I'm curious as to people's favourite clans to play with, and why,
as well as which clans are considered a) the best combat, b) the
best intercept, c) the wankiest clan (I'm guessing Malks and their
stealth bleed decks) d) the crappiest clan.
I'd have to say my favourite clan right now is probably the Tremere.
Just a preference thing; while they do bleed nastily, they are extra
hard to get into that second round and surviving (I just don't have
enough shotgun rituals, I suppose, although that option's an expensive
one!), but the ability to avoid fortitude makes em a beaut! That,
combined with cool retainers and allies, and one of the best vamps
around (Merill Molitor!) makes them a favourite in my books.
<umur...@cc.umanitoba.ca> wrote in message
news:3ac35cfe...@news.cc.umanitoba.ca...
> I'm curious as to people's favourite clans to play with, and why,
> as well as which clans are considered a) the best combat, b) the
> best intercept, c) the wankiest clan (I'm guessing Malks and their
> stealth bleed decks) d) the crappiest clan.
>
<...>
My favourite clan: Ravnos. Why? I'm not sure but they have been my
favourite ever since I saw them in the RPG player's guide. A kick-ass clan
discipline (our Storyteller made it cheaper, sort of like 3th ed.), an
interesting - albeit almost unplayable - path AND a fun clan weakness. Throw
this together with the Rom background and all the old legends, result: my
favs.
other Q's
a) depends on who you're fighting
b) Tzimisce
c) WTF is "wanky"?
d) without doubt the Giovanni, bad discipline spread, too many useless
vamps,......
Jeroen
<umur...@cc.umanitoba.ca> wrote in message
news:3ac35cfe...@news.cc.umanitoba.ca...
[ quoted text not captured ]
I've always liked the Tremere, eventough I don't play them much at all. My
favourite clan is !Tremere I think and then the Setites, because they have
cool cards and allies (!Tremere). I've always like allies. Next to them I
think Tzimisce, !Nos and !Gangrel, Ravnos and Assamites comes. Among the
Camarilla I like Brujah the most. They have cheap and useful allies and good
vamps at a low cost.
The best intercept clan is definately the Tzimisce, because they have a lot
of wake/untap cards and can always fight damn well :) The wankiest clan IMO
are the Malkavians (not !Malk though) and Panders (heh). I think Giovanni is
the crappiest clan. I've never thought Necromancy to be that good (lack of
stealth makes the good cards hard ot play too) and without the
Mabrosius/Talbot combo they're really very very hard to play I think. The
setites are also very difficult to play because their sucky vampires, but
their clan cards and serpentis cards are soooo cool :)
>I've always liked the Tremere, eventough I don't play them much at all. My
>favourite clan is !Tremere I think and then the Setites, because they have
>cool cards and allies (!Tremere).
Although I'm a bit hesitant to admit it (since I'm the !Tremere Newsletter
Editor), my favorite clan is actually Tremere (though !Tremere are a close
second).
I've always felt an affinity to the Tremere because of their concept and
magical Thaumaturgy. And while I think they are the best clan in the WoD, in
Jyhad, they ARE a bit lacking.
In particular, Thaumaturgy isn't as useful as it seems. In the original base
set, it was decent as a combat discipline (though not terribly effective). But
compared to the newer disciplines like Quietus and Vicissitude, the Tremere
can't really hold their own in combat IMHO.
But they DO have lots of cool vampires and clan cards. Muaziz and Rebekka rock!
And Chantry is SO useful in my combat-heavy (but rarely diablerizing)
environment.
>I've always like allies.
I love allies as well. ::Fondly remembers my Tremere Mage Deck (which used all
sorts of Mage allies)::
After the Tremere/!Tremere, would be the Ventrue and Toreador.
And Giovanni are definitely the crappiest clan, though I think they're pretty
cool and have potential.
Halcyan 2
>My favourite clan: Ravnos. Why? I'm not sure but they have been my
>favourite ever since I saw them in the RPG player's guide. A kick-ass clan
>discipline (our Storyteller made it cheaper, sort of like 3th ed.), an
>interesting - albeit almost unplayable - path AND a fun clan weakness. Throw
>this together with the Rom background and all the old legends, result: my
>favs.
>
>other Q's
>a) depends on who you're fighting
>b) Tzimisce
>c) WTF is "wanky"?
>d) without doubt the Giovanni, bad discipline spread, too many useless
>vamps,......
Wanky = cheap clan. One of those clans that has a really annoying
combo of powers that is almost impossible to stop. From what I've
seen so far, Malks take the cake on wank.
<CHOP>
>I love allies as well. ::Fondly remembers my Tremere Mage Deck (which used all
>sorts of Mage allies)::
>
>After the Tremere/!Tremere, would be the Ventrue and Toreador.
>
>And Giovanni are definitely the crappiest clan, though I think they're pretty
>cool and have potential.
>
>Halcyan 2
Mage deck? Why the heck didn't I think of that?! Argh.
And I have to agree with Giovanni being the suckiest clan. Necromancy
is a pretty useless discipline... not enough stealth to make it a
stealth power, not enough intercept for that, the combat powers lick,
and bringing back retainers is rarely as useful as it seems. On the
other hand, bringing out cheaper allies and retainers is a definite
plus! (Regina)
In message <3ac3d897...@news.cc.umanitoba.ca>,
umur...@cc.umanitoba.ca writes
>Wanky = cheap clan. One of those clans that has a really annoying
>combo of powers that is almost impossible to stop. From what I've seen
>so far, Malks take the cake on wank.
Why are Malks almost impossible to stop?
Bleed bounce.
Banishment.
Kindred Restructure/Dramatic Upheaval.
Massive pool gain.
Rush combat.
Protected Resources.
Telepathic Counter.
Intercept walls.
The old standard of "don't block" to clog hands with stealth
A classic cheesy Malk deck can easily be brought down by common
strategies and intelligent play.
--
James Coupe | PGP Key 0x5D623D5D
"What's wrong with wanting more?
If you can fly -- then soar!
With all there is, why settle for just a piece of sky?"
<umur...@cc.umanitoba.ca> wrote in message
news:3ac35cfe...@news.cc.umanitoba.ca...
[ quoted text not captured ]
My favourite clan is the Nosferatu. I don't know why, I just love them,
maybe because nobody else will.
a) Brujah/!Brujah hands down, no contest.
b) Tzimisce
c) Assamites - assassins? not with the current cards, maybe after final
nights...
d) !Ventrue - can stop anything, get stopped by everything
<umur...@cc.umanitoba.ca>
> I'm curious as to people's favourite clans to play with, and why,
> as well as which clans are considered a) the best combat, b) the
> best intercept, c) the wankiest clan (I'm guessing Malks and their
> stealth bleed decks) d) the crappiest clan.
Are there a lot of players in Manitoba? Cool... Seems a lot of my fellow
Canadian players are showing up here lately.
My answers:
a) Have to say !Brujah... I'd say Brujah, but they're
Antedilluvean-sympathizin' Cammie scum-****s and don't count (just for you
Skaffen!). Honourable mention goes to the Gangrel (and Country !Gangrel).
While Potence and Celerity are a pretty nasty combination, a well-timed agg
poke and a Skin of Steel will ruin any !Brujah's day.
b) Although Tzimisce have the most potential for pure ability to intercept
with Auspex and Animalism, they don't seem to *survive* all that they
intercept (in my experience at least). Also, by 'intercept' I'm going to
assume that you mean blocking other strategies in general rather than just
blocking stealth. If that is the case, I'll give my vote for !Ventrue. They
can block stealth actions with Auspex, deflect bleeds with Dominate and
survive combat with Fortitude. Add their ability to hose politics and you
have a pretty versatile anti-everything clan. Having said that, if you are
able to do all that in one deck you won't have any offence to speak of. And
since nobody has EVER written a newsletter for the clan, that might say
something about their viability in general. Too bad really.
c) Even though I've seen Malk S&B decks lose consistently, I have to say
that they *still* make me taste bile whenever I see them. Probably just an
irrational gut reaction from when we started playing back in '94 (?) but
they still make me sick. My original playgroup in this area literally lost
players *just* because the prevalence of these decks made the game boring as
hell. They were so good (or seemed so) that we all had to agree not to play
them as much. I've refused to even build a Malk S&B deck ever since then
though a few local players are starting to build them again.
d) With all due respect to Mr. Legbiter, I'd have to say !Gangrel,
specifically the 'city' variety. Oddly, this was always a favourite of mine
in the RPG, but in Jyhad the disciplines of Celerity, Obfuscate and Protean
just don't seem to mesh as well as I'd like. They *should* though! I suspect
with Final Nights this may change as the Assamites share Celerity and
Obfuscate and suffer from similar problems. All three City Gangrel
disciplines are perfectly acceptable in and of themselves, but it just seems
that they don't complement each other that well. Obfuscate gives us stealth
which doesn't help all that much with combat (though it should)... Celerity
gives us additional strikes which is great except that with Protean a lot of
those additonal strikes may be redundant. So despite how cool the City
Gangrel *should* be, they often don't seem to be that great in practice (but
again that's just from my own experience).
Cheers,
WES
>Mage deck? Why the heck didn't I think of that?! Argh.
Well, my Mage deck wasn't really practical, but it was fun. Sort of neat to get
out a bunch of allies that are normally never seen. I've always had a thing for
Mage: The Ascension so...
I had 2 Outcast Mages, 1 Thadius Zho, 1 Mehemet, 1 Order of Hermes Cabal, and 1
Vagabond Mystic in the deck.
If I had them, I would add some Nephandi, Talaq (though he's not technically a
Mage), and maybe another Vagabond Mystic.
Although Tara is a Mage too, Clan Impersonating to Ravnos is a bit impractical.
My deck probably wasn't focused too much. With Auspex, Dominate, and
Thaumaturgy, it tried to do too much. If I revise it, I'll probably focus more
on the Mages (Change of Targets are a must! And a lot of Fake Outs as opposed
to MoM/Apportation).
Not to say my Tremere Mage deck wasn't good... The most memorable game was one
where I swept the table. This was mainly thanks to my prey desperately calling
a Political Flux to 12 pool (there were three Methusalehs close to being
ousted). I managed to get the 12 pool and steamroll everyone else. I ended up
with 2 Outcast Mages, 1 Vagabond Mystic, Blythe, Dr. John Casey, Cassandra,
Ulugh Beg, and Etrius in play. And Ulugh was fully loaded with a Rutor's Hand,
Palatial Estate, Ankara Citadel, .44 Magnum, and Sport Bike. By the end of the
game, I had a healthy 18 pool left.
>And I have to agree with Giovanni being the suckiest clan. Necromancy
>is a pretty useless discipline... not enough stealth to make it a
>stealth power, not enough intercept for that, the combat powers lick,
>and bringing back retainers is rarely as useful as it seems.
Yep. Necromancy is too much hodgepodge. But it can really boost Ally decks.
Halcyan 2
On Thu, 29 Mar 2001 16:07:29 GMT umur...@cc.umanitoba.ca wrote:
>I'm curious as to people's favourite clans to play with, and why,
>as well as which clans are considered
a) the best combat, Nosferatu. Cheapish vamps with pot [usually POT], ani [usually ANI] and for who are also princes so if the worst comes to the worst they can play the Legacy of Power.
b) the
>best intercept, Nosferatu. Sheldon has superior aus and ani and he can also play the 2nd tradition. That's better than the Tzimisce.
c) the wankiest clan (I'm guessing Malks and their
>stealth bleed decks)
Hmm, depends what you mean by wankiest. In Legbiterland wanky means shades of pretentious, self-regarding, pathetic. Step, or perhaps mince forward the Camarilla Toiletdoors.
d) the crappiest clan.
Wes is, of course, right to say that it's the !Gangrel, because of their FIVE clan disciplines. The individual city and country bloodlines are a different matter.
>
>I'd have to say my favourite clan right now is probably the Tremere.
>Just a preference thing; while they do bleed nastily, they are extra
>hard to get into that second round and surviving (I just don't have
>enough shotgun rituals, I suppose, although that option's an expensive
>one!), but the ability to avoid fortitude makes em a beaut! That,
>combined with cool retainers and allies, and one of the best vamps
>around (Merill Molitor!) makes them a favourite in my books.
If you had had a hardest-to-play category i would have put the Tremere in that. Decent allies, a coupla good vampires [Cardano and Muaziz], Chantry, Arcane Library and then it kinda fizzles out. Good for unjamming a Ventrue-dominated metagame, otherwise seriously crappy IMO.
In article <3ac3d897...@news.cc.umanitoba.ca>, umur...@cc.umanitoba.ca
says...
[ quoted text not captured ]
In that case, I'd say Ventrue. Way too strong in too many aspects of the game.
And really versatile, also. The only thing they lack is stealth.
"Wes" <gh...@mnsi.net> wrote in article
<9a171...@enews4.newsguy.com> :
>
><umur...@cc.umanitoba.ca>
>>> I'm curious as to people's favourite clans to play with, and why,
>> as well as which clans are considered a) the best combat, b) the
>> best intercept, c) the wankiest clan (I'm guessing Malks and their
>> stealth bleed decks) d) the crappiest clan.>
My favorite clan? I used to play a lot with Ventrue, because they have so many differnent strategies to exploit. Then it was Nosferatu, they have some of the most interesting vampires. Right now it's Brujah, as I write the Brujah Newsletter.
>
>a) Have to say !Brujah... I'd say Brujah, but they're
>Antedilluvean-sympathizin' Cammie scum-****s and don't count (just for you
>Skaffen!).
I knew it... Actually I have to say that effective combat decks are usually mixed clan affairs, so Brujah, !Bru, Nosferatu and !Nos all deserve to be mentioned here. My favorite clan for playing combat decks though naturally is Brujah.
>b) Although Tzimisce have the most potential for pure ability to intercept
>with Auspex and Animalism, they don't seem to *survive* all that they
>intercept (in my experience at least).
Still they can intercept most reliably, and they can actually do something in the resulting combat. !Ventrue are the best denial clan, but far from being my favorite clan for intercepting - although I just set myself the task to tweak the !Ven starter into something playable by using a limited card-pool from the occasional boosters I buy. Actually I don’t have a favorite clan in intercept decks, as I rarely play them... It would be Nosferatu, just because of Sheldon (2nd Tradition + Auspex + muscles).
c) I find the concept of wankiness in a clan a bit weird. All non- or mono-.skill weenie hordes are "wanky", but they never make a clan deck. I think every clan has a decent wanky strategy, stealth bleed for Malks or Lasombra, KRC mayhem with Ventrue or Toreador...
By the definition given "wanky" means:
Wanky = cheap clan. One of those clans that has a really annoying
combo of powers that is almost impossible to stop.
There is no such thing. Any well designed deck should be annoying, but every strategy has it's counter - that's the beauty of this game.
d) Crappiest clan? The Independents are all hard to play, because their vampires selection is crap, but hopefully Final Nights will change that. Out of these, so far Giovanni (because they can't really bruise and bleed, and Necromancy is so weak) and Assamites (because they should be the ultimate combat clan, but fail to live up to this - and they can't do anything else) are the worst.
Regards
Skaffen
Chantry Elder Of Munich
"I'm alive and bleeding for everyone
Pull me from this mire
Hold me till I'm home."
(My Dying Bride, 'Der Überlebende')
_______________________________________________
Submitted via WebNewsReader of http://www.interbulletin.com
<Chop everything away>
Legbiter, tell me how you can post from the future.
Your post is dated on tomorrow. Or from your perspective: yesterday.
Who sais/said/will have said that Temporis isn't overpowered.
To all Trujah: can you go to june and buy a box of Final Nights for me?
<confusion>mlsk jgmskf jposijslkf gnmovijpmovij stgqlfkvmo wiu gme </confusion>
Me, I think
On Fri, 30 Mar 2001 11:55:03 GMT someone <someone...@newsranger.com> wrote:
><Chop everything away>
>Legbiter, tell me how you can post from the future.
>
>Your post is dated on tomorrow. Or from your perspective: yesterday.
Well it IS British Summer Time here. We have to put our
watches forward. Smaller-minded fiends put them on a paltry hour, but i
like to do things PROPERLY doncha know.
>
>Who sais/said/will have said that Temporis isn't overpowered.
It depends what you use it for. Nipping into the future to determine
whether the person you're thinking of marrying is going to turn into
a fat shrew or beer-bellied football bore is, i think/thought/
will think, ENTIRELY right.
>
>To all Trujah: can you go to june and buy a box of Final Nights for me?
Haha, they already will have did and have taken them ALL back to the
distant past where Cave men will have used them to invent bonfires.
<snip>
theventrue wrote:
>
> <umur...@cc.umanitoba.ca> wrote in message
> news:3ac35cfe...@news.cc.umanitoba.ca...
> > I'm curious as to people's favourite clans to play with, and why,
> > as well as which clans are considered a) the best combat, b) the
> > best intercept, c) the wankiest clan (I'm guessing Malks and their
> > stealth bleed decks) d) the crappiest clan.>> My favourite clan is the Nosferatu. I don't know why, I just love them,
> maybe because nobody else will.
>
> a) Brujah/!Brujah hands down, no contest.
> b) Tzimisce
> c) Assamites - assassins? not with the current cards, maybe after final
> nights...
> d) !Ventrue - can stop anything, get stopped by everything
Well miy favourite clan is Ventrue for their political power ! But I
like as well the Tzimisce ( I won my first tournament with them ),
because they have a very good discipline spread and aggressive intercept
is a good strategy mainly.
Choosing your strike after your opponent did is very very useful !!! (
Thats the reason why a lot of Brujah combat decks have problems ! with
S:CE or agg.Dam+Fort. )
a) Nevertheless Brujah is still best in combat ( to avoid the problem I
mentionend you just have to grapple or dodge with additional strkes ! )
b) Tzimisce , no question !
c) I think no clan is wanky ! You can play all clans and they can all be
stopped
d) Maybe Ravnos . I didn't play them so i might be wrong but i think
they have neither bleeding power nor combat power. They also lack in
politics. Maybe their strength is their versatility .
>d) Crappiest clan? The Independents are all hard to play, because their
>vampires selection is crap, but hopefully Final Nights will change that. Out
>of these, so far Giovanni (because they can't really bruise and bleed, and
>Necromancy is so weak) and Assamites (because they should be the ultimate
>combat clan, but fail to live up to this - and they can't do anything else)
>are the worst.
Never got the original message. This seemed appropriate to respond to.
Pander seem obvious as they currently have nothing to do that's clannish with
the change in Legacy of Pander. But, I'll set them aside. Also, put aside
City Gangrel.
Instead, I want to comment on the independents. Starting with vampire
selection, the FoS come out worst, IMO. Too much effort to get the disciplines
you want from them.
Most important, I think, are the discipline complements.
Quite a few seem to think the Giovanni come out worst due to the weakness of
Necromancy. Still, Nec offers intercept, stealth, and S:CE - three of the most
desirable abilities a discipline could offer. With Dom, the best discipline in
the game, the Giovanni can muster multiple stealth while bleeding. Then,
there's Jar the Soul. Seems to me that the Giovanni discipline assortment fits
a powerful archetypal strategy in the game, though I could see where groups
used to +2 intercept at all times might disagree.
With the Ravnos, it's often lamented how expensive Chimerstry cards are. But,
besides Sensory Deprivation, why bother? Animalism gives intercept and combat.
Fortitude offers awesome action modifiers and blood management.
Moving on to AH, I will agree with anyone who believes the Assamites lack both
offense and defense. Their disciplines are highly redundant. Could achieve a
similar effect to long range Quietus strikes by using disguised guns with
additional strikes. Or, could drop Obfuscate in a rush, long range combat deck
and not notice a difference (except maybe the loss of Sacrificial Lamb). No
intercept. No bleed control. No plus bleed (Spying Mission isn't sufficient).
Troubles not only with S:CE but Dodge. No blood management discipline.
I recall a time when one of my groups dreaded the introduction of the FoS.
Stealth bleed with pool gain or stealth vote sounded frightening. While maybe
that will come about once they get vampires who have those skills, they still
lack a defensive discipline and/or the ability to control predators effectively
with something like rush combat. All they seem to do is move forwards, which
leaves them vulnerable to a strong predator.
Anyway, if I had to pick the worst clan, I'd go with Assamites. Lacking good
ways to oust a prey, any way to stop a predator except rush, and having combat
hosed by common defenses just doesn't impress me.
Ian Lee <cur...@aol.com> wrote in message
news:20010330151859...@ng-fj1.aol.com...
> Anyway, if I had to pick the worst clan, I'd go with Assamites. Lacking
good
> ways to oust a prey, any way to stop a predator except rush, and having
combat
> hosed by common defenses just doesn't impress me.
See http://www.geocities.com/tommyboy00269/vekn_cal.html for an
Assamite/!Gangrel deck to see how powerful the Assamites can be if focussed
in the right direction... Read the Bureaucratic Overload and check out the
deck listing. For fun, look at the pictures and see the minions of death
that washed over all in its path.
oAFLORD
aka
Thomas Kuster
VEKN Prince of Caledon
>> d) Crappiest clan? The Independents are all hard to play, because their
>> vampires selection is crap, but hopefully Final Nights will change that. Out
>> of these, so far Giovanni (because they can't really bruise and bleed, and
>> Necromancy is so weak) and Assamites (because they should be the ultimate
>> combat clan, but fail to live up to this - and they can't do anything else)
>> are the worst.>
> Never got the original message. This seemed appropriate to respond to.
>
> Pander seem obvious as they currently have nothing to do that's clannish with
> the change in Legacy of Pander. But, I'll set them aside. Also, put aside
> City Gangrel.
>
> Instead, I want to comment on the independents. Starting with vampire
> selection, the FoS come out worst, IMO. Too much effort to get the
> disciplines
> you want from them.
!Gangrel aside, of course, which you stipulated. But I'd like to add on
to what Leggy said (or will say, depending on your newsreader, Trujah poster
that he is =), that's City Gangrel aside, it's the !Gangrel as a whole that
suck, since they have 5 disiplines. But, on top of that, they are THE most
fragmented clan for out of clan disciplines, being all over the place; it's
almost like having a whole clan of Rafales and Patrizias. Sabbat War did
help to fix that, "cookie cutter" vamps or no.
> Most important, I think, are the discipline complements.
>
> Quite a few seem to think the Giovanni come out worst due to the weakness of
> Necromancy. Still, Nec offers intercept, stealth, and S:CE - three of the
> most
> desirable abilities a discipline could offer. With Dom, the best discipline
> in
> the game, the Giovanni can muster multiple stealth while bleeding. Then,
> there's Jar the Soul. Seems to me that the Giovanni discipline assortment
> fits
> a powerful archetypal strategy in the game, though I could see where groups
> used to +2 intercept at all times might disagree.
Actually, the PILE of comments lamenting the Giovanni was going to be a
large amount of this reply, but I've moved to a text file for cleaning up
and entering into the next Giovanni newsletter. I was partially saved
having to post a "full rebuttal" by Ian's pile of insightful comments, which
damn near mirrors my own thoughts on the Independents.
> With the Ravnos, it's often lamented how expensive Chimerstry cards are. But,
> besides Sensory Deprivation, why bother? Animalism gives intercept and
> combat.
> Fortitude offers awesome action modifiers and blood management.
Many people are hoping for a "Path of Paradox" or somesuch; If so, I'm
actually guessing that many of the formerly expensive Chimerstry cards will
*still* see little use, you'll just see Path/SensDep decks, and more Fata
Morgana. Many of the cards just aren't worth a card slot.
> Moving on to AH, I will agree with anyone who believes the Assamites lack both
> offense and defense. Their disciplines are highly redundant. Could achieve a
> similar effect to long range Quietus strikes by using disguised guns with
> additional strikes. Or, could drop Obfuscate in a rush, long range combat
> deck
> and not notice a difference (except maybe the loss of Sacrificial Lamb). No
> intercept. No bleed control. No plus bleed (Spying Mission isn't
> sufficient).
> Troubles not only with S:CE but Dodge. No blood management discipline.
I've never really known a clan with Celerity to have a problem with
Dodge, but maybe that's because I've been on the pointy end of Todd
Bannister's Assamites, and Derek Ray's (insert celerity clan here) weekly.
=)
But, the Assamites can kill, but not so much as to actually get VPs,
really. Certainly not to win tournaments; they can't vote, they can't bleed
or defend against bleed, they can't really intercept, and while they can
stealth anything through, nobody blocks them anyway.
> I recall a time when one of my groups dreaded the introduction of the FoS.
> Stealth bleed with pool gain or stealth vote sounded frightening. While maybe
> that will come about once they get vampires who have those skills, they still
> lack a defensive discipline and/or the ability to control predators
> effectively
> with something like rush combat. All they seem to do is move forwards, which
> leaves them vulnerable to a strong predator.
Actually, I find them vulnerable to a mediocre predator. They can push
votes through, but not vote threatening votes down. They can't bounce
bleeds, reduce bleeds, or afford to block bruise and bleed. They can't
fight backwards (Mark of Damnation) or fend off rush. Basically, they
require a predator playing a slow building or "trick" deck to get off the
ground, and even then, usually just hemorrhage pool.
> Anyway, if I had to pick the worst clan, I'd go with Assamites. Lacking good
> ways to oust a prey, any way to stop a predator except rush, and having combat
> hosed by common defenses just doesn't impress me.
Well, the Giovanni can bleed with Dominate, the Setites can bleed with
Presence, and the Ravnos can bleed with Fortitude and Chimerstry. The
Assamites can't bleed at all. They can't vote, for damn sure. They can't
intercept and wall up for 2 VPs, even.
I'd have to put them as the worst, too (!Gangrel aside, since that is
just about like saying Pander is the worst) . . . but I have to say that
they are just frightening in combat. When Todd Bannister sits to your
right, and brings out Parnassus or Abd Al-Rashid (trivia bit: coolest
Assamite name ever, meaning, loosely translated, "Keeper of the True Faith"
=), it just makes your face droop, and gets you digging for Sudden Reversals
for the Contracts (not to mention Fame) that are about to drop.
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
(snip)
> Also, put aside City Gangrel.
(snip)
> !Gangrel aside, of course, which you stipulated. But I'd like to add
on
>to what Leggy said (or will say, depending on your newsreader, Trujah
poster
>that he is =), that's City Gangrel aside, it's the !Gangrel as a whole that
>suck, since they have 5 disiplines. But, on top of that, they are THE most
>fragmented clan for out of clan disciplines, being all over the place; it's
>almost like having a whole clan of Rafales and Patrizias. Sabbat War did
>help to fix that, "cookie cutter" vamps or no.
>
Why are everyone hacking on the Gangrel antitribu? I really love that clan!
Munching vampires with Gangrel Conspiracy, defending with an earthmeld
wielding Satyr, Hidden lurker and backstab with wolf claws, block and kill
til hell freezes with Omaya, Draw out guns and shoot people with them with
OBF/CEL... Voting! Who can stop Zachary from claiming the Cardinal title?
The !Gan is perhaps not the best clan, but I don't think it's that bad!
It's simply a cool clan!
In message <B6EB2245.31BA%sp...@socrates.gatech.edu>, Pat Ricochet
<sp...@socrates.gatech.edu> writes
> Many people are hoping for a "Path of Paradox" or somesuch; If so, I'm
>actually guessing that many of the formerly expensive Chimerstry cards will
>*still* see little use, you'll just see Path/SensDep decks, and more Fata
>Morgana. Many of the cards just aren't worth a card slot.
Oh, I don't know.
1 blood each for Horrid Reality and Mass Reality. That could be fun,
especially if we get another couple of usable S:CE problem-cards. (i.e.
not a complete a hoser, just something to make Ravnos combat a touch
more viable)
[ quoted text not captured ]
--
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:xu+cWE4c...@obeah.demon.co.uk...
> In message <B6EB2245.31BA%sp...@socrates.gatech.edu>, Pat Ricochet
> <sp...@socrates.gatech.edu> writes
> > Many people are hoping for a "Path of Paradox" or somesuch; If so,
I'm
> >actually guessing that many of the formerly expensive Chimerstry cards
will
> >*still* see little use, you'll just see Path/SensDep decks, and more Fata
> >Morgana. Many of the cards just aren't worth a card slot.
>
> Oh, I don't know.
>
> 1 blood each for Horrid Reality and Mass Reality. That could be fun,
> especially if we get another couple of usable S:CE problem-cards. (i.e.
> not a complete a hoser, just something to make Ravnos combat a touch
> more viable)
>
As well as Illusions of the Kindred....and then we have the Trick of
Danya/Brainwash and Cairo Int'l deck that would become more competitive too.
Apparition is certainly not bad together with a Trap either, or Ignis Fatuus
(my fav card!).
>See http://www.geocities.com/tommyboy00269/vekn_cal.html for an
>Assamite/!Gangrel deck to see how powerful the Assamites can be if focussed
>in the right direction... Read the Bureaucratic Overload and check out the
>deck listing. For fun, look at the pictures and see the minions of death
>that washed over all in its path.
I suppose I could do that. But, the question wasn't whether there was any clan
that you couldn't make a good deck for.
I have an Assamite deck that has swept every time I've played it, which, I
think, is 3 times. It may not even be good, but it can't be that bad.
On Sat, 31 Mar 2001 14:34:41 +0200, "Henke" <d98...@stud.hh.se>
wrote:
>> !Gangrel aside, of course, which you stipulated. But I'd like to add>on>>to what Leggy said (or will say, depending on your newsreader, Trujah>poster>>that he is =), that's City Gangrel aside, it's the !Gangrel as a whole that
>>suck, since they have 5 disiplines. But, on top of that, they are THE most
>>fragmented clan for out of clan disciplines, being all over the place; it's
>>almost like having a whole clan of Rafales and Patrizias. Sabbat War did
>>help to fix that, "cookie cutter" vamps or no.>
>Why are everyone hacking on the Gangrel antitribu? I really love that clan!
I love them too. They can do all kinds of cool shit. But.
>Munching vampires with Gangrel Conspiracy, defending with an earthmeld
>wielding Satyr, Hidden lurker and backstab with wolf claws, block and kill
>til hell freezes with Omaya, Draw out guns and shoot people with them with
>OBF/CEL... Voting! Who can stop Zachary from claiming the Cardinal title?
...Totally failing to gain VPs, however. (As far as that last goes,
any Sabbat Bishop can. The !Gangrel, shall we say... lack votes. :)
Although it would be interesting to try to get a vote deck running
with them... either stealth past, or use Acrobatics/Claws. Expensive
on blood, but certainly a discouragement to people who want to block
their actions.
But really, I think they just come up short on table votes they can
get to. They have three Bishops (Caitlin, Ellen, and Samantha) at 6,
8, and 10... and one four-vote Priscus, also at 10. Just not tidy.
They do have City Gangrel Connections, and worse, they'll NEED it.
They have three 7-caps (Zachary, Omaya, and Blaise) to serve as
targets for Cardinal Benediction, but unfortunately, the disciplines
are SO messed up that you are likely to end up with parts of your hand
that you can't play with the acting vampire.
And you're using all those big-ass vampires, meaning Minion Tap... and
no visible way to refill them. It'll have to be LOTS of Con Boons in
your deck, since this clan also lacks a viable bleed defense; you
might have trouble ousting your prey just by sheer lack of actions.
>The !Gan is perhaps not the best clan, but I don't think it's that bad!
>It's simply a cool clan!
I like 'em too. But really, they're STILL hurting as a whole. They
got a LOT better with Sabbat War, but.
-- Derek
"Ignorance more frequently begets confidence than does knowledge."
- C. Darwin, 1871
On Sat, 31 Mar 2001 14:10:52 +0100, James Coupe <ja...@zephyr.org.uk>
wrote:
>In message <B6EB2245.31BA%sp...@socrates.gatech.edu>, Pat Ricochet
><sp...@socrates.gatech.edu> writes>> Many people are hoping for a "Path of Paradox" or somesuch; If so, I'm
>>actually guessing that many of the formerly expensive Chimerstry cards will
>>*still* see little use, you'll just see Path/SensDep decks, and more Fata
>>Morgana. Many of the cards just aren't worth a card slot.>
>Oh, I don't know.
>
>1 blood each for Horrid Reality and Mass Reality. That could be fun,
>especially if we get another couple of usable S:CE problem-cards. (i.e.
>not a complete a hoser, just something to make Ravnos combat a touch
>more viable)
Trap/Apparition/Carrion Crows isn't sufficiently offensive? =) With
a Raven Spy and Ignorant Fatass, at least you can probably STOP a
Presence action. (And you do get to save the Apparition until you
actually take damage, so at least you're not potentially wasting
blood.)
[ quoted text not captured ]
--
"Henke" <d98...@stud.hh.se> wrote in message
news:9a4igj$7jn$1...@taliesin.netcom.net.uk...
[ quoted text not captured ]
I have to agree. Heck, I even put together a !Gangrel vote deck in Christmas
and managed to get vote lock with 16 votes on the table and the only titled
vamp I had in my crypt was Samantha! (whom I made regent) :) Although I
dind't win wiht the deck but it was stilla lot of fun. Gangrel Conspiracy
and RotBR is soooo fun to use as well, and Omaya intercept deck is too. Not
to mention Black Spiral Buddy who can be pretty nasty too, or Shadow Court
Satyr. Their Path helps them out quite a bit as well. Simply a very fun
clan, even if they maybe don't collect VP's that easily.
On Sat, 31 Mar 2001 20:16:26 +0200, "Roger Carhult"
<rogc...@student.luth.se> wrote:
>I have to agree. Heck, I even put together a !Gangrel vote deck in Christmas
>and managed to get vote lock with 16 votes on the table and the only titled
>vamp I had in my crypt was Samantha! (whom I made regent) :) Although I
>dind't win wiht the deck but it was stilla lot of fun. Gangrel Conspiracy
>and RotBR
huh? Whats that last card there?
T
>>I have to agree. Heck, I even put together a !Gangrel vote deck in Christmas
>>and managed to get vote lock with 16 votes on the table and the only titled
>>vamp I had in my crypt was Samantha! (whom I made regent) :) Although I
>>dind't win wiht the deck but it was stilla lot of fun. Gangrel Conspiracy
>>and RotBR>
>huh? Whats that last card there?
Ritual of the Bitter Rose. Let's all your vampires gain the diablerie blood.
Halcyan 2
"Derek Ray" <lor...@yahoo.com> wrote in message
news:0t3cctc0ri4phv4qt...@4ax.com...
[ quoted text not captured ]
I think he meant a s:ce-hoser. After your combo you can stil play majesty.
On Sun, 01 Apr 2001 01:58:22 GMT, "jeroen rombouts"
<jeroen....@pandora.be> wrote:
>
>"Derek Ray" <lor...@yahoo.com> wrote in message
>news:0t3cctc0ri4phv4qt...@4ax.com...>> Trap/Apparition/Carrion Crows isn't sufficiently offensive? =) With
>> a Raven Spy and Ignorant Fatass, at least you can probably STOP a
>> Presence action. (And you do get to save the Apparition until you
>> actually take damage, so at least you're not potentially wasting
>> blood.)
>>>I think he meant a s:ce-hoser. After your combo you can stil play majesty.
and Trap/Apparition/Carrion Crows/Generic S:CE Hoser isn't
ridiculously overpowered? Think about it...
[ quoted text not captured ]
I love the Tories. My Favourite (love those Britishisms)! They have a
way to get what they want and to avoid what they don't. Auspex and
Presence are a very dastardly skill combo. Love the !Tories like Greta
and Mercy, too bad they are on the wrong team. I kinda disagree with
the posts about necromancy etc...By using nec and dom and forgetting
potence, the Gio's CAN hang! I would say the Ravnos have the roughest
time to win a game. The next set will help both a lot.....believe me...
Beware of the Assamites too. I have found a way for the Nossies to
actually win!!! They're my new fav at the moment. Blah blah blah, I am
drunk, I'm outa here...
Jeff
Prince of Cleveland
"Wake up sucker! We're thieves and we're bad guys, that's EXACTLY what
we are!" Peter, "Dawn of the Dead"
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010331195112...@ng-cg1.aol.com...
[ quoted text not captured ]
Yes? That's the point..diablerie, play RotBR and when blood hunt is called
you play Gangrel Conspiracy...voila, you gained lots of blood (hopefully)
and no harm done to you :)~
In message <gpodct8tobn6720t8...@4ax.com>, Derek Ray
<lor...@yahoo.com> writes
>and Trap/Apparition/Carrion Crows/Generic S:CE Hoser isn't
>ridiculously overpowered?
Which is why I don't want an S:CE *hoser*.
There are many ways to "annoy" S:CE, in potential mechanics.
[ quoted text not captured ]
> >and Trap/Apparition/Carrion Crows/Generic S:CE Hoser isn't
> >ridiculously overpowered?
> Which is why I don't want an S:CE *hoser*.
> There are many ways to "annoy" S:CE, in potential mechanics.
But even the "annoyance" that you suggest in another post (having it
cost 1 blood/do 1 damage) still isn't all that great of an alternative.
Ok, I just wasted a 3 or 4 card combo and you only lose 1 blood?
Sure, I don't *have* to play the combo... but if they don't have a
S:CE in hand, it's just as much of a waste.
If not an actual *hoser*, then perhaps something that was suggested
by (I forget the name; forget the thread; yes, I suck) where it would
allow cards in play to remain in play (to a certain extent) in the event
of S:CE. While S:CE could still trump combat but at least the cards
and the blood would not have been the waste it otherwise would
have been.
Sorrow
---
Through the screams of falling steel. By the light of flares and wisdom.
All the doubts I could not face. All this time I wanted more.
With a line I'll mark the past as a symbol of beginning.
To the gods whose names we've lost and the names who gave in vain.
In message <aO2y6.765$Uu6....@monger.newsread.com>, Sorrow
<jcb...@yahoo.com> writes
>> Which is why I don't want an S:CE *hoser*.
>> There are many ways to "annoy" S:CE, in potential mechanics.>
>But even the "annoyance" that you suggest in another post (having it
>cost 1 blood/do 1 damage) still isn't all that great of an alternative.
>Ok, I just wasted a 3 or 4 card combo and you only lose 1 blood?
As I said, the trick is to spot that there potential other mechanics for
"annoying" S:CE.
Making sure that S:CE can't be played (Dog Pack, Hidden Lurker, Fast
Reactions, Thoughts Betrayed, Immortal Grapple, also Mind of a Child to
some degree) and having more combat (Telepathic Tracking, Psyche!), or
just cancelling it (Direct Intervention), aren't the only mechanics that
could be invented.
Drawing Out the Beast used to count (the damage thing, even if S:CE was
played), and I'm ignoring the "weirdo" things like Weather Control.
Assume that we want "normal" strike decks (that is, decks that strike
during the strike phase, with strikes chosen either during Choose Range
(guns, lids, gates etc.) or Choose Strike) to have a relative advantage
over S:CE, compared to now.[0]
- Stopping it being played is one option. (We have)
- Keeping combat going is another. (We have)
- Give S:CE a cost. ("All combat cards played to gain 'Strike: Combat
Ends' cost an additional blood to play.")
-Minor 'ignoring' of S:CE - like old DotB toned down.
-Keep things in play, as you recount.
-Require an S:CE to be declared early in the combat, so you don't waste
all your cards:
Best Laid Plans
Combat
Auspex
1 blood
+1 intercept
(S) Play before range is determined in the first round of combat.
The opposing minion chooses his strike now instead of during the Choose
Strike (or Establish Range) step. (Additional strikes are handled
normally.) [1]
- Non directly combat effects e.g. an action
Psycho
Action
Dementation
/Control of this card is determined as if it were a master card./
Place this card on a minion. The minion with this card cannot play
"Strike: Dodge" as a strike. This card may be burned by that minion as
a (D) action
(S) As above, but this minion cannot play "Strike: Combat Ends" as a
strike.
- Re-arrange Strike Resolution
Spit from the Shadows
Quietus
Combat
1 blood
Strike: 2R damage, with First Strike
(S) Strike: 2R damage. This strike resolves before Strike: Combat Ends.
Or something like that. This is also a neat idea, because you tie up
the ability to beat First Strike with a *particular* strike, not just a
general one like Immortal Grapple. It can then be much harder to modify
the strike, except through Dawn Op etc. (And that can be somewhat
subdued by giving it to a "hard" discipline - qui/for isn't the easiest
of combos.) It makes it much harder to "abuse", or over-power.
- Improve weapons
Magic Gun (Remote Targeting)
Thaumaturgy
2 blood
Action
This is a +1 stealth action.
Place this card on a gun this minion possesses. This gun now strikes
with First Strike.
(S) As above, but this gun's strike resolves before Strike: Combat Ends.
Similar mechanic to above, achieved differently and still has a limiting
side to it. Also, putting it in Thaumaturgy makes it more challenging
to use effectively than if it were just a generic action, say.
- Remember potential balances, like once per game. Something can be a
touch more "powerful" (something like Reality Mirror) if it can't be
done more than once and so therefore can't be the basis of a deck, or
stuff too many in a deck.
- Try the old suggestion for toning down S:CE. Something that turns
S:CE into "When a Strike: Combat Ends strike resolves, move to the Press
phase instead of ending combat."
That's off the top of my head. The one's that "beat" S:CE, especially
tied to a specific strike, are quite cute. You can still get out of
combat but take some damage, but you get to stop them additional
striking you etc. Obviously, these *all* need work (I'm the first to
admit that), but you don't have to *hose* S:CE to give other decks other
ideas.
[0] This is one area where you can pull this down. If you don't think
that S:CE is over-powered, too cheap or whatever. My personal thought
is that S:CE should be good, but *less* good. Damage prevention, dodge
and maneuvers should have more of a place.
[1] This has many other possibilities, of course. Careful play-testing
etc.
[ quoted text not captured ]
"James Coupe" <ja...@zephyr.org.uk>
> Or something like that. This is also a neat idea, because you tie up
> the ability to beat First Strike with a *particular* strike, not just a
> general one like Immortal Grapple. It can then be much harder to modify
> the strike, except through Dawn Op etc. (And that can be somewhat
> subdued by giving it to a "hard" discipline - qui/for isn't the easiest
> of combos.) It makes it much harder to "abuse", or over-power.
I like the idea of giving First Strike more usefulness in the game in
general.
How many cards actually use First Strike? I can think of five or so... Maybe
a slight alteration to the rules to make First Strike trump S:CE? I don't
like the idea of complicating things any more than they are... but this
would give celerity users a slight edge. Immortal Grapple would still be
better than Backstab for the Brujah but at least the Assamites and
gun-wielding Tories would have a chance. And realistically, well... as
realistically as this game CAN be, shouldn't an assassin be able to get the
occasional strike in with impunity?
Of course this would also make Muddles WAY more useful... which isn't a good
thing.
Cheers,
WES
--
"Sorrow" <jcb...@yahoo.com> wrote in message
news:aO2y6.765$Uu6....@monger.newsread.com...
> > >and Trap/Apparition/Carrion Crows/Generic S:CE Hoser isn't
> > >ridiculously overpowered?
> > Which is why I don't want an S:CE *hoser*.
> > There are many ways to "annoy" S:CE, in potential mechanics.
>
> But even the "annoyance" that you suggest in another post (having it
> cost 1 blood/do 1 damage) still isn't all that great of an alternative.
> Ok, I just wasted a 3 or 4 card combo and you only lose 1 blood?
> Sure, I don't *have* to play the combo... but if they don't have a
> S:CE in hand, it's just as much of a waste.
> If not an actual *hoser*, then perhaps something that was suggested
> by (I forget the name; forget the thread; yes, I suck) where it would
> allow cards in play to remain in play (to a certain extent) in the event
> of S:CE. While S:CE could still trump combat but at least the cards
> and the blood would not have been the waste it otherwise would
> have been.
>
> Sorrow
Why just not make more use of Owl Companion/Aura Reading/Revelations? Then
you will see if your opponent sits with S:CE on hand and can try force him
to play it with as little loss of your own cards as possible.
On Tue, 3 Apr 2001 02:00:44 +0100, James Coupe <ja...@zephyr.org.uk>
wrote:
>In message <aO2y6.765$Uu6....@monger.newsread.com>, Sorrow><jcb...@yahoo.com> writes>>> Which is why I don't want an S:CE *hoser*.
>>> There are many ways to "annoy" S:CE, in potential mechanics.>>
>>But even the "annoyance" that you suggest in another post (having it
>>cost 1 blood/do 1 damage) still isn't all that great of an alternative.
>>Ok, I just wasted a 3 or 4 card combo and you only lose 1 blood?>
>As I said, the trick is to spot that there potential other mechanics for
>"annoying" S:CE.
>
Well you know I was just thinking how absolutely hosed 'First Strike'
is by SCE.
Supposedly FS is declared and resolved before any other strike, and
yet if someone were to SCE or dodge after seeing the FS, they take
precedence instead, utterly hosing the FSer.
If FS were TRULY FIRST STRIKE, then it would hit and resolve before
ANY other stirke, SCe or otherwise.
That would be one clear solution to sce hoser decks, and help make
cards like Backstab and the like actually useful.
T
>Well you know I was just thinking how absolutely hosed 'First Strike'
>is by SCE.
>
>Supposedly FS is declared and resolved before any other strike, and
>yet if someone were to SCE or dodge after seeing the FS, they take
>precedence instead, utterly hosing the FSer.
>
>If FS were TRULY FIRST STRIKE, then it would hit and resolve before
>ANY other stirke, SCe or otherwise.
>
>
>That would be one clear solution to sce hoser decks, and help make
>cards like Backstab and the like actually useful.
But then there would be the problem that the only real defense would be damage
prevention (which isn't too common among disciplines). Most clans would
literally have no defense against the Assamites.
And as others have noted, the Muddled Vampire Hunter would be ridiculously
overpowered. Who needs to bother building a standard Potence rush deck when all
you need is a single MVH to whack off defenseless vampire after defenseless
vampire...
Halcyan 2
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010404073149...@ng-fi1.aol.com...
[ quoted text not captured ]
A solution might be to allow FS to resolve before S:CE but not before dodge.
That would make dodge more useful vs S:CE too.
Roger Carhult wrote:
> "Halcyan 2" <halc...@aol.com> wrote in message
> news:20010404073149...@ng-fi1.aol.com...> > >If FS were TRULY FIRST STRIKE, then it would hit and resolve before
> > >ANY other stirke, SCe or otherwise.
>> > And as others have noted, the Muddled Vampire Hunter would be ridiculously
> > overpowered. Who needs to bother building a standard Potence rush deck
> when all
> > you need is a single MVH to whack off defenseless vampire after
> defenseless
> > vampire...
>> A solution might be to allow FS to resolve before S:CE but not before dodge.
> That would make dodge more useful vs S:CE too.
Before S:CE is necessarily before Dodge, since S:CE resolves before Dodge.
S:CE is TRULY S:CE - it ends combat before strikes resolve.
Dodge is TRULY DODGE - it avoids the offensive effects of the opposing strike.
See 6.4.5 for more details. This is the same as the 1995 V:TES rulebook
handling [8.3]. The 1994 Jyhad rulebook was ambiguous on Dodge vs. FS, but
included explicit handling of S:CE vs. FS. [15.3]
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
"Roger Carhult" <rogc...@student.luth.se> wrote
> A solution might be to allow FS to resolve before S:CE but not before
dodge.
> That would make dodge more useful vs S:CE too.
And since Dodge is still sufficiently balanced, not to mention hosed by Skin
Trap and Scorpion Sting (which do not hose S:CE) this seems acceptable to
me.
Of course, since none of us (except LSJ presumably) has any say in rules
changes, this all amounts to nothing.
The only argument I have against this is that I also hate rules changes
*sigh*.
Cheers,
WES
In message <9afgk...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
writes
>Of course, since none of us (except LSJ presumably) has any say in rules
>changes, this all amounts to nothing.
One assumes that the Rules Team have some say as well.
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
What's the meaning when you speak with so much feeling? B457CA213D7E6
Is it over when you're sober? Is it junk? 68C3695D623D5D
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:5Y$+LoBVO...@obeah.demon.co.uk...
> In message <9afgk...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
> writes
> >Of course, since none of us (except LSJ presumably) has any say in rules
> >changes, this all amounts to nothing.
>
> One assumes that the Rules Team have some say as well.
One would hope so :)
But who are they? I assume some of the news-groupies?
Whoever you are, thanks for your thoughtful rulings. Despite the occasional
confusion, you've all done a fantastic job of making the game balanced IMHO.
Cheers,
WES
In message <9afsn...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
writes
>One would hope so :)
>
>But who are they? I assume some of the news-groupies?
Who knows?
Presumably, White Wolf have some input too (though they may well be
silent at the moment, recognising their inexperience). And Wizards
before them?
[ quoted text not captured ]
--
"LSJ" <vte...@white-wolf.com> wrote in message
news:3ACB3231...@white-wolf.com...
> Roger Carhult wrote:
> > "Halcyan 2" <halc...@aol.com> wrote in message
> > news:20010404073149...@ng-fi1.aol.com...
> > > >If FS were TRULY FIRST STRIKE, then it would hit and resolve before
> > > >ANY other stirke, SCe or otherwise.
> >
> > > And as others have noted, the Muddled Vampire Hunter would be
ridiculously
> > > overpowered. Who needs to bother building a standard Potence rush deck
> > when all
> > > you need is a single MVH to whack off defenseless vampire after
> > defenseless
> > > vampire...
> >
> > A solution might be to allow FS to resolve before S:CE but not before
dodge.
> > That would make dodge more useful vs S:CE too.
>
> Before S:CE is necessarily before Dodge, since S:CE resolves before Dodge.
>
> S:CE is TRULY S:CE - it ends combat before strikes resolve.
> Dodge is TRULY DODGE - it avoids the offensive effects of the opposing
strike.
>
> See 6.4.5 for more details. This is the same as the 1995 V:TES rulebook
> handling [8.3]. The 1994 Jyhad rulebook was ambiguous on Dodge vs. FS, but
> included explicit handling of S:CE vs. FS. [15.3]
Yes but it doesn't mean it couldn't be changed :P
In message <9aggog$koa$1...@taliesin.netcom.net.uk>, Roger Carhult
<rogc...@student.luth.se> writes
>Yes but it doesn't mean it couldn't be changed :P
The arguments against change, specifically Muddles, are quite persuasive
when you examine them.
[ quoted text not captured ]
James Coupe <ja...@zephyr.org.uk> wrote in message
news:+3FPgmD$q6y6...@obeah.demon.co.uk...
> In message <9afsn...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
> writes
> >One would hope so :)
> >
> >But who are they? I assume some of the news-groupies?
From the VTES FAQ (http://www.TheLasombra.com/vtes_faq.htm) section 4.1.1
4.1.1. Who is the Rules Team (RT)?
As per LSJ's post on rec.games.trading-cards.jyhad -
The Rules Team for VTES is composed of people who will remain
anonymous. The RT has members from different play groups
from a total of three continents. The protocol is discussion
and playtesting among the members of the playgroups and
reports of findings via e-mail. The topics for discussion are
suggested by the Net.Rep (LSJ). Ideas for playtesting are
culled from the newsgroup (by LSJ) and/or suggested by the
members of the RT. Members of the RT are also free to add
their own topics of discussion (well, not at first since
we had a full itenerary already, but once the initial fixes
were out of the way).
No one has any votes. Changes come by consensus.
The topics come from one or more of: the newsgroup/mailinglist,
private e-mail to LSJ, or members of the RT. Mostly from the
newsgroup. The solutions may be "rarely" seen on the newsgroup prior
to the RT post, but the problems are almost always
brought up on the newsgroup prior to being discussed by the RT.
legbiter<legb...@my-deja.com> wrote:
>On Fri, 30 Mar 2001 11:55:03 GMT someone <someone...@newsranger.com> wrote:>>Who sais/said/will have said that Temporis isn't overpowered.>
>It depends what you use it for. Nipping into the future to determine
>whether the person you're thinking of marrying is going to turn into
>a fat shrew or beer-bellied football bore is, i think/thought/
>will think, ENTIRELY right.>>
>>To all Trujah: can you go to june and buy a box of Final Nights for me?>
>Haha, they already will have did and have taken them ALL back to the
> distant past where Cave men will have used them to invent bonfires.
Do as I do. I have them delivered by TARDIS.
Bleu
On 04 Apr 2001 11:31:49 GMT, halc...@aol.com (Halcyan 2) wrote:
>>If FS were TRULY FIRST STRIKE, then it would hit and resolve before
>>ANY other stirke, SCe or otherwise.
>>
>>
>>That would be one clear solution to sce hoser decks, and help make
>>cards like Backstab and the like actually useful.>
>But then there would be the problem that the only real defense would be damage
>prevention (which isn't too common among disciplines). Most clans would
>literally have no defense against the Assamites.
>
I dont see a problem with that...people were just moaning over how the
assamites werent as deadly as they should be anyways.
>And as others have noted, the Muddled Vampire Hunter would be ridiculously
>overpowered. Who needs to bother building a standard Potence rush deck when all
>you need is a single MVH to whack off defenseless vampire after defenseless
>vampire...
>
Er maneuver anyone??
T
Talo...@hotmail.com skrev i meddelandet <3acdbf21.921936192@news>...
[ quoted text not captured ]
Or having 4 blood? Or fortitude? Come on, guys, how dangerous is a Vampire
hunter?
/Henke
The Lasombra skrev i meddelandet
<3NPy6.31615$wx.68...@typhoon.austin.rr.com>...
>4.1.1. Who is the Rules Team (RT)?
>As per LSJ's post on rec.games.trading-cards.jyhad -
>
>The Rules Team for VTES is composed of people who will remain
> anonymous. The RT has members from different play groups
> from a total of three continents. The protocol is discussion
> and playtesting among the members of the playgroups and
> reports of findings via e-mail. The topics for discussion are
> suggested by the Net.Rep (LSJ). Ideas for playtesting are
> culled from the newsgroup (by LSJ) and/or suggested by the
> members of the RT. Members of the RT are also free to add
> their own topics of discussion (well, not at first since
> we had a full itenerary already, but once the initial fixes
> were out of the way).
I like this... It's like the mysterious Inconnu, always monitoring the world
in silence. Secret meetings, probably filled with even more secretious
rituals, blood offerings and chanting. Then they read the signs of the
seasons (and the newsgroups) and summon the strenght to shape the world
(Jyhad) according to thei secret masters wishes... Or something like that...
;o)
>>But then there would be the problem that the only real defense would be>damage>>prevention (which isn't too common among disciplines). Most clans would
>>literally have no defense against the Assamites.
>>>
>I dont see a problem with that...people were just moaning over how the
>assamites werent as deadly as they should be anyways.
It's quite a big step going from barely playable to nearly unstoppable.
I would like to see Assamite decks to be more feasible, but not given that much
power.
>>And as others have noted, the Muddled Vampire Hunter would be ridiculously
>>overpowered. Who needs to bother building a standard Potence rush deck when>all>>you need is a single MVH to whack off defenseless vampire after defenseless
>>vampire...
>>>
>Er maneuver anyone??
How about a muddled vampire hunter equipped with the Ivory Bow (or Flame
Thrower). Automatically hits you for 1 or 2 agg (since you can't Dodge or
S:CE). Works at close and long range. And unless you can prevent, you're going
to torpor. Even most combat decks might have a bit of trouble dealing with such
an ally...
Halcyan 2
--
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:VE31MCV0...@obeah.demon.co.uk...
> In message <9aggog$koa$1...@taliesin.netcom.net.uk>, Roger Carhult
> <rogc...@student.luth.se> writes
> >Yes but it doesn't mean it couldn't be changed :P
>
> The arguments against change, specifically Muddles, are quite persuasive
> when you examine them.
>
Muddled is just one card and IMO I don't think it's THAT powerful. I mean
c'mon, there's many cards hosing him. Dodge+additional strike/dodge with
carrion crows etc (or simply dodge to avoid him), Flesh of
Marble...fortitude...Far Mastery, Lure of the
Serpent..Entrancement...maneuver etc etc etc. Geesh :P
On 05 Apr 2001 22:35:36 GMT, halc...@aol.com (Halcyan 2) wrote:
>>
>>I dont see a problem with that...people were just moaning over how the
>>assamites werent as deadly as they should be anyways.>
>It's quite a big step going from barely playable to nearly unstoppable.
>
Thats over exxageration. Assamites dont have that much first strike,
and its hardly unstoppable.
>
>How about a muddled vampire hunter equipped with the Ivory Bow (or Flame
>Thrower). Automatically hits you for 1 or 2 agg (since you can't Dodge or
>S:CE). Works at close and long range. And unless you can prevent, you're going
>to torpor. Even most combat decks might have a bit of trouble dealing with such
>an ally...
As they should! We're talking about a 4 pool cost specefic clan ally
that has been giving a 1-2 pool cost lethal or even unique weapon.
He SHOULD be able to give anyone a 'bit of trouble'!
We might even see cards like 'command' and the like enter mainstream
play then.
T
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010405183536...@ng-ch1.aol.com...
[ quoted text not captured ]
No your wrong, the solution I made was: "A solution might be to allow FS to
resolve before S:CE but not before dodge.
That would make dodge more useful vs S:CE too" so dodge WOULD still help
against him, then we have adaptability, fortitude, Fire Dance, leather
Jacket, Flak Jacket, Cryptic Mission, Art of Love, Shadow Twin, Command bla
bla bla. I bet you I can give at least 20 examples of dealing with him.
Besides we need allies that are good an useful too.
[ quoted text not captured ]
Extremely dangerous. You'll run out of maneuvers eventually. And
it's not necessary to be stupid with him and rush the people who have
more than 3 blood. (Malks having OBF is nice; they can Cloak his rush
action so he doesn't get blocked incorrectly).
If he also beat S:CE and Dodge, all of a sudden Muddles and his Ivory
Bow put you in prevent-or-die land. Imagine that briefly. =)
-- Derek
"Ignorance more frequently begets confidence than does knowledge."
- C. Darwin, 1871
>No your wrong, the solution I made was: "A solution might be to allow FS to
>resolve before S:CE but not before dodge.
I know you mentioned that FS should be foiled by Dodge. But I'm pretty sure
that Talon was suggesting that FS should beat both and I was replying to *that*
situation.
(And in regards to Talon's last post, the Muddled Vampire Hunter only costs 2
pool, not 4. Which makes him much more playable. And even with an Ivory or
Flamethrower, that's a total of 3-4 pool. Still within the range of replacing
him and his weapon should he get killed).
Halcyan 2
> If he also beat S:CE and Dodge, all of a sudden Muddles and his Ivory
> Bow put you in prevent-or-die land. Imagine that briefly. =)
I'd rather not, actually. :p
It's kind of sad (and ironic, to some small extent) that it is the existance
of one single ally (a classification of card that is inherently fragile)
that is
the biggest argument against First Strike working as it probably should
have in the first place. I'd almost suggest Muddles get reprinted so that
something could be done with "First Strike" but then that would make
Muddles worthless so that's not something that would ever happen.
That leaves us basically in a Catch-22.
*shrug*
Sorrow
---
I keep telling them that I think they're out to get me.
They ask me if I feel remose and I answer, "Why of course!
There's so much more I could have done if they'd let me!"
So it's Rorschach and Prozac and everything is groovy
--
"Derek Ray" <lor...@yahoo.com> wrote in message
news:m6oqct060jvemn6g7...@4ax.com...
[ quoted text not captured ]
Again, the suggestion was that Didge still hoses FS..... I don't find your
other arguments convincing, read my other posts in the thread to see
counterarguments.
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010406033324...@ng-cg1.aol.com...
[ quoted text not captured ]
He mixed up the cost, a Falmethrower cost 4 and not 2 either. So a Muddled
for 6 pool is pretty damn much I'd say, especially sinc eit can easily be
stolen, the equipment can be burned (Anrach Revolt,, Peacy Treaty, Canine
Horde etc). There's literally tons of ways to screw the MVH up if you jsut
use your imagination. Besides, take into consideration that Dodge hoses FS
then, you think he's too powerful??
On Fri, 6 Apr 2001 17:27:26 +0200, "Roger Carhult"
<rogc...@student.luth.se> wrote:
>He mixed up the cost, a Falmethrower cost 4 and not 2 either. So a Muddled
>for 6 pool is pretty damn much I'd say, especially sinc eit can easily be
>stolen, the equipment can be burned (Anrach Revolt,, Peacy Treaty, Canine
>Horde etc). There's literally tons of ways to screw the MVH up if you jsut
>use your imagination. Besides, take into consideration that Dodge hoses FS
>then, you think he's too powerful??
Muddles costs 2. An Ivory Bow costs 1. Total: 3.
Sure, there are literally tons of ways to screw him up. But how many
of them are actually played?
Keep in mind that if you don't kill Muddles, then he will KEEP COMING
AT YOU, and eventually will get you. Trust me on this; the only
effective ways to handle Muddles involve making him dead. Cryptic
Mission decks are extremely rare, so please don't toss that around as
a reasonable method of removing Muddles. It's a *possible* method;
but 99% of decks won't have access to that method when Muddles hits
the table and you realize that you need it. Far Mastery,
Entrancement; are blockable actions, and oh look! the Malkavians have
superior Auspex in spades.
Without the Bow, you need a minion with 4 blood, or a minion who can
prevent a strike for 4, a minion who can maneuver and strike at range,
or a minion who can generate additional strikes after its Dodge. None
of these are terribly uncommon, but a deck which intends to use
Muddles is going to be careful about who it rushes, and will be doing
the rushing at stealth. Not to mention that Muddles can use plain old
disciplineless Dodge if he gets blocked by a minion with 4 blood. And
Muddles only cost 2 to bring out; I habitually include 3-4 of him in
decks where I intend to use him. He's CHEAP!
WITH the Bow, half those options go away; you now have to prevent the
damage, or dodge and use additional strikes. That's already getting
pretty damn ugly. Granted, he now cost 3 and it won't be very easy to
get him back with a Bow, but who cares? The "bowless" version of
Muddles is still quite effective on his own.
If you make Muddles beat S:CE, his utility is significantly increased;
no longer does he have to run you out of S:CE cards. He can just get
you on the first try. This is starting to push the limit, for me.
If you make him beat Dodge too, he'll slaughter vampires wholesale.
Prevent or die becomes the order of the day. But you weren't
suggesting that, so fair enough. But I also don't see the logic that
makes First Strike beat S:CE and not Dodge.
[ quoted text not captured ]
--
"Derek Ray" <lor...@yahoo.com> wrote in message
news:ccqrctsbfe460i22p...@4ax.com...
> On Fri, 6 Apr 2001 17:27:26 +0200, "Roger Carhult"
> <rogc...@student.luth.se> wrote:
>
> >He mixed up the cost, a Falmethrower cost 4 and not 2 either. So a
Muddled
> >for 6 pool is pretty damn much I'd say, especially sinc eit can easily be
> >stolen, the equipment can be burned (Anrach Revolt,, Peacy Treaty, Canine
> >Horde etc). There's literally tons of ways to screw the MVH up if you
jsut
> >use your imagination. Besides, take into consideration that Dodge hoses
FS
> >then, you think he's too powerful??
>
> Muddles costs 2. An Ivory Bow costs 1. Total: 3.
>
> Sure, there are literally tons of ways to screw him up. But how many
> of them are actually played?
I can honestly say that in 90% of presence (bleed) or dominate (general)
decks I make have at least one copy of Far Mastery or Entrancement in it.
Simply because it's very useable. Far mastery lets u steal retainers if
there's no allies outl and there's almost always a retainer out to steal in
a metagame. Entrancement let's you bleed for one extra which is always good.
>
> Keep in mind that if you don't kill Muddles, then he will KEEP COMING
> AT YOU, and eventually will get you. Trust me on this; the only
> effective ways to handle Muddles involve making him dead. Cryptic
> Mission decks are extremely rare, so please don't toss that around as
> a reasonable method of removing Muddles.
Huh? You don't need a deck *based* on CM to kill a MVH, when I play Tremere
I usully toss in 1-3 CM's. Then we have Shadow Twin who works fine as well.
Not that uncommon either. Besides MVH decks aint that common either, if they
were, people would use Far Mastery etc even more.
> It's a *possible* method;
> but 99% of decks won't have access to that method when Muddles hits
> the table and you realize that you need it.>Far Mastery,
> Entrancement; are blockable actions, and oh look! the Malkavians have
> superior Auspex in spades.
Bringing out MVH is blockable too, when he equips it's blockable too. Sure,
Malks can support him with obf though but there's still pelnty of ways to
kill him once he's out and fully set.
>
> Without the Bow, you need a minion with 4 blood, or a minion who can
> prevent a strike for 4,
no preventing say 2 is enough too if you have 2 blood on the vamp.
>a minion who can maneuver and strike at range,
simple maneuver is enough coupled with a murder of crows, carrion crows etc.
Not necessarily a strike needed.
> or a minion who can generate additional strikes after its Dodge. None
> of these are terribly uncommon, but a deck which intends to use
> Muddles is going to be careful about who it rushes, and will be doing
> the rushing at stealth. Not to mention that Muddles can use plain old
> disciplineless Dodge if he gets blocked by a minion with 4 blood. And
> Muddles only cost 2 to bring out; I habitually include 3-4 of him in
> decks where I intend to use him. He's CHEAP!
Yes he's cheap anfd very useful, I see nothing wrong with that since most
allies suck too much.
You know, a caitiff with a cap of 1 with an Ivory Bow and IR Goggles isn't
much worse and he's even cheaper. Most of the things above still apply plus
he's not burnt if he gets hit (which generally must be at long range). Only
diff is that S:CE works against him which isn't THAT big of a difference.
>
> WITH the Bow, half those options go away; you now have to prevent the
> damage, or dodge and use additional strikes. That's already getting
> pretty damn ugly. Granted, he now cost 3 and it won't be very easy to
> get him back with a Bow, but who cares? The "bowless" version of
> Muddles is still quite effective on his own.
>
> If you make Muddles beat S:CE, his utility is significantly increased;
> no longer does he have to run you out of S:CE cards. He can just get
> you on the first try. This is starting to push the limit, for me.
This only make a diff if your deck solely relies on S:CE as a defence. SO it
will be a reason to include some dodges in the deck too, which I think would
be a perfectly good thing.
>
> If you make him beat Dodge too, he'll slaughter vampires wholesale.
> Prevent or die becomes the order of the day. But you weren't
> suggesting that, so fair enough. But I also don't see the logic that
> makes First Strike beat S:CE and not Dodge.
>
There doesn't need to be a real logic, there's already tons of things in the
game that isn't logic. If you want logic you can say that when someone does
a FS he's so fast that the oppsing minion can't put up Majesty or Meld into
the Earth, while doing a dodge reasonably is faster to do if u imagine these
things existed IRL. But as I said, logic is secondary, what is primary is
that the game works well.
I'll some list things that you can kill/hose/neutralise/hurt meth of/ [fill
in your own] MVH with to show just what a plethora of options there are.....
I am even counting on the MVH having Ivory Bow too.
Fast Reaction/Hidden Lurker
Leather Jacket
Kindred Segregation (to some extent)
Peace Treaty (even lesser extent)
Blood Fury/Blood Rage
Soul Burn
Fortitude
Cryptic Mission
Shadow Twin
Far Mastery
Lure of the Serpent
Art of Love (some extent, you can then transfer Ivory Bow, with rave you can
even kill the MVH)
Entrancement
Command
Dodge + (additional strike, murder of crows or whatever)
Flesh of Marble (not for Ivory Bow though)
Adaptability
Weather Control
Flak Jacket (for Ivory Bow)
Blood of Acid
Bloodform (not against Ivory Bow)
Release of the Shackled Soul
Thoughts Betrayed [inferior] (?? not sure)
Corruption
There's probably plenty of other ways I haven't mentioned as well. Do you
REALLY think MVH is THAT powerful? Hardly. If yout hink he is, then I'd say
say one thing that definately beats MVH in comparison; Ambrosius with
Talbot's. It doesn't matter he doesn't have FS, he can do 6 dmg quite easily
AND you can't harm him unless you make agg damage (even 2 needed to kill
him, so Vagabond Mystic here can really be scary). Few clans can do agg
damage, but all clans have access to dodge. If you can play VTES perfectly
fine with Ambrious-combo then surely will MVH-combo be fine too even with an
improvement of FS. I think it's redicilous if the reason for not changing FS
is because of MVH!
On Fri, 06 Apr 2001 12:21:32 -0400, Derek Ray <lor...@yahoo.com>
wrote:
>Keep in mind that if you don't kill Muddles, then he will KEEP COMING
>AT YOU, and eventually will get you. Trust me on this; the only
>effective ways to handle Muddles involve making him dead. Cryptic
>Mission decks are extremely rare, so please don't toss that around as
>a reasonable method of removing Muddles. It's a *possible* method;
>but 99% of decks won't have access to that method when Muddles hits
>the table and you realize that you need it. Far Mastery,
>Entrancement; are blockable actions, and oh look! the Malkavians have
>superior Auspex in spades.
Oh look, hidden lurker, fast reaction, carrion crows, weather control
etc etc.
T
On 06 Apr 2001 07:33:24 GMT, halc...@aol.com (Halcyan 2) wrote:
>(And in regards to Talon's last post, the Muddled Vampire Hunter only costs 2
>pool, not 4. Which makes him much more playable. And even with an Ivory or
>Flamethrower, that's a total of 3-4 pool. Still within the range of replacing
>him and his weapon should he get killed).
>
>Halcyan 2
Block the equipping action and maneuver to long.
C'mon, one unique card combo is hardly a legitimate excuse to violate
the principle behind first strike.
I actually played jyhad the way I see first strike for a long time
until i noticed the discrepancy, it was nowhere nearly as powerful and
unblancing as you think.
T
On Fri, 06 Apr 2001 13:43:25 GMT, "Sorrow" <jcb...@yahoo.com> wrote:
>It's kind of sad (and ironic, to some small extent) that it is the existance
>of one single ally (a classification of card that is inherently fragile)
>that is
>the biggest argument against First Strike working as it probably should
>have in the first place. I'd almost suggest Muddles get reprinted so that
>something could be done with "First Strike" but then that would make
>Muddles worthless so that's not something that would ever happen.
Change the text to reflect the nature of the kine hunter.
"This minion may attack a vampire controlled by another Meth as a D
action, if he does so he gains first strike for the resulting combat"
Thus you could jump on him on your own turn as 'night falls' as it
were.
T
On Fri, 6 Apr 2001 17:24:03 +0200, "Roger Carhult"
<rogc...@student.luth.se> wrote:
>Again, the suggestion was that Didge still hoses FS..... I don't find your
>other arguments convincing, read my other posts in the thread to see
>counterarguments.
Well actually this began out of my frustration from First Strike not
truly being 'First Strike'.
And thus it should resolve before the opponents strike, regardless of
whatever it is short of it also being First Strike imo.
T
>You know, a caitiff with a cap of 1 with an Ivory Bow and IR Goggles isn't
>much worse and he's even cheaper. Most of the things above still apply plus
>he's not burnt if he gets hit (which generally must be at long range). Only
>diff is that S:CE works against him which isn't THAT big of a difference.
But the thing with the Caitiff is that you actually get to hit him back. A
Theft, a Thrown Gate, an Aid From Bats, or even a Zip Gun will allow you to hit
him back and either torporize him or keep him busy hunting next turn. But with
the Muddled and an Ivory Bow you don't get to hit him back in any conventional
sense.
>This only make a diff if your deck solely relies on S:CE as a defence. SO it
>will be a reason to include some dodges in the deck too, which I think would
>be a perfectly good thing.
So then we go back to the situation that Derek described where the MVH just has
to wait to run his opponent out of dodges.
Halcyan 2
>Oh look, hidden lurker, fast reaction, carrion crows, weather control
>etc etc.
The problem is many of those cards are require rather specific situations and
become rather corner-case. It's often not putting them in because they just end
up taking up space *unless* those specific situations are met.
Well, most of those you mentioned can also be used to get around Dodge and
S:CE.
Hidden Lurker, Fast Reaction, and Weather Control all do their thing with
either of those while Carrion Crows still gets around Dodge. Why do the
Assamites need First Strike? If they *really* wanted to get around S:CE they
should be using Hidden Lurker then?
The answer is that Hidden Lurker is not efficient enough to commonly include in
most decks, as is the case with many of the anti-MVH cards you mentioned.
Halcyan 2
>Well actually this began out of my frustration from First Strike not
>truly being 'First Strike'.
>
>And thus it should resolve before the opponents strike, regardless of
>whatever it is short of it also being First Strike imo.
>
Here's an idea:
Why don't we replace the name of "First Strike" to something like "Fast
Strike." This way, it can still show that it's "fast," without confusing people
who might think it goes "first."
Personally, I think the only reason it was called "First Strike" was because
they thought it would be convenient to use various M:tG terms (including
tapping, etc.). Maybe if someone else had developed the game it would have had
a less confusing term...
Halcyan 2
[ quoted text not captured ]
And dodge should be truly dodge. And thus protect from the opponents'
strike, regardless of whatever it is (short of a dodge or S:CE)
And S:CE should be truly S:CE. And thus end combat before the opponent's
strike resolves, regardless of whatever it is (short of a S:CE).
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
--
<Talo...@hotmail.com> wrote in message news:3ad27c6d.1035949542@news...
[ quoted text not captured ]
But I think most people stilla gree it would be too powerful if it hosed all
strikes. Thus I suggested this solution, which has the benefit of improving
both FS *and* dodge. Which both needs to be improved in relation to S:CE
IMO.
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010406232339...@ng-cg1.aol.com...
[ quoted text not captured ]
Which could take a while or also not. But remember that *anyone* on the
table can try steal him with a Far Mastery for example, or kill him through
other means if that Meth becomes too powerful. Sure MVH is good and I think
that's just fine too but he'd not be overpowerful. Those times I've faced
him I've actually rarely avoided him by S:CE since I don't play decks with
S:CE that much and I'ce done fine sometimes, and not so fine other times but
in the end someone has always killed him (and you can't do that with S:CE
except Catatonic Fear/Oubliette which almost nobody owned/owns/uses here).
Now he's not often had en Ivory Bow on himself either, but really there's so
many ways as I already have shown I think this discussion is a bit
redicilous. You haven't told how the Ambrosius combo is easier to kill (it
definately isn't).
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010407040853...@ng-ch1.aol.com...
[ quoted text not captured ]
A casual HL is never wrong really, but you rarely make a deck based around
it. How can you say thse are specifc sitations really?? Any godo combat deck
would kill the MVH easily, now let's see there's PLENTY of combat clans
around that could do it, I wouldn't callt hat a "corner-case". On TOP of
that there's all the other ways (cryptic mission, corruption, far mastery
etc). Cailean with an Ivory Bow is definately much harder to kill, but it's
still done occasionally, same goes with Ambrosius and *here' you can really
talk about cornercase since you need agg damage and you need to do 3(!) of
it (since Talbot prevents one) to kill him. How many clans can do that???
Cailean with an Ivory Bow is definately much harder to kill, but it's
> still done occasionally,
total cost: 11, MVH with Ivory Bow: 3
same goes with Ambrosius and *here' you can really
> talk about cornercase since you need agg damage and you need to do 3(!) of
> it (since Talbot prevents one) to kill him. How many clans can do that???
>
Total cost :6, can be S:CE'ed, dodged and pressed to end against, which in
the case of MVH with your interpretation of First strike can't be done.
Also, the MVH has his 'rush' ability built in. If Ambrosius hasn't equipped
with TC, he's not dangerous at all.
Besides you need stealth to bring allies and equipment into play relyably.
OBF for the Malks, Carlotta for the Giovani?
Jeroen
--
<Talo...@hotmail.com> wrote in message news:3ace7a9d.1035485600@news...
[ quoted text not captured ]
I believe you, people are just exaggerating. You complain how FS sucks, and
when suggests are med to improve it you think it's too powerful lol. Well if
it hosed dodge it might be too good coz then there's no ways to avoid a
strike in combat (say a Sacrificial Carnage with Increased Strength) so only
fortitude/flesh of marble would save you. That would be too good since a lot
of clans can muster up this kind of strike or similar deadly. But if it
hosed S:CE and not dodge it would have 3 benefits:
a) dodge becomes better compared to S:CE which is a good thing
b) S:CE gets weakened a little, which seem to be what most people here wnat,
yet it's not weakened too much and wills till be useful
c) FS gets actually used and become decently good but not oeverpowerful
since dodge gets around it and any clan can have dodge.
--
"jeroen rombouts" <jeroen....@pandora.be> wrote in message
news:6xEz6.19719$ii5.1...@afrodite.telenet-ops.be...
> Cailean with an Ivory Bow is definately much harder to kill, but it's
> > still done occasionally,
>
> total cost: 11, MVH with Ivory Bow: 3
Of course the cost diff is big, I was just showing that if you can bring
down Cailean you can bring down MVH (and much easier too).
>
> same goes with Ambrosius and *here' you can really
> > talk about cornercase since you need agg damage and you need to do 3(!)
of
> > it (since Talbot prevents one) to kill him. How many clans can do
that???
> >
>
> Total cost :6, can be S:CE'ed, dodged and pressed to end against,
Dodge and press to end isn't all that easy to muster, and with Mob
Connections (reasonable to assume in this type of deck) Ambrosius can press
again. He's much harder to deal with because a simple maneuver isn't enough
since he can just press to go for another round, so TWO maneuvers would be
needed or even three with Mob Connections out.
which in
> the case of MVH with your interpretation of First strike can't be done.
>
> Also, the MVH has his 'rush' ability built in. If Ambrosius hasn't
equipped
> with TC, he's not dangerous at all.
But when he has it he's damn dangerous.
>
> Besides you need stealth to bring allies and equipment into play relyably.
> OBF for the Malks, Carlotta for the Giovani?
It can be tricky to get out, but certainly not impossible. A couple of Jar
the souls before on vamps who might eb able to block should do. Or trick the
playrs to use the intercept agaisnt other things before trying.
>Which could take a while or also not. But remember that *anyone* on the
>table can try steal him with a Far Mastery for example, or kill him through
>other means if that Meth becomes too powerful. Sure MVH is good and I think
>that's just fine too but he'd not be overpowerful. Those times I've faced
>him I've actually rarely avoided him by S:CE since I don't play decks with
>S:CE that much and I'ce done fine sometimes, and not so fine other times but
>in the end someone has always killed him (and you can't do that with S:CE
>except Catatonic Fear/Oubliette which almost nobody owned/owns/uses here).
>Now he's not often had en Ivory Bow on himself either, but really there's so
>many ways as I already have shown I think this discussion is a bit
>redicilous. You haven't told how the Ambrosius combo is easier to kill (it
>definately isn't).
Well, I have never encountered Ambrosius wielding a Talbot's thus far but since
I usually play Tremere, he's really not much of a problem. A simple Theft of
Vitae at superior will nullify him quite easily. A Blood to Water will also do.
Many of the Lasombra decks often have Entombment. All the Gangrel plus the
Tzimisce can do agg damage (and Tzimisce can Blood of Acid, Breath of the
Dragon, etc. also). Assamites can just use Taste of Death at long (shouldn't be
hard to manuever there). I suppose the Ravnos can Sensory Deprive him and the
!Malks just have to place The Haunting on him or something. And although it's
not terribly common, I know some Potence combat decks occasionally put in a
Burning Wrath or two.
But the main difference is that most of the cards I've mentioned are seen quite
often in their respective decks (the less three might be a little less
feasible). So if you encounter Ambrosius, your deck can eventually take care of
him one way or another because it doesn't depart from what your deck does
normally.
But in regards to the MVH, the traditional methods fail. Note that most of the
methods I just mentioned are completely useless against a Muddled with an Ivory
Bow. Yes, there are cards that can deal with the Muddled, but unlike with the
case of Ambrosius, many of those cards aren't normally found in those decks. So
then to combat the Muddled, a deck has to go out of its way to include cards to
deal with it (which it doesn't have to do with Ambrosius).
Halcyan 2
>Cailean with an Ivory Bow is definately much harder to kill, but it's
>still done occasionally, same goes with Ambrosius and *here' you can really
>talk about cornercase since you need agg damage
While Cailean with an Ivory Bow is a pain, it's not as serious a problem as the
MVH with the Bow.
So Cailean manuevers to long and shoots with the bow. At the very least you can
hit back and hurt him a little. Traditional long range strikes (Quietus, Theft,
Sewer Lids/Thrown Gates) and even environmental damage like Carrion Crows can
whittle him down.
But in the case of the MVH, none of that will help since you're going to torpor
after First Strike.
(And my comments on Ambrosius are in the other thread).
Halcyan 2
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010407144009...@ng-md1.aol.com...
[ quoted text not captured ]
If you play Tremre you can kill MVH with Cryptic Mission or Weather Control,
both quite common in a Tremere deck. And then there's Far Mastery too. If
these cards aint common in your metagame they will be after people start
playing MVH's. That's how metagames always adjust. The Haunting can be
played on MVH as well, the Tzimisce can do Bloodform+Carrion Crows, or just
Blood of Acid (if Ivory Bow) or Horrid Form. All very common in Tzimisce
decks (maybe not Bloodform but the rest at least). The Lasombra can play
Arms of the Abyss, or Shadow Twin. The Gangrel can prevent the dmg from MVH
or Flesh of Marble or Adaptability. The Assamites won't have any problems
either since dodge+additional strike. The Ravnos can prevent damage and
Sensory Deprive. The brujah can dodge and play additional strikes. How can
you possibly say it's HARDER to kill the MVH??? Every clan you counted up
can often use same cards agaisnt the MVH as against AMbrosius, or else
easily protect themselves trhrough other common means. I'm certainly not
convinced here.
>
> But the main difference is that most of the cards I've mentioned are seen
quite
> often in their respective decks (the less three might be a little less
> feasible). So if you encounter Ambrosius, your deck can eventually take
care of
> him one way or another because it doesn't depart from what your deck does
> normally.
As well as with the MVH as I've pointed out.
>
> But in regards to the MVH, the traditional methods fail. Note that most of
the
> methods I just mentioned are completely useless against a Muddled with an
Ivory
> Bow. Yes, there are cards that can deal with the Muddled, but unlike with
the
> case of Ambrosius, many of those cards aren't normally found in those
decks.
I just showed above you're wrong.
>So then to combat the Muddled, a deck has to go out of its way to include
cards to
> deal with it (which it doesn't have to do with Ambrosius).
Not at all.
--
"Halcyan 2" <halc...@aol.com> wrote in message
news:20010407144434...@ng-md1.aol.com...
> >Cailean with an Ivory Bow is definately much harder to kill, but it's
> >still done occasionally, same goes with Ambrosius and *here' you can
really
> >talk about cornercase since you need agg damage
>
> While Cailean with an Ivory Bow is a pain, it's not as serious a problem
as the
> MVH with the Bow.
>
> So Cailean manuevers to long and shoots with the bow. At the very least
you can
> hit back and hurt him a little. Traditional long range strikes (Quietus,
Theft,
> Sewer Lids/Thrown Gates) and even environmental damage like Carrion Crows
can
> whittle him down.
He happens to be a 10, so he needs to take much damage before brouhgt down,
before then he can do vote captivation, festivo dello estinto or orther
stuff. He can also dodge if needed and with Carrion crows he can still do
damage. A brujah rush deck based on IG for example will stand no chance,
since they don't have any long range damaging stuff. That's pretty tough for
a deck solely built to easily kill people.
>
> But in the case of the MVH, none of that will help since you're going to
torpor
> after First Strike.
Unless you play something as simple as a Sideslip.
[ quoted text not captured ]
Roger Carhult <rogc...@student.luth.se> wrote in message
news:9an930$eu3$1...@taliesin.netcom.net.uk...
> which seem to be what most people here wnat,
You seem to think you know a lot about what most people here want.
How did you obtain that information?
There are 35-40 regular posters, 350-450+ regular readers.
The opinions of the posters will represent the majority at least as
infrequently
as they represent the opinions of the dissenters.
Why should the game change after 7 years with regards to First Strike?
There are only seven cards that use First Strike.
Why should a rule be changed to affect them?
Only two cards used Paralyze.
The rules for Paralyze were dropped completely.
Carpe Noctem.
Lasombra
http://www.TheLasombra.com
--
"The Lasombra" <thela...@hotmail.com> wrote in message
news:GC9A6.43478$wx.11...@typhoon.austin.rr.com...
> Roger Carhult <rogc...@student.luth.se> wrote in message
> news:9an930$eu3$1...@taliesin.netcom.net.uk...
>
> > which seem to be what most people here wnat,
>
> You seem to think you know a lot about what most people here want.
And you seem to think the word "seem" means "I know".
>
> How did you obtain that information?
Where do you think?
>
> There are 35-40 regular posters, 350-450+ regular readers.
There haven't been 35-40 different people posting about this subject
claiming their view.
>
> The opinions of the posters will represent the majority at least as
> infrequently
> as they represent the opinions of the dissenters.
>
> Why should the game change after 7 years with regards to First Strike?
Because a lot of people are complaining. If you believe that your opinion
doesn't count and can never affect anything then I don't know why you post
on this forum at all other than for rule questions and deck exchange. I just
simply refuse to reason like "if they haven't done it by now they never
will". It may be true, but I don't think it's a reason for people to shut
up? It's always so, that if enough people complain things WILL change. It's
just about a matter of how many that complain. Even Milosevic had to give up
due to the pressure. It's like that with everything, that's how the world
works if you haven't noticed.
>
> There are only seven cards that use First Strike.
> Why should a rule be changed to affect them?
Because currently FS is quite useless?? I think that's a reaosng ood enough
to change it. Whether that means an improvement of FS or a complete drop is
up to the designers to decide, which probably will be affected by posts on
the forum.
>
> Only two cards used Paralyze.
> The rules for Paralyze were dropped completely.
They could drop FS I wouldn't bother really. Whatever people like the most
and what's best for the game.
> > Why should the game change after 7 years with regards to First Strike?
>
> Because a lot of people are complaining. If you believe that your opinion
> doesn't count and can never affect anything then I don't know why you post
> on this forum at all other than for rule questions and deck exchange. I
just
> simply refuse to reason like "if they haven't done it by now they never
> will". It may be true, but I don't think it's a reason for people to shut
> up? It's always so, that if enough people complain things WILL change.
It's
> just about a matter of how many that complain. Even Milosevic had to give
up
> due to the pressure. It's like that with everything, that's how the world
> works if you haven't noticed.
>
Hey Roger ! I complained like you several months before Sabbat war came out
; maybe some people can remember, about the completely stupid combos around
"Drawing out the beast"...
Most people told me to shut up, but some other told me they saw very stupid
decks with about 12 Drawin'out the beast played before range, thus
torporizing full health inner circles... It enventually became a long
thread, with everyone arguing about a change to avoid abuse from this card.
What we couldn't know is... The card wording was finaly changed ! it became
no more stackable, and the damage was now inflicted during press step. I
believe that by talking together about this card, we all made the "rule
team" re-word it. It's a proof our fellow players opinion can enhance the
game. So don't give up and continue to speak freely about your favorite
game, someone is watching us and will consider our discussions !
reyda
mmm....
i must also agree with Lasombra's observation : Roger's argumentation is not
very clever on this point... =)
but we are here for open discussion and all arguments are worth receiving i
guess =)
reyda
On Mon, 9 Apr 2001 12:26:53 +0200, "Roger Carhult"
<rogc...@student.luth.se> wrote:
>There haven't been 35-40 different people posting about this subject
>claiming their view.
There've been less, indicating that "most" is far from the appropriate
word to use.
>> The opinions of the posters will represent the majority at least as
>> infrequently
>> as they represent the opinions of the dissenters.
>>
>> Why should the game change after 7 years with regards to First Strike?>
>Because a lot of people are complaining. If you believe that your opinion
And? A lot of people have complained about a lot of things that
didn't change. You need a better reason than "a lot of people don't
like it."
I will endeavour to guess that almost none of us would be SAD if First
Strike were somehow made to be a larger part of the game. But we
-did- go over this subject many moons ago, and the obvious solutions
("make it beat S:CE, etc.") turned out to have some not-so-obvious
flaws with them. One of those is "what about Muddles?"
>doesn't count and can never affect anything then I don't know why you post
>on this forum at all other than for rule questions and deck exchange. I just
>simply refuse to reason like "if they haven't done it by now they never
>will". It may be true, but I don't think it's a reason for people to shut
>up? It's always so, that if enough people complain things WILL change. It's
>just about a matter of how many that complain. Even Milosevic had to give up
>due to the pressure. It's like that with everything, that's how the world
>works if you haven't noticed.
I'll object to that line of reasoning on principle. "enough people
complaining" should NOT, in and of itself, be a reason for things to
change. Take a good look at America, where "enough people voting"
gave us a choice between Bush and Gore, two of the least appetizing
candidates for President ever to pass before my eyeballs. Mobs are
sheep, and they're stupid sheep at that. Unless the issue is very
simple and clear-cut ("should you be allowed to run over IRS auditors
in crosswalks or not?"), true democracy is a POOR determinant, because
there are always more sheep out there than people who've actually
considered the issue.
>> There are only seven cards that use First Strike.
For future reference, let's list them out here:
Muddled Vampire Hunter - assbeating ally
Fast Hands - steal your stuff
Shattering Blow - break your stuff
Canine Horde - break your stuff
Blessing of Durga Syn - steal your stuff
Backstab - First Strike on blocks
Silence of Death - First Strike on hand/melee weapons
>> Why should a rule be changed to affect them?>
>Because currently FS is quite useless?? I think that's a reaosng ood enough
>to change it. Whether that means an improvement of FS or a complete drop is
>up to the designers to decide, which probably will be affected by posts on
>the forum.
What good would changing First Strike do?
Four of the seven cards which use it are directly related to
equipment. The most common equipment is either weaponry, a Sport
Bike, a Flak/Leather Jacket, or a Laptop. So in general, if you have
equipment and are in combat, you aren't going to use S:CE in the first
place... the equipment strikes being at First Strike are *ALREADY* as
useful as they're ever going to be. Changing First Strike won't
increase the proportions of equipment being played.
One card, Backstab, costs 2 blood and requires that you block an
action. Note that its superior version gets around plain old Dodge
already. The clans with Celerity are the Brujah, Toreador, and
Assamites (and the antitribu of the first two). Of those three, the
Brujah need NO additional help against Combat Ends. The Assamites are
weak against S:CE, but with Parnassus being the only guy with Auspex
(and him at inferior), they ALSO can't reliably intercept any sort of
serious stealth, so trying to make an Assamite Backstab deck is sort
of pointless. So the only clans this would help would be the
Tories/!Tories. The Toreador can't kill you once they catch you
unless they get out some guns, and they have plenty of problems with
that. The !Toreador CAN kill you once they catch you,... but now we
run into yet another issue that's been bypassed completely, which is:
Intercept decks don't need help against S:CE.
Read it again. An intercept deck could generally care LESS if you end
combat against it; in fact, it's likely to be somewhat pleased, since
that means you're not killing its vampires. The primary purpose of
any intercept deck is to stop actions it doesn't like, and stop a lot
of them. The SECONDARY purpose of intercept/combat is to kill
minions, but overall, stopping the action is good enough. They'll
eventually run out of S:CE or dodge. If they DO care, they can always
include some Telepathic Tracking, a much preferable option to
Backstab.
The sixth card, Silence of Death, is a Quietus toy. The vampire gets
First Strike with hand or melee weapon strikes. Hmm. So if FS beat
S:CE... the vampire with significant hand damage is Parnassus. He can
hit you for two points with this card, and then combat ends. Not
impressive. If he has a melee weapon, he could hit you with that...
so assume Bang Knockers, and that's 3 points. Or Kali's Fang, for
some agg. But really, unless you're using Kali's Fang, this card
isn't exactly worth your time... and it also prevents the Assamites
from using their strong cards such as Blood Sweat or Taste of Death.
No matter what you do to First Strike, Silence of Death is just not
going to see that much more use.
The seventh card is Muddles, and making First Strike beat S:CE turns
him into a real powerhouse. Aside from the issues of potentially
making Muddles too good... does it make sense to change First Strike
JUST to help the Malkavians, who are already in excellent shape as far
as clans go?
So tell me again why anyone should even CARE about First Strike? It's
not useless because of S:CE, it's useless because there are no cards
that MATTER.
>They could drop FS I wouldn't bother really. Whatever people like the most
>and what's best for the game.
What's best for the game, I'll buy. Whatever people like most rarely,
if ever, matches up to that.
-- Derek
"There's hands everywhere!" -- N. Stewart
--
"Reyda" <re...@noos.fr> wrote in message
news:9asdi5$7in$1...@news2.isdnet.net...
[ quoted text not captured ]
Exactly my point. There's rarely changes made without causing a big debate
first (because else the changed would already have been done) so to think
people should just be quiet since nothing will be changed is just silly and
counter-constructive. For example many people here doesn't like what Andrew
S Davidson (is that is name?) writes, Much of it doesn't make much sense to
me either, nonetheless I enjoy to read his posts because he show a different
view on topics most people here else agree on. We need more different inputs
to see what's best for the game as a whole. Not people who just sit and nod
and agree with the RT just because it's the RT. But once the RT makes a
decision it should be followed on tournaments at least (but in causal games
you can use whatever houserule you want). That doesn't mean you shouldn't
voice your opnion and try to get a change if you feel something could be
changed for the better and argue your point for it.
Basically the answers I've gotten as to why FS shouldn't be changed has been
"MVH would be too powerful" (an arguement I've pointed out isn't true based
on tons of examples how to deal with he MVH) and from LSJ who's reason to
not change this was "Before S:CE is necessarily before Dodge, since S:CE
resolves before Dodge." which I think is just easily changed by making an
exception (after all there's so many exceptions already anyway, actually
S:CE and Dodge is already an exception to FS, that says FS resolves before
other normal strikes). The rules says S:CE resolves before any other strike
even FS. Just changed it to say "before any other strike but First Strike".
It's that simple. Dodge doesn't even have that wording, it only states it
works against FS too and could be kept that way. It's THAT simple to change
it. The real question should instead be if the change would be good or not.
As you know I think so, but I'm open for other suggestions or ideas. I just
don't think the MVH argument bites at all for the reasons I've provided
already.
<snip>
> >> Why should the game change after 7 years with regards to First Strike?
> >
> >Because a lot of people are complaining. If you believe that your opinion
>
> And? A lot of people have complained about a lot of things that
> didn't change. You need a better reason than "a lot of people don't
> like it."
But then again some things HAVE changed, and you can't know if they would
have been if nobody would have complained.
>
> I will endeavour to guess that almost none of us would be SAD if First
> Strike were somehow made to be a larger part of the game.
That's the conclusion I made too that Lasombra questioned above.
But we
> -did- go over this subject many moons ago, and the obvious solutions
> ("make it beat S:CE, etc.") turned out to have some not-so-obvious
> flaws with them. One of those is "what about Muddles?"
>
> >doesn't count and can never affect anything then I don't know why you
post
> >on this forum at all other than for rule questions and deck exchange. I
just
> >simply refuse to reason like "if they haven't done it by now they never
> >will". It may be true, but I don't think it's a reason for people to shut
> >up? It's always so, that if enough people complain things WILL change.
It's
> >just about a matter of how many that complain. Even Milosevic had to give
up
> >due to the pressure. It's like that with everything, that's how the world
> >works if you haven't noticed.
>
> I'll object to that line of reasoning on principle. "enough people
> complaining" should NOT, in and of itself, be a reason for things to
> change. Take a good look at America, where "enough people voting"
> gave us a choice between Bush and Gore, two of the least appetizing
> candidates for President ever to pass before my eyeballs.
That's because your electorial sucks. It wouldn't be like this if enough of
people were protesting agaisnt the electorial system. As it is now none of
the two major parties are interested in getitng competition and as long as
there's no big demonstration against the system they won't change it. So
there you go, it's the LACK of protests that leads your system to be
unchanged.
Mobs are
> sheep, and they're stupid sheep at that. Unless the issue is very
> simple and clear-cut ("should you be allowed to run over IRS auditors
> in crosswalks or not?"), true democracy is a POOR determinant, because
> there are always more sheep out there than people who've actually
> considered the issue.
You're right. But the problem is really that people lack the will to get
themselves involved witht he issue. There's not enough of people caring, and
also a lot of people feel that it won't matter what they say or do (a very
big problem). This forum on the other hand have a lot of dedicated people
that do care for the game's best, so it's not the same. The posts made here
are made for what they think are good solutions to existing problems, to
hamper that would IMO hurt the game in the long run. WW wouldn't sell that
much if they didn't listen to customer needs at all. To listen to the
customer is vital for *any* company that's not in a monopoly situation with
a product everybody needs (which isn't the case here).
>
> >> There are only seven cards that use First Strike.
>
> For future reference, let's list them out here:
>
> Muddled Vampire Hunter - assbeating ally
> Fast Hands - steal your stuff
> Shattering Blow - break your stuff
> Canine Horde - break your stuff
> Blessing of Durga Syn - steal your stuff
> Backstab - First Strike on blocks
> Silence of Death - First Strike on hand/melee weapons
>
> >> Why should a rule be changed to affect them?
Now it's this kind of argument I like. Much more constructive than "shut
up"-type of arguments/attitudes that REALLY annoys me and that is pretty
common on usenet.
> >
> >Because currently FS is quite useless?? I think that's a reaosng ood
enough
> >to change it. Whether that means an improvement of FS or a complete drop
is
> >up to the designers to decide, which probably will be affected by posts
on
> >the forum.
>
> What good would changing First Strike do?
>
> Four of the seven cards which use it are directly related to
> equipment. The most common equipment is either weaponry, a Sport
> Bike, a Flak/Leather Jacket, or a Laptop. So in general, if you have
> equipment and are in combat, you aren't going to use S:CE in the first
> place... the equipment strikes being at First Strike are *ALREADY* as
> useful as they're ever going to be.
It would be slightly more useful if S:CE wouldn't help, but generally I
agree with you, it's not worth a change.
> Changing First Strike won't
> increase the proportions of equipment being played.
>
> One card, Backstab, costs 2 blood and requires that you block an
> action. Note that its superior version gets around plain old Dodge
> already.
Getitng around dodge isn't the issue since I dind't suggest a change for FS
vs Dodge. The problem is that sup of Backstab is useless if opponent strikes
with S:CE. Also you include Backstab because you intend to bring down the
vampire on that first strike, so why would you want an additional strike? If
that was the case you're use blurs instead. I've never really understood the
good of an additional strike on this card. A maneuver or something else
would have been better.
The clans with Celerity are the Brujah, Toreador, and
> Assamites (and the antitribu of the first two). Of those three, the
> Brujah need NO additional help against Combat Ends.
They don't NEED more help but FS would open up for other strategies than the
boring IG-decks that are more or less the only viable option that is now
(unless you play with dom, I don't think Psyche! is good enough alternative
to IG). And IG requires you to be at close range. With Backstab you could
combat S:CE at long range which I think would be very good for the Brujah's.
The Assamites are
> weak against S:CE, but with Parnassus being the only guy with Auspex
> (and him at inferior), they ALSO can't reliably intercept any sort of
> serious stealth, so trying to make an Assamite Backstab deck is sort
> of pointless.
I agree with you in general. But there's decks that rely on S:CE that
doesn't have much stealth, like the Toreador, Ventrue, !Toreador, Tzimisce
(possibly).
> So the only clans this would help would be the
> Tories/!Tories. The Toreador can't kill you once they catch you
> unless they get out some guns, and they have plenty of problems with
> that. The !Toreador CAN kill you once they catch you,... but now we
> run into yet another issue that's been bypassed completely, which is:
>
> Intercept decks don't need help against S:CE.
>
> Read it again. An intercept deck could generally care LESS if you end
> combat against it; in fact, it's likely to be somewhat pleased, since
> that means you're not killing its vampires.
That depends on what type of intercept deck you make. If you make an Eagle's
Sight deck you want to kill your prey's vampires since you won't have much
bleed or vote power. So killing vamps would be the only way and the very
reason to block, not really to stop your prey's bleed action for 1.
>The primary purpose of
> any intercept deck is to stop actions it doesn't like, and stop a lot
> of them. The SECONDARY purpose of intercept/combat is to kill
> minions, but overall, stopping the action is good enough. They'll
> eventually run out of S:CE or dodge. If they DO care, they can always
> include some Telepathic Tracking, a much preferable option to
> Backstab.
TT is preferrable simple because Backstab isn't useful as it is now. But
with a change I think BS could be a good alternate option because if you
played a maneuver it won't be wasted. If you play TT you won't have that
maneuver next round and thus be open for damage. Probably only for one but
there can be exceptions (Blood of Acid). Also it can make a difference if
you focus on vampires with cel and don't have AUS on all vamps. Another
thing is that BS can be good against other combat decks but it isn't
included as it is now because it gets screwed against S:CE so it's not
useful if your predator or prey aren't combat clans. Especially not when it
also cost 2 blood. There's simply not many situations when you'll want to
play it to make it worth including. If it was useful to play against S:CE on
top of having its uses against comba decks maybe people would think the card
is worht to have in a deck.
>
> The sixth card, Silence of Death, is a Quietus toy. The vampire gets
> First Strike with hand or melee weapon strikes. Hmm. So if FS beat
> S:CE... the vampire with significant hand damage is Parnassus. He can
> hit you for two points with this card, and then combat ends. Not
> impressive. If he has a melee weapon, he could hit you with that...
> so assume Bang Knockers, and that's 3 points. Or Kali's Fang, for
> some agg. But really, unless you're using Kali's Fang, this card
> isn't exactly worth your time... and it also prevents the Assamites
> from using their strong cards such as Blood Sweat or Taste of Death.
> No matter what you do to First Strike, Silence of Death is just not
> going to see that much more use.
You also have Khabar: Honor and Blood Agony (2nd round) and Tethmes' agg
hand dmg. If FS hosed S:CE why would it NOT be worht it? I'd definately use
it a whole lot if it hosed S:CE. Play contract and jump in with Bang Nakh
and be sure to make some damage unles sthey have fortitude or something
similar. The card is even free with Path of the Blood and you get a maneuver
at superior. I think it would be a great card!
>
> The seventh card is Muddles, and making First Strike beat S:CE turns
> him into a real powerhouse. Aside from the issues of potentially
> making Muddles too good... does it make sense to change First Strike
> JUST to help the Malkavians, who are already in excellent shape as far
> as clans go?
No that wouldn't make sense.
> So tell me again why anyone should even CARE about First Strike? It's
> not useless because of S:CE, it's useless because there are no cards
> that MATTER.
Exactly, I agree with you. As it is now I don't think there's enough of
incentive to change FS either. But I assumed that with a rule change there
would also be made more cards making use of FS. Maybe the reason to why
there's so few cards giving FS IS that FS is so useless?? So that's exactly
why it needs to be improved, or else maybe dropped completely.
>
> >They could drop FS I wouldn't bother really. Whatever people like the
most
> >and what's best for the game.
>
> What's best for the game, I'll buy. Whatever people like most rarely,
> if ever, matches up to that.
>
When I speak of what most people want I am talking about people who are
dedicated to this game, dedicated enough to go to usenet and post. To say
that these people don't know what's best for the game I think is giving the
community undeserved mistrust. Also it's the people that play the game that
make it possible to exist. To not listen to what they want is a big mistake
IMO. But as I said that doesn't mean it must lead to a change. But WW should
at least *listen* and it seems to me they do that too. So if you don't,
that's fine. I mainly post for those who wants to listen and get an input of
different ideas that might not come from people who always support what the
rulebook currently says and leaves it at that.
On Mon, 9 Apr 2001 18:31:12 +0200, "Roger Carhult"
<rogc...@student.luth.se> wrote:
>> And? A lot of people have complained about a lot of things that
>> didn't change. You need a better reason than "a lot of people don't
>> like it.">
>But then again some things HAVE changed, and you can't know if they would
>have been if nobody would have complained.
That wasn't my point. My point was that you need reasons other than
"Joe Brujah doesn't like it." CONCRETE reasons, not just "wouldn't it
be nice if?" WIBNI is great for creating -new- things... but for
fixing old ones? Bad idea.
>> I will endeavour to guess that almost none of us would be SAD if First
>> Strike were somehow made to be a larger part of the game.>
>That's the conclusion I made too that Lasombra questioned above.
Not quite. You claimed that most people wanted it to change. I
wouldn't be displeased if it changed, but I don't particularly want it
to; I think the game has plenty of other directions it can go other
than towards a Magic-like "First Strike" concept.
The negative is not always the inverse of the positive. :)
>> I'll object to that line of reasoning on principle. "enough people
>> complaining" should NOT, in and of itself, be a reason for things to
>> change. Take a good look at America, where "enough people voting"
>> gave us a choice between Bush and Gore, two of the least appetizing
>> candidates for President ever to pass before my eyeballs.>
>That's because your electorial sucks. It wouldn't be like this if enough of
>people were protesting agaisnt the electorial system. As it is now none of
>the two major parties are interested in getitng competition and as long as
>there's no big demonstration against the system they won't change it. So
>there you go, it's the LACK of protests that leads your system to be
>unchanged.
Actually, it's the lack of POWER that prevents it. Big demonstrations
have happened frequently. Nothing changes because the two parties who
don't want it to change are currently holding all the power. It's
also totally beside the point, which is that "enough people
complaining" is still not a good reason. Those people need to be
complaining WITH a good reason.
>Mobs are>> sheep, and they're stupid sheep at that. Unless the issue is very
>> simple and clear-cut ("should you be allowed to run over IRS auditors
>> in crosswalks or not?"), true democracy is a POOR determinant, because
>> there are always more sheep out there than people who've actually
>> considered the issue.>
>You're right. But the problem is really that people lack the will to get
>themselves involved witht he issue. There's not enough of people caring, and
>also a lot of people feel that it won't matter what they say or do (a very
>big problem). This forum on the other hand have a lot of dedicated people
>that do care for the game's best, so it's not the same. The posts made here
>are made for what they think are good solutions to existing problems, to
>hamper that would IMO hurt the game in the long run. WW wouldn't sell that
>much if they didn't listen to customer needs at all. To listen to the
>customer is vital for *any* company that's not in a monopoly situation with
>a product everybody needs (which isn't the case here).
The key word in your above paragraph is "IMO". When you have an "O",
you need to back it up with reasoning, not just restate the "O", but
louder. Yes, most people here DO care a lot, and very few people here
are just dumb sheep. But there have been some remarkably DUMB
suggestions thrown out in the past that lots of people have complained
about/supported, and that rightly weren't changed... or were changed
anyway.
>> >> There are only seven cards that use First Strike.
>>
>> For future reference, let's list them out here:
>>
>> Muddled Vampire Hunter - assbeating ally
>> Fast Hands - steal your stuff
>> Shattering Blow - break your stuff
>> Canine Horde - break your stuff
>> Blessing of Durga Syn - steal your stuff
>> Backstab - First Strike on blocks
>> Silence of Death - First Strike on hand/melee weapons
>>
>> >> Why should a rule be changed to affect them?>
>Now it's this kind of argument I like. Much more constructive than "shut
>up"-type of arguments/attitudes that REALLY annoys me and that is pretty
>common on usenet.
It's common because I know that personally, I've argued this issue
twice before. I don't like having to go through it all every single
time someone has a bright idea, either... as galling as it is to most
people, sometimes it really DOES serve a purpose when we say "look,
we've been over all this, it came out this way after weeks of debate,
unless you have something new, dont bring it up again." The WWEF
debate and the Card Limit thing are other examples.
>> What good would changing First Strike do?
>>
>> Four of the seven cards which use it are directly related to
>> equipment. The most common equipment is either weaponry, a Sport
>> Bike, a Flak/Leather Jacket, or a Laptop. So in general, if you have
>> equipment and are in combat, you aren't going to use S:CE in the first
>> place... the equipment strikes being at First Strike are *ALREADY* as
>> useful as they're ever going to be.>
>It would be slightly more useful if S:CE wouldn't help, but generally I
>agree with you, it's not worth a change.
So we're down to three cards. As Lasombra mentioned, Paralyze was
dropped, and it only had two cards that used it.
>> Changing First Strike won't
>> increase the proportions of equipment being played.
>>
>> One card, Backstab, costs 2 blood and requires that you block an
>> action. Note that its superior version gets around plain old Dodge
>> already.>
>Getitng around dodge isn't the issue since I dind't suggest a change for FS
>vs Dodge. The problem is that sup of Backstab is useless if opponent strikes
>with S:CE. Also you include Backstab because you intend to bring down the
>vampire on that first strike, so why would you want an additional strike? If
>that was the case you're use blurs instead. I've never really understood the
>good of an additional strike on this card. A maneuver or something else
>would have been better.
The additional strike at superior means that the card beats plain old
Dodge without any assistance (since Dodge currently beats First
Strike, and did when the card was designed). Considering this card
was introduced in Ancient Hearts, along with the Assamites, it seems
VERY likely that the Assamites were the intended recipients of this
card.
Bringing down the vampire on the first strike would be the prerogative
of, again, the Assamites, who can both reliably get weapons like a
Flamethrower, Ivory Bow, etc., and who can also just use Quietus for
their first-round agg strike. It seems intended to allow them to not
be hit by OTHER people packing things like Assault Rifles, Ivory Bows,
or any other annoying first-round ranged strike such as guns or Sewer
Lids.
> The clans with Celerity are the Brujah, Toreador, and>> Assamites (and the antitribu of the first two). Of those three, the
>> Brujah need NO additional help against Combat Ends.>
>They don't NEED more help but FS would open up for other strategies than the
>boring IG-decks that are more or less the only viable option that is now
>(unless you play with dom, I don't think Psyche! is good enough alternative
>to IG). And IG requires you to be at close range. With Backstab you could
>combat S:CE at long range which I think would be very good for the Brujah's.
Psyche! *is*, in fact, a suitable alternative; I've got a couple
Brujah flung-junk decks that have consistently pounded decks that were
attempting to rely on S:CE. Also, how would you bring down a vamp in
a single strike with long-ranged Brujah? OK, sure, Increased
Strength/Flash/Sewer Lid, but Dodge will get you out of that. Once
you start chucking additional strike cards in, why did you even
include the Increased Strength?
Not to mention that the Brujah have almost as bad a time blocking
actions as the Assamites, being equally as "fresh out" of intercept
disciplines... and that the Brujah are DOING JUST FINE as a clan right
now, what with access to Presence bleeds, Presence voting, and POT/CEL
combat in any mix.
> The Assamites are>> weak against S:CE, but with Parnassus being the only guy with Auspex
>> (and him at inferior), they ALSO can't reliably intercept any sort of
>> serious stealth, so trying to make an Assamite Backstab deck is sort
>> of pointless.>
>I agree with you in general. But there's decks that rely on S:CE that
>doesn't have much stealth, like the Toreador, Ventrue, !Toreador, Tzimisce
>(possibly).
The Ventrue have access to Seduction; a Sport Bike won't help you
here. The Toreador can use Alacrity; again, a Sport Bike won't help.
And I've seen people gratuitously add Marijava Ghouls and Obfuscate
skill cards to both these clans in order to provide serious stealth.
Basically, what it comes down to is that an Assamite deck that intends
to intercept actions as its defense is going to be highly vulnerable,
and as a result is taking a big risk. They can include a Sport Bike
or two and Market Square for *casual* intercept defense, but thinking
they're going to catch any clan that INTENDS to get away with stuff is
going to be a bunch of lost games.
But above and beyond this question is: do the Assamites really NEED
to be able to beat S:CE? They already beat Dodge just with things
like Blur. They do unpreventable damage and can guarantee long range
with Celerity. They're pretty much going to beat almost any clan
except the Gangrel, who can play Drawing out the Beast and lock them
into close; and even the Gangrel had better play Scorpion Sting and
prevent, or they'll dodge and use the bonus hand damage from DotB on a
Blur.
Every clan has its weaknesses. The Assamites' happen to lie outside
the combat realm entirely - no good way to bleed, and somewhat weak
defense. If you make it possible for Assamites to slaughter
everything with no escape, you'll make them entirely too good... which
is bad.
Also consider this: what is the Assamites' true flaw right now? Is
it S:CE? Is it no bleed? Is it no defense?... or is it that their
useful vampires are all expensive as hell and they don't have an easy
method of gaining pool?
>> So the only clans this would help would be the
>> Tories/!Tories. The Toreador can't kill you once they catch you
>> unless they get out some guns, and they have plenty of problems with
>> that. The !Toreador CAN kill you once they catch you,... but now we
>> run into yet another issue that's been bypassed completely, which is:
>>
>> Intercept decks don't need help against S:CE.
>>
>> Read it again. An intercept deck could generally care LESS if you end
>> combat against it; in fact, it's likely to be somewhat pleased, since
>> that means you're not killing its vampires.>
>That depends on what type of intercept deck you make. If you make an Eagle's
>Sight deck you want to kill your prey's vampires since you won't have much
>bleed or vote power. So killing vamps would be the only way and the very
>reason to block, not really to stop your prey's bleed action for 1.
Why would you want to stop your prey's bleed action for 1? You have
to oust that grandprey eventually, you know. Better to save the
Eagle's Sight for the bleed action for 5. And why do you necessarily
want to kill your prey's vampires? Intercept-and-run-away decks (aka
the Toreador special, "I intercept, Majesty, and untap to block
again") are QUITE viable on their own. And intercept combat is quite
viable on its own too; I finished 6th in the Atlanta qualifier with an
Omaya intercept-combat deck that consistently had rotten seating
position (prey 1st round = Assamites. prey 2nd round = Gangrel bleed
and poke. prey 3rd round = weenie bleed) to get anywhere... but it
still managed to do OK.
Besides, forward bleed decks are any intercept deck's true weakness
(well, that and 0-stealth predators). You can't take away something
that is the natural weakness of a deck, or you make the deck too
powerful.
>>The primary purpose of
>> any intercept deck is to stop actions it doesn't like, and stop a lot
>> of them. The SECONDARY purpose of intercept/combat is to kill
>> minions, but overall, stopping the action is good enough. They'll
>> eventually run out of S:CE or dodge. If they DO care, they can always
>> include some Telepathic Tracking, a much preferable option to
>> Backstab.>
>TT is preferrable simple because Backstab isn't useful as it is now. But
>with a change I think BS could be a good alternate option because if you
>played a maneuver it won't be wasted. If you play TT you won't have that
>maneuver next round and thus be open for damage. Probably only for one but
Decks that will play S:CE are not decks that are going to kick your
ass. If you attempt to worry about this sort of thing, you are going
to drive yourself bonkers while building the deck.
(Jeff: yes, I know, I have that damn !Brujah deck that uses Torn
Signpost/Staredown/Blur, and can/will use the Staredowns for S:CE if
it gets scared. But that's an EXCEPTION. :P)
>there can be exceptions (Blood of Acid). Also it can make a difference if
>you focus on vampires with cel and don't have AUS on all vamps. Another
>thing is that BS can be good against other combat decks but it isn't
>included as it is now because it gets screwed against S:CE so it's not
>useful if your predator or prey aren't combat clans. Especially not when it
>also cost 2 blood. There's simply not many situations when you'll want to
There's the big reason. It costs 2 blood, and to make it TRULY useful
you have to kill the vampire on the first strike... (shrug) Just not
worth it. If it only cost 1 blood, it would be worth including a few
of whether or not it beat S:CE; and it would be worth making the
Victoria/Zoe/Dancin' Dave/Didi Meyers obf/cel/aus decks that intercept
you, Disguised Weapon out some agg damage, and plink you with it at
First Strike. But at 2 blood? No good.
>play it to make it worth including. If it was useful to play against S:CE on
>top of having its uses against comba decks maybe people would think the card
>is worht to have in a deck.
I doubt in its current form that it will EVER see much play,
irrespective of whether First Strike is changed.
>> The sixth card, Silence of Death, is a Quietus toy. The vampire gets
>> First Strike with hand or melee weapon strikes. Hmm. So if FS beat
>> S:CE... the vampire with significant hand damage is Parnassus. He can
>> hit you for two points with this card, and then combat ends. Not
>> impressive. If he has a melee weapon, he could hit you with that...
>> so assume Bang Knockers, and that's 3 points. Or Kali's Fang, for
>> some agg. But really, unless you're using Kali's Fang, this card
>> isn't exactly worth your time... and it also prevents the Assamites
>> from using their strong cards such as Blood Sweat or Taste of Death.
>> No matter what you do to First Strike, Silence of Death is just not
>> going to see that much more use.>
>You also have Khabar: Honor and Blood Agony (2nd round) and Tethmes' agg
2nd round sort of ruins the whole "first strike" concept. Khabar:
Honor is nice, but you have to have a Contract on the minion. Tricky.
Thetmes is a 10-cap, and largely non-viable under the present state of
the game because of his size.
>hand dmg. If FS hosed S:CE why would it NOT be worht it? I'd definately use
>it a whole lot if it hosed S:CE. Play contract and jump in with Bang Nakh
>and be sure to make some damage unles sthey have fortitude or something
>similar. The card is even free with Path of the Blood and you get a maneuver
>at superior. I think it would be a great card!
(shrug) Again, we also come back to whether or not the Assamites
should be able to beat S:CE. But even if they could, I dunno; I just
don't really see Silence of Death as being a big centerpiece of any
decks. The Assamites' true strength lies in that first-round agg, and
first-round unpreventable. The rest are sideline toys.
>> The seventh card is Muddles, and making First Strike beat S:CE turns
>> him into a real powerhouse. Aside from the issues of potentially
>> making Muddles too good... does it make sense to change First Strike
>> JUST to help the Malkavians, who are already in excellent shape as far
>> as clans go?>
>No that wouldn't make sense.
>>> So tell me again why anyone should even CARE about First Strike? It's
>> not useless because of S:CE, it's useless because there are no cards
>> that MATTER.>
>Exactly, I agree with you. As it is now I don't think there's enough of
>incentive to change FS either. But I assumed that with a rule change there
>would also be made more cards making use of FS. Maybe the reason to why
>there's so few cards giving FS IS that FS is so useless?? So that's exactly
>why it needs to be improved, or else maybe dropped completely.
Why would you go out of your way to change the rules and print extra
cards for something that doesn't matter? Why not just take the game
in a new direction and let things that didn't work rot?
As it is, if you give Celerity a generic First Strike card such as:
Spirit of Zippy
Celerity, 2 blood
Combat
(I) Maneuver, with an additional strike.
(S) As above, and this minion gains First Strike for their initial
strike this round.
AND you make it beat S:CE, then sure, you give the Assamites a
beautiful card, and they can spend 3 blood with QUI/CEL and hammer the
hell out of most decks by just playing this and Taste of Death. And
in fact, the card above is probably too good, because you can't S:CE
out of it, and you can't Dodge, and and and... you get the idea. But
you ALSO give this card to the Brujah, who absolutely positively don't
EVER need to be able to play with this sort of thing.
Zippy/Lid/Lid/Taste, and you've done 6 damage while spending none.
Untidy. But even if you remove the maneuver and fix the wording, then
you still give the Brujah a very neat toy. Just a bad idea.
>> >They could drop FS I wouldn't bother really. Whatever people like the>most>> >and what's best for the game.
>>
>> What's best for the game, I'll buy. Whatever people like most rarely,
>> if ever, matches up to that.>
>When I speak of what most people want I am talking about people who are
>dedicated to this game, dedicated enough to go to usenet and post. To say
Have you SEEN what some of these dedicated souls have posted in the
past? Dedication doesn't automatically guarantee clueful input.
None of us are perfect, but STILL.
>that these people don't know what's best for the game I think is giving the
>community undeserved mistrust. Also it's the people that play the game that
s/un//
>make it possible to exist. To not listen to what they want is a big mistake
>IMO. But as I said that doesn't mean it must lead to a change. But WW should
>at least *listen* and it seems to me they do that too. So if you don't,
>that's fine. I mainly post for those who wants to listen and get an input of
>different ideas that might not come from people who always support what the
>rulebook currently says and leaves it at that.
Oh no. I always listen. I just also make sure that people listen to
BOTH sides of the issue. And anyone who knows me knows better than to
assume I automatically support what the rulebook says. =)
[ quoted text not captured ]
Roger Carhult wrote:
> on tons of examples how to deal with he MVH) and from LSJ [whose] reason to> not change this was "Before S:CE is necessarily before Dodge, since S:CE
> resolves before Dodge." which I think is just easily changed by making an
> exception (after all there's so many exceptions already anyway, actually
The post of mine to which you are referring contained no reason from
me about FS not being changed.
Someone suggested that FS should resolve before S:CE but not before dodge.
I pointed out that that was not possible, since S:CE resovles before dodge
and therefore "before S:CE" is necessarily "before dodge".
> S:CE and Dodge is already an exception to FS, that says FS resolves before
> other normal strikes).
"FS beats dodge" would be an exception to dodge.
"FS beats S:CE" would be an exception to S:CE.
"FS beats normal strikes" is not an exception and has no exceptions,
since S:CE and dodge are not "normal" strikes.
> The rules says S:CE resolves before any other strike
> even FS. Just changed it to say "before any other strike but First Strike".
You'd also have to change the rules on FS.
> It's that simple. Dodge doesn't even have that wording, it only states it
It would also be simple to eliminate FS altogether. But simplicity
doesn't mean that the idea is a good one.
> works against FS too and could be kept that way. It's THAT simple to change
> it. The real question should instead be if the change would be good or not.
Then you have FS before S:CE before dodge before FS... a paradox.
[ quoted text not captured ]
On 07 Apr 2001 08:08:53 GMT, halc...@aol.com (Halcyan 2) wrote:
>>Oh look, hidden lurker, fast reaction, carrion crows, weather control
>>etc etc.>
>The problem is many of those cards are require rather specific situations and
>become rather corner-case. It's often not putting them in because they just end
>up taking up space *unless* those specific situations are met.
>
I think you need to design a few more combat decks. Except perhaps
for weather control, the above cards are all 'must haves' and well
worth it in my nosfer, assamite, tzimisce etc decks.
T
On 07 Apr 2001 18:44:34 GMT, halc...@aol.com (Halcyan 2) wrote:
>
>While Cailean with an Ivory Bow is a pain, it's not as serious a problem as the
>MVH with the Bow.
>>But in the case of the MVH, none of that will help since you're going to torpor
>after First Strike.
>>Halcyan 2
Fast hands, canine horde, immortal grapple, damage prevention,
thoughts betrayed, skin trap....
You really dont play combat decks do you?
T
On Sat, 07 Apr 2001 06:52:16 -0400, LSJ <vte...@white-wolf.com>
wrote:
>Talo...@hotmail.com wrote:>>
>> Well actually this began out of my frustration from First Strike not
>> truly being 'First Strike'.
>>
>> And thus it should resolve before the opponents strike, regardless of
>> whatever it is short of it also being First Strike imo.>
>And dodge should be truly dodge. And thus protect from the opponents'
>strike, regardless of whatever it is (short of a dodge or S:CE)
>
>And S:CE should be truly S:CE. And thus end combat before the opponent's
>strike resolves, regardless of whatever it is (short of a S:CE).
>
But for a very few 'cannot play dodge/sce' cards, that is the case as
it stands now.
But not for first strike apparently.
T
On Sat, 7 Apr 2001 14:06:16 +0200, "Roger Carhult"
<rogc...@student.luth.se> wrote:
>But I think most people stilla gree it would be too powerful if it hosed all
>strikes. Thus I suggested this solution, which has the benefit of improving
>both FS *and* dodge. Which both needs to be improved in relation to S:CE
>IMO.
How many people do you know with first strikes that arent simply steal
or destroy weapon cards?
Very little.
But wait! There is the very expensive backstab and the assamite blood
to first strike cards....largely useless and not worth it if it can be
just dodged or sce.
First strike to me is so blindingly fast that the other vampire simply
cannot react to it until that FIRST stiike has already been resolved.
Hidden lurker and other cards already negate or remove completely the
opponents strke. What is so wrong with having a strike simply resolve
FIRST??
T
[ quoted text not captured ]
?
You can't have both. If S:CE is "truly" S:CE and Dodge is "Truly" dodge
(and First Strike beats "normal" strikes) then First Strike won't beat
S:CE or Dodge.
[ quoted text not captured ]
On Thu, 12 Apr 2001 15:37:35 -0400, LSJ <vte...@white-wolf.com>
wrote:
>
>You can't have both. If S:CE is "truly" S:CE and Dodge is "Truly" dodge
>(and First Strike beats "normal" strikes) then First Strike won't beat
>S:CE or Dodge.
>
You can.
SCE and dodge is a strike.
First strike is not a 'strike' in itself, but rather an effect that
makes a strike resolve first.
Were a dodge or a SCE to be played with a first strike effect, then it
would take effect against an opposing first strike strike.
And thus all three effects would be true to their name. And that,
imho, is how those combat effects should interact.
T
[ quoted text not captured ]
I have been known to occasionally play combat in the past, myself...
and personally, I find it WELL WORTH the two pool to have Muddles draw
out one of your Carrion Crows, Hidden Lurker, Fast Reaction, etc.
etc., as opposed to having it played on one of my oh-so-combatty
Malkavians.
Especially when I can just recruit him again next turn (I've
occasionally put 5 in a deck myself. You?)
[ quoted text not captured ]
> On Thu, 12 Apr 2001 18:24:47 GMT, Talo...@hotmail.com wrote:
>>> On 07 Apr 2001 08:08:53 GMT, halc...@aol.com (Halcyan 2) wrote:
>>>>>> Oh look, hidden lurker, fast reaction, carrion crows, weather control
>>>> etc etc.>>>
>>> The problem is many of those cards are require rather specific situations
>>> and
>>> become rather corner-case. It's often not putting them in because they just
>>> end
>>> up taking up space *unless* those specific situations are met.
>>>>>
>> I think you need to design a few more combat decks. Except perhaps
>> for weather control, the above cards are all 'must haves' and well
>> worth it in my nosfer, assamite, tzimisce etc decks.>
> I have been known to occasionally play combat in the past, myself...
DON'T tell me that message was directed at you, Derek?! Egad.
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
On Fri, 13 Apr 2001 00:02:07 -0400, Pat Ricochet
<sp...@socrates.gatech.edu> wrote:
>> On Thu, 12 Apr 2001 18:24:47 GMT, Talo...@hotmail.com wrote:>>> I think you need to design a few more combat decks. Except perhaps
>>> for weather control, the above cards are all 'must haves' and well
>>> worth it in my nosfer, assamite, tzimisce etc decks.>>
>> I have been known to occasionally play combat in the past, myself...>
> DON'T tell me that message was directed at you, Derek?! Egad.
it wasn't. it was aimed at Halcyan, i think. But I figured I'd leap
in anyway... from my point of view, I'd much rather NOT have to waste
'special' cards just to kill a Muddles that will likely come back out
anyway. And Carrion Crows -still- gets me hit for 4. =/
-- Derek
"There's hands everywhere!" -- N. Stewart
>it wasn't. it was aimed at Halcyan, i think. But I figured I'd leap
>in anyway... from my point of view, I'd much rather NOT have to waste
>'special' cards just to kill a Muddles that will likely come back out
>anyway. And Carrion Crows -still- gets me hit for 4. =/
Yeah, the comment was aimed at me.
I think the main point here is that people have different metagames. It appears
Talonz' playgroup tends to use a lot of cards that could kill Muddled's while
in my play experience, I've haven't seen that many.
In any case, I really don't think this thread is going anywhere. Roger and
Talonz argue that the MVH isn't much of a threat, while myself and some others
are a bit more concerned. Clearly, no one's managed to really convince anyone
else so let's just agree to disagree...
Halcyan 2
<Talo...@hotmail.com
> And thus all three effects would be true to their name. And that,
> imho, is how those combat effects should interact.
>
> T
you know what ? i just realized how Talonz remarks and comments are clever
and level headed.
Guess we must throw LSJ out now this gift of nature is here among us !
hail to the King ! Hail to Talonz !
In fact, we are so worhtless, with our little thoughts, we should leave him
the entire forum, maybe ?
<Talo...@hotmail.com> wrote in message news:3ad01a40.945267188@news...
> On 05 Apr 2001 22:35:36 GMT, halc...@aol.com (Halcyan 2) wrote:
> >
> >How about a muddled vampire hunter equipped with the Ivory Bow (or
Flame
> >Thrower). Automatically hits you for 1 or 2 agg (since you can't Dodge
or
> >S:CE). Works at close and long range. And unless you can prevent,
you're going
> >to torpor. Even most combat decks might have a bit of trouble dealing
with such
> >an ally...
>
>
> As they should! We're talking about a 4 pool cost specefic clan ally
> that has been giving a 1-2 pool cost lethal or even unique weapon.
>
> He SHOULD be able to give anyone a 'bit of trouble'!
>
> We might even see cards like 'command' and the like enter mainstream
> play then.
It has been stated again and again and again that, if X is so powerful
that you MUST play anti-X, then X is overpowered.
Your statement that Muddles is a 4 pool clan-specific ally that has been
given a 1-2 pool-cost weapon doesn't really affect the fact that everyone
would make that deck immediately, since under your First Strike rules the
deck is A-MAZING.
>
> T
Kevin J. Mergen, Prince of Madison, WI
(remove PLEASENOSPAMME for direct reply)
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, _The_Art_of_War_
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
On 13 Apr 2001 21:16:04 GMT, halc...@aol.com (Halcyan 2) wrote:
>In any case, I really don't think this thread is going anywhere. Roger and
>Talonz argue that the MVH isn't much of a threat, while myself and some others
>are a bit more concerned. Clearly, no one's managed to really convince anyone
>else so let's just agree to disagree...
>
>Halcyan 2
Well hang on, I never said he wasn't a threat.... =]
There seemed to be some concern that a MVH with 'true' first strike
would be unbeatable. That is the point I took exception to, and
presented several means to defeat him with.
I certainly agree that a MVH with ivory bow/flamethrower is a concern!
Just not a gamebreaker.
T
On Sat, 14 Apr 2001 03:14:57 GMT, "Kevin M."
<kjme...@PLEASENOSPAMMEhome.com> wrote:
>
>It has been stated again and again and again that, if X is so powerful
>that you MUST play anti-X, then X is overpowered.
>
>Your statement that Muddles is a 4 pool clan-specific ally that has been
>given a 1-2 pool-cost weapon doesn't really affect the fact that everyone
>would make that deck immediately, since under your First Strike rules the
>deck is A-MAZING.
>>>
Anh. You willing to build a deck around one clan-specefic ally? Be
my guest. Prepare to be frustrated when you try to equip that MVH
with equipment....
Anyways, the point is largely moot, but the facts remain as shown:
1)First Strike isn't
2)MVH is a threat regardless of how FS is played
3)There are numerous ways to deal with him
4)MVH probably shouldnt have FS when he himself is attacked 'at
night'. His inherent FS relies on day attacks obviouslly.
Were #1 and #4 adjusted appropriately, then #2 and #3 would likely
fall into line just as before, if not more so.
T
<Talo...@hotmail.com> wrote in message news:3ad8d573.23382881@news...
> On Sat, 14 Apr 2001 03:14:57 GMT, "Kevin M."> Anh. You willing to build a deck around one clan-specefic ally? Be
> my guest. Prepare to be frustrated when you try to equip that MVH
> with equipment....
Malks.
Stealth recruit MVH.
Stealth getting their own weapons/Disguised Weapon.
Rave.
> Anyways, the point is largely moot, but the facts remain as shown:
>
> 1)First Strike isn't
Sure.
> 2)MVH is a threat regardless of how FS is played
Depends.
> 3)There are numerous ways to deal with him
Agreed.
> 4)MVH probably shouldnt have FS when he himself is attacked 'at
> night'. His inherent FS relies on day attacks obviouslly.
I wouldn't say obviously. Maybe he has True Faith or something...is able to
see through obfuscate, immune to minor applications of dominate/presence...
HTH.
Xian
Talonz wrote:
>>Anyways, the point is largely moot, but the facts remain as shown:
1)First Strike isn't>>
Well, it beats non dodge, non S:CE strikes. Making it as first as it needs to
be.
>>2)MVH is a threat regardless of how FS is played>>
Only if you have no access to manuvers, dodges, S:CE, damage prevention, or
vampires with more than 3 blood.
>>3)There are numerous ways to deal with him>>
Yup.
>>4)MVH probably shouldnt have FS when he himself is attacked 'at
night'. His inherent FS relies on day attacks obviouslly.>>
???
There are no "day attacks" or "night attacks" in VTES. There are only attacks.
Muddles has First Strike 'cause he says he has First Strike. His First Strike
works just like all the other First Strike in the game. Muddles works just
fine, and does everything he needs to, as does his First Strike.
Peter D Bakija
PD...@aol.com
http://www.geocities.com/bakija6
"Why so many swords?"
"I must kill many."
-Kikuchiyo
On Fri, 13 Apr 2001 23:58:35 -0500, "Xian" <xi...@NOSPAMwaste.org>
wrote:
>
>Malks.
>Stealth recruit MVH.
>Stealth getting their own weapons/Disguised Weapon.
>Rave.
>
The rave will help, because otherwise the best MVH can do stealthwise
when grabbing the equip is +2 with a cloak.
>>> 4)MVH probably shouldnt have FS when he himself is attacked 'at
>> night'. His inherent FS relies on day attacks obviouslly.>
>I wouldn't say obviously. Maybe he has True Faith or something...is able to
>see through obfuscate, immune to minor applications of dominate/presence...
>
Now there is a facet ofthe game that hasn't been represented yet iirc.
True Faith. Wonder what kind of card would that be like? =]
T
On 14 Apr 2001 15:20:31 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
wrote:
>>>>4)MVH probably shouldnt have FS when he himself is attacked 'at>night'. His inherent FS relies on day attacks obviouslly.>>
>
>???
>
>There are no "day attacks" or "night attacks" in VTES. There are only attacks.
>Muddles has First Strike 'cause he says he has First Strike. His First Strike
>works just like all the other First Strike in the game. Muddles works just
>fine, and does everything he needs to, as does his First Strike.
>
>
Peter, think beyond the card. Yes there are no 'day' or 'night'
attacks, but why would a Vhunter have first strike? Because of his
combat training? Not likely, although that might explain the 4 damage
he does.
If you were a hunter, would you hunt at day or night? Obviouslly, day
gives you your best advantage.
And likely, the first shot at a sleeping vampire before he can react.
Thus FS.
T
PS Is this the same Peter B that is/used to be heavily involved in
SFB? If so, howdy!
Talonz wrote:
>>Peter, think beyond the card. Yes there are no 'day' or 'night'
attacks, but why would a Vhunter have first strike? Because of his
combat training? Not likely, although that might explain the 4 damage
he does.>>
Ahh--yeah, I never think beyond the card. I look at VTES as an abstract
strategy game, where things happen simply because the cards say so. I generally
find looking for "real life"/logical reasons for things to be a fruitless
exercise in this game. Too many things deeply abstracted. Clearly, I don't play
the RPG :-)
>>If you were a hunter, would you hunt at day or night? Obviouslly, day
gives you your best advantage.>>
Nah. I'd hunt as a +1 stealth directed action :-)
>>PS Is this the same Peter B that is/used to be heavily involved in
SFB? If so, howdy!>>
Yup. Still am/do--where have we run into each other before?
[ quoted text not captured ]
>>
>>Malks.
>>Stealth recruit MVH.
>>Stealth getting their own weapons/Disguised Weapon.
>>Rave.
>>>
>The rave will help, because otherwise the best MVH can do stealthwise
>when grabbing the equip is +2 with a cloak.
? The equip action is at a natural +1 and then each untapped vampire with OBF
can provide an additional +1 with a Cloak. Right?
Halcyan 2
>>>Peter, think beyond the card. Yes there are no 'day' or 'night'>attacks, but why would a Vhunter have first strike? Because of his
>combat training? Not likely, although that might explain the 4 damage
>he does.>>
>
>Ahh--yeah, I never think beyond the card. I look at VTES as an abstract
>strategy game, where things happen simply because the cards say so. I
>generally
>find looking for "real life"/logical reasons for things to be a fruitless
>exercise in this game. Too many things deeply abstracted. Clearly, I don't
>play
>the RPG :-)
While thinking in "real" or RPG terms may provide a framework for explaining
things, remember one of the prime rules of all CCG's and games:
Logic and the rules of reason don't always apply!
Halcyan 2
On Sat, 14 Apr 2001 18:30:19 GMT, Talo...@hotmail.com wrote:
>On 14 Apr 2001 15:20:31 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
>wrote:>>There are no "day attacks" or "night attacks" in VTES. There are only attacks.
>>Muddles has First Strike 'cause he says he has First Strike. His First Strike
>>works just like all the other First Strike in the game. Muddles works just
>>fine, and does everything he needs to, as does his First Strike.>
>Peter, think beyond the card. Yes there are no 'day' or 'night'
>attacks, but why would a Vhunter have first strike? Because of his
>combat training? Not likely, although that might explain the 4 damage
>he does.
No. Do not think beyond the card. This is a card game, not an RPG.
There are many plausible reasons why Muddles could have First Strike,
or why it would be appropriate for him to. Any of them count.
Attempting to apply "think beyond the card" to the card for purposes
of changing the card is a bad, bad idea though. The card is the card,
no more, no less.
Muddles has First Strike. He has 1 life, 0 bleed, and does 4 points
of hand damage. That is all you need to know.
-- Derek
[generic .signature file]
Halcyan 2 <halc...@aol.com> wrote in message
news:20010414171502...@ng-fi1.aol.com...
[ quoted text not captured ]
Wrong.
Each vampire with OBF can provide an additional +1 stealth with a Cloak the
Gathering.
In general, minions are already tapped when they play action modifiers,
so their tapped/untapped status has no effect on whether or not they can
play a Cloak the Gathering.
Specific Rules Team Ruling quoted here:
"Cloak the Gathering - Action Modifier (obf)
The superior ability can be used to aid another minion even while
the modifying vampire is tapped. [RTR 19941109] "
http://www.white-wolf.com/vtes/rulings.html
You can easily get the Muddled Vampire Hunter up to 4-5 stealth
with only a few vamps in play.
Carpe Noctem.
Lasombra
http://www.TheLasombra.com
>> ? The equip action is at a natural +1 and then each untapped vampire with>OBF>> can provide an additional +1 with a Cloak. Right?>
>Wrong.
>Each vampire with OBF can provide an additional +1 stealth with a Cloak the
>Gathering.
(rest is snipped)
Well, what I was primarily asking about was Talonz' assertion that you can only
get up to +2 stealth total (which seemed to imply only one Cloak could be
played) when I was pretty sure that different vampires could all help Cloak.
But thanks for the clarification on the tapped/untapped situation.
Halcyan 2
In message <tLQB6.3737$Ra.7...@news.uswest.net>, Xian
<xi...@NOSPAMwaste.org> writes
>Malks.
>Stealth recruit MVH.
>Stealth getting their own weapons/Disguised Weapon.
>Rave.
"+1 stealth action. Move as much blood (or life) and/or equipment from
the acting minion to any ready vampires you control."
^^^^^^^^
:(
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
What's the meaning when you speak with so much feeling? B457CA213D7E6
Is it over when you're sober? Is it junk? 68C3695D623D5D
In message <3ad8d573.23382881@news>, Talo...@hotmail.com writes
>Anh. You willing to build a deck around one clan-specefic ally?
People do.
It'd be an interesting bruise and bleed variant. Using Muddles to help
take down blockers, a few Malkavians (say, the 3 cap ooga-chukka guy) to
bring in equipment for him (or themselves), Rave and Heidelberg[0] to
bring it across, some light stealth and bleed. And Revelations for
added hilarity.
Kinda kooky. Could be fun.
[0] That is, you could consolidate them on one vampire, then only
require one equip to move them all across to Muddles. If one of them's
a leather jacket, he untaps at the end of turn for blocking duty.
[ quoted text not captured ]
In message <20010414112031...@ng-cb1.aol.com>, Peter D
Bakija <pd...@aol.comANTISPAM> writes
>There are no "day attacks" or "night attacks" in VTES.
Indeed. And a vampire is generally pretty good at attacking when awake,
regardless of time of day. The only effect night and day tend to have
are things like Dawn Ops - sunlight etc.
And if they're not awake, you just munch them. Hard.
[ quoted text not captured ]
In message <3ad9973e.73000450@news>, Talo...@hotmail.com writes
>Peter, think beyond the card. Yes there are no 'day' or 'night'
>attacks, but why would a Vhunter have first strike? Because of his
>combat training? Not likely,
Why?
>If you were a hunter, would you hunt at day or night? Obviouslly, day
>gives you your best advantage.
A vampire can hit back. Ergo, the vampire must be up. The earliest it
could be is dusk.
>PS Is this the same Peter B that is/used to be heavily involved in
>SFB? If so, howdy!
At a guess, yes. He certainly mentions SFB from time to time.
[ quoted text not captured ]
On Sat, 14 Apr 2001 18:59:37 +0100, James Coupe <ja...@zephyr.org.uk>
wrote:
>>There are no "day attacks" or "night attacks" in VTES.>
>Indeed. And a vampire is generally pretty good at attacking when awake,
>regardless of time of day.
Not entirely true. In VTM, the vampire that awakes during the day and
tried to act has his dice pool limited by his humanity, IIRC.
T
On Sat, 14 Apr 2001 19:52:16 +0100, James Coupe <ja...@zephyr.org.uk>
wrote:
>In message <3ad9973e.73000450@news>, Talo...@hotmail.com writes>>Peter, think beyond the card. Yes there are no 'day' or 'night'
>>attacks, but why would a Vhunter have first strike? Because of his
>>combat training? Not likely,>
>Why?
Because FS is rare for starters. There is not a single vampire that
has it as an inherent abilty for example. FS also only occurs on the
superior version of some cards, or on a very few rare cards at
inferior.
Thus implying more of a supernatural or 'surprise' nature to FS,
rather than training.
>>>If you were a hunter, would you hunt at day or night? Obviouslly, day
>>gives you your best advantage.>
>A vampire can hit back. Ergo, the vampire must be up. The earliest it
>could be is dusk.
>
No, vampires sleep after a fashion. And if you are staked while
sleeping for example, you do not strike back.
Cmon, havn't you watched any vampire films James?? ;)
T
On 14 Apr 2001 19:43:01 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
wrote:
>>Ahh--yeah, I never think beyond the card. I look at VTES as an abstract
>strategy game, where things happen simply because the cards say so. I generally
>find looking for "real life"/logical reasons for things to be a fruitless
>exercise in this game. Too many things deeply abstracted. Clearly, I don't play
>the RPG :-)
>
Ah, you're on of 'those'. lol!
>>>>PS Is this the same Peter B that is/used to be heavily involved in>SFB? If so, howdy!>>
>
>Yup. Still am/do--where have we run into each other before?
>
>
We havn't. I just recognize your name as 'mr.kzinti' and wanted to
say hi. =]
T
On Sat, 14 Apr 2001 20:26:30 -0400, Derek Ray <lor...@yahoo.com>
wrote:
>
>No. Do not think beyond the card. This is a card game, not an RPG.
>There are many plausible reasons why Muddles could have First Strike,
>or why it would be appropriate for him to. Any of them count.
>Attempting to apply "think beyond the card" to the card for purposes
>of changing the card is a bad, bad idea though. The card is the card,
>no more, no less.
>
>Muddles has First Strike. He has 1 life, 0 bleed, and does 4 points
>of hand damage. That is all you need to know.
>
Gee thanks for clearing that up Derek.
Seriouslly, if you're a fan of the game as I am, and wonder at times
why the designers did X when Y would be better, logical, and balanced
then yes you tend to ask yourself how Y would work in play and how it
could be justified to go on the card.
So thinking beyond the card is pretty much a pre-requisite.
T
In message <3adcf068.43885205@news>, Talo...@hotmail.com writes
>>A vampire can hit back. Ergo, the vampire must be up. The earliest it
>>could be is dusk.
>>>
>No, vampires sleep after a fashion. And if you are staked while
>sleeping for example, you do not strike back.
However, there's been the whole maneuver/pre-range phase going on.
Ergo, the vampire isn't asleep.
[ quoted text not captured ]
Talonz wrote:
>>Seriouslly, if you're a fan of the game as I am, and wonder at times
why the designers did X when Y would be better, logical, and balanced
then yes you tend to ask yourself how Y would work in play and how it
could be justified to go on the card.>>
While an understandable viewpoint, everything works the way it does for a
reason, and that reason may have no connection to any sort of "real life"
logic.
As you pointed out in another post, First Strike is a rare abillity--there are,
like, what, half a dozen cards that use it? Muddles is probably the most common
First Strike in the game, and thus the only place where it comes up often
enough to worry about. For whatever reason, it was determined that First Strike
does not beat Dodge and S:CE--I don't know why that was, but that is how it was
designed. At this point in time, changing First Strike would make all the cards
with First Strike more powerful than they were designed to be (and make other
cards less powerful than they were designed to be, considering how they were
designed in a world where FS worked the way it does), and this isn't necessary.
First Strike doesn't *need* to be any better than it is.
As for Muddles, he doesn't need to be any better than he is either--he is one
of the best (if not the best) allies out there (in that he is cost effective,
useable, and useful). His first strike works fine--it gives him the ability to
kill, with impunity, and vampire with 3 or less blood on him who does not have
any significant combat ability. This is all he needs to be able to do, and he
does it quite well.
>>So thinking beyond the card is pretty much a pre-requisite.>>
I'm not quite sure what it is a pre-requisite for.
>>Ah, you're on of 'those'. lol!>>
Yup. I appreciate that the RPG exists as source material for VTES, but other
than that, I'm not really concerned about the connection.
>>We havn't. I just recognize your name as 'mr.kzinti' and wanted to
say hi. =]>>
Cool. Hi! You gonna be at Origins this year?
[ quoted text not captured ]
<Talo...@hotmail.com> a écrit dans le message news:
3adaed78.43133158@news...
[ quoted text not captured ]
you know what, king Talonz ? we're talking about a *card game* called Vtes,
as james stated in his previous post...
In message <3adef1e6.44267398@news>, Talo...@hotmail.com writes
>Seriouslly, if you're a fan of the game as I am, and wonder at times
>why the designers did X when Y would be
Because that's what *they* chose to do.
For the vast majority of things, they've been shown to be right, IMO.
2nd round combat lacks real bite, but is still viable. (Now
even more so.)
Equipment has a low power:cost ratio.
S:CE is a touch too powerful.
Vote pushing was a bit too easy.
That's it, really, from where I stand.
[ quoted text not captured ]
>For the vast majority of things, they've been shown to be right, IMO.
>
> 2nd round combat lacks real bite, but is still viable. (Now
> even more so.)
> Equipment has a low power:cost ratio.
> S:CE is a touch too powerful.
> Vote pushing was a bit too easy.
>
>That's it, really, from where I stand.
If I had to pick one thing to complain about in terms of the game as a whole,
it would be that individual actions are not interactive enough. Far too many
bleeds go unblocked. Far too many votes win without effort. Far too many
combats are onesided.
Course, there are lots of cards to complain about, even putting aside DS and
AH.
In message <20010415205252...@ng-mm1.aol.com>, Ian Lee
<cur...@aol.com> writes
>If I had to pick one thing to complain about in terms of the game as a whole,
>it would be that individual actions are not interactive enough. Far too many
>bleeds go unblocked. Far too many votes win without effort. Far too many
>combats are onesided.
This is the function of the metagame, not design. Design can't *make*
people build decks that interact.
>Course, there are lots of cards to complain about, even putting aside DS and
>AH.
Individual cards, yes. Mechanics, less so.
[ quoted text not captured ]
>This is the function of the metagame, not design. Design can't *make*
>people build decks that interact.
?? My belief is that it is up to the designers of a game to attempt to
overcome the natural tendency of the best decks in CCGs to be the least
interactive. On the player versus player level, this game does a pretty good
job. That the individual cards don't encourage or require interaction is not
anyone's fault but the designers of those cards. Still, I've seen proposals
for making CCGs more interactive, and they often looked as bad or worse as any
existing problem. For instance, B5 has gotten far more interactive and has not
gotten any more enjoyable for it.
On Sun, 15 Apr 2001 19:09:10 GMT, Talo...@hotmail.com wrote:
>On Sat, 14 Apr 2001 20:26:30 -0400, Derek Ray <lor...@yahoo.com>
>wrote:>>
>>No. Do not think beyond the card. This is a card game, not an RPG.
>>There are many plausible reasons why Muddles could have First Strike,
>>or why it would be appropriate for him to. Any of them count.
>>Attempting to apply "think beyond the card" to the card for purposes
>>of changing the card is a bad, bad idea though. The card is the card,
>>no more, no less.
>>
>>Muddles has First Strike. He has 1 life, 0 bleed, and does 4 points
>>of hand damage. That is all you need to know.
>>>
>Gee thanks for clearing that up Derek.
Glad I could help.
>Seriouslly, if you're a fan of the game as I am, and wonder at times
rhetorical question, if you knew me at all.
>why the designers did X when Y would be better, logical, and balanced
Sometimes I do wonder. Often, I just put it down to "well, the
designers really screwed up on that one"; example, Return to
Innocence. I could waste an awful lot of time trying to figure out
how a vampire (apparently) becoming mortal again causes a bleed for
the capacity of that vampire, or I could just read the card text
itself, say "jesus h. buddha, that's broken", and go from there.
>then yes you tend to ask yourself how Y would work in play and how it
>could be justified to go on the card.
Occasionally I do, indeed, ask myself that. But I do not attempt to
justify Y by using things that are not appropriate to V:TES itself.
The card game is a card game. The RPG is the RPG. They draw from the
same source material, but some things simply won't ever translate
properly (Majesty), and so we can either waste a lot of time
attempting to slavishly adhere to RPG canon, or we can accept some
things in a working version and move on with it.
Muddles having First Strike currently works. Why screw with it?
>So thinking beyond the card is pretty much a pre-requisite.
Absolutely not, and in fact will lead you down many wrong thought
paths, causing much frustration when trying to understand the game.
=)
[ quoted text not captured ]
On 16 Apr 2001 00:52:52 GMT, cur...@aol.com (Ian Lee) wrote:
>>For the vast majority of things, they've been shown to be right, IMO.
>>
>> 2nd round combat lacks real bite, but is still viable. (Now
>> even more so.)
>> Equipment has a low power:cost ratio.
>> S:CE is a touch too powerful.
>> Vote pushing was a bit too easy.
>>
>>That's it, really, from where I stand.>
>If I had to pick one thing to complain about in terms of the game as a whole,
>it would be that individual actions are not interactive enough. Far too many
>bleeds go unblocked. Far too many votes win without effort. Far too many
>combats are onesided.
*boggle*
not around here =)
bleeds are blocked, bounced, etcetera'd. votes are debated (sometimes
briefly) back and forth. Combats are FAR from lopsided. =)
[ quoted text not captured ]
On Sun, 15 Apr 2001 20:08:58 +0100, James Coupe <ja...@zephyr.org.uk>
wrote:
>In message <3adcf068.43885205@news>, Talo...@hotmail.com writes>>>A vampire can hit back. Ergo, the vampire must be up. The earliest it
>>>could be is dusk.
>>>>>
>>No, vampires sleep after a fashion. And if you are staked while
>>sleeping for example, you do not strike back.>
>However, there's been the whole maneuver/pre-range phase going on.
>Ergo, the vampire isn't asleep.
>
True on the sequencing. Which just goes to show how FS fails to live
up to its ideal.
T
On 15 Apr 2001 19:52:08 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
wrote:
>>While an understandable viewpoint, everything works the way it does for a
>reason, and that reason may have no connection to any sort of "real life"
>logic.
>
Yup, game balance is always a concern. Striking a good balance
between that and 'realisitic' play background is always a major game
design concern.
> At this point in time, changing First Strike would make all the cards
>with First Strike more powerful than they were designed to be (and make other
>cards less powerful than they were designed to be, considering how they were
>designed in a world where FS worked the way it does), and this isn't necessary.
>First Strike doesn't *need* to be any better than it is.
>
Need is subjective. FS simply fails to live up to what a FS should
be, and thus is a disapointing aspect of the game for me. I agree
that an positive change in FS makes it more powerful, but seeing as I
also believe its a weak aspect as it stands, thats understandable.
>As for Muddles, he doesn't need to be any better than he is either--
Here I utterly agree, and have presented a simple method of
counteracting that (seeing as MVH was the most frequently used
counterpoint).
Ergo: Give him FS only on his successful attack a vamp action.
At any rate, this is mostly just sheer speculation at this point, as
LSJ etal havnt taken the bite as it were. But its still fun to
speculate.
>>>We havn't. I just recognize your name as 'mr.kzinti' and wanted to>say hi. =]
>
>Cool. Hi! You gonna be at Origins this year?
>
I wish! Its a long ways away for me and right smack dab in the high
season for work.
Now if only it would come back to the west coast. *sigh*
T
On Mon, 16 Apr 2001 00:50:55 +0200, "Reyda" <re...@noos.fr> wrote:
>
>you know what, king Talonz ? we're talking about a *card game* called Vtes,
>as james stated in his previous post...
>
Some of us are talking about a card game, yes.
Some of us are wasting time and energy on lame flames.
T
On Mon, 16 Apr 2001 12:06:27 -0400, Derek Ray <lor...@yahoo.com>
wrote:
<much snippety bits snipped>
>>>So thinking beyond the card is pretty much a pre-requisite.>
>Absolutely not, and in fact will lead you down many wrong thought
>paths, causing much frustration when trying to understand the game.
>=)
>
It is in fact necesary for what I wish to discuss.
IE: How FS could be better designed and how the most frequent argument
against it (MVH) can be altered to counteract that fear and at the
same time better represent how a hunter would work in the first place.
If it will help you, I do however realize how the discussion is
largely academic, believe me.
But please dont tell me that questioning and using reasoning about
certain design aspects of a game is a 'wrong thought path'.
I prefer to converse with an open mind.
T
In message <20010416011208...@ng-fz1.aol.com>, Ian Lee
<cur...@aol.com> writes
>>This is the function of the metagame, not design. Design can't *make*
>>people build decks that interact.>
>?? My belief is that it is up to the designers of a game to attempt to
>overcome the natural tendency of the best decks in CCGs to be the least
>interactive.
(Add liberal "IMO", "IMHO" etc. Just too many to put. None of this is
canonical fact, just What I Think (tm).)
It is, to a degree.
Let me explain more completely what I meant.
A game without any form of interaction allowable is a pointless one (in
terms of a multiplayer game). Think of, say, two players sitting down
and playing Patience or Solitaire or something. It takes a bit of skill
to do, but it's only that player's skill. The other player's skill is
in their game. Neither of them can interact. Winning would simply be
who pulled off their game first.
That sort of complaint was levelled by many at the X-Files card game.
(I don't know, I never played it.) Almost no opportunities to interact,
and it simply turned into a race.
So, the function of the designers is to *allow* interaction.
Let's look at Jyhad, then.
Any action *can* be blocked, by either the target Methuselah in (D)
actions, or the prey, then the predator. Eagle's Sight, Anneke and Enzo
Giovanni are cards, rather than mechanics, which step outside these
rules too. Stealth and intercept, as mechanics, facilitate interaction
in taking actions/blocking actions.
Any vote *can* be opposed (taking it on the level of voting, not an
action). Other people can play vote decks, for a start. It's one of
the great levellers for the Vote Deck archetype. You can never
*guarantee* vote-lock. What if all five players are playing vote decks?
The mechanic of throwing away vote cards helps, as does the mechanic of
the Edge (allowing a good bleed deck to have a small bonus, or an
intercept prey to *deny* the Edge to the vote deck). The vampire titles
help facilitate anti-vote, too. It's not like titled vampires are
*only* useful to vote decks. A big Nosferatu heavy vampire deck - the
sort with bits of Auspex and Fortitude too - can pick up lots on the
way, as could a Horse Brutality deck (Fifth Tradition/Minion Tap). A
Dominate deck could have Pulling Strings or Kindred Co-ercion. A
Presence deck can have Dread Gaze. Any deck can have Surprise Influence
or Delaying Tactics. Here, the mechanics work well - everyone has the
potential to oppose - and the cards that are created for the mechanics
also have many possibilities.
Any combat *can* be interactive. Two vampires can hit each other. I
can run away with maneuvers. I can Shotgun Ritual you. If I play a
Tremere bleed deck, I could make my "defence" out of Burst of Sunlights
if I wanted. We have Dodge. We have S:CE (and this is where
interaction is slightly neutered, hence my desire to *mildly* weaken it
or strengthen other abilities). I can Carrion Crows you. I can gate
you. I can even Lucky Blow you. I can play Coma. I can prevent. I
can slap back with aggravated. I can Immortal Grapple you. I can.....
Every clan has access to the potential for interaction somehow.
And so on. At virtually every level, the potential for interaction is
there. Some master cards don't have it - only Sudden Reversal would
work. *Generally*, not a problem. Not a big one, anyway.
So the designers give the potential for interaction. And they give the
incentive for interaction too - the ability to properly defend yourself,
go on a defence-offensive (intercept->bang type decks).
But they can't *make* players do it. And we come back to the old
"Toolbox" vs "One trick pony" debate.
Some decks - like some of PDB6's combat decks - don't give a monkeys
about interacting with you on your terms - I won't block you, I won't
oppose you in votes (unless, by any chance, he put, say, Anvil in the
deck). It does what it wants, and he does what he wants.
A toolbox deck can interact at every level. Take a look at the
Lazverinus All Skills All Stars deck from Rob Treasure, which one GenCon
UK '98 (post 7/7 etc.) Bleed, prevent, attack, bounce, intercept, Freak
Drive, Wake, equipment, miscellaneous masters etc. It can have a bloody
good go at doing the interaction thang.
And that's my point. Jyhad is a *superb* multi-player game. All the
strategy is there. All the mechanics are there. A helluva lot of cards
are there. All the potential for interaction is there. If players
*want* to play "Race You" decks, that's up to them. But if you want to
play a more interactive style, that's the function of the metagame. You
stop their decks working, you slow them down. I recall once in Cardiff
a superbly played Toreador deck which just halted the entire table. The
best "Permission" deck I'd seen in play. Especially funny when his prey
went for a bleed, and it got bounced back round to him (4/5 player
table). *snigger*.
The function of the designer, IMO, is to facilitate the style of play,
even encourage it. If it can be seen that interactivity has benefits X,
Y and Z over "race" decks (which have benefits alpha, beta and gamma),
it can be a carrot to get the game played that way. But they can't and
shouldn't, IMO, force people to play that way.
[ quoted text not captured ]
<Talo...@hotmail.com> a écrit dans le message news:
3adf6048.138076179@news...
[ quoted text not captured ]
No, you're not talking about V:tes, you're always arguing "but in the
RPG"... A card game is different from a RPG, you know that, everyone knows
that. Stop the bullshit and don't pretend you've got a better grip than us
on the game because you play V:tm. There are plenty of veterans from V:tes
here and before contradicting them, try to benefit for their experience of
the game, as only seasoned players can learn you and me a lot. There are
time for speaking, and time for listening the others. don't forget that.
In message <3adb5a6a.136573078@news>, Talo...@hotmail.com writes
>>However, there's been the whole maneuver/pre-range phase going on.
>>Ergo, the vampire isn't asleep.
>>>
>True on the sequencing. Which just goes to show how FS fails to live
>up to its ideal
So, First Strike should really work before combat is entered?
Cool.
[ quoted text not captured ]
On Mon, 16 Apr 2001 23:28:14 GMT, Talo...@hotmail.com wrote:
>On Mon, 16 Apr 2001 12:06:27 -0400, Derek Ray <lor...@yahoo.com>
>wrote:
>
><much snippety bits snipped>>>>>>So thinking beyond the card is pretty much a pre-requisite.>>
>>Absolutely not, and in fact will lead you down many wrong thought
>>paths, causing much frustration when trying to understand the game.
>>=)>
>It is in fact necesary for what I wish to discuss.
Except that what you wish to discuss is in the realm of airy
speculation and "wouldn't it be nice if". Don't get me wrong, that's
all nice and everything, but you're also representing your airy
speculation as How Things Should Be(tm), and that ain't gonna cut it
with any of us. We have discovered plenty of good reasons as to why
it isn't HTSB, and until you counter those, we're going to treat your
speculations like bat guano.
>IE: How FS could be better designed and how the most frequent argument
>against it (MVH) can be altered to counteract that fear and at the
>same time better represent how a hunter would work in the first place.
IE: How we can produce the maximum amount of errata to as MANY
already-printed cards as possible, in order to bolster a mechanic that
has almost no cards in the first place and isn't all that critical to
how the game works to begin with.
Errata is BAD. It was the only way to go when no new cards were being
printed, but now that Sabbat War is here and Final Nights is on the
way, there is absolutely no need to go making casual online errata to
fix wallpaper. It has, in fact, been the Rules Team's policy even
BEFORE Sabbat War was a glimmer on the horizon to not issue errata to
improve wallpaper, but only to fix overpowered cards.
>If it will help you, I do however realize how the discussion is
>largely academic, believe me.
Then quit with the "It SHOULD be like this, if it were a REAL First
Strike". There have been multiple representations of First Strike in
some form or other in many games. Sometimes it just means "you get to
hit first every time instead of randomly determining". Sometimes it
means "you get to hit before combat even starts". And in V:TES, it
means "you get to hit first if the other guy is trying to hit back."
>But please dont tell me that questioning and using reasoning about
>certain design aspects of a game is a 'wrong thought path'.
It is when you insist on applying RPG canon to a card game. Again, an
RPG is an RPG, V:tM is itself, and V:TES is V:TES. They are NOT the
same and things are NOT going to work the same in them. Mind if I
hold up Majesty again for an excellent example?
>I prefer to converse with an open mind.
That was pathetic. You could also prefer taking your fingers out of
your ears and not going "lalala" anymore, but I don't see that
happening, myself.
[ quoted text not captured ]
On Tue, 17 Apr 2001 02:23:18 +0100, James Coupe <ja...@zephyr.org.uk>
wrote:
>In message <3adb5a6a.136573078@news>, Talo...@hotmail.com writes>>>However, there's been the whole maneuver/pre-range phase going on.
>>>Ergo, the vampire isn't asleep.
>>>>>
>>True on the sequencing. Which just goes to show how FS fails to live
>>up to its ideal>
>So, First Strike should really work before combat is entered?
>
>Cool.
>
Um, no. Just before the other minion strikes. It doesnt really
bother me that people can maneuver before FS.
T
<Talo...@hotmail.com> a écrit dans le message news:
3addd315.70505915@news...
[ quoted text not captured ]
So, in the case of muddled hunter, the target vampire is asleep but he can
maneuver ???
stop contradicting yourself !!!!
Redya wrote:
>>So, in the case of muddled hunter, the target vampire is asleep but he can
maneuver ???
stop contradicting yourself !!!!>>
Ok, dude, enough. Talonz here may not be saying things that you agree with, but
he is saying it in a civil and perfectly reasonable manner. There is no need
for you to follow him around harassing him for every post he makes.
If you disagree with him, disagree with him civilly. If he irritates you to the
point that you are incapable of responding civilly, don't respond.
[ quoted text not captured ]
"Peter D Bakija" <pd...@aol.comANTISPAM> a écrit dans le message news:
20010418165613...@ng-cp1.aol.com...
> Redya wrote:
> >>So, in the case of muddled hunter, the target vampire is asleep but he
can
> maneuver ???
> stop contradicting yourself !!!!>>
>
> Ok, dude, enough. Talonz here may not be saying things that you agree
with, but
> he is saying it in a civil and perfectly reasonable manner. There is no
need
> for you to follow him around harassing him for every post he makes.
>
> If you disagree with him, disagree with him civilly. If he irritates you
to the
> point that you are incapable of responding civilly, don't respond.
>
Mmm... Peter, i don't really know you, i just read you when you post and i
remember having visited your URL. You seem to be a nice guy. I just want you
to know that i read everyone's thread, not only Talonz -for nearly two
years. I didn't felt irritated by anyone's post before. It happens that some
people just want to say nonsense, maybe beacause they want to be
scolded -and above all they aren't looking for discussion at all. Read what
he writes, and you'll find disguised taunts and pathetic contradictions :
he's not here to find new deck ideas ot new strategies, he just wants to be
spanked !
But, okay, Peter you're right, i told him what i wanted him to know, and now
that it's cleat his behavior (or maybe his brain) won't improve, i won't
point his stupid assertions anymore. But i'm sure other people will do.
I'm sorry if my rude response offended other people.
have a nice day.
In message <3addd315.70505915@news>, Talo...@hotmail.com writes
>Um, no. Just before the other minion strikes. It doesnt really
>bother me that people can maneuver before FS.
But it says "First" and we have to over-ride everything to let it go
first.
And besides, not only could you have "Dodge with First Strike" or
"Strike: Combat Ends" with first strike, but we could have:
- First Maneuver
- First Before Range
- First After Range is Determined
- First Before Strike Resolution
and so on.
Then First would mean First, and First Strike would really mean First
Strike.
This seems infinitely preferable to a system where First doesn't really
mean First, surely?
[ quoted text not captured ]
>Mmm... Peter, i don't really know you, i just read you when you post and i
>remember having visited your URL. You seem to be a nice guy. I just want you
>to know that i read everyone's thread, not only Talonz -for nearly two
>years. I didn't felt irritated by anyone's post before. It happens that some
>people just want to say nonsense, maybe beacause they want to be
>scolded -and above all they aren't looking for discussion at all. Read what
>he writes, and you'll find disguised taunts and pathetic contradictions :
>he's not here to find new deck ideas ot new strategies, he just wants to be
>spanked !
>
Hey Reyda! I just wanted to say that I've been reading all the posts for the
past 2 (more like 2 1/2 -3 now) years as well.
I do have to say that you're starting to get a bit harsh (however appropriate
it may be). I also agree that Talonz has filled many of his posts with
"disguised taunts and pathetic contradictions" and many of them have been
rather offensive. This thread in particular seems to be on the verge of
becoming a downright flame war!
Not that we need it, but perhaps it's time once again for all of us to go over
all the rules of netiquette. Never hurts to review them! =)
Halcyan 2
Redya wrote:
>>Mmm... Peter, i don't really know you, i just read you when you post and i
remember having visited your URL. You seem to be a nice guy.>>
I'm the nicest guy I know :-)
>>I just want you to know that i read everyone's thread, not only Talonz -for
nearly two
years. I didn't felt irritated by anyone's post before. It happens that some
people just want to say nonsense, maybe beacause they want to be scolded -and
above all they aren't looking for discussion at all.>>
Maybe, maybe not. Maybe he is just coming from the game from a different
viewpoint than most of us. Regardless, it rarely helps to harass folks. I
greatly prefer to simply keep responding to them, saying the same simple thing
over and over again until they lose their mind :-)
[ quoted text not captured ]
James Coupe <ja...@zephyr.org.uk> wrote:
>In message <3addd315.70505915@news>, Talo...@hotmail.com writes>>Um, no. Just before the other minion strikes. It doesnt really
>>bother me that people can maneuver before FS.>But it says "First" and we have to over-ride everything to let it go
>first.>And besides, not only could you have "Dodge with First Strike" or
>"Strike: Combat Ends" with first strike, but we could have:> - First Maneuver
> - First Before Range
> - First After Range is Determined
> - First Before Strike Resolution>and so on.>Then First would mean First, and First Strike would really mean First
>Strike.>This seems infinitely preferable to a system where First doesn't really
>mean First, surely?
Sorry, James but _I'm_ not playing with First Strike until they make
it strike before the combat itself begins. In fact, before the master
phase, even. Yeah, that's it...thats the ticket...
Regards,
R. David Zopf
Atom Weaver
First Strike Snob of Charlotte, NC ;-)
Regards,
R. David Zopf
guenh...@mindspring.com
Atom Weaver
"Peter D Bakija" <pd...@aol.comANTISPAM>
> Maybe, maybe not. Maybe he is just coming from the game from a different
> viewpoint than most of us. Regardless, it rarely helps to harass folks. I
> greatly prefer to simply keep responding to them, saying the same simple
thing
> over and over again until they lose their mind :-)
Ok, you convinced me, your method is certainly the right one =)
Sorry for being so rude. Sometime i just can't help... Next time i'll keep
netiquette in mind for sure.
On Wed, 18 Apr 2001 21:44:12 +0200, "Reyda" <re...@noos.fr> wrote:
>> Um, no. Just before the other minion strikes. It doesnt really
>> bother me that people can maneuver before FS.>
>So, in the case of muddled hunter, the target vampire is asleep but he can
>maneuver ???
>stop contradicting yourself !!!!
*sigh*
This isnt a contradiction. The basis for MVH having firs strike is
because of his day attack imo. But changing the mechanics so it
ocurrs before a maneuver is not worth the hassle.
T
>===== Original Message From Talo...@hotmail.com =====>On Wed, 18 Apr 2001 21:44:12 +0200, "Reyda" <re...@noos.fr> wrote:
>>>> Um, no. Just before the other minion strikes. It doesnt really
>>> bother me that people can maneuver before FS.>>
>>So, in the case of muddled hunter, the target vampire is asleep but he can
>>maneuver ???
>>stop contradicting yourself !!!!>
>*sigh*
>
>This isnt a contradiction. The basis for MVH having firs strike is
>because of his day attack imo.
I believe the contradiction is found by Reyda in the fact that such
a "day attack" logic path would lead to the conclusion that the target
(sleeping) vampire would not be able to maneuver. By hanging your
argument on that "day attack" base and yet not being bothered by
maneuvers is a difficult position to defend.
> But changing the mechanics so it
>ocurrs before a maneuver is not worth the hassle.
Of course, changing the mechanics so it occurs before Dodge and before
S:CE is not worth the hassle, either.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
------------------------------------------------------------
Get your FREE web-based e-mail and newsgroup access at:
http://MailAndNews.com
On Fri, 20 Apr 2001 18:46:26 GMT, Talo...@hotmail.com wrote:
>On Wed, 18 Apr 2001 21:44:12 +0200, "Reyda" <re...@noos.fr> wrote:
>>>> Um, no. Just before the other minion strikes. It doesnt really
>>> bother me that people can maneuver before FS.>>
>>So, in the case of muddled hunter, the target vampire is asleep but he can
>>maneuver ???
>>stop contradicting yourself !!!!>
>*sigh*
>
>This isnt a contradiction. The basis for MVH having firs strike is
>because of his day attack imo. But changing the mechanics so it
note "in your opinion" that you included. Your opinion is your
opinion. It's all yours. Sometimes it won't be anyone else's. This
is one of those cases.
>ocurrs before a maneuver is not worth the hassle.
Changing the mechanics so it beats Dodge and S:CE is also not worth
the hassle. Perhaps you now finally see our point.
[ quoted text not captured ]
On Fri, 20 Apr 2001 15:19:43 -0400, LSJ <vte...@MailAndNews.com>
wrote:
>
>Of course, changing the mechanics so it occurs before Dodge and before
>S:CE is not worth the hassle, either.
>
I can understand that position, and it doesnt surprise me. Thus this
is an 'academic' discussion as I have mentioned.
As long as we're on the subject of contradictions though (and frankly,
FS for MVH is offtopic imo, we could easily rewrite the card so it
voided a vampires maneuvers and strikes in the first round) it is in
fact the actual rules text on FS that led me to this quandry in the
first place.
The rules state that FS is declared and resolved before any other
strike.
When you read the dodge and SCE text, it says it voids the opponents
strike.
There the original contradiction lies. If FS is resolved first, its
too late for a dodge or SCE (And rightly so imo) and yet it has been
ruled that a dodge or SCE that ocurrs without FS and well after FS
retroactively screws the FS.
'Logically', the ruling is on shaky ground, based on the actual rules
text and plain real world physics, because the dodge/sce text assumes
a normal exchange of simultaneous strikes. FS as a specefic effect
above and beyond a normal strike exchange would overide that.
Please, no righteous or silly flames.
T
On Fri, 20 Apr 2001 16:40:01 -0400, Derek Ray <lor...@yahoo.com>
wrote:
>Changing the mechanics so it beats Dodge and S:CE is also not worth>the hassle. Perhaps you now finally see our point.
Actually Derek no one has said that until now.
Its a reasonable point to make (hassle vs gain) but we do see things
change all the time. Mostly card text, but occasionally game effects
like aggravated damage, vote pushing, etc.
T
On Sat, 21 Apr 2001 02:01:21 GMT, Talo...@hotmail.com wrote:
>On Fri, 20 Apr 2001 16:40:01 -0400, Derek Ray <lor...@yahoo.com>
>wrote:
>>>Changing the mechanics so it beats Dodge and S:CE is also not worth
>>the hassle. Perhaps you now finally see our point.>
>Actually Derek no one has said that until now.
Funny, I could've sworn I posted a four-page dissertation on exactly
which cards used First Strike, what changing it would affect, and
various and sundry other bits. I'm pretty sure that other people
posted something more brief but to the same point.
>Its a reasonable point to make (hassle vs gain) but we do see things
>change all the time. Mostly card text, but occasionally game effects
>like aggravated damage, vote pushing, etc.
Yes.
Aggravated damage changed because it was FAR too easy to burn vampires
with things like the Ivory Bow, etc; now, you require some source of
SIGNIFICANT agg to burn them. The effect of agg on the game is and
has been exponentially greater than the effect of First Strike; hence,
worth the hassle.
Vote pushing changed because it was ridiculously easy to pass votes by
just chucking tons of vote cards. The effect of voting on the game is
and has been exponentially greater than the effect of First Strike;
hence, worth the hassle.
I see no inconsistencies here.
[ quoted text not captured ]
>===== Original Message From Talo...@hotmail.com =====>As long as we're on the subject of contradictions though (and frankly,
>FS for MVH is offtopic imo, we could easily rewrite the card so it
>voided a vampires maneuvers and strikes in the first round) it is in
>fact the actual rules text on FS that led me to this quandry in the
>first place.
>
>The rules state that FS is declared and resolved before any other
>strike.
Not true. Section 6.4.5, pg. 41:
First Strike: A strike done with first strike is resolved before
a normal strike. [...] A strike done with first strike will still
not resolve before a combat ends effect (which always resolves
first), and a dodge still cancels the effect of a strike done with
first strike (see below).
[ quoted text not captured ]
On Sat, 21 Apr 2001 07:31:38 -0400, LSJ <vte...@MailAndNews.com>
wrote:
>>===== Original Message From Talo...@hotmail.com =====
>>As long as we're on the subject of contradictions though (and frankly,
>>FS for MVH is offtopic imo, we could easily rewrite the card so it
>>voided a vampires maneuvers and strikes in the first round) it is in
>>fact the actual rules text on FS that led me to this quandry in the
>>first place.
>>
>>The rules state that FS is declared and resolved before any other
>>strike.>
>Not true. Section 6.4.5, pg. 41:
>
> First Strike: A strike done with first strike is resolved before
> a normal strike. [...] A strike done with first strike will still
> not resolve before a combat ends effect (which always resolves
> first), and a dodge still cancels the effect of a strike done with
> first strike (see below).
>
It does now. I meant to add that the original rules text was more
ambiguous, and that a later ruling was added into the current text as
shown to effectively add first strike to dodge and combat ends.
But I don't have my old jyhad rulebook to confirm this.
The contradiction is still kind of odd imo, having a dodge and SCE
suddenly gain first strike.
T