In the light of a possible reworking of the rules (for the
pre-constructed starters or perhaps Sabbat-starters) I would like to
talk a bit about the First Strike rule.
Please note that I don't take RPG-related stuff into account in this
post, as I think that we should concentrate purely on the mechanics
here.
The current situation:
First Strike resolves *after* S:CE and dodge. Period.
This essentially means FS is a rather useless concept, as it gets beaten
by the two most common anti-combat strategies: S:CE and dodge.
There is only a limited number of FS cards available, and some of them
are very limited (stealing/destroying equipment or hand/melee strikes
only or only blocking vampire).
Here is the list:
- Equipment based
Shattering Blow (pot)
Fast Hands (cel)
Blessing of Durga Syn (chi)
Canine Horde (ani)
- hand/melee strikes only
Silence of Death (qui)
- blocking vamp only
Backstab (cel)
The equipment based cards see infrequently use, whereas the others are
underused par excellence.
I've *never* seen anyone using Backstab. I considered it using myself
once, but discarded the idea due to high blood cost (2) and the
inability to hurt anti-combat decks (S:CE and dodge). Too much resources
for almost nothing. I consider Backstab a wallpaper card. (You gain also
an additional for CEL, but why would you bother with an additional
strike if you intend to kill with FS??? It's quite redundant.)
Silence of Death is also quite useless, Assamites are seldom played at
the moment, and even if you see a deck with them, they don't have
Silences in it.
Quite another thing is the often-feared Muddled Vampire Hunter. With 4
hand damage, FS, built-in rush ablilty, he is the bane of many weenies.
However, as he is an ally, he is also not very often seen in play.
Granted, there are some ally-madness decks, but they tend not to be
effective, VP-wise.
What do we have:
We have a concept that is rather underused (lets put it that way), but
the point is, it *is* in the rule-book, which means just another thing
newbies will learn and have to take into account.
IMO, and in many others, this is an undesireable situation.
There are 3 solutions for it:
1.) Skip the FS concept alltogether in the new rule-book. (Just like it
was done with paralyze) I believe it would be possible to mimic the
effect on the respective card with special text (a la wooden stake).
This would slim down the rule-book and the rules are a *bit* streamlined
so it would be easier for newbies to learn.
2.) Make FS beat dodge and S:CE. Or put in other words: make dodge and
S:CE resolve *after* strikes dealt with FS. This would be quite
reasonable for newbies ("FS resolves before all other strikes without
FS") and also would provide a new way to beat S:CE and dodge.
3.) Make FS beat dodge (not S:CE). This would make one exception in the
rules ("dodge negates the opponent's strike, even if it was dealt with
FS") obsolete, makes FS stronger, and keeps the S:CE the "combat
suppressor" like it is now (and should be to *some* extent).
I personally like solution 3 best, as it enhances FS, but doesn't make
it overpowering at the same time. It would make the rules a little
easier (for newbies at least), as FS really happens before the other
strike then (S:CE would still be the exception, but that's ok, cause it
stands for the power to prohibit combat altogether in the RPG (which
should not be an argument, yes I know)) and so would be more intuitive
than it is now (at least for newbies).
To battle S:CE with FS would not be ideal IMO, I think that could better
be solved with individual cards.
Well, the FS-concept would be useless, even if it beat dodge, if no new
cards would take advantage of it. (How much equipment will
combat-avoidance decks have anyway?)
The Assamites could have a Contract-based card that exploits FS in some
fashion, also a slightly less useful cel-based FS card might also be
cool; however, this card could be given to aus instead.
To beat S:CE I would suggest a qui-card and an aus card (so Tremere and
Tzimisce can participate in the anti-S:CE party, too).
Well, I've posted my opinions on FS. I really think it's better to kill
the concept rather than let it live on the current way. Better would be
a re-write though.
Carl
Sent via Deja.com http://www.deja.com/
Before you buy.
> Here is the list:
> - Equipment based
> Shattering Blow (pot)
> Fast Hands (cel)
> Blessing of Durga Syn (chi)
> Canine Horde (ani)
> - hand/melee strikes only
> Silence of Death (qui)
> - blocking vamp only
> Backstab (cel)> 2.) Make FS beat dodge and S:CE. Or put in other words: make dodge and> S:CE resolve *after* strikes dealt with FS. This would be quite
> reasonable for newbies ("FS resolves before all other strikes without
> FS") and also would provide a new way to beat S:CE and dodge.
#2 is the concept I would go with. It just makes more sense.
Comments Welcome,
Norman S, Brown Jr.
X_Zealot
Archon of the Swamp
[ quoted text not captured ]
On Mon, 20 Mar 2000 10:37:10 GMT, prea...@utanet.at wrote:
>1.) Skip the FS concept alltogether in the new rule-book. (Just like it
>was done with paralyze) I believe it would be possible to mimic the
>effect on the respective card with special text (a la wooden stake).
>This would slim down the rule-book and the rules are a *bit* streamlined
>so it would be easier for newbies to learn.
I dislike this idea. First Strike provides a game mechanic that can
be expanded upon or used later, in some fashion. Currently it's not
much, but if it opens up new avenues later through new cards, or
whatever, it could be very handy.
>2.) Make FS beat dodge and S:CE. Or put in other words: make dodge and
>S:CE resolve *after* strikes dealt with FS. This would be quite
>reasonable for newbies ("FS resolves before all other strikes without
>FS") and also would provide a new way to beat S:CE and dodge.
*frown* tap tap tap. Currently, the true effect this would have would
mean that the Assamites could now beat minor ass on S:CE-ers. No
other truly useful card exists (Tatu, i'm openly dissin' your Backstab
deck, yes =), and so a new card would have to be printed before
anything could REALLY happen. Also perhaps note that the Assamites
don't gain much from FS with hand strikes.
Muddles turns into a "THUG" instead of a 'thug', especially with an
Ivory Bow or Sengir Dagger. Prevent or bust? Sort of messy and
probably not in anyone's best interest. ESPECIALLY with that Sengir
Dagger.
It worries me to make a mechanic that is indefensible except by damage
prevention. IG can be run away from or hit back to. While I agree
that S:CE needs to be weakened, I don't think it needs to be by making
First Strike *that* much stronger.
>3.) Make FS beat dodge (not S:CE). This would make one exception in the
>rules ("dodge negates the opponent's strike, even if it was dealt with
>FS") obsolete, makes FS stronger, and keeps the S:CE the "combat
>suppressor" like it is now (and should be to *some* extent).
This, however, effectively does NOTHING. Given that CEL got a First
Strike card of some sort in the new expansion (which I think everyone
will agree is the ONLY discipline to put it in), it just wouldn't
matter. Anyone using CEL automatically beats dodge anyway, since the
additional strikes can't be dodged. Just make sure that your initial
strike is for hands, or for a card you want to cycle, and make the
next two the ones that count. It needs to be either both, or neither,
or we make no significant changes and go through a lot of work for
nothing.
-- Derek
Deafness never kept composers from hearing the music.
It only stopped them hearing the distractions.
prea...@utanet.at writes:
>What do we have:
>We have a concept that is rather underused (lets put it that way), but
>the point is, it *is* in the rule-book, which means just another thing
>newbies will learn and have to take into account.
>IMO, and in many others, this is an undesireable situation.
>
>There are 3 solutions for it:
>>1.) Skip the FS concept alltogether in the new rule-book. (Just like it
>was done with paralyze) I believe it would be possible to mimic the
>effect on the respective card with special text (a la wooden stake).
>This would slim down the rule-book and the rules are a *bit* streamlined
>so it would be easier for newbies to learn.
>>2.) Make FS beat dodge and S:CE. Or put in other words: make dodge and
>S:CE resolve *after* strikes dealt with FS. This would be quite
>reasonable for newbies ("FS resolves before all other strikes without
>FS") and also would provide a new way to beat S:CE and dodge.
>>3.) Make FS beat dodge (not S:CE). This would make one exception in the
>rules ("dodge negates the opponent's strike, even if it was dealt with
>FS") obsolete, makes FS stronger, and keeps the S:CE the "combat
>suppressor" like it is now (and should be to *some* extent).
I don't care for any of these. There's no reason in the world to completely
discard First Strike. And you screw up whatever card balance you have by
tinkering with a major rule like this.
Nor are these the only option. I like solution 4 best: create cards that
make First Strike useful as it.
Benificial creature enchantments in Magic have this problem. The original
Magic game and several years of expansions flew in the face of the card
disadvantage problem that beneficial creature enchantments posed to
deckbuilders. Hence, in tournament play, with a few specific exceptions,
players ignored beneficial creature enchantment cards in droves. Finally,
after years of seeing this, the Magic designers *finally* started to use
some imagination and figured out beneficial creature enchantments that either
got around the card disadvantage drawback by some means (e.g. Rancor, which
pops back into your hand when the creature it enchants dies) or made the
creature enchantments *so* benificial that they were worth the risk of
playing anyway in decks built for them (e.g. Empyrial Armor (sp?) which
can be a +7/+7 or more enchantment under the right circumstances).
(Not that WotC always creates a winner nowadays. Far from it, they still
design a number of stupid creature enchantments. But then, they design a
number of stupid Magic cards in all the categories. But at least beneficial
creature enchantments aren't the slam dunk losers they once were.)
WotC did not need to change the rules for all current, past, and future
creature enchantments to fix this problem. And it's a good thing, too,
because who knows how unbalanced some of the cards might have become had
they done so. They simply kept designing until they came up with usable
cards. There's no reason to believe WW couldn't do the same with First
Strike.
Fred
In article <8b5bfv$bh8$1...@nnrp1.deja.com>,
X_Ze...@email.msn.com wrote:
>
>
> > Here is the list:
> > - Equipment based
> > Shattering Blow (pot)
> > Fast Hands (cel)
> > Blessing of Durga Syn (chi)
> > Canine Horde (ani)
> > - hand/melee strikes only
> > Silence of Death (qui)
> > - blocking vamp only
> > Backstab (cel)
>> > 2.) Make FS beat dodge and S:CE. Or put in other words: make dodge
and
> > S:CE resolve *after* strikes dealt with FS. This would be quite
> > reasonable for newbies ("FS resolves before all other strikes
without
> > FS") and also would provide a new way to beat S:CE and dodge.
>> #2 is the concept I would go with. It just makes more sense.
Well, I think it might be a bit too powerful if FS beat both dodge and
S:CE. This would need a close look to be taken.
LSJ, from the viewpoint of game-balance, do you think it would be
turning things upside-down?
Carl
[ quoted text not captured ]
In article
<9259A998E89C9AE4.2A6346B2...@lp.airnews.net>,
lor...@yahoo.com (Derek Ray) wrote:
> On Mon, 20 Mar 2000 10:37:10 GMT, prea...@utanet.at wrote:
>> >1.) Skip the FS concept alltogether in the new rule-book. (Just like
it
> >was done with paralyze) I believe it would be possible to mimic the
> >effect on the respective card with special text (a la wooden stake).
> >This would slim down the rule-book and the rules are a *bit*
streamlined
> >so it would be easier for newbies to learn.
>> I dislike this idea. First Strike provides a game mechanic that can
> be expanded upon or used later, in some fashion. Currently it's not
> much, but if it opens up new avenues later through new cards, or
> whatever, it could be very handy.
I dislike it too, but it would be better to leave this rule behind if
nothing is to be done with it. Better for beginners.
>
> >2.) Make FS beat dodge and S:CE. Or put in other words: make dodge
and
> >S:CE resolve *after* strikes dealt with FS. This would be quite
> >reasonable for newbies ("FS resolves before all other strikes without
> >FS") and also would provide a new way to beat S:CE and dodge.
>> *frown* tap tap tap. Currently, the true effect this would have would
> mean that the Assamites could now beat minor ass on S:CE-ers. No
> other truly useful card exists (Tatu, i'm openly dissin' your Backstab
> deck, yes =), and so a new card would have to be printed before
> anything could REALLY happen. Also perhaps note that the Assamites
> don't gain much from FS with hand strikes.
In a parallel thread, someone points out that with qui/pro you make
killer vamps (*if* FS beats both S:CE and dodge). Might be true to an
extent, but FS only would mean that the opposing vamp cannot strike
back, he would hit torpor anyway in those corner-cases. FS beating S:CE
and dodge doesn't change that. :)
>
> Muddles turns into a "THUG" instead of a 'thug', especially with an
> Ivory Bow or Sengir Dagger. Prevent or bust? Sort of messy and
> probably not in anyone's best interest. ESPECIALLY with that Sengir
> Dagger.
Yes, Muddles would be very strong. Would he be played more often,
though? How easily can he equip? He's an ally, so no stealth modifiers
(apart from Cloak the Gathering). I don't know, but this would need
severe playtesting.
> It worries me to make a mechanic that is indefensible except by damage
> prevention. IG can be run away from or hit back to. While I agree
> that S:CE needs to be weakened, I don't think it needs to be by making
> First Strike *that* much stronger.
There would be a number of defenses almost like it is now. There is
*no* difference with FS, only that you don't get to hit back if already
en route to torpor. Period. pro/cel would also be indfensible? It's
almost the same as qui/pro, only easier to pull off.
>
> >3.) Make FS beat dodge (not S:CE). This would make one exception in
the
> >rules ("dodge negates the opponent's strike, even if it was dealt
with
> >FS") obsolete, makes FS stronger, and keeps the S:CE the "combat
> >suppressor" like it is now (and should be to *some* extent).
>> This, however, effectively does NOTHING.
You seem to have this opinion probably because in your neck of the
woods S:CE is prevalent, whereas dodge is rarely seen?
I can assure you that in my neck of the woods dodge is also very
common. :)
However, there are also limited environments to be considered...
> Given that CEL got a First
> Strike card of some sort in the new expansion (which I think everyone
> will agree is the ONLY discipline to put it in), it just wouldn't
> matter. Anyone using CEL automatically beats dodge anyway, since the
> additional strikes can't be dodged.
This is just plain wrong. Additional strikes *can* be dodged, just like
any other strike, assuming you have also additionals. If I'd follow
your reasoning, additionals would be almost as powerful as FS, so you
can only use damage prevention as a defense. Are you trying to get this
opinion across?
> Just make sure that your initial
> strike is for hands, or for a card you want to cycle, and make the
> next two the ones that count. It needs to be either both, or neither,
> or we make no significant changes and go through a lot of work for
> nothing.
I believe that FS beating dodge and S:CE is too powerful, as I think
new cards for FS would be seen in future card-sets.
Dropping FS would not satisfy me, but it might be better for smooth
gameplay.
The best solution (which would not be too unbalancing) would be FS
beats only dodge. Beating S:CE would then fall to new cards for qui and
aus. I would like that solution best.
I would like LSJ to examine it's implications upon game-balance. :)
[ quoted text not captured ]
In article <8b6odl$sn4$1...@slb7.atl.mindspring.net>,
fre...@netcom.com (Frederick Scott) wrote:
>
>
> prea...@utanet.at writes:
>
> >What do we have:> > (skipped)>
> I don't care for any of these. There's no reason in the world to
completely
> discard First Strike.
Yes there would be. If FS is left the way it is, it's not good for new
players trying to get a grip on game mechanics, esp. combat (which is
very complex to begin with). It's an exception from normal game
sequence, with some exceptions built into even that!
> And you screw up whatever card balance you have by
> tinkering with a major rule like this.
Huh? Major rule? I never realised that! ;)
No, honestly, do your really think that FS is a major rule? It's just
one of the more exotic game mechanics, just like paralyze was.
> Nor are these the only option. I like solution 4 best: create cards
that
> make First Strike useful as it.
Hm? Making power-cards or what? If FS remains the way it is, even
future cards will fail to have significant impact on deck-design.
>
> Benificial creature enchantments in Magic have this problem. The
original
> Magic game and several years of expansions flew in the face of the
card
> disadvantage problem that beneficial creature enchantments posed to
> deckbuilders. Hence, in tournament play, with a few specific
exceptions,
> players ignored beneficial creature enchantment cards in droves.
Finally,
> after years of seeing this, the Magic designers *finally* started to
use
> some imagination and figured out beneficial creature enchantments
that either
> got around the card disadvantage drawback by some means (e.g. Rancor,
which
> pops back into your hand when the creature it enchants dies) or made
the
> creature enchantments *so* benificial that they were worth the risk of
> playing anyway in decks built for them (e.g. Empyrial Armor (sp?)
which
> can be a +7/+7 or more enchantment under the right circumstances).
Reads to me like an escalation of power. Making FS more used by
creating overly powerful cards with it is a Bad Thing(tm).
>
> (Not that WotC always creates a winner nowadays. Far from it, they
still
> design a number of stupid creature enchantments. But then, they
design a
> number of stupid Magic cards in all the categories. But at least
beneficial
> creature enchantments aren't the slam dunk losers they once were.)
>
> WotC did not need to change the rules for all current, past, and
future
> creature enchantments to fix this problem. And it's a good thing, too,
> because who knows how unbalanced some of the cards might have become
had
> they done so. They simply kept designing until they came up with
usable
> cards. There's no reason to believe WW couldn't do the same with First
> Strike.
WW doesn't have the time nor the resources to keep designing forever.
VTES has to be made better play-able for newbies *now*. FS isn't a
concept that is useable at the moment, it even is confusing to total
newbies.
To make VTES' game mechanics more easily accessable FS would either
have to be eliminated, *or* FS would need to beat dodge (and *perhaps*
S:CE, but this is not necessary IMO).
[ quoted text not captured ]
carlos_...@my-deja.com wrote:
> > > 2.) Make FS beat dodge and S:CE.> LSJ, from the viewpoint of game-balance, do you think it would be
> turning things upside-down?
Unknown. But there doesn't seem to be any compelling reason to
implement it. There are other ways to implement "beating" S:CE
and Dodge without altering the mechanics of First Strike.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.geocities.com/vtesrep
prea...@utanet.at wrote:
> The best solution (which would not be too unbalancing) would be FS
> beats only dodge. Beating S:CE would then fall to new cards for qui and
> aus. I would like that solution best.
> I would like LSJ to examine it's implications upon game-balance. :)
Scorpion Sting already models this functionality.
[ quoted text not captured ]
LSJ <vte...@white-wolf.com> wrote:
>> The best solution (which would not be too unbalancing) would be FS
>> beats only dodge. Beating S:CE would then fall to new cards for qui
>> and aus. I would like that solution best.>> Scorpion Sting already models this functionality.
Quite right. Unfortunately, it is only seen in Animalism. It's a
function that could certainly see more widespread use. One could
certainly make a case for Obfuscate, Obtenbration and Quietus cards that
have a similar effect.
I've been giving some thought to how to deal with the Silence of
Death/Wolf Claws combo that Joe C. brought up. At least with the Dawn
Op/Skin of Night/Weather Control combo someone has to block you...so
there's a way to avoid it, don't block unless you have your own Skin of
Night. With the SoD/WC combo, there's no prior requirement...meaning
that it can be used in any combat regardless of how it got initiated.
The first thought is maneuver to long range. However, Protean's
manuevers are free as Joe pointed out and decks based on combat
typically have more maneuvers than those that don't. If FS did beat
Dodge/S:CE and this combo became more common, I could see people using
maneuvers at least as much as S:CE leading pitch decks to be more
useful... *ponders* LSJ, how much would it take for me to bribe you
into making FS first? *grin*
Seriously, though. Outside of trying to go to long (and adding Animalism
and DotB would prevent that) the only recourse left is, as Joe
mentioned, damage prevention. I'm not certain that's necessarily a bad
thing.
Animalism, Auspex (with a successful block), Celerity, Chimerstry,
Fortitude, Protean, Quietus and Vicissitude all provide combat cards
that prevent damage, convert aggravated damage to normal or reduce hand
strike damage. Serpentis and Necromancy both have actions that allow
future conversion of agg to normal, although Death Pact is pretty damned
useless if you ask me. So...it's not like only Fortitude can deal with
this. By my reckoning the only clans that might have a problem stopping
this combo is Malkavian, Tremere (and their antitribu), Lasombra and
Giovanni...and to a slightly less extent, Setites. Overall, that's not
a bad spread of vampires that can handle the combo.
At this point, First Strike is almost useless and it appears that
changing it could have a fairly drastic efffect on the metagame. I'd be
curious to see what environment develops out of extensive playtesting of
this issue.
Noal
--
"I don't think that Witchcraft is a real religion."
"There ought to be limits to freedom."
--George W. Bush
Don't vote for a son of a Bush.
[ quoted text not captured ]
In article <8b856h$div$1...@nnrp1.deja.com>,
Noal McDonald <dhar...@my-deja.com> wrote:
> LSJ <vte...@white-wolf.com> wrote:
> >> The best solution (which would not be too unbalancing) would be FS
> >> beats only dodge. Beating S:CE would then fall to new cards for qui
> >> and aus. I would like that solution best.
> >
> > Scorpion Sting already models this functionality.
I let this sink in.
Then why do we *still* have FS? If it can be modelled by cards (like
Scorpion Sting) we *don't need the FS mechanic as it is now*.
Granted, there would be the need to re-write the 7 cards that currently
use FS.
>
> Quite right. Unfortunately, it is only seen in Animalism. It's a
> function that could certainly see more widespread use. One could
> certainly make a case for Obfuscate, Obtenbration and Quietus cards
that
> have a similar effect.
Well, as I said above. :)
>
> I've been giving some thought to how to deal with the Silence of
> Death/Wolf Claws combo that Joe C. brought up. At least with the Dawn
> Op/Skin of Night/Weather Control combo someone has to block you...so
> there's a way to avoid it, don't block unless you have your own Skin
of
> Night. With the SoD/WC combo, there's no prior requirement...meaning
> that it can be used in any combat regardless of how it got initiated.
As can the cel/pro combo, which is only foiled by S:CE at the moment
(but this can be circumvented by Psyche to some extent).
> The first thought is maneuver to long range. However, Protean's
> manuevers are free as Joe pointed out and decks based on combat
> typically have more maneuvers than those that don't. If FS did beat
> Dodge/S:CE and this combo became more common, I could see people using
> maneuvers at least as much as S:CE leading pitch decks to be more
> useful... *ponders* LSJ, how much would it take for me to bribe you
> into making FS first? *grin*
>
> Seriously, though. Outside of trying to go to long (and adding
Animalism
> and DotB would prevent that) the only recourse left is, as Joe
> mentioned, damage prevention. I'm not certain that's necessarily a bad
> thing.
Well, superior Shadow Step surely beats the combo, as will do the help
of Terror Frenzy.
Another thought: killing vamps (or torporizing them) won't win you the
game, you still need to reduce his pool.
>
> Animalism, Auspex (with a successful block), Celerity, Chimerstry,
> Fortitude, Protean, Quietus and Vicissitude all provide combat cards
> that prevent damage, convert aggravated damage to normal or reduce
hand
> strike damage. Serpentis and Necromancy both have actions that allow
> future conversion of agg to normal, although Death Pact is pretty
damned
> useless if you ask me. So...it's not like only Fortitude can deal with
> this. By my reckoning the only clans that might have a problem
stopping
> this combo is Malkavian, Tremere (and their antitribu), Lasombra and
> Giovanni...and to a slightly less extent, Setites. Overall, that's not
> a bad spread of vampires that can handle the combo.
>
> At this point, First Strike is almost useless and it appears that
> changing it could have a fairly drastic efffect on the metagame. I'd
be
> curious to see what environment develops out of extensive playtesting
of
> this issue.
It *is* useless at the moment. Either we fix the rule, so FS has more
bite, or we drop it, as it is not needed in the current form. At the
moment it's just a mechanic that is printed in the rulebook.
LSJ, please put this on your research list.
Carl
[ quoted text not captured ]
On Tue, 21 Mar 2000 09:41:32 GMT, prea...@utanet.at wrote:
>In article
><9259A998E89C9AE4.2A6346B2...@lp.airnews.net>,
>lor...@yahoo.com (Derek Ray) wrote:>> I dislike this idea. First Strike provides a game mechanic that can
>> be expanded upon or used later, in some fashion. Currently it's not
>> much, but if it opens up new avenues later through new cards, or
>> whatever, it could be very handy.>
>I dislike it too, but it would be better to leave this rule behind if
>nothing is to be done with it. Better for beginners.
Except that there are cards with First Strike already printed, which
is worse for beginners since now they wonder what Fast Hands and
Shattering Blow do. And those are actually somewhat USEFUL cards,
albeit in extreme corner-case scenarios. ("I break your Laptop.")
>> *frown* tap tap tap. Currently, the true effect this would have would
>> mean that the Assamites could now beat minor ass on S:CE-ers. No
>> other truly useful card exists (Tatu, i'm openly dissin' your Backstab
>> deck, yes =), and so a new card would have to be printed before
>> anything could REALLY happen. Also perhaps note that the Assamites
>> don't gain much from FS with hand strikes.>
>In a parallel thread, someone points out that with qui/pro you make
>killer vamps (*if* FS beats both S:CE and dodge). Might be true to an
This was me. :P
>extent, but FS only would mean that the opposing vamp cannot strike
>back, he would hit torpor anyway in those corner-cases. FS beating S:CE
>and dodge doesn't change that. :)
If FS does not beat S:CE and dodge, it's not worth your while to make
qui/pro vamps, because you can pay your 2 blood, gain your aggravated
first-round first-strike hand damage, and the little bugger plays
S:CE, a total waste of your time.
If it DOES beat S:CE and dodge, you have one option: Prevent or die.
This is bad.
>> Muddles turns into a "THUG" instead of a 'thug', especially with an
>> Ivory Bow or Sengir Dagger. Prevent or bust? Sort of messy and
>> probably not in anyone's best interest. ESPECIALLY with that Sengir
>> Dagger.>
>Yes, Muddles would be very strong. Would he be played more often,
>though? How easily can he equip? He's an ally, so no stealth modifiers
>(apart from Cloak the Gathering). I don't know, but this would need
>severe playtesting.
*cough* Let me run that one by you again. Muddles, a MALKAVIAN ONLY
RETAINER, can equip at the usual +1 stealth. The only way to add
stealth is through Cloak the Gathering, an Obfuscate card, which
Malkavians just happen to have in spades. I suspect he gets away with
it on the first try.
Or, if you're REAL concerned, you have one of your Malks equip to get
the card in play, then send Muddles to go and take it from him. That
way the card stays in play until Muddles successfully equips. And
sure, if I could get an ally who could rush someone and torporize them
every time unless they had damage prevention for only 2 pool, i'd FIND
ways to get him into decks.
>> It worries me to make a mechanic that is indefensible except by damage
>> prevention. IG can be run away from or hit back to. While I agree
>> that S:CE needs to be weakened, I don't think it needs to be by making
>> First Strike *that* much stronger.>
>There would be a number of defenses almost like it is now. There is
>*no* difference with FS, only that you don't get to hit back if already
>en route to torpor. Period. pro/cel would also be indfensible? It's
>almost the same as qui/pro, only easier to pull off.
What defenses? I equip Muddles with the Ivory Bow. He rushes you.
If First Strike beats S:CE and dodge, what do you do? You either
prevent the Ivory Bow's damage, or you go to torpor. There are NO
OTHER OPTIONS on your table. I maintain that this is a Bad Thing.
>> >3.) Make FS beat dodge (not S:CE). This would make one exception in>the>> >rules ("dodge negates the opponent's strike, even if it was dealt>with>> >FS") obsolete, makes FS stronger, and keeps the S:CE the "combat
>> >suppressor" like it is now (and should be to *some* extent).
>>
>> This, however, effectively does NOTHING.>
>You seem to have this opinion probably because in your neck of the
>woods S:CE is prevalent, whereas dodge is rarely seen?
Actually, S:CE is rarely seen around here, while dodge is quite
prevalent.
>I can assure you that in my neck of the woods dodge is also very
>common. :)
>However, there are also limited environments to be considered...
(shrug) OK, I consider a card-limited environment, and it still does
nothing. Blur is a common CEL card.
>> Given that CEL got a First
>> Strike card of some sort in the new expansion (which I think everyone
>> will agree is the ONLY discipline to put it in), it just wouldn't
>> matter. Anyone using CEL automatically beats dodge anyway, since the
>> additional strikes can't be dodged.>
>This is just plain wrong. Additional strikes *can* be dodged, just like
>any other strike, assuming you have also additionals. If I'd follow
>your reasoning, additionals would be almost as powerful as FS, so you
>can only use damage prevention as a defense. Are you trying to get this
>opinion across?
*sigh* Someone building a CEL deck that consistently plays a Dodge,
blurs to match your 2 additional strikes, and then plays TWO MORE
DODGES has got a deck that looks cool in combat and doesn't do
anything else. Sure, you can generate additional strikes and use them
to dodge IF you have CEL. The most-often situation, however, looks
like this:
Player A with combat deck rushes Player B with not-so-combat deck.
Player A lays out this hideous pile of combat cards.
Player B slaps down disciplineless Dodge if he's not IG'd.
This is what everyone is referring to when they complain about Dodge.
A CEL deck that wants to dodge will succeed, but then again, that's
what CEL is for, isn't it? (And again, a deck that can consistently
dodge additional strikes has really missed some focus.)
It is highly safe to assume that if Player A has a CEL combat deck,
that he can just generate additional strikes and player B will not be
able to match them to Dodge. So making First Strike beat Dodge *only*
is quite worthless, as CEL already beats Dodge. See?
>I believe that FS beating dodge and S:CE is too powerful, as I think
>new cards for FS would be seen in future card-sets.
>Dropping FS would not satisfy me, but it might be better for smooth
>gameplay.>The best solution (which would not be too unbalancing) would be FS
>beats only dodge. Beating S:CE would then fall to new cards for qui and
>aus. I would like that solution best.
But now you have to give a First Strike card to somewhere. It would
have to be to Celerity. Why would anyone play with it, instead of
additional strikes which work just as well against Dodge, and BETTER
against other combat decks and big vampires? Certainly it wouldn't be
too unbalancing. It wouldn't actually be USEFUL either.
>I would like LSJ to examine it's implications upon game-balance. :)
total implications: one additional wallpaper card added to set.
[ quoted text not captured ]
>>> The best solutionwould be FS beats only dodge.>>> Scorpion Sting already models this functionality.> Then why do we *still* have FS?
Because, if FS beat Dodge, but not S:CE, it would still go before normal
strikes. Scorpion Sting/Wolf Claws does not hit before the Potence
Strike of 1,000,000,001 hand damage, whereas Silence of Death/Wolf Claws
does. One requires damage prevention cards to survive the combat, the
other does not.
> Well, superior Shadow Step surely beats the combo, as will
> do the help of Terror Frenzy.
Good point. I forgot about those. Scratch Lasombra from the list.
> Another thought: killing vamps (or torporizing them) won't win
> you the game, you still need to reduce his pool.
Ayup. Of course, if there's no one left to stop you, it's that much
easier. But if you have a short (2-3 cards) combat combo that sends
vampires to torpor with little risk, bruise and bleed becomes even more
abusive than stealth and bleed.
Noal
--
"I don't think that Witchcraft is a real religion."
"There ought to be limits to freedom."
--George W. Bush
Don't vote for a son of a Bush.
[ quoted text not captured ]
prea...@utanet.at writes:
>In article <8b6odl$sn4$1...@slb7.atl.mindspring.net>,
>fre...@netcom.com (Frederick Scott) wrote:>>
>>
>> prea...@utanet.at writes:
>>
>> >What do we have:
>> > (skipped)
>>
>> I don't care for any of these. There's no reason in the world to
>> completely discard First Strike.>
>Yes there would be. If FS is left the way it is, it's not good for new
>players trying to get a grip on game mechanics, esp. combat (which is
>very complex to begin with). It's an exception from normal game
>sequence, with some exceptions built into even that!
Unnecessary complexity for no good reason? All right, I guess that's
arguable. We'll have to agree to disagree, I guess.
>>> And you screw up whatever card balance you have by
>> tinkering with a major rule like this.>
>Huh? Major rule? I never realised that! ;)
>No, honestly, do your really think that FS is a major rule? It's just
>one of the more exotic game mechanics, just like paralyze was.
Perhaps my perception is colored from playing a lot of Magic, were FS
is a fairly interesting rule and (IMHO) worth the complexity spent on
it. Thinking about, it may not be as interesting in Jyhad except/unless
you get into situations were it saves your minion damage, possibly
torporizing (or in the case of an ally, fatal) damage because you've
torporized or (or in the case of an ally, killed) the other minion first.
In Magic, that often *is* the situation since in Magic the whole combat
system is geared to single-round results with wounds being healed at the
end of each turn. In Jyhad, particularly with the larger minions, you
often get combat were the result is one turn of the two minions wounding
each other and then parting company.
So in Jyhad, you generally care about FS only if you're using aggravated
damage or (as with Muddled Vampire Hunters) so much conventional damage
that the opponent isn't going to strike back. Also, with something like
Fast Hands or Canine Hordes where it makes a difference whether they get
to use that Ivory Bow or not.
Personally, yes, I think it's still worthwhile. The strikes you can use
it with now may not be that impressive. But I think things like Muddled
Vampire Hunter show how it can be used in a card design to add a nice
element to the game.
>> Nor are these the only option. I like solution 4 best: create cards
>> that make First Strike useful as it.>
>Hm? Making power-cards or what? If FS remains the way it is, even
>future cards will fail to have significant impact on deck-design.
You can't know that. In fact, I'm pretty sure in my mind that that's
not true. That was the whole point of my story about creature enchantments
in Magic. If you looked at what they'd started out doing with them and
assumed those were the only kinds of cards you could design, then one
might have said the same thing about that situation. But all it took
was a little imagination and some attention to what the problem with the
previous cards was all about.
So it is with First Strike. I believe the reason its being ignored so
much is that the designers just overcosted the existing versions. Or,
with the anti-equipment stuff, they overcosted the whole design element
of weapons from the game and left anti-weapon cards with little or no role
to play. They just have to make adjustments in future cards.
(Re: my story about how WotC finally designed some balanced creature
enhancements.)
>Reads to me like an escalation of power.
It is. It's an an escalation of the power of some underpowered to bring
them in line with useful cards - thus making the decision about which cards
to play with more difficult. That's what game balance is.
>Making FS more used by creating overly powerful cards with it is a Bad
>Thing(tm).
Or course. But who's asking for that? I just suggested they make FS cards
which are _more_ powerful than the underpowered cards we have. Why would
you automatically think they'd be "overly powerful"? I didn't ask anyone
to turn around and tip the balance too far are in the other direction.
On the other hand, at least they'll playtest new cards. You're asking
them to point blank change the rules, thus in essense creating all new
cards out of anything that had FS, Dodge, or S:CE in it - never mind
whether anyone knows anything about what strategies and tactics might
suddenly turn out to become unstopable when the players start rebuilding
all their decks. My way's much safer, especially considering that I
don't believe the situation is all that bad right now. I think you're
way overstating to suggest that VTES is not playable for newbies. It's
fine for newbies. Or at least, to the extent it isn't, this isn't the
problem.
Fred
In article <8b856h$div$1...@nnrp1.deja.com>,
Noal McDonald <dhar...@my-deja.com> wrote:
> The first thought is maneuver to long range. However, Protean's
> manuevers are free as Joe pointed out and decks based on combat
> typically have more maneuvers than those that don't. If FS did beat
> Dodge/S:CE and this combo became more common
[snip]
> Seriously, though. Outside of trying to go to long (and adding
> Animalism and DotB would prevent that) the only recourse left is,
> as Joe mentioned, damage prevention.
[snip]
Don't forget to give some credit to the other mastermind Derek Ray.
Joe Churchill
V:EKN Prince of Columbia, SC
Editor: Tzimisce Clan Newsletter
[ quoted text not captured ]
> So it is with First Strike. I believe the reason its being ignored so
> much is that the designers just overcosted the existing versions. Or,
> with the anti-equipment stuff, they overcosted the whole design
> element of weapons from the game and left anti-weapon cards with
> little or no role to play. They just have to make adjustments in
> future cards.
I would agree with this. If future First Strike cards weren't so high
in cost of blood or discipline requirement or had such stringent
restrictions placed on them, they would likely play a more important
role in the game. Since most of the cards giving First Strike are
wallpaper now, further marginalizing them isn't that big of a deal.
> Or course. But who's asking for that? I just suggested they make FS
> cards which are _more_ powerful than the underpowered cards we have.
> Why would you automatically think they'd be "overly powerful"? I
> didn't ask anyone to turn around and tip the balance too far are in
> the other direction.
Exactly. Giving Celerity, Necromancy, Obtenebration and Obfuscate a
card that gives a FS hand strike at minor, and FS hand strike at +1
damage for 1 blood would actually be a useful thing to put in a deck.
All three can combine with Potence to be used in IG decks. They would
be useful against Gangrel combat decks, which typically pack lots of
damage prevention anyway, and pure Potence IG decks. For that matter,
Vicissitude and Animalism (or Protean) could use a card that does the
same thing to be a counter to that.
> You're asking them to point blank change the rules, thus in essense
> creating all new cards out of anything that had FS, Dodge, or S:CE
> in it - never mind whether anyone knows anything about what
> strategies and tactics might suddenly turn out to become unstopable
> when the players start rebuilding all their decks.
This is a compelling arguement...esp. when Joe and Derek have brought up
SoD/WC and Muddles/Ivory Bow (with Instant Cloaking Power from his
buddies) being such abusive combos when First Strike beats everyhting. I
have to admit that I am no longer as firmly entrenched in the "First
Strikes First!" camp as I was two days ago.
Noal
--
"I don't think that Witchcraft is a real religion."
"There ought to be limits to freedom."
--George W. Bush
Don't vote for a son of a Bush.
[ quoted text not captured ]
On Tue, 21 Mar 2000 prea...@utanet.at wrote:
> > > Scorpion Sting already models this functionality.
>> I let this sink in.
>
> Then why do we *still* have FS? If it can be modelled by cards (like
> Scorpion Sting) we *don't need the FS mechanic as it is now*.
> Granted, there would be the need to re-write the 7 cards that currently
> use FS.
Because First Strike and Scorpion Sting are different things. Scorpion
Sting somewhat models what several people would *like* First STrike to be,
not what it is.
The current rules team have also noted a preference for not issuing
needless errata to cards.
--
James Coupe
In article <8b889i$g84$1...@nnrp1.deja.com>,
Noal McDonald <dhar...@my-deja.com> wrote:
>
> >>> The best solutionwould be FS beats only dodge.> >>> Scorpion Sting already models this functionality.> > Then why do we *still* have FS?
>> Because, if FS beat Dodge, but not S:CE, it would still go before
normal
> strikes. Scorpion Sting/Wolf Claws does not hit before the Potence
> Strike of 1,000,000,001 hand damage, whereas Silence of Death/Wolf
Claws
> does. One requires damage prevention cards to survive the combat, the
> other does not.
Sidenote: LSJ stated that Scorpion Sting models the "FS beats dodge"
concept, which I think is not quite accurate.
You are mixing some things up here: we are talking about dodges and FS
here, not FS and Potence-strikes.
Making FS beat S:CE is a Bad Thing, can't really state why, it just
seems too powerful to me. FS beating dodge was always viewed as "making
no difference" before. Now it seems as a too powerful concept, too. :)
How is the qui/pro approach (in regards to FS beating dodge) different
than cel/pro? Right *now* you can only use damage prevention and S:CE
against a dedicated cel/pro deck. No-one ever complained about that,
though cel/pro is a lot more easier to pull off than qui/pro (even *if*
FS beat dodge). The defenses against the qui/pro combo would also be
S:CE and damage prevention.
cel/pro also requires only a 2-card combo: initial strike gets dodged by
opponent, then play additional strike and Wolf Claws. 2 cards, not hard
to pull off.
Or: Acrobatics and then Wold Claws. Also 2 cards, better against damage
dealing decks (pot, pro).
The only difference I can see is that qui/pro with FS beating dodge
wouldn't have to fear IG. Bad Thing? There is currently not much that
can be done against IG, which is often viewed as a combat trump card.
>
> > Well, superior Shadow Step surely beats the combo, as will
> > do the help of Terror Frenzy.
>
> Good point. I forgot about those. Scratch Lasombra from the list.
As well as the Tzimisce, Gangrel, !Gangrel, Nosferatu, !Nosferatu,
Ravnos due to Terror Frenzy and Aid From Bats. (Easy combo).
>
> > Another thought: killing vamps (or torporizing them) won't win
> > you the game, you still need to reduce his pool.
>
> Ayup. Of course, if there's no one left to stop you, it's that much
> easier. But if you have a short (2-3 cards) combat combo that sends
> vampires to torpor with little risk, bruise and bleed becomes even
more
> abusive than stealth and bleed.
Bah, why should bruise and bleed be prohibited, whereas stealth and
bleed is viewed as an integral part of the game? The *same* defences
that work against s&b work against b&b. I don't view b&b as a very
viable strategy. Not even if I could *almost* guarantee torporization of
the blocker (which I can't). They simple don't try to block, and you get
hand jam. Period.
But I think we have drifted quite far away from the initial topic: FS
should beat dodge in the new rule-book which hopefully comes out soon.
Carl
[ quoted text not captured ]
> > Then why do we *still* have FS? If it can be modelled by cards (like
> > Scorpion Sting) we *don't need the FS mechanic as it is now*.
> > Granted, there would be the need to re-write the 7 cards that
currently
> > use FS.
>
> Because First Strike and Scorpion Sting are different things. Scorpion
> Sting somewhat models what several people would *like* First STrike to
be,
> not what it is.
>
> The current rules team have also noted a preference for not issuing> needless errata to cards.
Agreed, FS and scorpion sting are different as it stands at the moment.
However, FS is quite useless too, as the rule is printed now.
There are 7! cards in the game that use the FS-concept, and all of them
(except Muddled Vampire Hunter) are restricted in their use.
Even if there would be some cards in the next set that employ FS for
normal strikes, I doubt that these cards would see use, because the 2
very common anti-combat strategies beat FS: S:CE and dodge. It would not
be worth the effort to deliver a strike with FS, if you can stop
opponents from S:CE or dodge, as they will most likely only do 1 hand
damage anyhow. ;)
Again: if we leave FS the way it is now, it is a useless concept (except
for cornercases, but those should be ignored in light of the general
game-play).
In that case, the game-play would benefit by dropping FS, just in the
same way it was done with paralyze from Jyhad to VTES. If we wanted
cards that have the effect of FS, that could easily be done by clever
wording.
Unless FS gets a boost, we don't *need* the concept. It's misleading for
new players, who already have to keep dozens of other things in mind,
adding that FS resolves *after* S:CE *and* dodge doesn't help.
However, I still think that game-play would benefit if FS beat dodge
(not S:CE), and I also don't think that there would be a big shift
towards combat-decks.
[ quoted text not captured ]
> > So it is with First Strike. I believe the reason its being ignored
so
> > much is that the designers just overcosted the existing versions.
Or,
> > with the anti-equipment stuff, they overcosted the whole design
> > element of weapons from the game and left anti-weapon cards with
> > little or no role to play. They just have to make adjustments in
> > future cards.
I agree, too.
>
> I would agree with this. If future First Strike cards weren't so high
> in cost of blood or discipline requirement or had such stringent
> restrictions placed on them, they would likely play a more important
> role in the game. Since most of the cards giving First Strike are
> wallpaper now, further marginalizing them isn't that big of a deal.
If FS won't beat S:CE and dodge, which many players complain about (S:CE
and dodge, I mean), then thing won't change even with new cards. They
could just as easily foiled with the two mechanics as the current cards
can. What would be the difference if I deal FS hand damage and get
dodged or if I deal FS Burst of Sunlight (e.g.) and get dodged?
>
> > Or course. But who's asking for that? I just suggested they make FS
> > cards which are _more_ powerful than the underpowered cards we have.
> > Why would you automatically think they'd be "overly powerful"? I
> > didn't ask anyone to turn around and tip the balance too far are in
> > the other direction.
Sadly, MTG has the tendency to include powercards, which is not a good
thing for VTES. That's my concern.
> Exactly. Giving Celerity, Necromancy, Obtenebration and Obfuscate a
> card that gives a FS hand strike at minor, and FS hand strike at +1
> damage for 1 blood would actually be a useful thing to put in a deck.
> All three can combine with Potence to be used in IG decks. They would
> be useful against Gangrel combat decks, which typically pack lots of
> damage prevention anyway, and pure Potence IG decks. For that matter,
> Vicissitude and Animalism (or Protean) could use a card that does the
> same thing to be a counter to that.
Nice ideas. However, the FS=3rd strike problem remains.
>
> > You're asking them to point blank change the rules, thus in essense
> > creating all new cards out of anything that had FS, Dodge, or S:CE
> > in it - never mind whether anyone knows anything about what
> > strategies and tactics might suddenly turn out to become unstopable
> > when the players start rebuilding all their decks.
Huhuh, easy now. :)
I never asked anyone to point blank change rules! Of course, and I
always will stand to that, if rules were to be changed, that would
require *extensive* playtesting!
I would never go and have such things implemented without prior testing.
:)
>
> This is a compelling arguement...esp. when Joe and Derek have brought
up
> SoD/WC and Muddles/Ivory Bow (with Instant Cloaking Power from his
> buddies) being such abusive combos when First Strike beats everyhting.
I
> have to admit that I am no longer as firmly entrenched in the "First
> Strikes First!" camp as I was two days ago.
Yes, I also think those are good arguments, but still I don't think that
would make much of a difference to overall game play. Perhaps a minor
shift to combat on the whole, but combat avoidance would still remain
the same.
[ quoted text not captured ]
prea...@utanet.at wrote:
> There are 7! cards in the game that use the FS-concept, and all of them
> (except Muddled Vampire Hunter) are restricted in their use.
Most of which are restricted to weapons/equipment. The fact that
equipment is not often played is a bigger deterrent to those cards
than the mechanics of FS.
> Unless FS gets a boost, we don't *need* the concept. It's misleading for
> new players, who already have to keep dozens of other things in mind,
> adding that FS resolves *after* S:CE *and* dodge doesn't help.
>
> However, I still think that game-play would benefit if FS beat dodge
> (not S:CE), and I also don't think that there would be a big shift
> towards combat-decks.
Then new players would have to remember that FS resolves *after*
S:CE and *before* dodge - which "helps" even less than the original
rule (which is better stated as " A strike done with First Strike is
resolved before a normal strike." or "A strike done with First Strike
will hit your opponent before his strike hits you.").
--
LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.geocities.com/vtesrep[ quoted text not captured ]
>Well, I think it might be a bit too powerful if FS beat both dodge and
>S:CE. This would need a close look to be taken.
Well, the good thing about a new ruling is that it could lead to First
Strike being used to play early S:CE and Dodge, so that they are not
beaten with decks that themselves use FirstStrike as their anti-S:CE
strategy.
Currently the only way around S:CE is by employing rare cards with
specific non-strike effects, which does certainly unbalance things.
[I would happily admit, though, that a new set of carefully thought
out cards that combat S:CE and/or Dodge would improve game balance
without needing a new ruling on First Strike in particular]
Mike Nudd
VEKN Prince of London
mi...@vekn.org.uk ; mi...@darkness.org.uk
>> Noal McDonald <dhar...@my-deja.com> wrote:
>> Good point. I forgot about those. Scratch Lasombra from the list.> prea...@utanet.at wrote:
> As well as the Tzimisce, Gangrel, !Gangrel, Nosferatu, !Nosferatu,
> Ravnos due to Terror Frenzy and Aid From Bats. (Easy combo).
They weren't on it to begin with (please read back). The list consisted
of clans that are vulnerable to the Silence of Death/free Protean
maneuvers (or DotB)/Wolf Claws combo if First Strikes resolved before
S:CE and Dodge. Any clan that uses Animalism has access to Song of
Serenity which reduces the opposing minion's hand damage, thereby
eliminating the threat.
The only clans left that are unable to deal with 1 point of agg damage
are Malks, !Malks, Tremere, !Tremere, Giovanni and, to a slightly lesser
extent, Setites.
>> Ayup. Of course, if there's no one left to stop you, it's that much
>> easier. But if you have a short (2-3 cards) combat combo that sends
>> vampires to torpor with little risk, bruise and bleed becomes even
>> more abusive than stealth and bleed.>
> Bah, why should bruise and bleed be prohibited, whereas stealth and
> bleed is viewed as an integral part of the game?
Who said anything about prohibiting it? I just said that it could be
more easily abusive.
> The *same* defences that work against s&b work against b&b.
Not true. The standard defense is either not blocking it at all
(thereby clogging the hand with stealth cards) or rush combat.
A well built B&B deck can handle rush combat fairly well...and one that
uses a 2 card combo like SoD/WC (with FS beating S:CE and Dodge) that
can be used anytime will rip apart a potence deck.
>I don't view b&b as a very viable strategy. Not even if I could
> *almost* guarantee torporization of the blocker (which I can't).
I can. Dawn Op/Skin of Night/Weather Control. But at least with that
combo you can only use it if you're being blocked, forcing you to add
Superior Mettle and Skin of Steel for other occasions like that pesky
rush IG deck.
By making First Strike resolve before S:CE and Dodge, the SoD/WC can be
used if you're blocked, if you're blocking and if you're Bum's Rushed.
It's a two card combo that's extremely vicious and since you just need a
handful of free Protean maneuvers to enforce it, you're free to pile in
a bunch of bleed cards.
> They simple don't try to block, and you get hand jam. Period.
As for the hand jam, good use of master cards like Dreams of Sphinx,
Barrens and Elder Library can take the sting out of that fairly quickly.
Hell, it might even be worth adding Deal with the Devil.
> But I think we have drifted quite far away from the initial topic: FS
> should beat dodge in the new rule-book which hopefully comes out soon.
Actually, this is very much involved with that discussion. I still
don't remain convinced that it should beat Dodge and not S:CE as it
would have little effect on the game...and I'm becoming even less
convinced that First Strike should resolve before S:CE as well.
I think that the answer lies in making the cost of opportunity to use
the First Strike effect should be reduced to more reasonable level by
putting less restriciton on when they may be used and reducing the blood
cost of the cards that use it.
Noal
--
"I don't think that Witchcraft is a real religion."
"There ought to be limits to freedom."
--George W. Bush
Don't vote for a son of a Bush.
[ quoted text not captured ]
On Wed, 22 Mar 2000 09:53:58 GMT, prea...@utanet.at wrote:
>Sidenote: LSJ stated that Scorpion Sting models the "FS beats dodge"
>concept, which I think is not quite accurate.
Well, it doesn't MODEL it, but it certainly provides an effect similar
to it. You play a card to gain a dodge-proof strike, it's just that
it's not First Strike.
>You are mixing some things up here: we are talking about dodges and FS
>here, not FS and Potence-strikes.
OK, I think it's time to go back and restate the basic ideas..
Proposal: Should First Strike beat S:CE/Dodge?
Addition: If it does, should a CEL card granting First Strike in some
form be created to make the mechanic useful?
Therefore for the arguments below, we assume that First Strike *does*
beat S:CE/dodge, and there is such a CEL card.
The reason Potence strikes keep coming in is that in creating a new
card, you need to analyze its effect against ANY sort of deck, whether
it be combat-avoidance or combat-intensive. Potence provides IG, a
heavy combat trump in itself, but also fairly necessary since Potence
is somewhat card-intensive.
>Making FS beat S:CE is a Bad Thing, can't really state why, it just
>seems too powerful to me. FS beating dodge was always viewed as "making
>no difference" before. Now it seems as a too powerful concept, too. :)
FS beating S:CE I don't care for, for reasons above. FS beating dodge
seems sort of meaningless to me - it'd be amusing, but you'd probably
see a visible shift in the metagame towards S:CE and away from "dodge"
as a result - IF anyone played with the First Strike card instead of
additional strikes.
>How is the qui/pro approach (in regards to FS beating dodge) different
>than cel/pro? Right *now* you can only use damage prevention and S:CE
>against a dedicated cel/pro deck. No-one ever complained about that,
>though cel/pro is a lot more easier to pull off than qui/pro (even *if*
>FS beat dodge). The defenses against the qui/pro combo would also be
>S:CE and damage prevention.
Qui/Pro beats everything. You must prevent the damage, reduce their
hand damage, or die. AND, most importantly, you do not get to hit
back unless you prevent.
Cel/Pro falls over to S:CE (one big difference), and ALSO falls over
to being hit back, which is a HUGE difference. The classic
Brujah/Gangrel combat goes mostly with the Brujah playing TS/IG/Blur
and pounding the Gangrel for 9 points of damage while the Gangrel
whips out his Wolf Claws and pokes the Brujah's eye out. Then the
Gangrel plays Skin of Steel, the Brujah plays superior Sideslip, and
everyone goes away unhappy. If either person doesn't have their
prevent handy, they get clobbered. Cel/Pro doesn't have easy access
to Fortitude, so they don't even have the option to prevent - they
will always get clobbered. When combat will result in mutual
torporisation, it starts to be a judgement call on whether it's worth
it or not.
>cel/pro also requires only a 2-card combo: initial strike gets dodged by
>opponent, then play additional strike and Wolf Claws. 2 cards, not hard
>to pull off.
>Or: Acrobatics and then Wold Claws. Also 2 cards, better against damage
>dealing decks (pot, pro).
>The only difference I can see is that qui/pro with FS beating dodge
>wouldn't have to fear IG. Bad Thing? There is currently not much that
>can be done against IG, which is often viewed as a combat trump card.
You can always maneuver away from IG, or hit back. Qui/Pro would
currently trash IG decks anyway, just because First Strike is, well,
first. That's fine. But Qui/Pro needs a weakness, and that weakness
is, unfortunately, S:CE and Dodge. Otherwise, it would HAVE no
weakness and everyone would be forced to play with prevent cards of
some form. Much like what happened when weenie bleed became all the
rage - people were playing with weenies themselves OR playing with
10-12 Deflections. That was a bit of a problem, and still is,
although people are figuring out better ways to deal with weenies.
(And the prevalence of combat decks is making it a lot tougher for
them to live.)
>> > Well, superior Shadow Step surely beats the combo, as will
>> > do the help of Terror Frenzy.
>>>> Good point. I forgot about those. Scratch Lasombra from the list.>>As well as the Tzimisce, Gangrel, !Gangrel, Nosferatu, !Nosferatu,
>Ravnos due to Terror Frenzy and Aid From Bats. (Easy combo).
The point isn't how many clans DON'T have access to a way around it...
it's that forcing people to play some form of prevent in their decks
is a Bad Thing(tm). Also, the Tzimisce/Gangrel/Nossies may have
access to Terror Frenzy/Aid from Bats, but it sort of goes against
their natural strategies, since VIC, PRO, and POT all are close-range
combat discplines.
>> Ayup. Of course, if there's no one left to stop you, it's that much
>> easier. But if you have a short (2-3 cards) combat combo that sends
>> vampires to torpor with little risk, bruise and bleed becomes even>more>> abusive than stealth and bleed.>
>Bah, why should bruise and bleed be prohibited, whereas stealth and>bleed is viewed as an integral part of the game? The *same* defences
>that work against s&b work against b&b. I don't view b&b as a very>viable strategy. Not even if I could *almost* guarantee torporization of>the blocker (which I can't). They simple don't try to block, and you get
>hand jam. Period.
Hm. A well-built S&B deck isn't vulnerable to the "i don't block you"
strategy, although it may get caught once or twice as a result. Just
the same, a well-built B&B deck isn't vulnerable to it either, since
when he has a handful of combat cards, those unblockable bleeds for 1
start to add up. And as soon as you're forced into combat somehow,
you KNOW he just picked up a handful of bleed cards.
I had a fairly functional PRE/POT bruise-bleed deck that I played for
awhile. The trick is to remember that it's "bruise and bleed", not
"kill and bleed". Don't torporise anything that moves, but just
merely whack the hell out of it every time you got blocked. It packed
20 Social Charms, 8 Rushes, and enough POT combat to do, on average, 5
points of damage to anything that blocked you (enough to kill a lot of
minions, actually.) I tended to play it by wasting some cards and
killing the first vampire to block me, which helped encourage people
not to block me. Then I bled until I ran out of bleed cards, and by
then I usually had a Rush in my hand. So I Rushed my predator to
cycle my combat hand, and then went back to bleeding. It worked
pretty well...
Shame the Tremere can't do something like this. =)
>But I think we have drifted quite far away from the initial topic: FS
>should beat dodge in the new rule-book which hopefully comes out soon.
In your opinion. I say that FS beating dodge is a worthless and
equally-confusing change (wait, so it beats this one thing but not
this other thing? huh?), since you can just play additional strikes.
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prea...@utanet.at writes:
>> I would agree with this. If future First Strike cards weren't so high
>> in cost of blood or discipline requirement or had such stringent
>> restrictions placed on them, they would likely play a more important
>> role in the game. Since most of the cards giving First Strike are
>> wallpaper now, further marginalizing them isn't that big of a deal.>
>If FS won't beat S:CE and dodge, which many players complain about (S:CE
> and dodge, I mean), then thing won't change even with new cards. They
>could just as easily foiled with the two mechanics as the current cards
>can. What would be the difference if I deal FS hand damage and get
>dodged or if I deal FS Burst of Sunlight (e.g.) and get dodged?
But what point are you trying to make? The fact that something can be
beaten by Dodge makes a lot of strikes, First Strike strikes or otherwise,
much riskier. One of my Gangrel decks makes a lot of use of Body Flares
for stike cards but if they get dodged, well, ouch! The problem isn't
with First Strike not beating Dodge, it's that any time you pay the cost
of an expensive strke and it gets Dodged, you get screwed on the deal.
I agree that perhaps Dodge and S:CE need to have a bit more of a downside
then they do now. But I think making a few more cards like Scorpian Sting
will fill the bill. I don't think it's necessary to change the
relationship between a number of existing cards.
>> > Or course. But who's asking for that? I just suggested they make FS
>> > cards which are _more_ powerful than the underpowered cards we have.
>> > Why would you automatically think they'd be "overly powerful"? I
>> > didn't ask anyone to turn around and tip the balance too far are in
>> > the other direction.>
>Sadly, MTG has the tendency to include powercards, which is not a good
>thing for VTES. That's my concern.
That may be true. But if that's a fault of the designers, it doesn't matter
*what* the rules are, they'll create power cards. (And in fact, I think
most would pretty much agree that V:tES designers have created power cards
just as Magic designers have. Maybe in somewhat different frequency
but they've clearly done it.) I'm not going to accept, "because the
designers will screw up" as a reasonable argument why balance can't be
achieved by designing balanced cards.
Fred
lor...@yahoo.com (Derek Ray) wrote:
> Qui/Pro beats everything. You must prevent the damage, reduce their
> hand damage, or die.
...or convert the agg damage to normal. Which leads me to...
> Cel/Pro doesn't have easy access to Fortitude, so they don't even
> have the option to prevent - they will always get clobbered.
Not true. Flesh of Marble limits damage to 1 and Adaptability converts
agg to regular at minor and prevents at superior. Celerity has Sideslip
(as you mentioned earlier) which, at superior, also prevents the 1
damage. Cel/Pro doesn't need Fortitude cards.
> You can always maneuver away from IG, or hit back. Qui/Pro would
> currently trash IG decks anyway, just because First Strike is, well,
> first.
Well...right now, it's third. ;)
> That's fine. But Qui/Pro needs a weakness, and that weakness
> is, unfortunately, S:CE and Dodge. Otherwise, it would HAVE no
> weakness and everyone would be forced to play with prevent cards of
> some form.
Here lies the crux of the problem. S:CE is viewed as too powerful,
primarily because it's too easy and cheap to pull off, resulting in the
strong desire to develop something that trumps it.
The thing being discussed to trump it, FS beating S:CE and Dodge,
results in exactly two very specific instances that require damage
prevention to trump _those_ instances, which I've given some more
thought to.
The first of those instances is a _unique_ ally, Muddles, equipping a
_unquie_ weapon, Ivory Bow, or a Flamethrower, for a total of 3 or 6
pool, respectively. Anytime you hinge a strategy on a single vampire,
it only takes someone to disable the vampire to shut you down. It's
even more true of an unique ally with only one life counter. Needless
to say, I view this a very fragile combo to sustain.
The second, SoD/WC requires Pro/Qui which naturally occurs on only one
vampire which costs 6 pool. I have had a little more time to think this
one out and I realized that the mention of Protean and Quietus weenies
leaves out an important fact. You have to get the discipline cards on
them and you can only play one per turn under normal conditions. This
results in the very likely probability that the hand will get clogged
with about 3-4 master cards because you need a bunch in order to make
sure they're available in your opening hand.
The weenie Potence IG deck kicks out a bunch of little thugs that need
no further discipline cards. This means the Pro/Qui deck is more
vulnerable to Sudden Reversal and that it will take at _least_ two turns
to get a single usable vampire for the combo while the Potence weenie
deck can potentially produce three usable vampires on the first turn.
Bum's Rush gives a maneuver, which means that the opposing vampire must
have at least two maneuvers to get away...something that most non-pitch
decks don't have. Multiply that times a half dozen of the little
monsters coming at you on turn 3 or 4 and if any of them get you with an
IG, all S:CE and Dodge in the world isn't going to save you.
Keeping that in mind, you can modify the IG deck to use Dominate for
bleed or Presence for bleed or voting to make the VP count a little
higher. A SoD/WC deck can't be modified into a Bruise and Bleed
strategy because none of the participating clans can bleed worth a sh*t
without Computer Hacking.
So...even after all the hoopla, SoD/WC is still not as likely to rack up
the VP's which will quickly result in it becoming a vicious, yet rarely
used, combo.
>>>> Well, superior Shadow Step surely beats the combo, as will
>>>> do the help of Terror Frenzy.>>>
>>> Good point. I forgot about those. Scratch Lasombra from the list.>> The point isn't how many clans DON'T have access to a way around it...
> it's that forcing people to play some form of prevent in their decks
> is a Bad Thing(tm).
Why? It's available in one form or another to almost all clans and
every vampire in the game can use Guardian Angel, Flak Jacket and
Leather Jacket. Damage prevention is widely available and I don't see
any problem with people adding some Damage Prevention in addition to
S:CE decks. The biggest problem is that S:CE has caused all non-IG
combat decks to be generally ineffective. If this forces people to
diversify their combat defense when building decks, I don't see the
problem.
> Shame the Tremere can't do something like this. =)
They can, it just requires Fortitude. Ironically the best For-Dom-Tha
dcampire for this is a Gangrel.
> In your opinion. I say that FS beating dodge is a worthless and
> equally-confusing change (wait, so it beats this one thing but not
> this other thing? huh?), since you can just play additional strikes.
This I agree with.
After all that, I'm not completely sold either way on the "First Strikes
First" debate but my leanings are still towards making First Strike
resolve before other strikes (incl. S:CE and Dodge) are declared.
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(Deja locked up..so pardon me if this is a duplicate)
Noal McDonald <dhar...@my-deja.com> wrote:
>> That's fine. But Qui/Pro needs a weakness, and that weakness
>> is, unfortunately, S:CE and Dodge. Otherwise, it would HAVE no
>> weakness and everyone would be forced to play with prevent cards of
>> some form.
In addtion to the weaknesses I've already thought of (listed below for
clarification) I've thought of one other.
The SoD/WC costs 2 blood to use which, under current official rulings,
can't be gotten back from Taste because the agg damage doesn't remove
any blood. If one uses small (up to 4 cap) vampires to pull off this
combo they will be reduced to hunting two out of every three turns
(without the use of hunting grounds or blood dolls) to maintain the
needed 2 blood to use the combo. A potence weenie, even if its hunt
action is blocked, can still pull off a TS/IG/US/Taste (and a maneuver,
if needed) combo every single turn.
> The second, SoD/WC requires Pro/Qui which naturally occurs on
> only one vampire which costs 6 pool.> You have to get the discipline cards on them and you can only> play one per turn under normal conditions. This results in the
> very likely probability that the hand will get clogged with
> about 3-4 master cards because you need a bunch in order to make
> sure they're available in your opening hand.
Not to mention the maneuvers needed to keep them close if they are
playing a pitch deck.
> ...the Pro/Qui deck is more vulnerable to Sudden Reversal and> that it will take at _least_ two turns to get a single usable
> vampire for the combo> A SoD/WC deck can't be modified into a Bruise and Bleed strategy> because none of the participating clans can bleed worth a sh*t
> without Computer Hacking.
Noal
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Noal McDonald wrote:
> After all that, I'm not completely sold either way on the "First Strikes
> First" debate but my leanings are still towards making First Strike
> resolve before other strikes (incl. S:CE and Dodge) are declared.
What's wrong with the solution of leaving First Strike as is, but adding
a new type of strike: call it "surprise attack." One or more cards that
let you ambush a minion in such a way that you get to play and resolve
one strike card before your opponent can play anything in response?
-David
Amad...@compuserve.com wrote:
> What's wrong with the solution of leaving First Strike as is,
> but adding a new type of strike: call it "surprise attack."
> One or more cards that let you ambush a minion in such a way
> that you get to play and resolve one strike card before your
> opponent can play anything in response?
Try to explain that concept to the new players. First strike resolves
after Surprise Attack, S:CE and Dodge.
"So...it's not First Strike, but it's Fourth Strike?"
What you're calling "surprise attack" is precisely what we're discussing
doing with First Strike. It's bad enough now without muddying the water
further by using both.
Thanks for the input, though. It's always good to see new blood
contributing to the discussion.
Regards,
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On Wed, 22 Mar 2000 19:28:32 GMT, Noal McDonald <dhar...@my-deja.com>
wrote:
>lor...@yahoo.com (Derek Ray) wrote:>> Cel/Pro doesn't have easy access to Fortitude, so they don't even
>> have the option to prevent - they will always get clobbered.>
>Not true. Flesh of Marble limits damage to 1 and Adaptability converts
>agg to regular at minor and prevents at superior. Celerity has Sideslip
>(as you mentioned earlier) which, at superior, also prevents the 1
>damage. Cel/Pro doesn't need Fortitude cards.
well, you can't prevent the leftover 1 from Flesh of Marble, but I did
forget that it was there. Adaptability looks like it's only
worthwhile if you're going to be facing bunches of agg, so I wouldn't
see putting TOO many of those in. Possible, yes, but I'd expect a
deck would just focus on Flesh of Marbling as need be to survive...
So you see either Flesh/Claws or Acrobatics/Claws. Hmm.
I'm REALLY not liking the thought of giving CEL an anti-S:CE card now.
=) Taking all the 3/4/5-caps with CEL and slapping PRO around on top
of it... Icky.
>Here lies the crux of the problem. S:CE is viewed as too powerful,
>primarily because it's too easy and cheap to pull off, resulting in the
>strong desire to develop something that trumps it.
>
>The thing being discussed to trump it, FS beating S:CE and Dodge,
>results in exactly two very specific instances that require damage
>prevention to trump _those_ instances, which I've given some more
>thought to.
Oh, I wouldn't say EXACTLY two. Those were just the ones that sprang
to mind. If FS were ruled to beat S:CE and Dodge, the logical next
step would be to give CEL a functional FS card, just to drag FS back
into the realm of visibility.
>The first of those instances is a _unique_ ally, Muddles, equipping a
>_unquie_ weapon, Ivory Bow, or a Flamethrower, for a total of 3 or 6
>pool, respectively. Anytime you hinge a strategy on a single vampire,
>it only takes someone to disable the vampire to shut you down. It's
>even more true of an unique ally with only one life counter. Needless
>to say, I view this a very fragile combo to sustain.
If nobody's got prevention, he can't be killed in normal combat. As
it stands now, Muddles with an Ivory Bow is already pretty nasty - but
survivable via a number of means. It looks fragile at first, but for
the enormous results you can get against any deck without a means of
preventing, WELL worth the 3 pool to bring him out. Multiple times,
if someone finally gets him. Keep in mind that I speak of the average
tourney deck here. Fortitude DOES make a sufficient appearance that a
Muddles deck couldn't just torporize the table, but there are an awful
lot of decks that don't have some kind of prevent but are still
functional. I wouldn't like to see those get the shaft.
>The second, SoD/WC requires Pro/Qui which naturally occurs on only one
>vampire which costs 6 pool. I have had a little more time to think this
>one out and I realized that the mention of Protean and Quietus weenies
>leaves out an important fact. You have to get the discipline cards on
>them and you can only play one per turn under normal conditions. This
>results in the very likely probability that the hand will get clogged
>with about 3-4 master cards because you need a bunch in order to make
>sure they're available in your opening hand.
Well.. any deck i've built this way usually includes the Fragment, the
Barrens, and an Elder Library to help out the ole hand jam problem.
Also several Rumors of Gehenna, as that tends to pass with a little
clever politicking. Since your mastercardless guys don't have crap to
do in the meantime, they might as well call some votes. =) The only
time the "sell Rumors for votes" thing tends to fail is when your
predator is the one who has vote lock - it is never worth it for him
to let your deck function. =)
>The weenie Potence IG deck kicks out a bunch of little thugs that need
>no further discipline cards. This means the Pro/Qui deck is more
>vulnerable to Sudden Reversal and that it will take at _least_ two turns
>to get a single usable vampire for the combo while the Potence weenie
>deck can potentially produce three usable vampires on the first turn.
Actually, that's not true - the weenie POT IG deck *does* need
discipline cards to kill anything other than other weenies. Its
advantage is that the only other vamps out early on are also weenies,
so it's functional until it gets its own master cards. It also
survives by the fact that there are a number of 4-caps with POT who
can be gotten out rapidly if need be.
A Pro/Qui deck, while not -as- functional without the Qui card, still
doesn't actually SUCK since weenie Protean is still pretty nasty
combat - just vulnerable to S:CE/Dodge. If I were desperate, I'd
still send in the weenie Pro guys, just hoping to run them out of
S:CE/dodge. =)
>Bum's Rush gives a maneuver, which means that the opposing vampire must
>have at least two maneuvers to get away...something that most non-pitch
And weenie POT decks pack Fake Out, since the Bum's Rush usually gets
blocked to steal the maneuver. Basically, unless you're READY for it,
the weenie POT deck is gonna getcha. You just have to hope to catch
it without Rush actions at some point, or hope that it has trouble
between beating up its predator and its prey too much.
>decks don't have. Multiply that times a half dozen of the little
>monsters coming at you on turn 3 or 4 and if any of them get you with an
>IG, all S:CE and Dodge in the world isn't going to save you.
>
>Keeping that in mind, you can modify the IG deck to use Dominate for
>bleed or Presence for bleed or voting to make the VP count a little
Well... this gets a lot trickier. A POT/PRE deck works well on the
offensive end of things, but if it doesn't get the Rush actions it
needs to kill its predator's vamps, it won't live. POT/DOM provides
Deflections, so you're a little more secure, but the selection of
vamps isn't quite as good as POT/PRE - you end up with a lot more
inferior skills. It also runs slower than weenie POT.
Weenie POT doesn't bother with bleed cards - it kills everything and
bleeds for 1 in hordes. This is how I'd play the SoD/WC deck, except
that since my combo only needs a Rush action + 2 cards, I'd have room
for Computer Hackings as well.
>So...even after all the hoopla, SoD/WC is still not as likely to rack up
>the VP's which will quickly result in it becoming a vicious, yet rarely
>used, combo.
I dunno. Weenie POT doesn't rack up THAT many VPs, but it shows up a
lot anyway - a lot more than POT/DOM or POT/PRE. And bleeding for 2
each puts a lot more strain on your prey than bleeding for 1 each.
>> The point isn't how many clans DON'T have access to a way around it...
>> it's that forcing people to play some form of prevent in their decks
>> is a Bad Thing(tm).>
>Why? It's available in one form or another to almost all clans and
But it forces people to play with specific non-general-purpose cards.
This discourages deck variety, pisses players off, and it's one of the
reasons RtI sucked ass so badly - you had to play with Deflections or
go boom, which limited you to vamps with Dominate or superior Auspex.
If I have the world's greatest deck idea, but I can't make it work
because I can't find a way to cram a -mandatory- "counter" card in,
i'm NOT going to be happy.
>every vampire in the game can use Guardian Angel, Flak Jacket and
>Leather Jacket. Damage prevention is widely available and I don't see
Guardian Angel costs 2 and a master slot - expensive. Flak Jacket
costs 1 pool and an action to equip - almost more expensive than
Guardian Angel. Leather Jacket goes away after you prevent once -
icky for this situation. I'd HATE to have to start lugging around 8
cards of prevention in every deck. =/
>any problem with people adding some Damage Prevention in addition to
>S:CE decks. The biggest problem is that S:CE has caused all non-IG
>combat decks to be generally ineffective. If this forces people to
>diversify their combat defense when building decks, I don't see the
>problem.
Well, weenie POT's presence has caused S:CE to be a lot less
effective, resulting in a lot fewer majesty-only decks showing up at
tournaments, which has resulted in other forms of combat becoming
slightly more effective... which has, in the last few tournaments i've
played, resulted in prevention decks becoming very strong.
>> Shame the Tremere can't do something like this. =)>
>They can, it just requires Fortitude. Ironically the best For-Dom-Tha
>dcampire for this is a Gangrel.
Shame the Tremere can't use more than two of their THA cards. =P
[ quoted text not captured ]
Noal McDonald wrote:
> Try to explain that concept to the new players. First strike resolves
> after Surprise Attack, S:CE and Dodge.
>
> "So...it's not First Strike, but it's Fourth Strike?"
Is that the problem, that the semantics of calling it "First Strike"
imply that it should occur before any other strike? I mean, I think
calling a Dodge or Combat Ends a "strike" doesn't make sense,
semantically, but I understand it to be just a way of representing the
effect mechanically. I see First Strike the same way; it doesn't really
mean "Occurs before any other possible combat effect," it means "if two
guys are pounding each other, the guy with First Strike pounds first."
As opposed to the normal simultaneous nature of combat damage.
> What you're calling "surprise attack" is precisely what we're discussing
> doing with First Strike. It's bad enough now without muddying the water
> further by using both.
In that case, couldn't you just fix the problem by renaming "First
Strike" to something you consider less confusing? "Preemptive Strike",
maybe?
-David
Amad...@compuserve.com writes:
>Noal McDonald wrote:>> Try to explain that concept to the new players. First strike resolves
>> after Surprise Attack, S:CE and Dodge.
>>
>> "So...it's not First Strike, but it's Fourth Strike?">
>Is that the problem, that the semantics of calling it "First Strike"
>imply that it should occur before any other strike?
Some people are trying to make that argument. I think there's also clearly
a desire to tinker with the combat system because of the perception that
Dodge and particularly S:CE are too easy to use and that one way to balance
them would be to permit the existing First Strike strikes to render them moot.
I also sort of suspect that the first point is kind of overstated and is
mostly being used to load up the arguments for changes. Just my opinion, I
guess. Like you, I'm unimpressed by the problems caused by this issue when
the game is chock full of concepts that newbies need to become familiar with
to competantly play. Looking back on my own learning curve, believe me:
discovering that First Strikes didn't ignore Dodges and S:CEs was very low
on the list of points which caused me confusion.
If you want to do something *effective* to make the game more learnable
by newbies, make the rules about how and when and under what circumstances
playing the various Action Mods and Reactions are legal. Clean up the
card text and the rules and create consistent terminology about these
things in the process. "Can I play this NOW", and "When does THIS happen?",
were phrases that came up far too often while I was holding copies of these
two classes of cards.
Fred
> I also sort of suspect that the first point is kind of overstated and
is
> mostly being used to load up the arguments for changes. Just my
opinion, I
> guess. Like you, I'm unimpressed by the problems caused by this issue
when
> the game is chock full of concepts that newbies need to become
familiar with
> to competantly play. Looking back on my own learning curve, believe
me:
> discovering that First Strikes didn't ignore Dodges and S:CEs was very
low
> on the list of points which caused me confusion.
>
> If you want to do something *effective* to make the game more
learnable
> by newbies, make the rules about how and when and under what
circumstances
> playing the various Action Mods and Reactions are legal. Clean up the
> card text and the rules and create consistent terminology about these
> things in the process. "Can I play this NOW", and "When does THIS
happen?",
> were phrases that came up far too often while I was holding copies of
these
> two classes of cards.
Well, your point is taken. But if a new rulebook is printed, it would
have to be altered in all the points which *might* (and will, I'm sure)
lead to confusion.
If there is any single point that seems totally insignificant, but will
make the rules just a little bit clearer, smoother easier to remember,
I'm gladly willing to go the way and alter them.
I don't want just to focus on the *big* things, and leave all the small
bits as they are, still confusing, perhaps not for veteran players, but
maybe for newbies trying to get a catch on the game. Keep in mind that
most newbies won't have access to a group of veterans that can teach the
game.
S:CE states that it resolves before anything else. Good. OK.
Dodge says that it negates the opponents strike. Also ok.
Both S:CE and dodge are listed as special strike-types. Understandable,
they are *strikes*.
FS says it happens before normal strikes. Clear. So I'd guess (as a
total newbie) it would happen before dodge, as dodge is also a strike.
But no! Dodge has an *exception*: it even beats strikes dealt with FS.
I claim that exceptions to the normal game-sequence are a bad thing for
newbies. No matter what. Keeping exceptions to a minimum is a Good
Thing(tm). We have the S:CE exception. Ok, that's necessary to mimic the
pre-emptive power to prohibit combats (in RPG). But dodge? If it was
treated as a normal strike, then it would be better for newbies, heck,
we even have a "dodge"-resolve subphase or something like that (it's a
long time since I last read the modified online rule-book). Now if
that's not something that could be made easier, as I gather most people
think it wouldn't have any impact on game-play. So why do we need the
exception with dodge?
There simply is no reason other "because it was designed that way" which
I know LSJ would state. :)
With keeping the goal of making the rules more streamlined (not
simpler!) we should help newbies and alter dodge. :)
Carl
[ quoted text not captured ]
In article <8bagq7$obi$1...@nnrp1.deja.com>,
LSJ <vte...@white-wolf.com> wrote:
> prea...@utanet.at wrote:
> > There are 7! cards in the game that use the FS-concept, and all of
them
> > (except Muddled Vampire Hunter) are restricted in their use.
>
> Most of which are restricted to weapons/equipment. The fact that
> equipment is not often played is a bigger deterrent to those cards
> than the mechanics of FS.
Do you think that FS would be more played if general FS cards would
exist (e.g. cards that make the next strike a FS)?
I believe they still wouldn't be used, as FS gets beaten by both dodge
and S:CE.
>> > Unless FS gets a boost, we don't *need* the concept. It's
misleading for
> > new players, who already have to keep dozens of other things in
mind,
> > adding that FS resolves *after* S:CE *and* dodge doesn't help.
> >
> > However, I still think that game-play would benefit if FS beat dodge
> > (not S:CE), and I also don't think that there would be a big shift
> > towards combat-decks.
>
> Then new players would have to remember that FS resolves *after*
> S:CE and *before* dodge - which "helps" even less than the original
> rule (which is better stated as " A strike done with First Strike is
> resolved before a normal strike." or "A strike done with First Strike
> will hit your opponent before his strike hits you.").
No, new players would have to remember that FS is resolved before any
other normal strike, with the exception of S:CE.
Of course, dodge would have to be treated as a normal *strike*, without
a seperate "dodge-resolution" sub-phase. If that would be dropped, it
would get a little easier for newbies.
Still, would game-balance be damaged if FS would beat dodge?
[ quoted text not captured ]
prea...@utanet.at wrote:
> Sidenote: LSJ stated that Scorpion Sting models the "FS beats dodge"
> concept, which I think is not quite accurate.
I said that Scorpion Sting models the "<something> beats only
dodge" functionality ("only dodge" meaning "dodge but not S:CE"
in the context of the thread).
Please explain how that is not quite accurate.
Addendum:
To have a first strike that beats dodge, the card would merely have
to say "Strike: X with First Strike, this strike cannot be dodged".
Which was the underlying point.
--
LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.geocities.com/vtesrep[ quoted text not captured ]
Noal McDonald wrote:
> Here lies the crux of the problem. S:CE is viewed as too powerful,
> primarily because it's too easy and cheap to pull off, resulting in
> the strong desire to develop something that trumps it.
If S:CE is the problem, why make some other mechanic stronger to
counter it (see: escalation) instead of addressing the (perceived)
problem directly?
--
LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.geocities.com/vtesrep[ quoted text not captured ]
> If S:CE is the problem, why make some other mechanic stronger to
> counter it (see: escalation) instead of addressing the (perceived)
> problem directly?
Good question...
Do you think that S:CE beating everything (except a handful cards) is
not overly powerful?
And what would you do to adress this S:CE problem?
Carl
[ quoted text not captured ]
On Thu, 23 Mar 2000 12:21:03 GMT, prea...@utanet.at said:
carl> LSJ <vte...@white-wolf.com> wrote:
>> Then new players would have to remember that FS resolves *after*
>> S:CE and *before* dodge - which "helps" even less than the original
>> rule (which is better stated as " A strike done with First Strike is
>> resolved before a normal strike." or "A strike done with First Strike
>> will hit your opponent before his strike hits you.").
carl> No, new players would have to remember that FS is resolved before any
carl> other normal strike, with the exception of S:CE.
carl> Of course, dodge would have to be treated as a normal *strike*, without
carl> a seperate "dodge-resolution" sub-phase. If that would be dropped, it
carl> would get a little easier for newbies.
After following the arguments and counter-arguments, I've (also)
modified my original stance, I now agree that having FS beat S:CE
would have too many game-unbalancing effects. I think the best fix is
the one proposed by many in this group, i.e. have FS beat dodge.
Pros:
+ would make FS *slightly* more useful (without the "First Strike that
cannot be dodged" future card kludges suggested by LSJ) and turn it
into a useful base game mechanic. This also opens up the door to
future useful FS cards.
+ would not break anything (or can anyone suggest any broken combos
resulting from this?)
+ would simplify the combat rules slightly, which is a Good Thing.
+ would cause all the people clamoring for this to finally shut up
*grin*
Cons:
- would be a change (albeit a small one).
Since the new expansion / reprint / whatever *will* need a new,
official rulebook, this is perfect time to fine-tune the rules before
anything official is printed and we again have a situatiin with N+1
tons of errata and rulings.
//Petri
On Thu, 23 Mar 2000 13:12:59 GMT, LSJ <vte...@white-wolf.com> said:
LSJ> To have a first strike that beats dodge, the card would merely have
LSJ> to say "Strike: X with First Strike, this strike cannot be dodged".
LSJ> Which was the underlying point.
Yes, but that's also
a) unnecessarily complicated and wordy, both which are bad.
b) does nothing to fix the old cards that only say "First Strike",
leaving the whole game mechanic as less than useful.
I'd *much* rather trim the rules to make an underpowered game mechanic
useful than issue new cards that attempt to fix things.
I think the fundamental issue is:
Would having FS beat Dodge have enough pros versus cons that tweaking
the rules would be worth it? So far I haven't heard any real "cons" to
the idea, and lots of pros from various people.
So, why wouldn't it be a good idea to make this change? Does it break
something? Does it cause problems with the rules? What?
We're going to have to take a look at the rules anyway with the new
expansion possibly coming up. Even though it's the best set of rules
this game has ever had, there are still issues that we need to resolve
in order to
a) get all the main player groups to use one set of rules
b) make everything as simple as possible (but not simpler! :) for new
players. Remember, many new players don't have experienced players
to guide them.
I don't think that any big changes are needed, but this is definitely
the right time to examine the rules and talk about them.
//Petri
On Thu, 23 Mar 2000 14:14:41 GMT, LSJ <vte...@white-wolf.com> said:
LSJ> Noal McDonald wrote:
>> Here lies the crux of the problem. S:CE is viewed as too powerful,
>> primarily because it's too easy and cheap to pull off, resulting in
>> the strong desire to develop something that trumps it.
LSJ> If S:CE is the problem, why make some other mechanic stronger to
LSJ> counter it (see: escalation) instead of addressing the (perceived)
LSJ> problem directly?
How would you address this problem directly? There are N sources of
cheap S:CE, there is no way to take that back. The only solution is to
make counters to it. I think most people here agree that non-combat is
easier than combat decks, and a game-winning combat-deck is *much*
harder than a game-winning non-combat (due to both the ease and
prevalence of S:CE and the secondary-resource problem).
However, I now agree with the viewpoint the having FS beat S:CE might
be too strong (and strongly advocate the "FS beats Dodge"
solution). No, this would not help against S:CE, but would move one
design-flawed (underpowered) game mechanic into the "useful" range - a
good thing for the game, IMHO.
Combat decks need something against S:CE. New anti-S:CE cards are
needed for some clans to fix that problem. "FS beats Dodge" is needed
to fix a game mechanic problem. Of course, the FS fix would also
benefit combat decks *slightly*, which is good.
//Petri
prea...@utanet.at writes:
>S:CE states that it resolves before anything else. Good. OK.
>Dodge says that it negates the opponents strike. Also ok.
>Both S:CE and dodge are listed as special strike-types. Understandable,
>they are *strikes*.
>FS says it happens before normal strikes. Clear. So I'd guess (as a
>total newbie) it would happen before dodge, as dodge is also a strike.
>But no! Dodge has an *exception*: it even beats strikes dealt with FS.
>
>I claim that exceptions to the normal game-sequence are a bad thing for
>newbies. No matter what. Keeping exceptions to a minimum is a Good
>Thing(tm).
Well, agreed, exceptions are generally bad. But of course, every rule
in every game is an "exception", right from the one that tells you to open
the box and take out the playing pieces. First you establish general
procedures and principals. Then you tack on exceptions to the exceptions,
i.e., when there special cases. Then special cases to the special cases
and so forth. What emerges is the full set of rules. The question isn't
"are exceptions 'bad'" per se. Each piece of added complexity is always
'bad' if it has no reason to exist. But presumedly, they all have a reason
to exist that makes the game more fun in some sense, whether it's adding to
the scope of things that players can do or make the simulation (to the
extent the game is a simulation) seem more 'real' or possibly other purposes.
So your real point, I think, is to say that this exception doesn't add
to the fun of the game sufficiently to pull its weight in added complexity.
Which is fine as opinion. I might point out that either way, I think there's
going to be _some_ 'exception', since S:CE and Dodge say that you 'always'
ignore the other strike. So you'll be dropping the resolve-first-strike-
strikes-first exception in favor of one that says, "Dodge and S:CE don't
work in the case that the other strike has the first strike property".
Intuitively, there's probably a better argument for that. But it's still
just an argument and bottom line, these are still 'exceptions'.
>Now if that's not something that could be made easier, as I gather most
>people think it wouldn't have any impact on game-play. So why do we need the
>exception with dodge?
>There simply is no reason other "because it was designed that way" which
>I know LSJ would state. :)
>With keeping the goal of making the rules more streamlined (not
>simpler!) we should help newbies and alter dodge. :)
It absolutely has an effect on game play. It makes all the difference in the
world when designing Celerity decks, IMHO (amongst others; but I think of
Celerity decks first because they Dodge-with-an-additional-strike(s) all the
time, thus producing offense will remaining 'untouchable' on defence; with
this change, they would no longer be untouchable - HUGE difference!). And
'because it was designed that way' is a perfectly valid reason in view of
the fact that there's subjective judgment about how the combat system should
work. Essentially, the designers felt the game is more fun to play this way,
for whatever reasons.
Making rules streamlined is only one consideration. If it were the only
one in existence, there's no point to creating any games. The absolutely
*simplest* set of game rules (therefore the 'best' one by the measure of
simplicity alone) would be a null set - that is, the simplest game in
existence is to not play a game at all.
Fred
> >I claim that exceptions to the normal game-sequence are a bad thing
for
> >newbies. No matter what. Keeping exceptions to a minimum is a Good
> >Thing(tm).
>
> Well, agreed, exceptions are generally bad. But of course, every rule
> in every game is an "exception", right from the one that tells you to
open
> the box and take out the playing pieces.
Well, generally, I haven't seen a game yet, that incorporates that
rule. :)
It's maybe an unwritten rule? :)
>
> So your real point, I think, is to say that this exception doesn't
add
> to the fun of the game sufficiently to pull its weight in added
complexity.
> Which is fine as opinion. I might point out that either way, I think
there's
> going to be _some_ 'exception', since S:CE and Dodge say that you
'always'
> ignore the other strike. So you'll be dropping the resolve-first-
strike-
> strikes-first exception in favor of one that says, "Dodge and S:CE
don't
> work in the case that the other strike has the first strike property".
> Intuitively, there's probably a better argument for that. But it's
still
> just an argument and bottom line, these are still 'exceptions'.
I never said that a game should have *no* exceptions (esp. VTES). I
maintain that a mechanic that is not used (due to any cause) should
either be made more use-able or dropped for a little simpler gameplay.
That's the case with FS.
*IMPORTANT CLARIFICATION*:
A number of posters assumed that I meant FS to beat *both* S:CE and
dodge, which is not what I proposed.
I would like FS to beat dodge *but not* S:CE.
>
> >Now if that's not something that could be made easier, as I gather
most
> >people think it wouldn't have any impact on game-play. So why do we
need the
> >exception with dodge?
> >There simply is no reason other "because it was designed that way"
which
> >I know LSJ would state. :)
> >With keeping the goal of making the rules more streamlined (not
> >simpler!) we should help newbies and alter dodge. :)
It would be such a simple thing:
a) rewrite the rules that dodge is treated just as a normal strike that
negates the opponents strike during its *normal* strike resolution.
b) state that FS resolves *before* the opponent's strike resolution.
That's all that is needed. Simple, easy, intuitive, making FS a little
more worthwhile.
> Making rules streamlined is only one consideration. If it were the
only
> one in existence, there's no point to creating any games. The
absolutely
> *simplest* set of game rules (therefore the 'best' one by the measure
of
> simplicity alone) would be a null set - that is, the simplest game in
> existence is to not play a game at all.
This statement is plain dumb, forgive me, and it bears no meaning for
our argument.
[ quoted text not captured ]
In article <7xpuslk...@termiitti.akumiitti.fi>,
[ quoted text not captured ]
I totally and wholeheartedly agree with you. :)
Tying up loose ends, making some things actually *useable* will benefit
the whole game, and new players.
[ quoted text not captured ]
In article <7xsnxhk...@termiitti.akumiitti.fi>,
[ quoted text not captured ]
I don't view changes per se as a negative thing. I think there is still
room for improvement in the rules, and we should really take advantage
of it.
After almost 6 years, it's rather clear that the FS mechanic is quite
uesless, and not much used at all.
We now know something that the original design-team couldn't, as we
have tested the game for a *very* long time. :)
>
> Since the new expansion / reprint / whatever *will* need a new,
> official rulebook, this is perfect time to fine-tune the rules before
> anything official is printed and we again have a situatiin with N+1
> tons of errata and rulings.
Well spoken Petri,
[ quoted text not captured ]
I like the idea of FS occuring before dodge, and not S:CE.
Dodge as a normal strike works against normal strikes, but not first
strike (of which, S:CE is a member). Just my 2 ct.
prea...@utanet.at writes:
>I never said that a game should have *no* exceptions (esp. VTES). I
>maintain that a mechanic that is not used (due to any cause) should
>either be made more use-able or dropped for a little simpler gameplay.
>That's the case with FS.
Then we're starting to argue in circles here because I answered that
one, already: design new cards using existing FS that *are* useful.
This is emmeniently possible - as demonstrated by a similar situation
Magic had with beneficial creature enchantments.
>> >With keeping the goal of making the rules more streamlined (not
>> >simpler!) we should help newbies and alter dodge. :)>> *simplest* set of game rules (therefore the 'best' one by the measure>> of simplicity alone) would be a null set - that is, the simplest game in
>> existence is to not play a game at all.>
>This statement is plain dumb, forgive me,
I'll forgive you but I'm not going to let you get away with it. There's
no other way for me to respond except by saying, no, *your* statements
are just plain dumb. I mean, what do you want? If you don't understand
a point I've made, then say so and I'll clarify. But just because you
don't understand it doesn't mean it's vacuous.
>and it bears no meaning for our argument.
The text of yours that I quoted above seemed to indicate that you didn't
see any other goal that's important in a game besides simplification. I'm
sorry that I missed the parenthetical words: ("not simpler"), which I
absolutely dispute. "Streamlined" *means* "simpler". It's just a more
specific word used to refer to processes. The whole point of "streamlining
a process" is to simplify it, nothing more nothing less.
To clarify my point, which assumed that you do indeed mean "simpler is
always better", I'm just driving the such a concept to its logical
absurd conclusion which is that the simplest game is a "null game".
Fred
>
> Then we're starting to argue in circles here because I answered that
> one, already: design new cards using existing FS that *are* useful.
> This is emmeniently possible - as demonstrated by a similar situation
> Magic had with beneficial creature enchantments.
I don't think that new FS strike cards would make much of a difference,
if the mechanics were left in place. A lot of players would still
refrain from using it, just because there's dodge *and* S:CE.
And, btw, I also don't think that we should mimic Magic in designing
cards.
This is V:TES, and it's fundamentally different to the other game.
> >> *simplest* set of game rules (therefore the 'best' one by the
measure
> >> of simplicity alone) would be a null set - that is, the simplest
game in
> >> existence is to not play a game at all.
> >
> >This statement is plain dumb, forgive me,
>
> I'll forgive you but I'm not going to let you get away with it.
*relaxes* pfuhhh, thanks... :)
> There's
> no other way for me to respond except by saying, no, *your* statements
> are just plain dumb. I mean, what do you want? If you don't understand
> a point I've made, then say so and I'll clarify. But just because you
> don't understand it doesn't mean it's vacuous.
The problem is, why would you want a game with no rules at all, i.e. no
game? Following that kind of logic is not productive.
>
> >and it bears no meaning for our argument.
>
> The text of yours that I quoted above seemed to indicate that you
didn't
> see any other goal that's important in a game besides simplification.
I'm
> sorry that I missed the parenthetical words: ("not simpler"), which I
> absolutely dispute. "Streamlined" *means* "simpler". It's just a more
> specific word used to refer to processes. The whole point of
"streamlining
> a process" is to simplify it, nothing more nothing less.
So you think streamlining per se is something which should be avoided?
Think of it that way: when you realise that something you do is really
not necessary, will you keep doing that, or will you skip the step?
I postulate that FS in it's current form is near useless and totally
underused. Under this condition, it would be better to drop the rule,
i.e. making it more streamlined. :)
>
> To clarify my point, which assumed that you do indeed mean "simpler is
> always better", I'm just driving the such a concept to its logical
> absurd conclusion which is that the simplest game is a "null game".
Simpler is not always better, but sometimes it might be better.
Leaving FS as it is now, is not going to help the game and newbies.
[ quoted text not captured ]
In article <8bqhef$15v$1...@nnrp1.deja.com>, prea...@utanet.at writes
>Leaving FS as it is now, is not going to help the game and newbies.
I seriously believe that this "newbies" thing that people are latching
on to is seriously a nothing. If the problem is teaching people where
it comes, that's just a matter for the rulesbook and teaching.
The actual mechanics of the game don't affect newbies one way or the
other.
--
James Coupe
James Coupe <ja...@obeah.demon.co.uk> wrote:
> In article <8bqhef$15v$1...@nnrp1.deja.com>, prea...@utanet.at writes
> >Leaving FS as it is now, is not going to help the game and newbies.
>
> I seriously believe that this "newbies" thing that people are latching
> on to is seriously a nothing. If the problem is teaching people where
> it comes, that's just a matter for the rulesbook and teaching.
I have to agree: are newbies actually newbie? Most coming into this
game will have probably had some experiance with ccgs before, or are
people continuing or coming back to the game. This game is very well
balanced, with well defined rules, and a newbie would probably realize
that a game with rules requires learning them. Even if all he/she knows
is Pokemon....
> The actual mechanics of the game don't affect newbies one way or the
Read the rulebook, read the card. Welcome to the Game!!
> other.
>
> --
> James Coupe[ quoted text not captured ]
> I have to agree: are newbies actually newbie? Most coming into this
> game will have probably had some experiance with ccgs before, or are
> people continuing or coming back to the game. This game is very well
> balanced, with well defined rules, and a newbie would probably realize
> that a game with rules requires learning them. Even if all he/she
knows
> is Pokemon....
I have to disagree. At the EC, which was held late November last year
in Vienna at a big annual gaming convention, VTES caught the eye of
*many* potential players who have absolutely no idea of what a CCG is.
They got to like the pictures, the cool look of the game, the setting
on vampires, and perhaps they saw how much fun and interactive the game
is.
Such people will be part of the new audience VTES will get at the hands
of WW. I sincerly believe that we need to do everything in our might to
bring them *easily*, smoothly into our fold.
If that means re-examining some (redundant?) rules and/or mechanics, so
be it.
Please just don't say "it's not worth the effort"! Every little thing
that helps is worth the effort, and we have a lot of time to go over
everything until the next set with a rulebook comes out.
Another issue is making all rules and mechanics more playable. What's
the point of having a rule that has no use in the game, will some
newbies ask (e.g. withdrawal, FS).
Honestly I don't give a damn for veterans having to adapt to a change
again. I'm also a veteran, I adapted to the many changes over the
course of (almost) 6 years, and I think we are all capable of doing
that.
Help beginners, make it easier for them. Not everyone has a tutor for
their first couple of games.
Carl
>
> > The actual mechanics of the game don't affect newbies one way or the
>
> Read the rulebook, read the card. Welcome to the Game!![ quoted text not captured ]
prea...@utanet.at wrote:
> Another issue is making all rules and mechanics more playable. What's
> the point of having a rule that has no use in the game, will some
> newbies ask (e.g. withdrawal, FS).
We've had the withdrawal rule come into play before.
Granted, it's not a frequent event by any stretch (esp. since we rarely
get to the end of our decks). All a player really have to know is
that the rule (whatever it is) exists. Then, if you get to the point in
the game where you think you might want to withdraw, you look up the
rule.
The best example of what the withdrawal rule is for was in one of our
games six months ago or so: two players left, and one with an empty
library (but plenty of equipment - mostly guns - in play).
The player with cards left had the advantage except for the guns, which
would've rapidly reduced the number of ready minions he had. So he needed
some time to build up strength for an assault. He was denied that time
by the other player's constant attempts to withdraw - which forced him to
send a minion over every turn to get shot up.
The withdrawal rules (and, to a greater extent, the Edge) seem to have been
created to ensure activity and prevent the game from stagnating (at the
end) as both players simply entrench and wait for the other player to stick
his neck out. This isn't quite as important in a tournament game with a
time limit, but has more application to the "regular" game.
Even if no one ever successfully withdraws (or if no one ever successfully
holds onto the Edge), the rule still serves a purpose.
--
L. Scott Johnson (sjoh...@math.sc.edu) | "Frankly Scallop,
http://www.math.sc.edu/~sjohnson | I don't give a clam!"
Graphics Specialist and V:TES Rulemonger | -- Rhett Lobster
[ quoted text not captured ]> //Petri
Okay, first of all, "Strike: X with First Strike, this strike cannot be
dodged" is not unneccessarily complicated, in my opinion. The text is
like 2,3 lines long and the meaning is extremely clear. Second, I feel
that changing the rules to help one mechanic is silly when, as LSJ
pointed out, new cards could be issued to cover the gap. This is far
better, in my opinion, since it prevents the sort of foolishness that
causes certain people to get fussy and split off and form splinter
factions. You say you want all the main player groups to use the same
set of rules; so why would you go and mimic the events that caused the
major schism in the first place? As davey! has said in the past, it is
simpler for newbies to put more of the rules that could be in the rule
book on the cards; since in my experience many newbies try to avoid
reading the entire rulebook before they play to see whether the game is
worth their time.
Please, let's not encourage WW to release a third edition of the basic
set until we have new cards(and for me Sabbat would be new) ;), we've
been waiting long enough. All these proposed rules changes would just
push them in that direction.
-T
--
S'io credesse che mia risposta fosse
a persona che mai tornasse al mondo,
questa fiamma staria senza piu scosse.
Ma per ciň che giammai di questo fondo
non tornň vivo alcun, s'i' odo il vero,
senza tema d'infamia ti rispondo.
T.S. Eliot- "The Love Song of J. Alfred Prufrock"
I read quite a lot messages now but one point isn´t quite clear yet.
HAS ANYONE TRIED TO PLAY WITH A FIRST STRIKE DECK WHICH CAN BEAT DODGE
AND COMBAT ENDS????????????????
Did it work fantastic? Was it the long lost overwhelming deck that
beats everyone?
Well, I don´t think so. First of all there are not enough FS-cards.
Secondly if you like to use them all you want have much intercept,...
I think as many groups as possible should try playing with FS-Decks now
for the next two weeks or so and see if it is really as unbalancing as
you thought.
Combat Phases should be:
First Strike
Strike Resolution
Strike
Strike Resolution
Additional Strikes
Strike Resolution
Graf Metternich
[ quoted text not captured ]
In article <8c1nqm$3d3$1...@nnrp1.deja.com>, prea...@utanet.at writes
>Another issue is making all rules and mechanics more playable. What's
>the point of having a rule that has no use in the game, will some
>newbies ask (e.g. withdrawal, FS).
Teach them that they do have uses. Which they do.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.nethttp://www.obeah.demon.co.uk
In article <8c7qmo$d9e$1...@nnrp1.deja.com>, Graf Metternich
<mi...@chello.at> writes
>Did it work fantastic? Was it the long lost overwhelming deck that
>beats everyone?
There are no decks that do this, FS or no FS.
There are no decks that beat everyone. Anyone looking for them is
doomed to failure.
[ quoted text not captured ]
In article <JjDhAxBV...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
> In article <8c7qmo$d9e$1...@nnrp1.deja.com>, Graf Metternich
> <mi...@chello.at> writes
> >Did it work fantastic? Was it the long lost overwhelming deck that
> >beats everyone?
>
> There are no decks that do this, FS or no FS.
>
> There are no decks that beat everyone. Anyone looking for them is
> doomed to failure.
>
Then why are so many wheening that FS beating all normal Strikes
(dodges, CE,...) is soooo unbalancing the game and will make decks
sooooo powerful(l)?????
I don´t think it would unbalance the game, but as long as no one seems
to actually "playtest" this it will remain a mysterium.
Graf Metternich
Writing in the morning is bad for spelling :)
[ quoted text not captured ]
warning: this poster has been drinking again, so hopefully it will
all remain coherent.
On Mon, 03 Apr 2000 05:18:25 GMT, Graf Metternich <mi...@chello.at>
wrote:
>In article <JjDhAxBV...@obeah.demon.co.uk>,
>James Coupe <ve...@obeah.demon.co.uk> wrote:>> There are no decks that beat everyone. Anyone looking for them is
>> doomed to failure.
>>>Then why are so many wheening that FS beating all normal Strikes
>(dodges, CE,...) is soooo unbalancing the game and will make decks
>sooooo powerful(l)?????
Because of the logical steps involved.
* First, you alter FS to beat Dodge and S:CE.
. Now you already have a problem with Quietus/Protean being
overpowerful combat, although tricky to make work. BUT, this is
merely the tip of the iceberg. You also have a bigger problem with
the Muddled Vampire Hunter - see previous posts.
* Second, since you have gone to all the trouble to alter FS, you need
to make a card that uses FS so that it matters. So you make some
Celerity card that grants it. (It makes no sense to give it to
anything but Celerity.)
. Now you are REALLY creating a problem. Celerity is the premier
combat-support discipline, and ALREADY beats Dodge even without FS.
Potence/Celerity needs no help, but you've just given it some, making
it even more of a combat trump than it already was. You also have
given decks NO combat defense against someone who plays First Strike,
except to generate their OWN First Strike - meaning every deck should
have Celerity. Immortal Grapple can be beaten by just maneuvering
away from it - a properly built CEL/FS deck with such a card should
conceivably guaranteed-kill a vampire every combat, with no recourse
for the victims except something like Elysium or Fortitude (and
THA/CEL will even beat up Fortitude). Making POT/CEL do this with
Immortal Grapple is nowhere near as easy since you must include oodles
of maneuvers.
Making combat this powerful is not good. Combat decks attack
secondary resources, vampires. But without those secondary resources,
you can neither defend your own primary resources NOR remove someone
else's primary resources. A bleed or vote deck attacks your primary
resources, but while your primary resources are being depleted you
lose little to none of your ability to remove OTHERS' primary
resources, or defend against additional attacks. This is why it's
good for combat to be a "weak third" behind bleed and vote, the other
two archetypes - because making it equal is almost like making it
first. And that wouldn't be good at all.
>I don´t think it would unbalance the game, but as long as no one seems
>to actually "playtest" this it will remain a mysterium.
Nothing new is available to be playtested - therefore we are forced to
indulge in idle speculation and apply as much logic as we can to
things via the classic "what if?" =)
-- Derek
Deafness never kept composers from hearing the music.
It only stopped them hearing the distractions.
> >Another issue is making all rules and mechanics more playable. What's
> >the point of having a rule that has no use in the game, will some
> >newbies ask (e.g. withdrawal, FS).
>
> Teach them that they do have uses. Which they do.
Hm, I have altered my opinion about withdrawal. I actually agree with
LSJ, that it was designed like the edge to maintain a table dynamic.
So I don't think it should be removed anymore.
However, it should be just a *tad* easier to pull off. Is that possible?
I mean, how often is it tried? Not very often. And how often do you
succeed withdrawing? Far less often.
It's just too damned hard to pull off. Granted, if you have a deck that
is designed to withdraw successfully, you can do it (usually, haven't
thought about it yet). But otherwise? It's an awful lot of luck
involved, wouldn't you say?
As to other rules which are seldom used. Why not making them a little
bit more used instead of leaving them untouched?
Again, would game balance suffer?
Carl
[ quoted text not captured ]
prea...@utanet.at wrote:
> Help beginners, make it easier for them. Not everyone> has a tutor for their first couple of games.
Carl brings up a very good point here. Currently, VTES suffers from the
same fate as Linux does. It requires an "expert" to assist in getting
it set up and running as a productive workstation. While there are
plenty of resources out there, they are not readily apparent with a
boxed distribution and requires research to locate them.
Most people playing the game have experienced someone showing up to a
tournament with a "killer" deck and no foreknowledge of errata. While
the reprinting of the rules and cards will help, the complexity of the
game is something that VTES is infamous for. There have benn several
articles regarding that over the years. While some of those reviewers
struck me as being unable to understand Monopoly on a good day, it does
belie the fact that the rules do need to be kept as simple as possible
and older errata should be trimmed as much as possible.
Noal
--
As of 3/30/2000, I am officially "over 30" and
therefore unable to be trusted. If you don't
know why, ask your parents.
[ quoted text not captured ]
prea...@utanet.at writes:
>> Then we're starting to argue in circles here because I answered that
>> one, already: design new cards using existing FS that *are* useful.
>> This is emmeniently possible - as demonstrated by a similar situation
>> Magic had with beneficial creature enchantments.>
>I don't think that new FS strike cards would make much of a difference,
>if the mechanics were left in place. A lot of players would still
>refrain from using it, just because there's dodge *and* S:CE.
There's dodge and S:CE and lots of other strikes gets used. So obviously
the point that Dodge and S:CE exist, doesn't make it impossible to design
other balanced types of strikes. I don't know why you keep leaning on
this as a reason why FS cards will never make a difference. It isn't such
a reason. It's just that FS won't make any difference when used against
Dodge or S:CE. This doesn't solve the problem of Dodge or S:CE being
too useful (if such a problem even exists), but you can solve that problem
in other ways, e.g., more Scorpian Sting-like cards.
>And, btw, I also don't think that we should mimic Magic in designing
>cards.
What the hell does this have to do with Magic? You are missing my point
to have made such a comment. The *point* was that such problems - which
were already common to both games - can be solved the same way, which is
generally a good way to solve them.
>The problem is, why would you want a game with no rules at all, i.e. no
>game? Following that kind of logic is not productive.
That was precisely my point. You can't simplyify to extreme or you
have no game, i.e., nothing that's fun to do. Complexity is good where
it brings a high content of fun with it.
>> The whole point of "streamlining
>> a process" is to simplify it, nothing more nothing less.>
>So you think streamlining per se is something which should be avoided?
Not per se, no. I just see it as a tradeoff. Streamline when you
don't lose anything good with the complexity. But don't throw the baby
out with the bathwater.
>I postulate that FS in it's current form is near useless and totally
>underused. Under this condition, it would be better to drop the rule,
>i.e. making it more streamlined. :)
I think this is subjective opinion and disagree with it. But we'll
not likely convince each other in matters of subjective opinion.
Fred
Celerity is the premier
> combat-support discipline, and ALREADY beats Dodge even without FS.
Celerity?? Good old fashioned Ani/Pro is much more powerful.
Ever considered playing with Dog Pack( no CE allowed) and Scorpion
Sting (no Dogde allowed).
With this you can already kill any CE-Deck and Dogde Deck because
usually one Combat is enough to send you to torpor unless you don´t
have FOR.
As you see there already exists this method of you can´t do nothing
(with the exceptions of Maneuvers I know, but this would apply to FS
to)
Graf Metternich
[ quoted text not captured ]
Graf Metternich <mi...@chello.at> wrote:
> Celerity?? Good old fashioned Ani/Pro is much more powerful.
> Ever considered playing with Dog Pack( no CE allowed) and
> Scorpion Sting (no Dogde allowed).
Dog Pack is a Gangrel card, not an animalism or protean card, and
therefore does not belong in a discussion regarding the merits of combat
disciplines.
Noal
--
As of 3/30/2000, I am officially "over 30" and
therefore unable to be trusted. If you don't
know why, ask your parents.
[ quoted text not captured ]
On Tue, 04 Apr 2000 08:10:52 GMT, Graf Metternich <mi...@chello.at>
wrote:
> Celerity is the premier>> combat-support discipline, and ALREADY beats Dodge even without FS.>>Celerity?? Good old fashioned Ani/Pro is much more powerful.
Can't generate additional strikes effectively without Celerity.
Shadow of the Wolf doesn't cut it real well.
>Ever considered playing with Dog Pack( no CE allowed) and Scorpion
>Sting (no Dogde allowed).
Sure, you can try that. In our experience (and Tatu has surely tried
;), the time taken to equip the Dog Pack and the limitation of only
being able to kill one vampire per turn generally gets YOU killed as
all the other vampires bleed or vote you into oblivion. Not to
mention Dog Pack costs 2 pool.
Scorpion sting is handy, but you require superior ANI to make it work,
so it's Bear Paw or Gitane for you - both fairly large vamps, and
slowing you down some. Compare with inferior CEL, which generates a
simple additional strike with Blur. Scorpion sting isn't WALLPAPER,
but Celerity outstrips Animalism OR Protean as secondary-combat by a
long shot.
>With this you can already kill any CE-Deck and Dogde Deck because
>usually one Combat is enough to send you to torpor unless you don´t
>have FOR.
And killing one vampire per turn is definitely going to slow down a
weenie bleed horde a lot. *sarcasm*
>As you see there already exists this method of you can´t do nothing
>(with the exceptions of Maneuvers I know, but this would apply to FS
>to)
It would, in fact, NOT apply to FS. There are plenty of long-range
strikes available in the game, the simplest being "guns" and going
elsewhere from there. =)
[ quoted text not captured ]
lor...@yahoo.com (Derek Ray) wrote:
> * Second, since you have gone to all the trouble to alter FS,
> you need to make a card that uses FS so that it matters. So you
> make some Celerity card that grants it. (It makes no sense to
> give it to anything but Celerity.)
Actually, I could make a case for Quietus, Obfuscate, Auspex,
Obtenebration, Viccisitude and Protean.
> Now you are REALLY creating a problem. Celerity is the> premier combat-support discipline, and ALREADY beats Dodge
> even without FS.
Depends on what you want it to do. Animalism is much better at setting
range, Fortitude is better at preventing damage, Protean is equal at
presses. Celerity, while able to do all three at a competent level,
isn't particularly exceptional at anything but dodges and additional
strikes.
> Immortal Grapple can be beaten by just maneuvering away from it
*cough*DotB*cough* If Nosferatu could prevent damage worth a damn, they
would be well nigh unstoppable in combat.
> A bleed or vote deck attacks your primary resources, but while
> your primary resources are being depleted you lose little to
> none of your ability to remove OTHERS' primary resources, or
> defend against additional attacks.
Depends on the vote deck. A lot of my vote decks center around trying
to burn vampires outright.
> Nothing new is available to be playtested - therefore we are
> forced to indulge in idle speculation and apply as much logic
> as we can to things via the classic "what if?" =)
What we _can_ do, is playtest using existing cards. Since they will be
the template for new cards, I don't see how it's an unreasonable idea.
All this talk about first strike is making me want to put together a
Silence of Death/Disguised Weapon/Wooden Stake/Lucky Blow deck. That's
the combo that is likely to make or break the case of FS vs. S:CE or
Dodge.
[ quoted text not captured ]
Just a quick comment. I think it's very interesting to note that
nobody has mentioned the possibilities of playing Dodge or S:CE with
First Strike, thus nullifying complaints of not being to deal with
First Strike attacks effectively? The problems with changing First
Strike aren't as bad as they seem...
Mike Nudd
VEKN Prince of London
mi...@vekn.org.uk ; mi...@darkness.org.uk
>
> And killing one vampire per turn is definitely going to slow down a
> weenie bleed horde a lot. *sarcasm*
>
I didn´t know that FS can kill more than one vampire a turn. :)
But Noal was right, Dog Pack is a Gangrel Card (my mistake, I thought
it was ANI)
But I still think that FS should beat common CE-Cards. If A doesn´t
have a CE-Card and plays only a Dodge and B plays additional strikes A
would need an additional strike to play a CE (if he draws one) or
Dodge.
So why not make a CE that ends combat before Maneuvers are played (like
Elysium)?
Graf Metternich
[ quoted text not captured ]
On Tue, 04 Apr 2000 13:03:22 GMT, Noal McDonald <dhar...@my-deja.com>
wrote:
>lor...@yahoo.com (Derek Ray) wrote:>> * Second, since you have gone to all the trouble to alter FS,
>> you need to make a card that uses FS so that it matters. So you
>> make some Celerity card that grants it. (It makes no sense to
>> give it to anything but Celerity.)>
>Actually, I could make a case for Quietus, Obfuscate, Auspex,
>Obtenebration, Viccisitude and Protean.
Quietus, because it already has one and the "assassin" thing, yes.
But it DOES already have one. =)
Obfuscate/Auspex, neither -really- combat support disciplines..
probably shouldn't have one. OBT is an altered Obfuscate, with a few
weird things tossed in. VIC is flesh manipulation - difficult to
produce "first strike" out of that. =) Protean, perhaps, but wasn't
qui/pro bad enough without pro/pro? ;)
>Depends on what you want it to do. Animalism is much better at setting
>range, Fortitude is better at preventing damage, Protean is equal at
>presses. Celerity, while able to do all three at a competent level,
>isn't particularly exceptional at anything but dodges and additional
>strikes.
But it's competent at range, prevent, and pressing WHILE ALSO having
dodge and additional strikes, unlike all the others. It's definitely
the best all-round combat support.
>> Immortal Grapple can be beaten by just maneuvering away from it>
>*cough*DotB*cough* If Nosferatu could prevent damage worth a damn, they
>would be well nigh unstoppable in combat.
my Nosferatu Law Firm deck was pretty vicious... 4 Nossies with
fortitude also come with 2 Prince titles, a Justicar title, and
Primogen. And Potence. So they called votes, and if you blocked,
they smacked the hell out of you and prevented yours. If they weren't
so huge they'd make a decent combat mob - still might, if someone was
to use Horse Brutality. (Or just Minion Tap/Taste, really.)
>> Nothing new is available to be playtested - therefore we are
>> forced to indulge in idle speculation and apply as much logic
>> as we can to things via the classic "what if?" =)>
>What we _can_ do, is playtest using existing cards. Since they will be
>the template for new cards, I don't see how it's an unreasonable idea.
>
>All this talk about first strike is making me want to put together a
>Silence of Death/Disguised Weapon/Wooden Stake/Lucky Blow deck. That's
>the combo that is likely to make or break the case of FS vs. S:CE or
>Dodge.
I made a DW/Stake/Lucky Blow deck recently. First problem I found -
you run out of Stakes too fast. =)
[ quoted text not captured ]
lor...@yahoo.com (Derek Ray) wrote:
>> Actually, I could make a case for Quietus, Obfuscate, Auspex,
>> Obtenebration, Viccisitude and Protean.>
> Quietus, because it already has one and the "assassin" thing,
> yes. But it DOES already have one. =)
Yep. A bit hampered for what Assamites normally do...but it does. I
wouldn't mind seeing a Quietus card that gives FS only usable at long
range at minor and same as above but opponent can't use S:CE at
superior. Cost one or two blood and you'd have a card that would really
help out the Assamites.
> Obfuscate/Auspex, neither -really- combat support disciplines..
> probably shouldn't have one. OBT is an altered Obfuscate, with a few
> weird things tossed in.
Obfuscate and Obtenebration are perfect for catching opponents off
guard. Auspex can be used to stay a step ahead by reading the opponent's
thoughts.
> VIC is flesh manipulation - difficult to produce "first strike"
> out of that. =)
Not if you envelop your opponent in flesh. *grin* But that's more
along the lines of what I was thinking of a Vic. IG type card. That
would make for gruesome art, wouldn't it?
> Protean, perhaps, but wasn't qui/pro bad enough without pro/pro? ;)
If FS doesn't beat S:CE, I don't see a problem. Even if FS doesn't beat
S:CE, I could see it being used more widely if the cards that provide FS
were more useful even w/o FS and the effect cost less.
> But it's competent at range, prevent, and pressing WHILE ALSO
> having dodge and additional strikes, unlike all the others.
> It's definitely the best all-round combat support.
It certainly is the most versatile. Whether Celerity suits a certain
deck or not depends on a number of factors. If Nosferatu had
POT/ANI/PRE they would be more useful to make a Anathema/IG deck than
the Brujah are. The Brujah have young Princes and Presence to push
votes, so Celerity it is.
I'd post the deck, but I can't reveal trade secrets before Origins. ;)
> I made a DW/Stake/Lucky Blow deck recently. First problem I found
> - you run out of Stakes too fast. =)
Yep. I was thinking that I'd have to get a Brujah put some Arms Dealers
in play to get the Stakes into my hand. But then that gets into too
many moving parts. I try to keep deck strategies as focused as
possible.
Noal
--
"What you cannot enforce, do not command."
-- Socrates
[ quoted text not captured ]
In article <8cc824$7ef$1...@nnrp1.deja.com>, Graf Metternich
<mi...@chello.at> writes
>Ever considered playing with Dog Pack( no CE allowed)
It's unique, it's fragile and it's expensive. Erk.
[ quoted text not captured ]
James Coupe wrote:
>
> In article <8cc824$7ef$1...@nnrp1.deja.com>, Graf Metternich
> <mi...@chello.at> writes
> >Ever considered playing with Dog Pack( no CE allowed)
>
> It's unique, it's fragile and it's expensive. Erk.
Dog Pack is not unique.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.geocities.com/vtesrep
In article <38EB3919...@white-wolf.com>, LSJ
<vte...@white-wolf.com> wrote:
> James Coupe wrote:
> >
> > In article <8cc824$7ef$1...@nnrp1.deja.com>, Graf Metternich
> > <mi...@chello.at> writes
> > >Ever considered playing with Dog Pack( no CE allowed)
> >
> > It's unique, it's fragile and it's expensive. Erk.
>
> Dog Pack is not unique.
Dog Pack, Scorpion Sting, any agg hand.
Tee hee hee.
It's the wynn wynn wynn deck.
--
Knowledge is power. Michael F. Tomkins
Power corrupts. m.to...@student.canberra.edu.au
Stay stupid. University of Canberra, Australia.
http://student.canberra.edu.au/~u964617/