of them were Independents (using FN starters). One of the theories that was proposed which might account for this is the strength of combining Group 2 and Group 4 vampires. (During the final, Ankh-sen-Sutekh complemented Hesha very nicely). Although this observation wasn't exactly scientific, I do feel that it bears some merit. Now the crypt minimum may serve as a deterrent for some clans, I think it would be especially problematic for Obfuscate clans (Clotho's Gift) and Setites (Summon the Serpent). For the Setites in particular, combining Group 2, 3, and 4 gives them an extremely strong choice in terms of mid-caps. - Eric Chiang On the bright side, it means that Betrayer decks would be viable again...

firstco...@aol.com

> >We could say "don't buy 10th". But what if someone wants the tin? > >What if Group 1 vampires appeal to him/her? I think all of our V:TES > >players, new and old, each have at least 1 tin. Please don't overlook this part of the post. These are two non-dismissible reasons to buy the tin, since they are based on taste. > I'd say that if group 1 vampires appeal, it still means that they have > to cope with it If you mean cope with the grouping rule, then yes, I agree. They do have to cope with it, as we use the standard tournament rules in casual play. > And I don't see the big problem in getting some new stuff - say, > boosters from last expansions - and trading the new vampires for old, > group 1 ones. Maybe, in limited amounts. Get too much to trade away, and you're either stuck with useless vamps or might as well go all the way for a group 3/4 deck. > In your example, Vanessa wanted to play group 1 Malks, > got evey single vampire from the tins, and have a bunch of things to > trade. If she bought some Camarilla boxes, she'd have no new vampire > to use, but plenty of Auspex/Dominate/Obfuscate cards to use, not to > mention disciplineless ones, and a bunch of vampires for trading - > with a general good value indeed. She'd have the vampires elders > playing group 3 want. So what's the catch? The catch is that "some Camarilla boxes" cost $65 each through Donovan, probably more like $85 each through the store, and Vanessa doesn't want to spend that kind of money. Besides, we "elders" have (mostly) all the G3 we want. If Vanessa wants something, and it's not in short supply, she's better off just asking the group if anybody has any extras. Chances are somebody will. > >But if you buy any "current set" booster, ever, you get vampires which > >require you to either buy into another group, or use by themselves. > >After all, they wouldn't be compatible with your existing vamps. > > That's why they should be informed. They were informed. There are benefits, in addition to this drawback. Note also that this drawback is only created under the current grouping system. > One wouldn't buy a DVD without having a DVD player unless one does not > know that DVDs won't run on a CD player. No one should buy anything > without knowing exaclty what they're getting. I believe the comparison is poor, because a DVD you can't play has no utility. Group 1 vampires, especially Malks, have much utility. Old and new, we all like the set. We all bought it because there are both useful cards and cards of high trade value in it, and the new players were aware that it was an easy way to get an entire group of vampires with no duplicates. > I understand the "but there are no G2 expansions available in here" > issue, since most shops in my country don't usually have anything > released before Camarilla. But again, everytime a new player gets to > choose group 1 material (most of the time from the second market), > they're informed about what they're getting. They were informed. Once again, some people want the G1's (Vanessa), some want the tins (Gordy), some just have money to burn and like getting lots of options (Andy). There ARE reasons a new player, properly informed, would buy 10th, despite its lack of compatibility with groups 3 and 4. > I like to do theme decks, but allowing them does not strike me as a > good reason to allow dial-a-cript also, or add unnecessary complexity > to the grouping rule. This solution would not allow dial-a-crypt: You don't get as many vampires as you get new slots. This rule would be simple: Add another group, increase minimum crypt size by 12. Theme decks provide not a significant reason for the change, but an additional bonus. The reasons for the change are it would: *Allow more decks and card combinations while *Preventing projected dial-a-crypt problem > ... and this last commentary just reinforce that impression of this > being an elders' pledge. I did not mean to imply I was a new player; I'm sorry if you got that impression. I am not a new player. > The grouping rule > does not exist to prevent from mixing "broken" vampires, just to have, > say, a Tremere with Fortitude full cript when this discipline is > supposed to be an out-of-clan one. My understanding was, parroting LSJ at the beginning of this thread, that the grouping rule exists 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." Under the suggested rule, assuming current trends of Tremere with fortitude: Group 1 has 2 vampires Group 2 has only Muaziz Group 3 has 2 vampires Group 4 will eventually have 1 vampire Group 5 would have 2 vampires Group 6 would have 1 vampire By the time there are nine of them, it would be group 6, and using all 9 of them would require a 60 card crypt. Do you honestly think that represents "dream[ing] up your ideal crypt and finding the vampires that fit that ideal"? Add 5 copies of each and fifteen other Tremere vampires, and...that crypt sucks. Tremere with Fortitude, group 1+2, using Ulugh Beg, Cardano, and Muaziz is decent, splashing fortitude. And I bet that's as good as it's gonna get for a long while, because this rule doesn't make it any stronger. -- Brian

firstco...@aol.com

> An interesting proposal. There are problems with it however. There are > several techniques that could easily circumvent the intended drawback > (of having a larger crypt minimum): Don't forget that whatever library cards you're using, you will always have to draw your first 4 vampires. > - Setite decks wouldn't care because they can use Summon the Serpent. > By utilizing this card they can easily ensure that they draw just the > right vampires (say Seren and Neferu to go with Samat and Kemintiri) If the Setite's opening crypt is crap, he'll care. > - Scarce clans can easily resort to Stranger Among Us and Samedi use > Coroner's Contact. In fact, this type of rule would be wonderful for > Turbo-Baron decks since it means more unique vampires with NEC to > choose from. I agree that Turbo Baron would likely benefit from this change. I think that's acceptable, since in my experience, Turbo Baron is not an overpowered or dominant deck type. I was concerned about search-type effects when I suggested the idea. I knew that the "dilution" of the crypt wouldn't matter when searching for a vampire, but would it be too strong? After all, if searching is that good, why don't we see 30+ card crypts now? I think players usually rely on their initial 4 cards for vampires. > - Also, I'm not sure it's exactly an issue with the current Group > spreads, but this rule could be problematic for Crypt Machine type > decks. Since they don't really care what vampires they really are, > (just a 4-cap with inferior Dominate or Presence), allowing this rule > would allow these decks to have even more minions. In addition, it > would shoehorn design considerations (sorry the Toreador get screwed > because we can't have another 4-cap with Presence..., etc.). Dominate crypt machine already has: 16 vamps with dominate capacity exactly 4 group 1+2 29 vamps with dominate capacity 4 or less group 2+3 While the drawback of increased crypt minimum won't hurt Crypt Machine, I doubt that increasing the number of vamps available will help it, either. As to 4-caps with PRE, if printing one is balanced for a two-group deck, it's balanced for a 3-group deck under the proposed system. What's gaining another vampire, when there's another TWELVE slots you have to fill? > - Recruitment and Gift of Experience also help circumvent the issue of > large crypts. And while it may be amusing if those cards see more play, > I don't see how it helps the play environment. Weenie obfuscate decks > might also have a field day with this, relying on outferior Clotho's > Gift to whittle down your crypt. Starting with a larger, less focused crypt and whittling it down doesn't seem as good to me as just starting with a tight crypt in the first place. I think Recruitment will probably remain too weak for most decks, regardless of whether this change happens. Effective Management type cards will only draw out of the new, diluted crypt, so although you have more total vampires, the selection isn't as focused. > At the "pre-release" event at the Boston qualifier, it was interesting > to note that among the Top 5 decks, 4 of them were Independents (using > FN starters). One of the theories that was proposed which might account > for this is the strength of combining Group 2 and Group 4 vampires. > (During the final, Ankh-sen-Sutekh complemented Hesha very nicely). Yes, things should work great when group 2 and 4 can fit in a 12-vampire crypt. But if you increase the minimum crypt size by 12 and don't add any additional crypt selection, is it still as good? > For the Setites > in particular, combining Group 2, 3, and 4 gives them an extremely > strong choice in terms of mid-caps. Good! If they have more options, this suggestion has done some good--so long as they don't get dial-a-crypt, ever. You can already play 2 or 3 copies of your favorite mid-cap in a standard, 12-vampire crypt, so I think they don't gain significant power. > On the bright side, it means that Betrayer decks would be viable > again... Jeff Thompson should be very happy. I want to play against that deck someday. -- Brian

Colin Goodman

I'm not a big fan of the grouping rule, but I can see why it is in existence. Now I had suggested that it might work better if a Methuselah could pick any two groups and thats what he plays, but some of the people I have mentioned this to think that it would be almost as bad as the dial-a-crypt. Now, Andy Brown (our Prince here in Cambridge) has suggested to me that a better idea would be one odd and one even group, which might be a better alternative to the current system. -- Colin "Eryx" Goodman Samedi Primogen Cambridge UK http://www.geocities.com/eryx_uk/Cambridge_by_night.html

LSJ

"Colin Goodman" <colin.g...@ntlworld.com> wrote in message news:3WjZd.164$6P4...@newsfe2-gui.ntli.net... > Now, Andy Brown (our Prince here in Cambridge) has suggested to me that a > better idea would be one odd and one even group, which might be a better > alternative to the current system. See this thread: http://groups-beta.google.com/group/rec.games.trading-cards.jyhad/msg/70a4badbe1a67293 (And search "odd even group" on google for even more) -- LSJ (vtesr...@TRAPwhite-wolf.com) V:TES Net.Rep (Remove spam trap to reply). V:TES homepage: http://www.white-wolf.com/vtes/ Though effective, appear to be ineffective -- Sun Tzu

firstco...@aol.com

> See this thread: > http://groups-beta.google.com/group/rec.games.trading-cards.jyhad/msg/70a4badbe1a67293 > > (And search "odd even group" on google for even more) Yes. I like this idea a lot, and I'm not sure why discussion of it ended. In fact, I support any alternative to the grouping rule which prevents the dial-a-crypt problem and allows for more combinations of vampires than are currently allowed for. Adding another group for 12 crypt size fits this description. Odd + Even grouping fits this description. There were a lot of voices opposed to the grouping rule in the first place. Where are you now? Speak up! This could be your chance to change things for the better! -- Brian

Johannes Walch

firstco...@aol.com wrote: > Yes. I like this idea a lot, and I'm not sure why discussion of it > ended. Because all important had been said. > In fact, I support any alternative to the grouping rule which prevents > the dial-a-crypt problem and allows for more combinations of vampires > than are currently allowed for. > > Adding another group for 12 crypt size fits this description. > Odd + Even grouping fits this description. Please direct your inquiries to vtesrep at white-wolf.com, because that is really the only person who can do anything about it. We have read it all over so many times. > There were a lot of voices opposed to the grouping rule in the first > place. Where are you now? Speak up! This could be your chance to > change things for the better! The aspiration dies last. -- johannes walch

Daneel

On Mon, 14 Mar 2005 00:32:23 GMT, LSJ <vtesr...@TRAPwhite-wolf.com> wrote: > It is merely the easiest to illustrate, it is not the single example > (not "where the (sole) difference is", that is). > > Indeed, there was another example in the message to which you've just > replied. > > Clumping and voiding, in the case of critical vampire needs, are both > increased by non-trivial amounts when moving from a 12-card crypt to a > 24-card crypt consisting of those twelve cards twice (for the wide > majority of "operational" decks, I'd guess). Yeah, LSJ is quite right. Look, here's a non-scientific example as food for thought: 4 out of 12 is like 8 out of 24. 4 out of 24 is like 2 out of 12. Doing the math you'll quite see that doubling up a crypt of 12, even if it wasn't already doubled up, means it will come up in a that much more erratic way. -- Bye, Daneel

Colin Goodman

"LSJ" <vte...@white-wolf.com> wrote in message news:39m0vjF...@individual.net... > "Colin Goodman" <colin.g...@ntlworld.com> wrote in message > news:3WjZd.164$6P4...@newsfe2-gui.ntli.net... >> Now, Andy Brown (our Prince here in Cambridge) has suggested to me that a >> better idea would be one odd and one even group, which might be a better >> alternative to the current system. > > See this thread: > http://groups-beta.google.com/group/rec.games.trading-cards.jyhad/msg/70a4badbe1a67293 > > (And search "odd even group" on google for even more) > > -- > LSJ (vtesr...@TRAPwhite-wolf.com) V:TES Net.Rep (Remove spam trap to > reply). Count me in for that option. Has there been any further thought on that from the VTES design team? [ quoted text not captured ]

Chris Berger

firstco...@aol.com wrote: > > There were a lot of voices opposed to the grouping rule in the first > place. Where are you now? Speak up! This could be your chance to > change things for the better! > I was very much against the grouping rule, and I still wish that I could make odd-ball decks without having to worry about groupings. Although now that WW has gone ahead and made a lot of duplicate or near-duplicate vamps in groups 3 and 4, it's obvious that free-for-all crypting would lead to a lot of broken decks in addition to the odd-ball decks. I would welcome any reasonable alternative to the grouping rule, and posted my own alternative a month or so ago, here: http://groups-beta.google.com/group/rec.games.trading-cards.jyhad/messages/79b6f901b8d6ccf2,e5c9f46948bf76b5,b77b79bb6dd2e4b5,ade72203ac9eaccc,bb6c711b9649884a,d2c1d80e8018f06d,1beb0bafc33ecd42,829070e845bcf405,a193c35628ffa579,f694577b1044efa6?thread_id=1451e8890e3d6fed&mode=thread&noheader=1&q=author:Chris+Berger#doc_bb6c711b9649884a

Frederick Scott

<firstco...@aol.com> wrote in message news:1110826890....@l41g2000cwc.googlegroups.com... > There were a lot of voices opposed to the grouping rule in the first > place. Where are you now? Speak up! This could be your chance to > change things for the better! Well, it's one thing to say, "I don't agree that the grouping rule was necessary. I think it would have been better not to have it." It's a completely different animal to suggest, "Now that we have the grouping rule, we should get rid of it." Or even, "We should moderate it or change it in some way." Many existing cards have designed in a way that assumes the existing rule exists. I don't think that necessarily means it can't ever be tinkered with. But just - let's not pretend it's the same thing to get rid of it now as never having had it in the first place. Fred

Daneel

[ quoted text not captured ] I agree with you. However, most players had no say in the original introduction of the Grouping rule. For them the options to express their views in a constructive way are quite limited. I mean, what good is saying that this-or-that should not have happened, when it obviously and irrevocably has happened. A CCG/TCG isn't like an RPG where you can publish a new base set with changed rules without hurting those who already have their product. So even if I have an opinion about stuff WW did to VTES, the question is not whether they should have done what they did, but rather how to get the most (or lose the least) out of the situation. That said, here's a suggestion for the grouping rule: "Crypt cards with the lowest available group number (currently 1) can be used in conjunction with crypt cards of the highest group whose parity is different from the parity of the lowest group (currently Group 4, being even versus group 1 being odd) instead of the normal consecutive choice available." So if group 5 comes out, it's still 1-2, 2-3, 3-4, 4-5 AND 1-4. If group 6 comes out, it's 1-2, 2-3, 3-4, 4-5, 5-6 AND 1-6. Just to give new options to group 1 vampires, who seem to be a bit "left behind". -- Bye, Daneel

Walt

[ quoted text not captured ] the main problem with this approach is the fact that with every new group a whole turnament legal decks will become useless. All the 1-4 decks will become illegal when group 5 will arrive. And all 1-5 decks will become illegal with group 6 coming and so on. This is why "first-last" proposal was not accepted some times ago. ciao Stefano, prince of Pordenone, Italy

Daneel

On 15 Mar 2005 03:32:11 -0800, Walt <scal...@hotmail.com> wrote: > > Daneel wrote: >> On Mon, 14 Mar 2005 16:45:41 -0700, Frederick Scott >> <nos...@no.spam.dot.com> wrote: >> That said, here's a suggestion for the grouping rule: >> >> "Crypt cards with the lowest available group number (currently 1) can >> be used in conjunction with crypt cards of the highest group whose >> parity is different from the parity of the lowest group (currently >> Group 4, being even versus group 1 being odd) instead of the normal >> consecutive choice available." >> >> So if group 5 comes out, it's still 1-2, 2-3, 3-4, 4-5 AND 1-4. If >> group 6 comes out, it's 1-2, 2-3, 3-4, 4-5, 5-6 AND 1-6. Just to >> give new options to group 1 vampires, who seem to be a bit "left >> behind". > > the main problem with this approach is the fact that with every new > group a whole turnament legal decks will become useless. Every second group. The point is to allow one base set type of group with one filler type of group. Specifically, as long as there is no Group 0 or something, Group 1 could be used with the highest even numbered group. > All the 1-4 decks will become illegal when group 5 will arrive. And all > 1-5 decks will become illegal with group 6 coming and so on. No. Check the example you quoted. > This is why "first-last" proposal was not accepted some times ago. Well, I see Group 1 as being underused. Not only is Group 3 generally more powerful due to the new costing policy, it can also be used with two filler groups instead of just one. As for tournament decks becoming "useless", I don't see that as a problem at all (check the number of vote decks that are still legal after seat switching has been banned; that change made a whole lot of decks illegal). Non-tournament decks becoming illegal would, though, be a problem. Still, Group 1 is like a foster child now that the l33t k3wl Group 3 and Group 4 are out. Advancement may be an option, but I have certain doubts concerning that. -- Bye, Daneel

firstco...@aol.com

> Suggested group rule: > Each player must have at least 12 cards in her crypt, which may be from > any group or two consecutive groups. Additional groups may be used, > increasing that player's crypt minimum by an additional 12 cards per > group. The probability of drawing a given vampire at a given time (other than the first drawn vampire) is a dependent event. As a 12-card crypt with no duplicates is increased to become a 24-card crypt, composed of exactly 2 copies of each vampire, and on to a 32-card crypt composed of 3 copies of each, etc., the probability of drawing a given vampire approaches an independent event. Visually, 17 000 copies Mustafa Rahman 17 000 copies Jing Wei 17 000 copies Sarah Cobbler etc., your chances of drawing Sarah Cobbler will approach .08333, or 8.333%, as these numbers increase. This means that the benefit of adding more choices continues to increase, as the drawback of increasing crypt size ceases to add any practical penalty. So you used, say, 12 groups, this is still virtually dial-a-crypt, only you have to buy a LOT of cards. The solution above should be amended to "One additional group may be used...". Or perhaps two, but I haven't done the math. Statisticians? Anyone? -- Brian Actually in favor of even-and-odd

Piers

Could someone give an example of why any perticular crypt of vampires would be broken or overly powerfull, if the grouping rule was removed or chnaged to any 2 groups. Piers

Johannes Walch

firstco...@aol.com wrote: > The probability of drawing a given vampire at a given time (other than > the first drawn vampire) is a dependent event. Yes. > As a 12-card crypt with no duplicates is increased to become a 24-card > crypt, composed of exactly 2 copies of each vampire, and on to a > 32-card crypt composed of 3 copies of each, etc., the probability of > drawing a given vampire approaches an independent event. Yes > Visually, > 17 000 copies Mustafa Rahman > 17 000 copies Jing Wei > 17 000 copies Sarah Cobbler > etc., your chances of drawing Sarah Cobbler will approach .08333, or > 8.333%, as these numbers increase. This means that the benefit of > adding more choices continues to increase, as the drawback of > increasing crypt size ceases to add any practical penalty. No. > So you used, say, 12 groups, this is still virtually dial-a-crypt, only > you have to buy a LOT of cards. No. > The solution above should be amended to "One additional group may be > used...". Or perhaps two, but I haven't done the math. > > Statisticians? Anyone? Just a computer nerd. The chance of drawing excactly one copy of a given vampire for the current uncontrolled "slot" will approach the 8.333% thing, correct, BUT the chance of "clumping" e.g having 4 times the same vampire increases. I consider that to be a disadvantage. In the original 12 vamps crypt there are no duplicates possible, in the 12x 17000 vamp crypt they become more likely. -- johannes walch

Johannes Walch

[ quoted text not captured ] A heart refreshing approach, really. The toreador would have a ridiculous number of reasonbly "prized" princes. Not sure if that can be considered "broken". -- johannes walch

James Coupe

In message <opsnogxi...@news.chello.hu>, Daneel <dan...@eposta.hu> writes: >Every second group. The point is to allow one base set type of group > with one filler type of group. Specifically, as long as there is no > Group 0 or something, Group 1 could be used with the highest even > numbered group. Which is still a questionable idea. That [1/4] becomes invalid when [1/6] becomes legal isn't a spectacularly great move. Aside from card bans (which are made for specific play-balance reasons), the current rules have very clearly been made in order to avoid invalidating any existing decks. Specifically, when grouping came in, by keeping all previous cards in the first two groups all previous decks were still legal. Proposed changes such as "any odd, any even" also avoid invalidating decks in the future, which "wrap around" doesn't. Except for bans (which are hard, but somewhat inevitable), the clear precedent is that decks don't become illegal. However, I would, as I have said elsewhere, like to see more Group 1 fiddling - specifically with regards advanced vampires. -- James Coupe "Why do so many talented people turn out to be sexual PGP Key: 0x5D623D5D deviants? Why can't they just be normal like me and EBD690ECD7A1FB457CA2 look at internet pictures of men's cocks all day?" 13D7E668C3695D623D5D -- www.livejournal.com/users/scarletdemon/

Chris Berger

LSJ wrote: > "Colin Goodman" <colin.g...@ntlworld.com> wrote in message news:3WjZd.164$6P4...@newsfe2-gui.ntli.net... > > Now, Andy Brown (our Prince here in Cambridge) has suggested to me that a > > better idea would be one odd and one even group, which might be a better > > alternative to the current system. > > See this thread: > http://groups-beta.google.com/group/rec.games.trading-cards.jyhad/msg/70a4badbe1a67293 > > (And search "odd even group" on google for even more) > It seems like the primary objection to the rule change was that it didn't go far enough, not that people wouldn't like the small amount of added flexibility. I'm curious if the idea of fiddling with the grouping rule has been completely abandoned, or just put aside to see if there's a better option. If no better option can be agreed upon, then maybe the even-odd rule is better than the current consecutive groups rule?

Daneel

On Wed, 16 Mar 2005 01:16:25 +0000, James Coupe <ja...@zephyr.org.uk> wrote: > In message <opsnogxi...@news.chello.hu>, Daneel <dan...@eposta.hu> > writes: >> Every second group. The point is to allow one base set type of group >> with one filler type of group. Specifically, as long as there is no >> Group 0 or something, Group 1 could be used with the highest even >> numbered group. > > Which is still a questionable idea. That [1/4] becomes invalid when > [1/6] becomes legal isn't a spectacularly great move. Yeah, I know, I just pointed out the misunderstanding. The point was there, no doubt about that. > However, I would, as I have said elsewhere, like to see more Group 1 > fiddling - specifically with regards advanced vampires. Actually, I wouldn't exactly mind somehow extending the options for Group 1 either. Advancement seems like a good idea - but then again, how do you advance a vampire that is 10-cap and has 9 design points worth of abilities (instead of the 12 it should have according to the new formula) without creating an über advancemet vamp that has little need for the basic version? -- Bye, Daneel

Morgan Vening

[ quoted text not captured ] By adding disciplines to the [MERGE] ability? Example, Appolonius Clan: Brujah (group 1) Capacity: 10 Disciplines: CEL PRE for pot Camarilla primogen: Appolonius gets one optional press each combat. +1 bleed. Appolonius (ADV) Clan: Brujah (group 1) Capacity: 10 Disciplines: CEL PRE for pot Camarilla primogen: Appolonius can pay 1 blood for a press or maneuver each combat. +1 stealth on bleeds. [MERGE] Prince of San Francisco. Appolonius has FOR, POT, DOM. It's like what I feel they did with Kemintiri, moderate vampire in either incarnation, uber only when merged. Or even if the ADV version is reasonable, but making the Merge bonus significant enough that putting in a basic is worthwhile. Morgan Vening

Daneel

On Wed, 16 Mar 2005 20:12:13 +1100, Morgan Vening <mor...@optusnet.com.au> wrote: >> Actually, I wouldn't exactly mind somehow extending the options for >> Group 1 either. Advancement seems like a good idea - but then again, >> how do you advance a vampire that is 10-cap and has 9 design points >> worth of abilities (instead of the 12 it should have according to >> the new formula) without creating an über advancemet vamp that has >> little need for the basic version? > > By adding disciplines to the [MERGE] ability? Example, Cool Idea. > Appolonius > Clan: Brujah (group 1) > Capacity: 10 > Disciplines: CEL PRE for pot > Camarilla primogen: Appolonius gets one optional press each combat. +1 > bleed. Yeah, he's the one I'm most concerned about. 9 DP's worth of abilities on a 10-cap. > Appolonius (ADV) > Clan: Brujah (group 1) > Capacity: 10 > Disciplines: CEL PRE for pot > Camarilla primogen: Appolonius can pay 1 blood for a press or maneuver > each combat. +1 stealth on bleeds. Okay, this is roughly like the basic version in power. No big difference, but the +1 bleed already shows some synergy with the stealth on bleeds. > [MERGE] Prince of San Francisco. Appolonius has FOR, POT, DOM. Now, this gives him 4 points of abilities. Merge, the way I see it, mostly gives either no special text (when the two versions have a synergy in abilities), or about 1 DP's worth of abilities (as merging still costs a pool and 4 transfers, you might as well get your worth for that pool). I'm not saying it shouldn't or couldn't, it just doesn't usually. > It's like what I feel they did with Kemintiri, moderate vampire in > either incarnation, uber only when merged. Or even if the ADV version > is reasonable, but making the Merge bonus significant enough that > putting in a basic is worthwhile. Okay, I don't think Kemintiri [merged] is über. She's a 10-cap with about an 11-cap's abilities, but given how she is merged, it is kind of right. Her power seems high because of tricks like Fall of the Camarilla + Wormwood + PTO, which are brutal but border on being unplayable. As for good 'ole Appolonius, I have been pondering something along the lines of (freely incorporating some of your ideas): Appolonius Clan: Brujah (group 1) Capacity: 10 Disciplines: CEL PRE for pot Camarilla primogen: Appolonius gets one optional press each combat. +1 bleed. Appolonius (ADV) Clan: Brujah (group 1) Capacity: 10 Disciplines: CEL FOR POT PRE Advanced, Camarilla: Appolonius gets an optional Press each combat. [MERGE] Camarilla Prince of San Francisco: Appolonius gets +2 Strength after the first round of combat. -- Bye, Daneel

Morgan Vening

On Wed, 16 Mar 2005 10:05:38 GMT, Daneel <dan...@eposta.hu> wrote: >>> Actually, I wouldn't exactly mind somehow extending the options for >>> Group 1 either. Advancement seems like a good idea - but then again, >>> how do you advance a vampire that is 10-cap and has 9 design points >>> worth of abilities (instead of the 12 it should have according to >>> the new formula) without creating an über advancemet vamp that has >>> little need for the basic version? >> >> By adding disciplines to the [MERGE] ability? Example, > >Cool Idea. > >> Appolonius >> Clan: Brujah (group 1) >> Capacity: 10 >> Disciplines: CEL PRE for pot >> Camarilla primogen: Appolonius gets one optional press each combat. +1 >> bleed. > >Yeah, he's the one I'm most concerned about. 9 DP's worth of abilities > on a 10-cap. I figured. he's the one who comes up most often when the "formula" is brought up. >> Appolonius (ADV) >> Clan: Brujah (group 1) >> Capacity: 10 >> Disciplines: CEL PRE for pot >> Camarilla primogen: Appolonius can pay 1 blood for a press or maneuver >> each combat. +1 stealth on bleeds. > >Okay, this is roughly like the basic version in power. No big difference, > but the +1 bleed already shows some synergy with the stealth on bleeds. > >> [MERGE] Prince of San Francisco. Appolonius has FOR, POT, DOM. > >Now, this gives him 4 points of abilities. Merge, the way I see it, mostly > gives either no special text (when the two versions have a synergy in > abilities), or about 1 DP's worth of abilities (as merging still costs a > pool and 4 transfers, you might as well get your worth for that pool). > >I'm not saying it shouldn't or couldn't, it just doesn't usually. But that's because most 'advanced' vampires have been those that have been fairly usable from the start. Like Tariq. Count Germaine. Theo Bell. To make a vampire that is typically considered VERY weak in the modern format, usable, the payoff of the total needs to be significantly greater than either component. >> It's like what I feel they did with Kemintiri, moderate vampire in >> either incarnation, uber only when merged. Or even if the ADV version >> is reasonable, but making the Merge bonus significant enough that >> putting in a basic is worthwhile. > >Okay, I don't think Kemintiri [merged] is über. She's a 10-cap with about > an 11-cap's abilities, but given how she is merged, it is kind of right. > Her power seems high because of tricks like Fall of the Camarilla + > Wormwood + PTO, which are brutal but border on being unplayable. I meant in comparison to her 'parts'. Nefertiti is a better 10cap Set vamp for 'regular' Set deck (Obf/Pre/Ser). Neferu is arguably a better vamp for THA Set, or Vote Set. The Merged ability is likely what will make Kemintiri usable, trick deck or not (3 votes + Cam/Justicar/Ventrue Access is good without the gimmick). >As for good 'ole Appolonius, I have been pondering something along the > lines of (freely incorporating some of your ideas): > >Appolonius >Clan: Brujah (group 1) >Capacity: 10 >Disciplines: CEL PRE for pot >Camarilla primogen: Appolonius gets one optional press each combat. +1 >bleed. > >Appolonius (ADV) >Clan: Brujah (group 1) >Capacity: 10 >Disciplines: CEL FOR POT PRE >Advanced, Camarilla: Appolonius gets an optional Press each combat. > [MERGE] Camarilla Prince of San Francisco: Appolonius gets +2 Strength > after the first round of combat. Problem here is, you'd be a fool to take the first one unless you planned to merge. See the first paragraph (yours) of this post. But the concept is sound, given that the Merge ability makes him exponentially more useful. Morgan Vening

XZealot

"Piers" <Monst...@gmail.com> wrote in message news:8dcf8be2.05031...@posting.google.com... > Could someone give an example of why any perticular crypt of vampires > would be broken or overly powerfull, if the grouping rule was removed > or chnaged to any 2 groups. Weenie Ventrue becomes pretty horrific if you can use groups 1 and 3 together. -- Comments Welcome, Norman S. Brown, Jr XZealot Archon of the Swamp

Daneel

On Wed, 16 Mar 2005 22:54:53 +1100, Morgan Vening <mor...@optusnet.com.au> wrote: >> As for good 'ole Appolonius, I have been pondering something along the >> lines of (freely incorporating some of your ideas): >> >> Appolonius >> Clan: Brujah (group 1) >> Capacity: 10 >> Disciplines: CEL PRE for pot >> Camarilla primogen: Appolonius gets one optional press each combat. +1 >> bleed. >> >> Appolonius (ADV) >> Clan: Brujah (group 1) >> Capacity: 10 >> Disciplines: CEL FOR POT PRE >> Advanced, Camarilla: Appolonius gets an optional Press each combat. >> [MERGE] Camarilla Prince of San Francisco: Appolonius gets +2 Strength >> after the first round of combat. > > Problem here is, you'd be a fool to take the first one unless you > planned to merge. See the first paragraph (yours) of this post. I tried to make the advanced version be at par with the basic. I also tried to give him everything disciplines-wise, because even though I see the merit and originality of your proposal to give merged vampires extra disciplines, the point of the status bar and all is to provide a convenient comparison at a glance. Meaning, if possible, the Advancement card should have the goodies when it comes to disciplines. Common: Clan: Brujah (group 1) Capacity: 10 Disciplines: CEL PRE Camarilla: Appolonius gets one optional press each combat. (works both times if merged) Appolonius: Disciplines: for pot Primogen: +1 bleed. Appolonius (ADV) Disciplines: FOR POT [...] Of course, I used the DP worth as the basis. In actual use, having FOR POT may indeed be better than having a vote and +1 bleed. > But the concept is sound, given that the Merge ability makes him > exponentially more useful. Yeah, that was the idea. ;) -- Bye, Daneel

James Coupe

In message <d19te1$hgc$1...@domitilla.aioe.org>, XZealot <x_ze...@brucefoodsla.com> writes: >"Piers" <Monst...@gmail.com> wrote in message >news:8dcf8be2.05031...@posting.google.com... >> Could someone give an example of why any perticular crypt of vampires >> would be broken or overly powerfull, if the grouping rule was removed >> or chnaged to any 2 groups. > >Weenie Ventrue becomes pretty horrific if you can use groups 1 and 3 >together. Additionally to specific "horror" decks, it's not just about spectacular broken-ness but about power-creep. Imagine a finely honed deck across all four groups from an oldbie player who has access to many copies of lots of vampires. This is going to allow him to make a much more finely tuned deck than the newbie who just picked up a few Camarilla Edition starters and a clutch of boosters from some set. Now, maybe that's not a big issue right now. (Maybe - your opinion may vary.) But if the game continues, imagine that across five sets. Six sets. How many sets does it need before the barrier for newbies wanting to enter the game becomes too high? Grouping provides a significant "levelling" mechanism, which counters that a lot. Perfectly? No, but then very little would be other than giving everyone completely free access to any cards they want. [ quoted text not captured ]