Now I've heard the ruling, and I play by the rules, but do any of you think
this is stupid?:
I torporize Ozmo
I diablarize Ozmo
Somebody brings another one right out.
??
I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
could give me a good explanation as to why Ozmo (or anyone else) can come
right back out after I've doused his ass, then I'd like to hear it.
"Robert C Campbell Jr" <bj...@mindspring.com> wrote:
> If somebody
> could give me a good explanation as to why Ozmo (or anyone else) can come
> right back out after I've doused his ass, then I'd like to hear it.
Because this isn't an RPG, it's a card game.
Noal
--
"Wise men talk because they have something to say; fools, because they
have to say something"
-Plato
-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own
Robert C Campbell Jr wrote in message
<7gv52j$n0$1...@nntp5.atl.mindspring.net>...
>Now I've heard the ruling, and I play by the rules, but do any of you think
>this is stupid?:
>
>I torporize Ozmo
>I diablarize Ozmo
>Somebody brings another one right out.
>
>??
>>I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody>could give me a good explanation as to why Ozmo (or anyone else) can come
>right back out after I've doused his ass, then I'd like to hear it.
>
Are you really that desperate for a "Real World" or RPG analogy that you
can't get around it in the CCG? If you are, I can happily provide you with
a few scenarios that would emulate this. A CCG is an abstract thing. If
you can't think of an analogous circumstance in the PRG, you just need to
get more creative. (Creative license is the forte' of Storyteller RPGs,
after all...)
Robert C Campbell Jr wrote in message
<7gv52j$n0$1...@nntp5.atl.mindspring.net>...
>Now I've heard the ruling, and I play by the rules, but do any of you
think
>this is stupid?:
No.
>I torporize Ozmo
>I diablarize Ozmo
>Somebody brings another one right out.
>
>??
>
>I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
>could give me a good explanation as to why Ozmo (or anyone else) can come
>right back out after I've doused his ass, then I'd like to hear it.
You killed a clone. Or
You didn't torporize Ozmo - he faked the battle and you killed some
innocent
Anarch. Or
The Metheselah controllng him, a being of such power that you can
barely
comprehend, used some magic-blood ritual to revive him. Or
It's not really Ozmo who came out, it's someone who looks like him. Or
Some Tremere/Ventrue/Lasombra used Domination to alter your memories
so you *think* you killed Ozmo, but in reality, you didn't. Or
It's only a card game. Lighten up and stuff.
-Mark Langsdorf
Former Jyhad Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad/
> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> could give me a good explanation as to why Ozmo (or anyone else) can come
> right back out after I've doused his ass, then I'd like to hear it.
Because it's in the mechanics of the game, pure and simple.
There are many things that don't make sense in this game but you just go
with it.
Sorrow
---
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
On Fri, 7 May 1999 12:46:17 -0400, "Robert C Campbell Jr"
<bj...@mindspring.com> wrote:
>Now I've heard the ruling, and I play by the rules, but do any of you think
>this is stupid?:
>>I torporize Ozmo
>I diablarize Ozmo
>Somebody brings another one right out.
>>I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
>could give me a good explanation as to why Ozmo (or anyone else) can come
>right back out after I've doused his ass, then I'd like to hear it.
Totally non-responsive to this question, and does anyone ELSE'S group
have the peculiar sequence ours seems to, where bringing out Ozmo and
Ozmo going to torpor at some point are 100% directly related? I can't
think of a game recently where Ozmo successfully came out and
survived. Why is this? =) (I think it was common at the Columbia
tournament as well - ozmo appears to have, along with all that paint
and stuff on him, a great big BULLSEYE on his forehead.)
-- Derek
(replying by email? remove the nospam from my domain :)
> Totally non-responsive to this question, and does anyone ELSE'S group have the
> peculiar sequence ours seems to, where bringing out Ozmo and Ozmo going to
> torpor at some point are 100% directly related? I can't think of a game
> recently where Ozmo successfully came out and survived. Why is this? =) (I
> think it was common at the Columbia tournament as well - ozmo appears to have,
> along with all that paint and stuff on him, a great big BULLSEYE on his
> forehead.)
Does ending the game as a 1 capacity vampire due to Violet Tremain's special
ability count as surviving? He pretty much was hunting every round because he'd
get Cryptic Mission'ed as well.=)
p.
Robert C Campbell Jr <bj...@mindspring.com> wrote in message
news:7gv52j$n0$1...@nntp5.atl.mindspring.net...
> Now I've heard the ruling, and I play by the rules, but do any of you
think
> this is stupid?:
>
> I torporize Ozmo
> I diablarize Ozmo
> Somebody brings another one right out.
>> ??>
> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> could give me a good explanation as to why Ozmo (or anyone else) can come
> right back out after I've doused his ass, then I'd like to hear it.
Ummmm.... because the game was written that way?
BTW, ever hear of the hero clause, the hero never dies. just in this case
the heroes happen to be vampires which are undead creatures to begin with,
what's preventing them from coming back from Diablerie or Burning?.....
Vince
Patrick Harris wrote in message <373342FF...@alpinetaxi.com>...
[ quoted text not captured ]
Thats when you need Lalitha and a Corruption card... =) Check Dejanews
for my Violet, the Depraved Setite deck, if you're interested 0:-)
> You killed a clone. Or
> You didn't torporize Ozmo - he faked the battle and you killed some
>innocent
>Anarch. Or
> The Metheselah controllng him, a being of such power that you can
>barely
>comprehend, used some magic-blood ritual to revive him. Or
> It's not really Ozmo who came out, it's someone who looks like him. Or
> Some Tremere/Ventrue/Lasombra used Domination to alter your memories>so you *think* you killed Ozmo, but in reality, you didn't. >-Mark
Langsdorf
>Former Jyhad Archivist
Excellent answer :))))
On Fri, 7 May 1999, Robert C Campbell Jr wrote:
> I torporize Ozmo
> I diablarize Ozmo
> Somebody brings another one right out.
>
> ??
>
> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> could give me a good explanation as to why Ozmo (or anyone else) can come
> right back out after I've doused his ass, then I'd like to hear it.
Perhaps you are not too familiar with Vampire fiction. How many times has
Dracula been "burned" and still risen from the grave, in all the comics,
books, and movies that deal with him?
In "Interview with the Vampire" did not Louis and Claudia "burn" Lestaat?
Was not the equivalent of a bloodhunt then called on Louis and Claudia?
Was not Claudia burned in this bloodhunt? Did not Lestaat then turn out
*not* to be dead?
Having supposedly dead characters suddenly pop up again in perfectly
within the spirit of all kinds of storytelling, especially in the horror
vein.
To give one possible explanation for your above example: Perhaps you only
thought you attacked and diablerized Ozmo. But Ozmo had arranged another
vampire to take his identity. Ozmo then goes into hiding for a time.
Or, to take another explanation: Suppose Ozmo *is* dead? How does this
prevent another, similar vampire, from later assuming his identity?
Anyone with any imagination could invent a thousand other explanations.
Such explanations are really required only in the case of diablerie, and
perhaps handful of other cases in which "burning" clearly implies the
destruction of a vampire. In most cases, however, "burning" could just as
easily mean a complete loss of Methuselah influence over a particular
vampire. Take "Golconda" for instance: In this case burning the vampire
does not mean his physical destruction, but merely his withdrawal from the
Jyhad from having obtained "inner peace".
Lupus Australis
____ ____
\ \----/ /
|()__()|
__\ __ /__
/ __\()/__ \
|/ \==/ \|
| || |
> > I torporize Ozmo
> > I diablarize Ozmo
> > Somebody brings another one right out.
> >
> > ??
> >
> > I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> > could give me a good explanation as to why Ozmo (or anyone else) can come
> > right back out after I've doused his ass, then I'd like to hear it.
There have been a lot of flippant (not to say they weren't amusing) answers
to this question. I see more of an interesting rules possibility. I think it
is relatively widely accepted that combat is one of the more difficult
strategies to win tournaments with. It is by no means impossible, but it
requires walking a very tight line - as PDB6 has often said.
What if, when a vampire was burned, it couldn't be influenced back into play?
Just think about it for a moment. Not only do we avoid making strange RPG
conspiracy explanations, we add another possible strength - and consideration
to playing combat decks. I am not suggesting a modification to the core
rules, just that it be consider as another variant rule possiblity.
Why should another methuselah be able to ignore your burning of a central
vamp when you invest so much effort into it? Wouldn't it be much more
interesting if playing an Amaranth/Decapitate had a permanent rather than a
reversable effect
Autarch.
[ quoted text not captured ]
Autarch wrote:
>>Why should another methuselah be able to ignore your burning of a central
vamp when you invest so much effort into it? Wouldn't it be much more
interesting if playing an Amaranth/Decapitate had a permanent rather than a
reversable effect>>
While interesting in theory and certainly makes more sense in terms of "game
logic", I suspect that it would make vampire destruction too powerful. In most
cases, it wouldn't matter if you couldn't get out a second burned vampire, but
in certain situations, it would be really far more damaging than it needs to
be.
It makes some decks way too vulnerable to getting their main vampire killed
(when they are already in danger of getting contested). It makes Jimmy Dunn
special disadvantage null and void. It prevents someone from saying "Bwahahah!
Ozmo didn't really get impaled on that big stick! It was a dupe! And now he's
working for me!"
Peter D Bakija
PD...@aol.com
"I dunno, Marge.
Trying is the first step towards failure."
-Homer
On Sun, 9 May 1999 the_a...@hotmail.com wrote:
> > > I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> > > could give me a good explanation as to why Ozmo (or anyone else) can come
> > > right back out after I've doused his ass, then I'd like to hear it.> There have been a lot of flippant (not to say they weren't amusing)
> answers to this question. I see more of an interesting rules
> possibility. I think it is relatively widely accepted that combat is one
> of the more difficult strategies to win tournaments with. It is by no
> means impossible, but it requires walking a very tight line - as PDB6
> has often said.> What if, when a vampire was burned, it couldn't be influenced back into
> play? Just think about it for a moment. Not only do we avoid making
> strange RPG conspiracy explanations, we add another possible strength -
> and consideration to playing combat decks. I am not suggesting a
> modification to the core rules, just that it be consider as another
> variant rule possiblity.> Why should another methuselah be able to ignore your burning of a> central vamp when you invest so much effort into it? Wouldn't it be much
> more interesting if playing an Amaranth/Decapitate had a permanent
> rather than a reversable effect
I'm not sure I get your point. Burning a vampire is almost always a
permanent effect. That copy of the card, as well as all the influence and
blood invested in it, are gone permanently.
Of course this does not prevent him from using further influence and pool
resources to bring out another vampire. He has still lost his original
pool investment, regardless of whether his next vampire turns out to be
another copy of the same vampire or not.
It is generally a bad thing to have too many multiples of the same vampire
in your crypt, especially if you get them both on the opening draw.
Unusual and creative deck designs will often risk this disadvantage in
order to ensure that they get the vamp they need, but I see no reason why
such decks should be disproportionately victimized by your proposed rule.
For instance, it is rather sad that, if I want to make a SER-PRO-ANI deck,
I must put 6 copies of Mirembe Kabbada in my crypt. For various reasons,
I'd rather have multiple SER-PRO-ANI vampires to choose from. Why is your
proposed rule needed in order to further penalize non-standart decks?
You are also assuming that the rule will always help the combat deck that
does the burning. This has not been generally true in my experience.
There have been times when I have wanted to bring out a vampire (Duck,
for instance), but could not because someone else had him out already. So
guess what...I head across the table, beat the crap out of Duck, and then
burn his ass. A little later, it turns out that Duck is working for me.
This makes perfect sense to me from a storytelling standpoint. It turns
out that I spared Duck's life after all, and now control him through
terror, having fully demonstrated my ability to take his life at will.
[ quoted text not captured ]
On Sun, 9 May 1999 the_a...@hotmail.com wrote:
> What if, when a vampire was burned, it couldn't be influenced back into play?
> Just think about it for a moment. Not only do we avoid making strange RPG> conspiracy explanations, [... snip]
To make another comment: I'm not sure why anyone feels that "strange RPG
conspiracy explanations" are in any way inappropriate. I thought that the
whole atmosphere of the game was based around ideas of complex,
machiavellian intrigue, multi-layered plots and conspiracies, strange
twists of fate, and intricate webs of illusion spun by ancient Methuselahs
in which nothing is quite as it seems.
Does anyone feel I am wrong about this?
[ quoted text not captured ]
> > > > I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> > > > could give me a good explanation as to why Ozmo (or anyone else) can
come
> > > > right back out after I've doused his ass, then I'd like to hear it.
>
> > There have been a lot of flippant (not to say they weren't amusing)
> > answers to this question. I see more of an interesting rules
> > possibility. I think it is relatively widely accepted that combat is one
> > of the more difficult strategies to win tournaments with. It is by no
> > means impossible, but it requires walking a very tight line - as PDB6
> > has often said.
>> > What if, when a vampire was burned, it couldn't be influenced back into
> > play? Just think about it for a moment. Not only do we avoid making> > strange RPG conspiracy explanations, we add another possible strength -
> > and consideration to playing combat decks. I am not suggesting a
> > modification to the core rules, just that it be consider as another
> > variant rule possiblity.
>
> > Why should another methuselah be able to ignore your burning of a
> > central vamp when you invest so much effort into it? Wouldn't it be much
> > more interesting if playing an Amaranth/Decapitate had a permanent
> > rather than a reversable effect
>
> I'm not sure I get your point. Burning a vampire is almost always a
> permanent effect. That copy of the card, as well as all the influence and
> blood invested in it, are gone permanently.
>
> Of course this does not prevent him from using further influence and pool
> resources to bring out another vampire. He has still lost his original
> pool investment, regardless of whether his next vampire turns out to be
> another copy of the same vampire or not.
This is the difficulty. Why is it any different than contesting a vampire that
is in play? I know that sometimes contestation can be explained as trying to
ensure the loyalties of a single vampire, but couldn't it also be seen as the
same when a vampire has "faked his death" (by being burned and then
reinfluenced?) - the original methuselah wouldn't be too happy either way.
>
> It is generally a bad thing to have too many multiples of the same vampire
> in your crypt, especially if you get them both on the opening draw.
> Unusual and creative deck designs will often risk this disadvantage in
> order to ensure that they get the vamp they need, but I see no reason why
> such decks should be disproportionately victimized by your proposed rule.
>
> For instance, it is rather sad that, if I want to make a SER-PRO-ANI deck,
> I must put 6 copies of Mirembe Kabbada in my crypt. For various reasons,
> I'd rather have multiple SER-PRO-ANI vampires to choose from. Why is your
> proposed rule needed in order to further penalize non-standart decks?
OK, now this is a real problem. Some of these fringe decks are even harder to
play than pure combat ("this deck only works if I get Marty Lechtansi out" is
the only one I can think of off the top of my head). Need to consider this
difficulty for a variant rule system, in order not to run into problems as
ridiculous as those in the "War Of Ages" rules variants proposed by WotC.
>
> You are also assuming that the rule will always help the combat deck that
> does the burning. This has not been generally true in my experience.
> There have been times when I have wanted to bring out a vampire (Duck,
> for instance), but could not because someone else had him out already. So
> guess what...I head across the table, beat the crap out of Duck, and then
> burn his ass. A little later, it turns out that Duck is working for me.
> This makes perfect sense to me from a storytelling standpoint. It turns
> out that I spared Duck's life after all, and now control him through
> terror, having fully demonstrated my ability to take his life at will.
OK, this makes a good point. COnsidering all of the above, I offer the
following variant rule for consideration:
Ashes to Ashes
Place any vampire that is burnt during gameplay in a central location. All of
these vampires may not be influenced into play. Any methuselah may burn 1 pool
and four transfers during their influence phase to remove a vampire from this
central location.
This way, we can have both the semi-permanent "doused his ass" combat effects
with "good" strange RPG conspiracies to allow vampires to return to play, thus
not permanently crippling "theme" decks. I think you deserved to be reamed if
you play a OTP that can't get over your core vampire being hosed - after all,
who you gonna'call... when you get pentex subversion'd?
Autarch
[ quoted text not captured ]
the_a...@hotmail.com wrote:
> > > I torporize Ozmo
> > > I diablarize Ozmo
> > > Somebody brings another one right out.
> > >
> > > ??
> > >[ quoted text not captured ]
This "variant rule" has been suggested before, and is much more
troublesome than it first appears:
What use is the "special ability" of Hand of Conrad, or inferior
Possession?
What happens, for instance, when one Jimmy Dunn is burned by
the arrival of a second? Can the second be burned by a third?
What about vampires that wind up in the ash heap from Goodnight
Sweet Prince? Even if they were already in play?
What about vampires who are removed from play by Return to Innocence
or Golconda? Can they be re-influenced?
If not, what then about Illusions of Kindred?
Why are concessions made (left) for unique allies who are burned?
etc.
--
LSJ (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
--== Sent via Deja.com http://www.deja.com/ ==--
---Share what you know. Learn what you don't.---
In article <Pine.SUN.3.96.990509015856.19757D-100000@amanda>, Lupus
Australis <jbwh...@dorsai.org> writes
>I'm not sure why anyone feels that "strange RPG
>conspiracy explanations" are in any way inappropriate.
Okay, so that's three different types of damage we'll be dealing now?
Who's for keeping track of hand damage separately, since you need to go
through their health levels twice?
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.nethttp://www.obeah.demon.co.uk
In article <7h50bc$tuh$1...@nnrp1.deja.com>, the_a...@hotmail.com writes
>Ashes to Ashes
>Place any vampire that is burnt during gameplay in a central location. All of
>these vampires may not be influenced into play. Any methuselah may burn 1 pool
>and four transfers during their influence phase to remove a vampire from this
>central location.
Why would you propose a variant that made decks centred around one
vampire *much* less viable?
[ quoted text not captured ]
> In article <7h50bc$tuh$1...@nnrp1.deja.com>, the_a...@hotmail.com writes
> >Ashes to Ashes
> >Place any vampire that is burnt during gameplay in a central location. All of
> these vampires may not be influenced into play. Any methuselah may burn 1 pool
> and four transfers during their influence phase to remove a vampire from this
> central location.
>
> Why would you propose a variant that made decks centred around one vampire *much*
> less viable?
That's really nothing new. There are some variants that make hordes of vampires
less viable. Those variants which are designed for using the really high capacity
vampires, for example. They take all the weenies out of the game.
Nobody forces variants (I hope). And you usually know what you're getting into
beforehand, so you just design your deck accordingly. As different as this idea of
"burned means burned" may be, I don't think it's that big a deal in a variant. You
play with the ones you like, and not with the ones you don't like. I'm pretty sure
that I play with a set of variant rules from time to time that nobody outside my
playgroup uses or likes.
p.
Sorrow wrote in message <7gv7cs$bbr$1...@birch.prod.itd.earthlink.net>...
>> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
>> could give me a good explanation as to why Ozmo (or anyone else) can come
>> right back out after I've doused his ass, then I'd like to hear it.>>Because it's in the mechanics of the game, pure and simple.
>There are many things that don't make sense in this game but you just go
>with it.
Whatever. If you can errata every other card in the game, you might as well
say, "burned dudes stay burned." It would solve many problems and eliminate
many cheesey decks. It would even be an errata that made sense...
Mark Langsdorf wrote in message <7gv7o0$q9j$1...@amdint2.amd.com>...
> You killed a clone. Or
Okay, then I aught to be able to bring out Ozmo when somebody else already
has him out without contesting. Mine's just a clone, right?
> The Metheselah controllng him, a being of such power that you can
>barely
>comprehend, used some magic-blood ritual to revive him. Or
Then I aught to be able to bring out a duplicate Ozmo on the basis of my
immense power without contesting him.
> It's not really Ozmo who came out, it's someone who looks like him. Or
Ditto.
> Some Tremere/Ventrue/Lasombra used Domination to alter your memories>so you *think* you killed Ozmo, but in reality, you didn't. Or
I should be able to do that to everybody else so they just think the vamp I
just brought out is Ozmo so he doesn't contest the other three Ozmos in
play.
I don't see how you can allow people to bring out a copy of a vamp that's
been burned without throwing all the contesting rules out the window. I
really don't.
> It's only a card game. Lighten up and stuff.
DISCLAIMER:
I'm REALLY REALLY REALLY **NOT** trying to start a flame war or even put
down other people's opinions. I'll say it again, I'm REALLY REALLY NOT. I've
just always wanted somebody to errata that one little thing that doesn't
make sense in the game, and instead they've errata'd everything BUT that....
....argh....
Richard Zopf wrote in message <7gv7fh$s3h$1...@nntp6.atl.mindspring.net>...
>Are you really that desperate for a "Real World" or RPG analogy that you
>can't get around it in the CCG? If you are, I can happily provide you with
>a few scenarios that would emulate this. A CCG is an abstract thing. If
>you can't think of an analogous circumstance in the PRG, you just need to
>get more creative. (Creative license is the forte' of Storyteller RPGs,
>after all...)
I've read a bunch of responses similar to this, and I totally see the point.
But I have a rebuttal:
Think how cool the game of Jyhad would be if you WEREN'T allowed to bring
out copies of burned dudes. Combat decks would suddenly become worth
playing. Stealth bleed decks that run around Five copies of Ozmo and Five of
Didi Meyers would become useless, requiring their players to become CREATIVE
with their vamp draws. The trillion master card Anson deck would grind to a
halt unless their players planned to actually try to keep Anson alive.
I think it'd be pretty cool. I really do.
Some of you guys might try to institute it as a house rule in hard-core
tournament style play (not sanctioned I'm sure, but hell...) and see exactly
how that SMALL change effects the grand scheme of things.
In article <7ha7rs$f19$1...@nntp4.atl.mindspring.net>,
Robert C Campbell Jr <bj...@mindspring.com> wrote:
>>> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
>>> could give me a good explanation as to why Ozmo (or anyone else) can come
>>> right back out after I've doused his ass, then I'd like to hear it.>>
>>Because it's in the mechanics of the game, pure and simple.
>>There are many things that don't make sense in this game but you just go
>>with it.>
>Whatever. If you can errata every other card in the game, you might as well
>say, "burned dudes stay burned." It would solve many problems and eliminate
>many cheesey decks. It would even be an errata that made sense...
Ok, start from the beginning. What "problems" would such a fix solve,
and which "cheesey" decks would it eliminate?
IMHO the answer is none to both. I challenge you to find one to
prove me wrong.
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
PDB6 wrote in message <19990508233237...@ng51.aol.com>...
>While interesting in theory and certainly makes more sense in terms of
"game
>logic", I suspect that it would make vampire destruction too powerful. In
most
>cases, it wouldn't matter if you couldn't get out a second burned vampire,
but
>in certain situations, it would be really far more damaging than it needs
to
>be.
I don't think so at all. If you want to build an Anson deck, protect Anson.
If you want to build an Ozmo deck, protect Ozmo. It's as simple as that. If
you build your deck correctly, Ozmo can certainly survive rush combat long
enough to bleed your prey for twelve to fifteen points. How is that now
unbalancing to say that you don't have access to him when he gets burned.
I just think tournament style jyhad is weighted way too heavily in the hands
of the stealth-bleeders and not enough in the hands of the combat decks.
This SLIGHT modification would offer up the possibility that you might get
screwed playing a deck whose only cards are governs, cloaks, and
conditionings.
>It makes some decks way too vulnerable to getting their main vampire killed
>(when they are already in danger of getting contested). It makes Jimmy Dunn
Which might inspire players to broaden their horizons a little and play with
5 or 6 vamps in their draw. Hell, mabee even 8. How could this possibly be
bad for game play?
>special disadvantage null and void. It prevents someone from saying
"Bwahahah!
>Ozmo didn't really get impaled on that big stick! It was a dupe! And now
he's
>working for me!"
Deckmaster Golden Rules handle the Jimmy Dunn problem, and you can still say
that self same phrase with a GRAVE ROBBING or corruption...
Make sense? Think about it a little...
In article <7ha8jh$fgf$1...@nntp4.atl.mindspring.net>,
Robert C Campbell Jr <bj...@mindspring.com> wrote:
>Richard Zopf wrote in message <7gv7fh$s3h$1...@nntp6.atl.mindspring.net>...>I've read a bunch of responses similar to this, and I totally see the point.
>But I have a rebuttal:
>
>Think how cool the game of Jyhad would be if you WEREN'T allowed to bring
>out copies of burned dudes. Combat decks would suddenly become worth
>playing. Stealth bleed decks that run around Five copies of Ozmo and Five of
>Didi Meyers would become useless, requiring their players to become CREATIVE
>with their vamp draws. The trillion master card Anson deck would grind to a
>halt unless their players planned to actually try to keep Anson alive.
*Shrug* Combat decks are worth playing, the best ones I've seen
don't even care since they don't generally burn. 5 Ozmo + 5 Didi decks are
hardly a problem (as they're already useless), and trillion master
Anson decks aren't any good either. I hardly see the game being
any different at all.
You're essentially making a theme argument for a mechanic that can
be easily seen to work either way themewise. So there's no
particular reason to change based on that.
Other than that, you have game play issues. Duplicate vampires
are already enough of a penalty, and the decks that need to use
them generally aren't the best anyway.
[ quoted text not captured ]
In article <7ha9a9$ftb$1...@nntp4.atl.mindspring.net>,
Robert C Campbell Jr <bj...@mindspring.com> wrote:
>I just think tournament style jyhad is weighted way too heavily in the hands
>of the stealth-bleeders and not enough in the hands of the combat decks.
>This SLIGHT modification would offer up the possibility that you might get
>screwed playing a deck whose only cards are governs, cloaks, and
>conditionings.
Hmmm. I never thought that S&B was really a strong tournament strategy.
In any event, the best combat decks I've seen don't often burn their
targets, but leave them wallowing in torpor, and so wouldn't even
be affected.
And a deck playing Governs, Cloaks, and Conditionings? That'll screw
itself.
IMHO the change your propose doesn't do what you want it to.
[ quoted text not captured ]
> I've read a bunch of responses similar to this, and I totally see the point.
> But I have a rebuttal:
>
> Think how cool the game of Jyhad would be if you WEREN'T allowed to bring out
> copies of burned dudes. Combat decks would suddenly become worth playing.
> Stealth bleed decks that run around Five copies of Ozmo and Five of Didi
> Meyers would become useless, requiring their players to become CREATIVE with
> their vamp draws. The trillion master card Anson deck would grind to a halt
> unless their players planned to actually try to keep Anson alive.
>> I think it'd be pretty cool. I really do.
>
> Some of you guys might try to institute it as a house rule in hard-core
> tournament style play (not sanctioned I'm sure, but hell...) and see exactly
> how that SMALL change effects the grand scheme of things.
My group does use the "burned means burned" rule in friendly games. It doesn't
really affect our games much, since we don't usually have those 8 copies of
so-and-so crypts. Some of our decks do have multiple copies of a vampire if he
just really shines when used in a particular deck, but it does make you lay it
on the line for your vampires more. One thing to note, however, is that we
usually play with larger vampires, and that also makes us want to protect them
more. Even if we could bring them out again, we probably wouldn't as the
vampires are pricey.
p.
Robert wrote:
>>I just think tournament style jyhad is weighted way too heavily in the hands
of the stealth-bleeders and not enough in the hands of the combat decks.
This SLIGHT modification would offer up the possibility that you might get
screwed playing a deck whose only cards are governs, cloaks, and
conditionings.>>
I'm clearly the wrong guy to adress this point to. As it is, well designed and
well played combat decks can do just fine at tournaments--if more people played
them, they'd win more often. They are in no way tourney dominating, but they
are competetive (and eat S+B decks for lunch, I might add...). I assure you
that wheither or not a burned dude stays burned will not help the state of
combat decks in tournaments.
As to this not being errated--the reason it has not been errated is that it is
not neccessary for game balance or to make rules work better. Errata is issued
so that the game mantains balance and to clarify rules. As this issue does not
affect either of this conditions of the game, there is no need to change it.
The game was designed so that burned dudes did not stay burned, and as such,
there is no real good reason to change it.
I understand that one might like the logic of a change like this. I can even
see why. Heck, I can even see how the game might seem more elegant if this had
been the rule from the start. However, it simply is not necessary, and will
damage far more than it fixes (which, as it fixes nothing, is completely
unacceptable).
[ quoted text not captured ]
>Stealth bleed decks that run around Five copies of Ozmo and Five of
>Didi Meyers would become useless, requiring their players to become CREATIVE
>with their vamp draws. The trillion master card Anson deck would grind to a
>halt unless their players planned to actually try to keep Anson alive.
About the "keeping Anson alive" part, that would really ruin the atmosphere of
the game. I have to admit that in my games, I like keeping my vamps alive and
trying not to waste them. But remember, we're supposed to be Methusalehs. We
shouldn't really worry about keeping our vamps alive when they're such
expendable resources. Reminds me of a post a few months ago when someone said
that there should be cards specific to a individual vampire (like a card that
only Anson could use or something). The idea appealed to me but would not be
in the spirit of the game, since the focus of the game is on the STRUGGLE
between Methusalehs, not the vampires that are mere pawns.
Also, I would like to concur with several of the opinions already voiced on
this subject. The concept of "burning" not necessarily being completely
destroying does seem to make some sense as does the concept of "merely losing
influence."
Halcyan 2
On Tue, 11 May 1999 17:41:34 -0400 "Robert C Campbell Jr"
<bj...@mindspring.com> wrote:
>
> Sorrow wrote in message <7gv7cs$bbr$1...@birch.prod.itd.earthlink.net>...> >> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If somebody
> >> could give me a good explanation as to why Ozmo (or anyone else) can come
> >> right back out after I've doused his ass, then I'd like to hear it.
> >
> >Because it's in the mechanics of the game, pure and simple.
> >There are many things that don't make sense in this game but you just go
> >with it.
>
>
> Whatever. If you can errata every other card in the game, you might as well
> say, "burned dudes stay burned." It would solve many problems and eliminate
> many cheesey decks. It would even be an errata that made sense...
It would not solve any problems, since there is no problem caused
by having a burned "dude" be controlled later.
And, as I've already pointed out, such a rule introduces new
problems: like with Jimmy Dunn (and winning contests in general),
Goodnight Sweet Prince, etc. *and* doesn't cover "out-of-game
cards stay out-of-game" (to handle Goldconda, etc.) which, if it
did, would cause even more problems (Illusions of Kindred).
All far too complicated to stand as a "solution" to a non-problem.
Just because errata can be issued isn't a reason to issue every
erratum. Some errata simply aren't useful.
--
LSJ (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/VTES_Rules.html
--
Posted via Talkway - http://www.talkway.com
Exchange ideas on practically anything (tm).
Robert C Campbell Jr wrote in message
<7ha8jh$fgf$1...@nntp4.atl.mindspring.net>...
>
>Richard Zopf wrote in message <7gv7fh$s3h$1...@nntp6.atl.mindspring.net>...
>>>Are you really that desperate for a "Real World" or RPG analogy that you
>>can't get around it in the CCG? If you are, I can happily provide you
with
>>a few scenarios that would emulate this. A CCG is an abstract thing. If
>>you can't think of an analogous circumstance in the PRG, you just need to
>>get more creative. (Creative license is the forte' of Storyteller RPGs,
>>after all...)>
>>I've read a bunch of responses similar to this, and I totally see the
point.
>But I have a rebuttal:
>
>Think how cool the game of Jyhad would be if you WEREN'T allowed to bring
>out copies of burned dudes. Combat decks would suddenly become worth>playing. Stealth bleed decks that run around Five copies of Ozmo and Five
of
>Didi Meyers would become useless, requiring their players to become
CREATIVE
>with their vamp draws. The trillion master card Anson deck would grind to a
>halt unless their players planned to actually try to keep Anson alive.
>>I think it'd be pretty cool. I really do.
>
>Some of you guys might try to institute it as a house rule in hard-core
>tournament style play (not sanctioned I'm sure, but hell...) and see
exactly
>how that SMALL change effects the grand scheme of things.
>
I can see how the added dynamic might be "cool", as you say. But I can't
see it as being incorporated into the base rules, or added to DCI tournament
rules. The idea behind sanctioned tournaments is to get a playing field
that isn't dominated by particular cards/combos, yet keeps the base rules to
the game as close as possible, so that non-web surfing players might have a
bit of a chance when they participate. Granted, this job hasn't been done
perfectly, but that seems to be what's being aimed for. Start throwing in
house rules like this, whether they alter the dynamnic favorably towards
combat, or not, and many people are going to be left saying WTF? Rules
changes to date have been based on issues that were seen as crippling
certain aspects of the game. Reinfluencing burned vamps has yet to come up
as an issue to date for anyone I know. I can't see it being argued as a
necessary rules change in order to restore balance to some dynamic of the
game. Thus, I can't see it as being incorporated into the base rules or into
sanctioned tournament play. (I do think its a cute little house rule,
though.)
As an aside, I'd dispute your claim that this will help combat decks.
If the proverbial 5+5 Ozmo/Didi deck were made, I'd be ecstatic with a Rush
combat deck. Under current rules, my prey (5+5) could influence out a max.
of 2 vamps. This gives me plenty of time to address the rest of the table.
Also, if my prey can reinfluence after a vamp is burned, that provides me
with another target to Rush. Effective rush is always a more debilitating
way to attack your prey, when compared to the bleeding capabilities of a
typical Rush deck. If he couldn't reinfluence, thats one less way to damage
him...
Regards,
R. David Zopf
Atom Weaver (& V:EKN Prince of Charlotte, NC)
>>> I JUST BURNED HIM!! Ozmo shouldn't be allowed to come back. If
>>> somebody could give me a good explanation as to why Ozmo (or
>>> anyone else) can come right back out after I've doused his ass,
>>> then I'd like to hear it.> Whatever. If you can errata every other card in the game, you might> as well say, "burned dudes stay burned." It would solve many
> problems and eliminate many cheesey decks. It would even be an
> errata that made sense...
In case all of you forgot, vampires with Necromancy can use Possession
to bring a vampire from the ash heap to the active region with blood
on it. Why is it not plausible that all methuselahs are capable of
doing something that the minions they control are able to do?
Personally, I don't think that "burned dudes stay burned" make any
sense whatsoever. I also don't see why a deck that focuses on one
vampire is neccessarily cheesy.
Noal
[ quoted text not captured ]
>Ok, start from the beginning. What "problems" would such a fix solve,
>and which "cheesey" decks would it eliminate?
>
>IMHO the answer is none to both. I challenge you to find one to
>prove me wrong.
Okay.
There's an expansion Tremere, I can't think of the name off hand, that can
burn blood for bonus bleed. I'm sure you know of the guy.
Here's what I saw (not naming any names here, but I was at his house last
night.) a friend of mine do with a deck once:
Brings the guy out.
Gives him a fortitude master.
Takes an action to go get the Soul Gem.
Force of Will to directed +2 his prey.
Uses, uhh, daring the dawn (I think that's the card) to make it unblockable.
Burns all the blood off the guy to make it like an eight or nine bleed.
Takes his two ag (one from force of will and one from daring the dawn) and
burns. Soul Gem goes into effect, and guess who comes right back out: The
same vamp.
Because of the skill card, the new copy is one cap lower so it comes strait
back into play after taking its two agg, with the soul gem. (he only has one
vamp in his crypt, just a zillion copies)
Next turn he hunts to become tapped so he can run the same gambit over and
over again. An unblockable bleed for eight or so every turn and the dude
with DOM out to bounce in the mean time. Only has to bring out one vamp, so
he's got plenty of pool sitting around.
Cool idea, huh? Ever seen a better crowbar to the rules? I mean, the deck is
sweet and all, but I still maintain it's cheesey as screw. Cheese beyond
cheese. And would be made ineffective by that slight change in the rules we
were talking about.
Ahem.
Challenge met?
> In case all of you forgot, vampires with Necromancy can use Possession
> to bring a vampire from the ash heap to the active region with blood on
> it. Why is it not plausible that all methuselahs are capable of doing
> something that the minions they control are able to do?
I agree with you totally here, and that is a very good point.
> Personally, I don't think that "burned dudes stay burned" make any sense
> whatsoever.
I can see "burned dudes stay burned" as a way to make Possession and
whatever master card that is more useful. I would only really want that
rule imposed in variants though. Not tournament play.
> I also don't see why a deck that focuses on one vampire is neccessarily
> cheesy.
I don't think it's necessarily the one vampire that makes it cheesy. I
think it's more the strategy used with the vampire. For example, I don't
think the Cailean deck is that cheesy. I do think the Spiridonas deck is
cheesy.
p.
In article <7hc8kj$tfl$1...@nntp1.atl.mindspring.net>,
Robert C Campbell Jr <bj...@mindspring.com> wrote:
>>>Ok, start from the beginning. What "problems" would such a fix solve,
>>and which "cheesey" decks would it eliminate?
>>
>>IMHO the answer is none to both. I challenge you to find one to
>>prove me wrong.>
>Okay.
>
>There's an expansion Tremere, I can't think of the name off hand, that can
>burn blood for bonus bleed. I'm sure you know of the guy.
[Soul Gem and +x bleed Tremere trick snipped]
>Cool idea, huh? Ever seen a better crowbar to the rules? I mean, the deck is
>sweet and all, but I still maintain it's cheesey as screw. Cheese beyond
>cheese. And would be made ineffective by that slight change in the rules we
>were talking about.
>
>Ahem.
>Challenge met?
*Shrug* Not IMHO. It's a slow combo that isn't overtly powerfull, and
is fairly vulnerable. It's a good example though, because it's about
as nasty as you can "abuse" this rule. Weenie bleed/vote decks aren't
bothered by it, intercept decks easily stop the Soul Gem, combat decks
premptively strike, anyone with bleed bounce just thanks you, etc.
IMHO it's a very strong effect when it works, but quite slow to get
off, and something most decks can handle. Sure it can be effective,
but I hardly see it as either a problem or cheesey. I don't even
think it'd end up being tournament competitive.
[ quoted text not captured ]
Robert C Campbell Jr wrote:
> >Ok, start from the beginning. What "problems" would such a fix solve,
> >and which "cheesey" decks would it eliminate?
> >
> >IMHO the answer is none to both. I challenge you to find one to
> >prove me wrong.
>
> Okay.
>
> There's an expansion Tremere, I can't think of the name off hand, that can
> burn blood for bonus bleed. I'm sure you know of the guy.
Spiridonas. Ancient Hearts. 9 capacity. Tremere.
> Here's what I saw (not naming any names here, but I was at his house last
> night.) a friend of mine do with a deck once:
>
> Brings the guy out.
Which takes a minimum of two turns *if* you get an Info Highway or a
Tomb of Ramses out on your first turn (or on your second if you go late
enough in the rotation). Typically takes three turns.
By this time, a good rush deck will be guaranteed a vampire with which
to rush Spiro and clobber him silly. Probably even torporize him. But,
not every deck is a rush deck, so...
> Gives him a fortitude master.
> Takes an action to go get the Soul Gem.
Which should be blocked. Many decks can find +1 intercept by the fourth
turn. Then what? One intercept and this deck is shut down.
> Force of Will to directed +2 his prey.
That's just +1, since he ony has basic Fortitude. But anyway...
> Uses, uhh, daring the dawn (I think that's the card) to make it unblockable.
Unblockable by vampires. But OK (most decks don't have allies out to
block with). But (as an aside) this deck will get shut down hard by
an Arms Dealer deck (or a Garou deck). Your point still stands, though.
> Burns all the blood off the guy to make it like an eight or nine bleed.
Right.
"All the blood" = 8 ('cause he still has to pay one for the FoW).
Total bleed = 1+1(FoW)+6(special) = 8.
So, if you're playing one of the decks that hasn't shut down this deck
already (i.e., not a rush deck and not an intercept deck), what is your
bleed defense? Bounce.
Bounce shuts this deck down, and gets a good boost in oust its own prey
while doing it.
> Takes his two ag (one from force of will and one from daring the dawn) and
> burns. Soul Gem goes into effect, and guess who comes right back out: The
> same vamp.
>
> Because of the skill card, the new copy is one cap lower so it comes strait
> back into play after taking its two agg, with the soul gem. (he only has one
> vamp in his crypt, just a zillion copies)
>
> Next turn he hunts to become tapped so he can run the same gambit over and
> over again. An unblockable bleed for eight or so every turn and the dude
Assuming you can keep playing Fortitude skill cards on him *and* he
never gets rushed.
> with DOM out to bounce in the mean time. Only has to bring out one vamp, so
> he's got plenty of pool sitting around.
His predator isn't doing anything to him, even though he has no defense
whatsoever?
> Cool idea, huh? Ever seen a better crowbar to the rules? I mean, the deck is
> sweet and all, but I still maintain it's cheesey as screw. Cheese beyond
> cheese. And would be made ineffective by that slight change in the rules we
> were talking about.
>
> Ahem.
> Challenge met?
Well, it may be cheesy, but it is not a problem deck. (But, since
[citation lost]'s challenge included "both" criteria, looks like you
met the challenge. Good job.)
This deck is not particularly effective against: intercept, rush,
or bounce. Most decks have at least one of those.
And, as I've pointed out several times (and have yet to be answered on),
your proposed change to the rules is not "slight". It causes big problems
with contesting, etc.
[ quoted text not captured ]
On Wed, 12 May 1999 12:07:00 -0400, "Robert C Campbell Jr"
<bj...@mindspring.com> wrote:
>Okay.
>
>There's an expansion Tremere, I can't think of the name off hand, that can
>burn blood for bonus bleed. I'm sure you know of the guy.
Spiridonas. =)
>Here's what I saw (not naming any names here, but I was at his house last
>night.) a friend of mine do with a deck once:
[neat trick snipped]
>Cool idea, huh? Ever seen a better crowbar to the rules? I mean, the deck is
>sweet and all, but I still maintain it's cheesey as screw. Cheese beyond
>cheese. And would be made ineffective by that slight change in the rules we
>were talking about.
I saw this deck get played once too. It ran into a couple obvious
problems, making it not near as effective as it looks at first glance.
First problem: Deflection. When you bleed your grandprey for 11,
it's a very bad thing. And you know how many Deflections our group
tends to pack... this deck would be terribly entertaining but a risky
play in a tournament. =) Especially when you ran out of Spiridonii.
Second problem: Pentex Subversion, Sensory Deprivation, Mind Rape,
you name it. Any "hose this vampire" card someone has handy
completely shuts the deck down. Pentex Subversion is the flavor I saw
get used - slap it on him, he can't take actions, and can't get out
any other vampires to take actions to remove it. Sense Dep would do
the same, and you should know better than most of us how much fun that
is.
>Ahem.
>Challenge met?
Well, it's certainly cheesy (consider the source) but I dunno if it's
overpowering cheese. =) Just kinda hilarious.
-- Derek
(replying by email? remove the nospam from my domain :)
Robert Campbell wrote:
>>Cool idea, huh? Ever seen a better crowbar to the rules? I mean, the deck is
sweet and all, but I still maintain it's cheesey as screw. Cheese beyond
cheese. And would be made ineffective by that slight change in the rules we
were talking about.>>
Funny? Yes. Effective? Possibly. Overpowering to the point of requiring errata
to fix it? Not in a million years.
It is very slow (requires 9 point vampire), very vulnerable to Rush, Bleed
Bounce, even light intercept. If you manage to pull it off even once, your prey
simply isn't trying hard enough (or, he is playing a deck that kills someone so
fast he doesn't care.)
[ quoted text not captured ]