I've been playing the game since the original release and understand that
the game is intently based on keeping some realism in an unrealistic world.
Recently after being asked to ressurrect some of my old decks to start
playing again I went to the Wizards page for updates to the rules and was
dismayed to find that for no reason whatsoever the infamous Zip Gun and ammo
cards don't work.
Could someone explain to me why this combo doesn't work since intuitively
the Zip gun is and states it is a gun which fills the requirements of the
ammo cards.
Vince
"Vince Johnson" <john...@tcnj.edu> wrote:
[ quoted text not captured ]
The decision to ban the use of ammo from Zip Guns wasn't based on
intuition, but rather on the "broken" combo of Zip Gun/Dragon Breath
Rounds, which had a weak expense to effect ratio. Now, if you wish to
generate the same effect, you need to do a Disguised Weapon/Saturday
Night Special/Dragon Breath Rounds combo. Let me assure you it's not
that much more dificult to pull off, and the expense is much more in
line with the result...
Regards,
R. David Zopf
guenh...@mindspring.com
Atom Weaver
Richard D. Zopf wrote:
> "Vince Johnson" <john...@tcnj.edu> wrote:
<snip>
> >Could someone explain to me why this combo doesn't work since intuitively
> >the Zip gun is and states it is a gun which fills the requirements of the
> >ammo cards.
>
> The decision to ban the use of ammo from Zip Guns wasn't based on
> intuition, but rather on the "broken" combo of Zip Gun/Dragon Breath
> Rounds, which had a weak expense to effect ratio.
Do you really believe a *gun* that shoots *pencil stakes* can shoot DBR also?IMHO
this card should be re-labeled as weapon and nothing more.
Madjack
"Vince Johnson" <john...@tcnj.edu> wrote:
> I've been playing the game since the original release and understand that
> the game is intently based on keeping some realism in an unrealistic world.
> Recently after being asked to ressurrect some of my old decks to start
> playing again I went to the Wizards page for updates to the rules and was
> dismayed to find that for no reason whatsoever the infamous Zip Gun and ammo
> cards don't work.
>> Could someone explain to me why this combo doesn't work since intuitively
> the Zip gun is and states it is a gun which fills the requirements of the
> ammo cards.
Game balance.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own
LSJ wrote in message <77vcun$jn2$1...@nnrp1.dejanews.com>...
>"Vince Johnson" <john...@tcnj.edu> wrote:>> I've been playing the game since the original release and understand that
>> the game is intently based on keeping some realism in an unrealistic
world.
>> Recently after being asked to ressurrect some of my old decks to start
>> playing again I went to the Wizards page for updates to the rules and was
>> dismayed to find that for no reason whatsoever the infamous Zip Gun and
ammo
>> cards don't work.
>>
>> Could someone explain to me why this combo doesn't work since intuitively
>> the Zip gun is and states it is a gun which fills the requirements of the
>> ammo cards.>
>Game balance.
>
>--
Ah... so in other words... it's ok to change the wording of a card for a
game that Wizards of the Coast doesn't properly support... but when it comes
to screwing up with their "major product" (MTG) they ban cards instead of
"fixing them"... personally if they re-released their tourney rules the way
they were before (5 of any card... restricted cards are restricted to
2)...and put the combo or at least the zip gun on the restricted list then
it wouldn't be so bad... not to mention clear up the problems with some of
the other overpowering cards...
BTW I never found dragon's breath rounds with zip guns to be that
overpowering... especially since most combat decks have their own ways to
deal with it... and non-combat decks tend to avoid it or prevent it...
leaving me with a damaged vamp holding an exploded gun.
Thanks for not clearing that whole mess for me...
Vince
[ quoted text not captured ]
In article <7804rc$5g3@simba>, Vince Johnson <john...@tcnj.edu> writes
>Ah... so in other words... it's ok to change the wording of a card for a
>game that Wizards of the Coast doesn't properly support... but when it comes
>to screwing up with their "major product" (MTG) they ban cards instead of
>"fixing them"...
They don't *just* ban them though. They restrict them, and re-print
them with new wording. V:TES doesn't have the luxury of reprinting.
The re-wordings and errata that would be reprinted are issued as errata
instead.
> personally if they re-released their tourney rules the way
>they were before (5 of any card... restricted cards are restricted to
>2)...
For the over-powered cards, perhaps it would be a possibility.
However, a power card is a power card is a power card. When I draw it,
it's still powerful. I just draw it fewer times.
Also, the staple cards of many decks require being in there more than 5
times - Bewitching Oration, say, Kine Resources Contested, Corruption
(especially), stealth (especially non-Obfuscate based stealth),
intercept etc. Many deck styles just *don't* work without the No Limits
game we play.
Also, the game was designed from the start as being no limits. They
screwed up a few times, messed up a few cards, didn't spot a few combos
etc. But the vast majority of the game is designed on a no-limits basis.
You may like to visit http://www.io.com/_mlangsdo/RPGs/Jyhad/index.html
and read the various items against 4CL (4 card limit).
>and put the combo or at least the zip gun on the restricted list then
>it wouldn't be so bad... not to mention clear up the problems with some of
>the other overpowering cards...
Again, you need to go back and read the arguments to understand this.
In a Magic environment, say, Lotus is still bloody powerful, even if
it's only in your deck once.
And the overpowering cards have also been "fixed" to make them not
overpowering. There are arguments over what would have been better -
re-writing, banning, restricting etc. - and all have their upside and
downside. One way, rather than restricting the card, is just to make it
balanced.
See http://members.tripod.com/~Lasombra and check under the recent
batches of rulings.
Unfortunately, what holds up in your play environment is not true of all
play environments and tournaments and this is why the errata have to be
issued. Some groups decide not to adopt them wholesale, although most
people who have used them have found them to be helpful in the long run.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net
On Mon, 18 Jan 1999 15:16:01 -0500, "Vince Johnson"
<john...@tcnj.edu> wrote:
>Ah... so in other words... it's ok to change the wording of a card for a
>game that Wizards of the Coast doesn't properly support... but when it comes
>to screwing up with their "major product" (MTG) they ban cards instead of>"fixing them"... personally if they re-released their tourney rules the way
...It's just Magic. (shrug) =)
>they were before (5 of any card... restricted cards are restricted to>2)...and put the combo or at least the zip gun on the restricted list then>it wouldn't be so bad... not to mention clear up the problems with some of
>the other overpowering cards...
Jyhad was specifically designed so that card limits would not be
necessary to maintain game balance.
>BTW I never found dragon's breath rounds with zip guns to be that
>overpowering... especially since most combat decks have their own ways to
>deal with it... and non-combat decks tend to avoid it or prevent it...
>leaving me with a damaged vamp holding an exploded gun.
"Adds 2 aggravated damage to a gun's damage. This burns the gun after
it is used. Only usable as damage is being resolved." - from DBR's
card text.
Zip guns provide an all-important maneuver (which DOES make things
difficult for combat decks who'd like to IG you) and one point of
damage. They come with a built-in Disguised Weapon, which means that
they fit in any deck completely as a surprise, not just OBF decks.
They cost zero pool, meaning that you can burn through guns until you
run out of cards with no significant cost to you. Their only
effective "cost" is one point of damage PER COMBAT to the vampire
holding it, which can be prevented in 6,000,000 different ways OR just
gained back via hunting later.
Dodge or S:CE decks play their strategy during the strike phase, which
happens before DBR can be played, so if you see Dodge or S:CE, you
don't bother exploding your gun. Card text is a little vague about
when the gun is burned in relation to additional strikes, but I'm
going to take the narrow view and say that DBR only applies to one
strike -- but even in this case, any prevention that isn't superior
Skin of Steel is still largely worthless against a Blur. If you take
the wide view, 3 points of normal and 6 points of agg in a round (all
for the cost of two vampire blood - one for the gun damage, one for
the Blur) is absolutely ridiculous. And you get to do it again next
combat if you have both cards in your hand.
Or you could just take a lot of Torie, Assamite, and Brujah weenies
with CEL, and instead of using DBR rounds, use Glaser rounds - you
only get 7 total points of damage on an opposing minion, and you now
-must- use a Blur or you can't play the ammo, but you also get to keep
your gun, all for the same 2 blood cost.
-- Derek
(replying by email? remove the nospam from my domain :)
Vagabond <ill...@postoffice.swbell.net> wrote:
>Richard D. Zopf wrote:>> "Vince Johnson" <john...@tcnj.edu> wrote:><snip>>> >Could someone explain to me why this combo doesn't work since intuitively>> >the Zip gun is and states it is a gun which fills the requirements of the
>> >ammo cards.
>>>> The decision to ban the use of ammo from Zip Guns wasn't based on
>> intuition, but rather on the "broken" combo of Zip Gun/Dragon Breath
>> Rounds, which had a weak expense to effect ratio.>Do you really believe a *gun* that shoots *pencil stakes* can shoot DBR also?IMHO
>this card should be re-labeled as weapon and nothing more.
For all purposes that I can think of, the errata that's been issued
amounts to the same thing.
[ quoted text not captured ]
"Vince Johnson" <john...@tcnj.edu> wrote:
>LSJ wrote in message <77vcun$jn2$1...@nnrp1.dejanews.com>...>>Game balance.
>>
>>-->Ah... so in other words... it's ok to change the wording of a card for a
>game that Wizards of the Coast doesn't properly support... but when it comes
>to screwing up with their "major product" (MTG) they ban cards instead of
>"fixing them"...
That is a much easier route to take, particularly when you're
releaseing an expansion every three months to have poeple get new
cards. The effort with V:TES has been to make a balanced game, using
as many rpinted cards as possible. It's an ongoing process, and LSJ
(the WotC Net-Rep) has demonstrated an open ear to revising previous
errata, if said errata is shown to have too much of a debilitating
effect on the card (cf Tomb of Ramses, III).
>personally if they re-released their tourney rules the way>they were before (5 of any card... restricted cards are restricted to
>2)...and put the combo or at least the zip gun on the restricted list then
>it wouldn't be so bad... not to mention clear up the problems with some of
>the other overpowering cards...
Card limits like that haven't been around for about two to three
years. The base rules have never provided for a card limit in V:TSE,
and with good reason. It's a patch fix for any game when the real
problem lies in a very few cards (this holds for V:TES, M:t$$, and any
other). CL has been discussed here as nauseam, and the final
resolution most people came to was that you could do one or more of
the following:
1) Play in your gaming group any way you want. It's your gaming
group, after all.
2) Play non-DCI V:TES tournaments any way you want, they're your
tournaments, after all.
3) Play DCI Sanctioned V:TES tournments with DCI Tournament rules,
including the full range of Official Errata, Rulings, and
Clarifications. This includes no card limit.
If you're uncomfortable with other "overpowered" cards, I'd encourage
you to raise a rational discussion about them here, and search
Dejanews for what's been said about them to date.
>BTW I never found dragon's breath rounds with zip guns to be that
>overpowering... especially since most combat decks have their own ways to
>deal with it... and non-combat decks tend to avoid it or prevent it...
>leaving me with a damaged vamp holding an exploded gun.
Then use DBR's like crazy. Go for it! And hey, a Sawed Off Shotgun
has two barrels anyway, so it should be able to use two DBR's per
strike. That's only common sense, right?
>Thanks for not clearing that whole mess for me...
Oh, it ever remains our highest priority to clear up your messes....
[ quoted text not captured ]
[ quoted text not captured ]
Ok so this brings me back to where I started... why place a limitation on
the gun... while you're at it you could add errata to the Rulebook itself
for ammo cards that despite what the cards says, they are to be used with
the strike... now you cripple ANY ammo combo with any gun but to me it makes
sense intuitive sense and is a rule that you could implement on the whole
... for instance, realistically, you can't decide that in the middle of a
firefight that when you finally land a hit that you were using a non-average
ammo(what the cards represent)
And as for S:CE and Dodges... it's never been a bad thing that because of
these cards that his (the one with the ammo) that he's stuck with those ammo
cards in his hand if he is either relying on them and doesn't want to throw
them away... not to mention the overload of zip guns when all of his kindred
have them and now they're piling up in his hand not getting through for
damage... start discarding them for the other cards in your deck...(perhaps
thought betrays.... or similar cards to get the combo off)... and you're
still crippling pieces of the puzzle when you only draw more of the same
card(perhaps because you've dumped a dozen of each into the deck).
At any rate... it's a moot point... as it has been pointed out to me... my
group can decide how we choose to play the game and how we restrict
cards(through errata or restrictions)... we plan to do this anyway with
recent problems we've seen in other games... I just hate to take some
rulings and ignore others based on the fact that the ruling was only made
for those that couldn't deal with it correctly with what they have in front
of them... overall though, I feel, it invalidates the rulings as a whole...
Thanks
Vince
Vince Johnosn wrote:
"Ah... so in other words... it's ok to change the wording of a card for a game
that Wizards of the Coast doesn't properly support... but when it comes to
screwing up with their "major product" (MTG) they ban cards instead of "fixing
them"..."
WOTC has almost zero need to errata or "fix" cards for Magic that are broken,
misprinted, too powerful, too weak, or just plain dumb. As Magic is still
being printed, the bad cards just drop out of the cycle and get reprinted as
something else. Compare Lightning Bolt to Shock, Repentant Blacksmith to
Desciple of Law, or Black Lotus to Lotus Petal. Cards that came out wrong, or
were determined to be wrong, for what ever reason get changed and reprinted as
somthing closer to what is "balanced". Yes, cards get banned, but for the most
part, these are in situations where reprinting cards does not prevent the use
of the original busted versions (like in a Type 1 tournament environement). In
a Type 2 tournament, where cards keep cycling in and out, the bad cards just
fall out of the environement after a while and get replaced by the fixed
version.
Jyhad does not have this benefit. No more cards are getting printed. No
revisions will be made. The balance of the set cannot be jiggered with by
reprinting cards. The only option is to continue playing in an environment
with unbalanced or broken cards, or issue errata to put balance in a propper
place. What is or is not balanced is certainly a matter of debate, but LSJ,
the Rules Team and this newsgroup are probably the best equipped to debate
this.
"personally if they re-released their tourney rules the way
they were before (5 of any card... restricted cards are restricted to
2)"
There were never tournament rules of this sort. There was some misbegotten
tournament rules involving a list of restricted cards that were limited to some
number (2? 6?), but I am fairly certain that there never was a blanket card
limit set of tournament rules, as Jyhad was specifically designed to be played
with no limits.
"...and put the combo or at least the zip gun on the restricted list then it
wouldn't be so bad... not to mention clear up the problems with some of the
other overpowering cards..."
Wouldn't make the busted cards any less busted or the broken combos any less
broken. They would just come up less often, making the game into far more of a
crap shoot.
Peter D Bakija
PD...@aol.com
"I want to be cool, tall, vulnerable, and lucious
I would have it all if I'd only have this much"
-Liz Phair
PDB6 wrote in message
[ quoted text not captured ]
You're wrong if WotC would properly support their games there would be no
problem... as for broken cards... they sit there and MAKE the killer
combos... they admitted to it in the last Duelist... then while sitting with
their thumbs up their a$$ ignore that there are other sets... which is why
there were recent bannings in cards ....
>
>"personally if they re-released their tourney rules the way
>they were before (5 of any card... restricted cards are restricted to
>2)"
>
>There were never tournament rules of this sort. There was some misbegotten
>tournament rules involving a list of restricted cards that were limited to
some
>number (2? 6?), but I am fairly certain that there never was a blanket card
>limit set of tournament rules, as Jyhad was specifically designed to be
played
>with no limits.
And you are dead wrong ... there were offical DCI rules with the
restrictions... if you'd like them I'd be more than willing to email scanned
copies to you... but they're useless now since they lifted that... it was
way back in the days of the duelist companion newsletter in the early days
of DCI... they were law within my gaming group until the last weeks when we
resurrected interest in the game.... and without the restrictions... some
games ... and some people complain that due to the fact that some
disciplines lacking within certain areas it is important that cards not be
restricted... that's the point... certain clans... certain disciplines lack
in areas so that you have to think...( and the key word is think...
something too many people do not do) ... about your designing a deck...
ok... so I'm playing Gangrel... well they don't have auspex... they're not
going to have huge access to intercept or even stealth(althought they have
cat's guidance and earth meld)... that's the point... they're supposed to be
more limited in those area's in comparison to the other disciplines and
clans... because they can make up for it in generic cards... and the fact
they are more combat oriented than, say... the malkies which are stronger in
both areas than the gangrel and lack slightly more in combat(although I've
made some fun malkie combat decks too)....
>
>"...and put the combo or at least the zip gun on the restricted list then
it
>wouldn't be so bad... not to mention clear up the problems with some of the
>other overpowering cards..."
>
>Wouldn't make the busted cards any less busted or the broken combos any
less
>broken. They would just come up less often, making the game into far more
of a
>crap shoot.
exactly... so that decks no longer rely on the combo... they can supplement
the deck if they're used... but other than that... at restrictions... they
could not make the combos core deck designs... and even if people did still
make decks based around the restricted cards, for someone that seems to
think they are familiar with what the concepts of "Deckmaster" games...
you'd realize the point in building decks around specific cards is that it's
never a "crap shoot"... play the odds... they tend to work in your favor...
I have often built 60 cards decks that hold their own in moderate sized
games because they were built around the environment that was set up...
[ quoted text not captured ]
James Coupe wrote:
> Also, the staple cards of many decks require being in there more than 5
> times - Bewitching Oration, say, Kine Resources Contested, Corruption
> (especially), stealth (especially non-Obfuscate based stealth),
> intercept etc. Many deck styles just *don't* work without the No Limits
> game we play.
Such as?
This is where I play the devil's advocate...seeing as I play in a 6CL
group. We use 6CL as a guideline rather than a hard and fast rule.
Corruption is an obvious exception....but to be honest, I'd rather use
Temptation or Form of Corruption anyway. The other is the "Murder
of Raptor" type decks. It's pretty difficult to get 7 Raptors in a 6CL
deck.
I can make virtually any other deck style work in 6CL with little or no
impact on its effectiveness. Our guidline is to prevent people from
playing lame Protean Dominate stealth bleed decks based on 25
Form of Mist and 25 Conditionings. Play a deck like that and I can
guarantee you won't get invited to any of the local games.
> Unfortunately, what holds up in your play environment is not true of all
> play environments and tournaments and this is why the errata have to be
> issued. Some groups decide not to adopt them wholesale, although most
> people who have used them have found them to be helpful in the long run.
This is certainly not true of all groups. The Michigan Jyhad League has its
own rules team that looks over LSJ's errata and decides whether to use it
or not. In the matter of the Zip Gun, we have decided to play as printed.
All MJL sponsored tournaments use MJL errata and rulings rather than
DCI or WotC rulings.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
[ quoted text not captured ]
In article <7816nq$eki@simba>,
"Vince Johnson" <john...@tcnj.edu> wrote:
>
> PDB6 wrote in message> >There were never tournament rules of this sort. There was some misbegotten> And you are dead wrong ... there were offical DCI rules with the> restrictions... if you'd like them I'd be more than willing to email scanned
> copies to you...
I think I remember these. IIRC, they lasted only a few months before they
changed them again.
> but they're useless now since they lifted that... it was
> way back in the days of the duelist companion newsletter in the early days
> of DCI... they were law within my gaming group until the last weeks when we
> resurrected interest in the game.... and without the restrictions... some
> games ... and some people complain that due to the fact that some
> disciplines lacking within certain areas it is important that cards not be
> restricted... that's the point... certain clans... certain disciplines lack
> in areas so that you have to think...( and the key word is think...
> something too many people do not do) ...
This is all covered on the web site someone posted in this thread. Here it
is again:
http://www.io.com/~mlangsdo/RPGs/Jyhad/index.html> about your designing a deck...
> ok... so I'm playing Gangrel... well they don't have auspex... they're not
> going to have huge access to intercept or even stealth(althought they have
> cat's guidance and earth meld)... that's the point... they're supposed to be
> more limited in those area's in comparison to the other disciplines and
> clans... because they can make up for it in generic cards... and the fact
> they are more combat oriented than, say... the malkies which are stronger in
> both areas than the gangrel and lack slightly more in combat(although I've
> made some fun malkie combat decks too)....
The restriction is still there without card limits. Why? You can still only
play 1 copy of each reaction modifier or action modifier in an action. So
while the Gangrel can play Earth Meld and a couple other cards for stealth,
the Malkavians have 10 different cards available to them. This makes a huge
difference that anyone playing NL will tell you.
The two biggest arguments for card limits are to keep powerful cards from
being easily drawable and so people without as many cards can compete.
The first problem is only partially solved. It introduces a larger element
of luck where most people feel that the game should be skill based. So,
using the as-written Return to Innocence, you might be able to only have 2
copies in your deck. You're playing Fortitude so you've got Day Operation
and Daring the Dawn. You have other uses for these cards, but you also hope
you draw them with an RtI. If you draw it at the right time, you are going
to oust your prey. If you don't draw it, you just continue using your main
strategy. The point is, it's entirely luck. There's no skill. The only
thing you might worry about is a deflecting prey (assuming more than 2
players at this point). Otherwise, you just play it and your prey is
generally ousted. The cost isn't that big a deal because you get 6 pool back.
The second problem takes a reverse course when using CL. There are many cards
in Jyhad that are similar but different - Guard Dogs and Rat's Warning, Fists
of Death and Torn Signpost, etc. Generally, one of the cards is rare except
in the GD/RW case. So if you have the rare cards, you can use them when you
max out your CL using the common. And guess who has the most rares? The
people with the most cards. So the guy without many cards is stuck because
he can't take his friend's stack of commons and use as many copies as he
wants of each card.
> >broken. They would just come up less often, making the game into far more
> >of a crap shoot.
>
> exactly... so that decks no longer rely on the combo... they can supplement
> the deck if they're used... but other than that... at restrictions... they
> could not make the combos core deck designs...
Ok, so you seem to be agreeing that it is luck when a restricted combo comes
up, not deckbuilding skill.
> and even if people did still
> make decks based around the restricted cards, for someone that seems to
> think they are familiar with what the concepts of "Deckmaster" games...
> you'd realize the point in building decks around specific cards is that it's
> never a "crap shoot"... play the odds... they tend to work in your favor...
Now are you talking about building decks around specific (restricted) cards
or just specific cards in general? If you mean restricted, you're
contradicting yourself because restricted cards make it a "crap shoot" if you
build around them. So I'll assume you mean specific cards in general. If
you are saying a 5CL and you build a 60 card deck, you have a 1 in 12
chance of drawing a specific card you built around. That's about an 8%
chance of drawing your core card. Theoretically, that means I have to play
my whole hand plus 4 more cards in order to draw the card I really want.
That sure sounds like a crap shoot to me, too.
Now if you had a real deck size like most people build their decks, with
and without CL, you'd have 90 cards. Your chance now drops to 1 in 18.
That's a 5.5% chance.
> I have often built 60 cards decks that hold their own in moderate sized
> games because they were built around the environment that was set up...
Are these 4 player games? With 60 cards, you're going to run out quickly
in a combat deck.
I've played in all sorts of groups. I've played 4CL, 4CL with a restricted
list, 6CL, and NL. CL games have their merit because they can be fun merely
for their different flavor and style. However, they do not have the effects
that CL proponents are seeking.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
In article <78257d$vjq$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> James Coupe wrote:
> > Many deck styles just *don't* work without the No Limits game we play.> Such as?
I would modify the statement with:
There are many unique and interesting decks that just don't work without
No Limits.
And besides, you pretty much agree, Noal. :)
> This is where I play the devil's advocate...seeing as I play in a 6CL
> group. We use 6CL as a guideline rather than a hard and fast rule.
So it's not technically a card limit then. Why not play a flat gentlemanly
NL? You state below that if someone were to bring an "abusive" deck, they'd
pretty much uninvite themselves from playing again. That way, people can
make whatever decks they want. Generally, this means you can play decks
that are viable without having to be tournament competitive.
> Corruption is an obvious exception....but to be honest, I'd rather use
> Temptation or Form of Corruption anyway.
So Mr. Suitcase has the advantage because he has more Temptations and
Forms of Corruption? The reverse effect of what many CL'ers try to accomplish
with limits.
> The other is the "Murder of Raptor" type decks. It's pretty difficult to get
> 7 Raptors in a 6CL deck.
Yeah, that would be kind of hard. Where's that Jyhad Clone card....
> I can make virtually any other deck style work in 6CL with little or no
> impact on its effectiveness.
I'd agree. Pretty much any other deck style can work under CL without
extreme detriment in comparison to the other decks. However, some decks are
just plain knocked out of possibility under NL. Like Heart of Darkness and
Fortitude deck. Or a deck I've been thinking about built around Elder Kindred
Network (Anarch Revolts, Surprise Influence, Dread Gaze, Kindred Coercion, and
Pulling Strings).
> Our guidline is to prevent people from
> playing lame Protean Dominate stealth bleed decks based on 25
> Form of Mist and 25 Conditionings. Play a deck like that and I can
> guarantee you won't get invited to any of the local games.
So just play NL and tell people that you are geared more towards fun than
stiff competition, so no standard S&B decks or 25 Skin of Steel and 25
Pulled Fangs (you play as written, IIRC).
> > Some groups decide not to adopt them wholesale, although most
> > people who have used them have found them to be helpful in the long run.> This is certainly not true of all groups. The Michigan Jyhad League has its
> own rules team that looks over LSJ's errata and decides whether to use it
> or not. In the matter of the Zip Gun, we have decided to play as printed.
> All MJL sponsored tournaments use MJL errata and rulings rather than
> DCI or WotC rulings.
Does MJL use CL, too, or just your group? I didn't think so, but it's
not beyond the realm of possibility.
[ quoted text not captured ]
On Mon, 18 Jan 1999 23:37:05 -0500, "Vince Johnson"
<john...@tcnj.edu> wrote:
>
>Ok so this brings me back to where I started... why place a limitation on
>the gun... while you're at it you could add errata to the Rulebook itself
>for ammo cards that despite what the cards says, they are to be used with
>the strike... now you cripple ANY ammo combo with any gun but to me it makes
>sense intuitive sense and is a rule that you could implement on the whole
>... for instance, realistically, you can't decide that in the middle of a
>firefight that when you finally land a hit that you were using a non-average
>ammo(what the cards represent)
No, but S:CE is so prevalent that it's only fair to the gun users to
make them not have to pack 30 ammo cards in hopes that they'll get one
to land. (Dodge is pointless since any gun deck probably also
includes Celerity, which beats Dodge hands down.) Guns are hard
enough to make "go" without hurting them THAT badly. Also... The game
is about supernatural creatures, "vampires" - which sort of defies
realism in the first place, don't you think? So the primary concern
when issuing errata is game balance, not "realistic" play.
>And as for S:CE and Dodges... it's never been a bad thing that because of
>these cards that his (the one with the ammo) that he's stuck with those ammo
>cards in his hand if he is either relying on them and doesn't want to throw
>them away... not to mention the overload of zip guns when all of his kindred
>have them and now they're piling up in his hand not getting through for
>damage... start discarding them for the other cards in your deck...(perhaps
>thought betrays.... or similar cards to get the combo off)... and you're
>still crippling pieces of the puzzle when you only draw more of the same
>card(perhaps because you've dumped a dozen of each into the deck).
What? Zip Gun is an always-playable card if you get into combat.
There is no restriction on a minion having a second, third, or tenth
Zip Gun just because he already has a Zip Gun. He can't USE them all
at once, but a Ghoul Retainer certainly could use another one. (Side
note: if a Ghoul Retainer uses a Zip Gun, does the player still
receive the point of damage? or does the Retainer? I'd say the
Retainer, but IANALSJ)
If you have ammo cards and you're facing S:CE, you can always PLAY
them in combat if you have a hand-jam issue - I certainly wouldn't
waste time hanging on to multiple ammo cards when 75% of my strikes
won't ever land. Every deck design has its own inherent flaws, but
the Zip Gun-Ammo combination is just too low-cost for how easy it is
to make work.
>At any rate... it's a moot point... as it has been pointed out to me... my
>group can decide how we choose to play the game and how we restrict
>cards(through errata or restrictions)... we plan to do this anyway with
>recent problems we've seen in other games... I just hate to take some
>rulings and ignore others based on the fact that the ruling was only made
>for those that couldn't deal with it correctly with what they have in front
>of them... overall though, I feel, it invalidates the rulings as a whole...
The ruling was not made for those who couldn't "deal with it", it was
made because the cost-to-effect ratio of a Zip Gun and DBR was
excessive - pay 1 vampire blood, get 2R agg with a free maneuver.
Normally to get 2 points of aggravated damage, you either require an
equip action (to get a weapon which does agg), OBF (to get the weapon
via Disguised Weapon), superior Potence (to play Burning Wrath, which
costs 3 vampire blood), superior Quietus (Taste of Death, cost 1 blood
and you need to have a maneuver in hand as well)... a Gangrel and a
Lucky Blow/Claws combination (cost 1 blood), or Tremere and a way to
get to the 2nd round consistently. (Or Shotgun Ritual - cost 2
blood.)
The only cost-to-effect ratio here that even comes close to a Zip
Gun-DBR is having OBF and Disguised Weapon - but all weapons that
naturally do 2 points of agg damage cost pool, not blood. (Example, a
Flamethrower costs 4 pool for 2R agg - and doesn't come with a
maneuver.) Burning Wrath is miserably expensive for what it does, but
it can be easily combined with IG to ensure that your strike HITS,
which none of the other listed combos can. (Not easily anyway.)
Taste of Death can be outmaneuvered as WELL as S:CE'd or Dodged.
Lucky Blow/Claws don't work at long range and don't come with a free
maneuver like Zip Gun/DBR. Tremere require a press to continue or
some way to prevent their own Burst of Sunlight's damage. Shotgun
Ritual will cost you two blood, but without a maneuver you'll take at
least one point of damage from a punch as well. Do you see yet? Zip
Gun-DBR was an UNDISCIPLINED combo (meaning any vampire anywhere
anytime could use it) that was more effective than all other
DISCIPLINE combinations *and* cheaper. Yech.
[ quoted text not captured ]
mboh...@shout.net wrote:
> > Such as?
>
> I would modify the statement with:
> There are many unique and interesting decks that just don't work without
> No Limits.
And again I say, "Such as?"
> And besides, you pretty much agree, Noal. :)
...which is why it's a guideline, not a hard rule. If I want to put 10
Raptors in a deck, nobody is going to care. We like to see cool and
innovative decks. 25 Conditionings and 25 Form of Mist is _not_ cool or
innovative.
> > This is where I play the devil's advocate...seeing as I play in a 6CL
> > group. We use 6CL as a guideline rather than a hard and fast rule.
>
> So it's not technically a card limit then. Why not play a flat gentlemanly
> NL? You state below that if someone were to bring an "abusive" deck, they'd
> pretty much uninvite themselves from playing again. That way, people can
> make whatever decks they want. Generally, this means you can play decks
> that are viable without having to be tournament competitive.
Heh. Trust me. We play in a very competitve environment. Most of our
decks are quite tournament competitive, even with 6CL. You don't need
25 Immortal Grapples to make an effective Potence combat deck.
> > Corruption is an obvious exception....but to be honest, I'd rather use
> > Temptation or Form of Corruption anyway.
>
> So Mr. Suitcase has the advantage because he has more Temptations and
> Forms of Corruption? The reverse effect of what many CL'ers try to accomplish
> with limits.
*shrug* Calling me Mr. Suitcase is a bit silly when I freely loan and give
cards.
Besides, 6 Forms and 6 Temptations are hardly difficult to come by. I think I
use 4 Forms and 6 (maybe 5) Temptations in my Setite political deck.
> > I can make virtually any other deck style work in 6CL with little or no
> > impact on its effectiveness.
>
> I'd agree. Pretty much any other deck style can work under CL without
> extreme detriment in comparison to the other decks. However, some decks are
> just plain knocked out of possibility under NL. Like Heart of Darkness and
> Fortitude deck.
How so? How would No Limits be detrimental to a Heart of Darkness/Fortitude
deck?
> Or a deck I've been thinking about built around Elder Kindred
> Network (Anarch Revolts, Surprise Influence, Dread Gaze, Kindred Coercion, and
> Pulling Strings).
Sounds like a lot of different cards. You would be surprised how effective 6
of each can be. Not to mention there are other master cards that require
political actions to burn. Use some of them.
> > Our guidline is to prevent people from
> > playing lame Protean Dominate stealth bleed decks based on 25
> > Form of Mist and 25 Conditionings. Play a deck like that and I can
> > guarantee you won't get invited to any of the local games.
>
> So just play NL and tell people that you are geared more towards fun than
> stiff competition, so no standard S&B decks or 25 Skin of Steel and 25
> Pulled Fangs (you play as written, IIRC).
Correct about Pulled Fangs, although we've ruled it to limit it to once
per round of combat. *shrug* S&B decks don't show up too often since,
like Peter, I play in a high combat and voting environment. They die quick.
It's much more fair to instill a guideline that people can adhere to rather
than tell someone they can't play a deck concept. Exceptions are always
made when reasonable...and again, I assure you, the local competition is
quite stiff.
> Does MJL use CL, too, or just your group? I didn't think so, but it's
> not beyond the realm of possibility.
Actually it's a very good question since my group can be called the
core of MJL as 3 of the 5 rules team members play in my group. It's
not really a question that's been raised since most players in the
MJL use a 6CL guideline.
To my knowledge, a 6CL isn't enforced in a MJL tournament. I never have,
and I don't recall any of the other folks who run MJL tournaments doing
so either. The MJL really strives to make it possible for a new player to
buy some cards and make a deck based on the printed rules and card text
without needing to re-work it because of errata he's never heard of. When
we issue errata, we try to make it with minimal impact on the way the game
is played and still keep game balance in mind.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
mboh...@shout.net wrote:
> I think I remember these. IIRC, they lasted only a few months before they
> changed them again.
*nods* They were printed in the Duelist about 3 years ago.
> And guess who has the most rares? The
> people with the most cards. So the guy without many cards is stuck because
> he can't take his friend's stack of commons and use as many copies as he
> wants of each card.
*shrug* depends on the group. People make decks out of my stuff all the
time. I allow people to use my rares as well as my commons.
> Ok, so you seem to be agreeing that it is luck when a restricted combo comes
> up, not deckbuilding skill.
*nods* This is why I support the idea that if you use a card limit, do it on
all cards, not just a few. Either that or use card limits as a guideline
rather than a hrad and fast rule. Either way, using 4CL is a bit excessive
in my opinion and limiting a card to 2 copies in a deck is pointless. Either
ban it or don't.
> If you are saying a 5CL and you build a 60 card deck, you have a 1 in 12
> chance of drawing a specific card you built around. That's about an 8%
> chance of drawing your core card.
Um...I don't know where you studied statistics but most people draw more
than 1 card in their opening hand. You have about 56% chance of drawing
one in your opening hand and 8% chance thereafter with each card that
you draw.
> Theoretically, that means I have to play
> my whole hand plus 4 more cards in order to draw the card I really want.
> That sure sounds like a crap shoot to me, too.
*shrug* It's all a crap shoot unless your deck is 50% made up of one card.
> Now if you had a real deck size like most people build their decks, with
> and without CL, you'd have 90 cards. Your chance now drops to 1 in 18.
> That's a 5.5% chance.
Actually, 5 in 90 is 6%. You still have a 42% chance of drawing one in
your opening hand.
> I've played in all sorts of groups. I've played 4CL, 4CL with a restricted
> list, 6CL, and NL. CL games have their merit because they can be fun merely
> for their different flavor and style. However, they do not have the effects
> that CL proponents are seeking.
Depends on the effects they're seeking. We use it to prevent boring,
repetitive decks. We don't use it as a control on over-powerful cards.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
[ quoted text not captured ]>There were never tournament rules of this sort. There was some misbegotten>tournament rules involving a list of restricted cards that were limited to
some
>number (2? 6?), but I am fairly certain that there never was a blanket card
>limit set of tournament rules, as Jyhad was specifically designed to be
played
>with no limits.
And you are dead wrong ... there were offical DCI rules with the
restrictions... if you'd like them I'd be more than willing to email scanned
copies to you... but they're useless now since they lifted that... it was
way back in the days of the duelist companion newsletter in the early days
of DCI... they were law within my gaming group until the last weeks when we
resurrected interest in the game.... and without the restrictions... some
games ... and some people complain that due to the fact that some
disciplines lacking within certain areas it is important that cards not be
restricted... that's the point... certain clans... certain disciplines lack
in areas so that you have to think...( and the key word is think...
something too many people do not do) ... about your designing a deck...
ok... so I'm playing Gangrel... well they don't have auspex... they're not
going to have huge access to intercept or even stealth(althought they have
cat's guidance and earth meld)... that's the point... they're supposed to be
more limited in those area's in comparison to the other disciplines and
clans... because they can make up for it in generic cards... and the fact
they are more combat oriented than, say... the malkies which are stronger in
both areas than the gangrel and lack slightly more in combat(although I've
made some fun malkie combat decks too)....
>>"...and put the combo or at least the zip gun on the restricted list then
it
>wouldn't be so bad... not to mention clear up the problems with some of the
>other overpowering cards..."
>
>Wouldn't make the busted cards any less busted or the broken combos any
less
>broken. They would just come up less often, making the game into far more
of a
>crap shoot.
exactly... so that decks no longer rely on the combo... they can supplement
the deck if they're used... but other than that... at restrictions... they
could not make the combos core deck designs... and even if people did still
make decks based around the restricted cards, for someone that seems to
think they are familiar with what the concepts of "Deckmaster" games...
you'd realize the point in building decks around specific cards is that it's
never a "crap shoot"... play the odds... they tend to work in your favor...
I have often built 60 cards decks that hold their own in moderate sized
games because they were built around the environment that was set up...
>[ quoted text not captured ]
In article <782em4$8fn$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> mboh...@shout.net wrote:> > make whatever decks they want. Generally, this means you can play decks
> > that are viable without having to be tournament competitive.
>
> Heh. Trust me. We play in a very competitve environment. Most of our
> decks are quite tournament competitive, even with 6CL. You don't need
> 25 Immortal Grapples to make an effective Potence combat deck.
But your tournament environment, as you state later, is oriented towards
6CL. It took me about 3 months before I full adjusted from hard 6CL to
NL. It's a lot different. Of course, I know that you and probably others
make the transition quite well, but in general, I doubt that all of the
soft 6CL decks people play would be tournament viable (meaning having a
decent chance at winning).
> > So Mr. Suitcase has the advantage because he has more Temptations and
> > Forms of Corruption? The reverse effect of what many CL'ers try to
> > accomplish with limits.> *shrug* Calling me Mr. Suitcase is a bit silly when I freely loan and give
> cards.
Mr. Suitcase was meant to refer to people with lots of cards in general.
Nice Mr. Suitcases do like you do - give away extras.
> Besides, 6 Forms and 6 Temptations are hardly difficult to come by.
> I think I use 4 Forms and 6 (maybe 5) Temptations in my Setite political
> deck.
I wish I had even close to that many Forms and Temptations. I think I have
1 Form and 2 Temptations. And I've gotten about the equivalent of 3 boxes
of AH.
> > I'd agree. Pretty much any other deck style can work under CL without
> > extreme detriment in comparison to the other decks. However, some decks are
> > just plain knocked out of possibility under NL. Like Heart of Darkness and
> > Fortitude deck.
>
> How so? How would No Limits be detrimental to a Heart of Darkness/Fortitude
> deck?
The Heart of Darkness is very fragile. Burnable with a (D) action. It
needs to use most of its blood for actions - Heart of Darkness (2 blood),
Force of Will (2 blood), and Daring the Dawn (1 blood). So you use the
Fortitude to keep that precious blood by using damage prevention in combat.
You could use 6 Skin of Rock and 6 Resilience (and 6 Flesh of Marble if you
have them). Skin of Steel will probably be too much as far as cost goes
because that's still one less blood. Why should the deck be restricted from
using more Resilience? Plus, the strategy aspect of choosing the proper card
is removed because you can't put in more than 6 of either one.
> > Or a deck I've been thinking about built around Elder Kindred
> > Network (Anarch Revolts, Surprise Influence, Dread Gaze, Kindred Coercion,
> > and Pulling Strings).
>
> Sounds like a lot of different cards. You would be surprised how effective 6
> of each can be. Not to mention there are other master cards that require
> political actions to burn. Use some of them.
But the 6 of the others are not what I'm concerned about. It's only the 6
of the EKN. Why should I arbitrarily use only 6? Seriously, what reason
can there be to only be allowed 6?
> Correct about Pulled Fangs, although we've ruled it to limit it to once
> per round of combat. *shrug* S&B decks don't show up too often since,
> like Peter, I play in a high combat and voting environment. They die quick.
My group is mainly combat, too, with smaller equal amounts of voting and
bleed. However, I'm the only one using 12 IG's in my Potence-based deck.
And do you know how effective the other Potence based decks are against well
proportioned S:CE? Not very. Actually, it would seem obvious why voting is
competing well in your high combat environment. The Potence deck is limited
to 6 IG's. The Presence vote deck has 6 Majesty, 6 Staredown, and 6 Catatonic
Fear (and possibly, God help us, 6 Mercy for the Weak).
> It's much more fair to instill a guideline that people can adhere to rather
> than tell someone they can't play a deck concept. Exceptions are always
> made when reasonable...and again, I assure you, the local competition is
> quite stiff.
Exactly why there's nothing inherently _wrong_ with playing CL as long as
everyone agrees. It's just as fun as NL. In your case though, with a soft
limit, I'd just say, why bother with limits at all?
> Actually it's a very good question since my group can be called the
> core of MJL as 3 of the 5 rules team members play in my group. It's
> not really a question that's been raised since most players in the
> MJL use a 6CL guideline.
I wish you hadn't scheduled your tourney on Super Bowl Sunday. Otherwise,
I'd have made the trip up from Champaign, IL.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Derek S. Ray wrote:
> What? Zip Gun is an always-playable card if you get into combat.
> There is no restriction on a minion having a second, third, or tenth
> Zip Gun just because he already has a Zip Gun. He can't USE them all
> at once, but a Ghoul Retainer certainly could use another one. (Side
> note: if a Ghoul Retainer uses a Zip Gun, does the player still
> receive the point of damage? or does the Retainer? I'd say the
> Retainer, but IANALSJ)
The minion takes the damage.
Same deal if the Ghoul sets of a Grenade at close range - the
minion takes the damage.
--
[ quoted text not captured ]
Derek S. Ray wrote in message
<2B510934163E173B.DF08AD82...@library-proxy.airnews.ne
t>...
>On Mon, 18 Jan 1999 23:37:05 -0500, "Vince Johnson"
><john...@tcnj.edu> wrote:
>No, but S:CE is so prevalent that it's only fair to the gun users to
>make them not have to pack 30 ammo cards in hopes that they'll get one
>to land. (Dodge is pointless since any gun deck probably also
>includes Celerity, which beats Dodge hands down.) Guns are hard
>enough to make "go" without hurting them THAT badly. Also... The game
>is about supernatural creatures, "vampires" - which sort of defies
>realism in the first place, don't you think? So the primary concern
>when issuing errata is game balance, not "realistic" play.
>
I realize that "realism" in the game is difficult since it's based on
something that doesn't exist, yet the point of the WW system for the game
and the original intent of the game was to stick to a world that is similar
to ours. The vampire excuse does not apply in this case because it's not a
vampire ability that influences anything about gun and ammo cards.
>What? Zip Gun is an always-playable card if you get into combat.
>There is no restriction on a minion having a second, third, or tenth
>Zip Gun just because he already has a Zip Gun. He can't USE them all
>at once, but a Ghoul Retainer certainly could use another one. (Side
>note: if a Ghoul Retainer uses a Zip Gun, does the player still
>receive the point of damage? or does the Retainer? I'd say the
>Retainer, but IANALSJ)
>
First off... if you're playing cards on Vampires "because you can".... is a
waste too, I've done it in the past and it's a pain in the ass when that
vampire gets entirely burned by combat... or torpored and diablerized by my
opponent...
>If you have ammo cards and you're facing S:CE, you can always PLAY
>them in combat if you have a hand-jam issue - I certainly wouldn't
>waste time hanging on to multiple ammo cards when 75% of my strikes
>won't ever land. Every deck design has its own inherent flaws, but
>the Zip Gun-Ammo combination is just too low-cost for how easy it is
>to make work.
And when facing S:CE... you can always discard them from your hand at the
end of each of your turns to cycle... but my point is that you're discarding
cards to get the combo to work or help you in some other way, yet slowly
dumping cards a player that are key to the combo always makes a combo harder
to pull off...
>The ruling was not made for those who couldn't "deal with it", it was
>made because the cost-to-effect ratio of a Zip Gun and DBR was
>excessive - pay 1 vampire blood, get 2R agg with a free maneuver.
>Normally to get 2 points of aggravated damage, you either require an
>equip action (to get a weapon which does agg), OBF (to get the weapon
>via Disguised Weapon), superior Potence (to play Burning Wrath, which
>costs 3 vampire blood), superior Quietus (Taste of Death, cost 1 blood
>and you need to have a maneuver in hand as well)... a Gangrel and a
>Lucky Blow/Claws combination (cost 1 blood), or Tremere and a way to
>get to the 2nd round consistently. (Or Shotgun Ritual - cost 2
>blood.)
Ok... so what you're effectively looking for are 1 card versions that cost
more blood but incidentally are more effective because you're not relying on
having the other card in your hand which takes up hand size while you're
waiting for an opportunity to play the combo. What you make up for in card
numbers is made up for in those blood costs. And your 2 card versions of the
same thing prove my point.... there are other ways to deal the damage that
are just as powerful... or can be made more powreful...
>The only cost-to-effect ratio here that even comes close to a Zip
>Gun-DBR is having OBF and Disguised Weapon - but all weapons that
>naturally do 2 points of agg damage cost pool, not blood. (Example, a
>Flamethrower costs 4 pool for 2R agg - and doesn't come with a
>maneuver.)
AND is not burned so it can be used over and over which is why they tend to
be very deadly... incidentally... I noticed you chose to not pick on ivory
bow which (albeit is unique)... is even more cost effective than the
> Burning Wrath is miserably expensive for what it does, but
>it can be easily combined with IG to ensure that your strike HITS,
>which none of the other listed combos can. (Not easily anyway.)
>Taste of Death can be outmaneuvered as WELL as S:CE'd or Dodged.
>Lucky Blow/Claws don't work at long range and don't come with a free
>maneuver like Zip Gun/DBR. Tremere require a press to continue or
>some way to prevent their own Burst of Sunlight's damage. Shotgun
>Ritual will cost you two blood, but without a maneuver you'll take at
>least one point of damage from a punch as well. Do you see yet? Zip
>Gun-DBR was an UNDISCIPLINED combo (meaning any vampire anywhere
>anytime could use it) that was more effective than all other
>DISCIPLINE combinations *and* cheaper. Yech.
Those combos don't work because you don't have the other cards listed to
back them up... tremere tend to work nicely with mob connections... hey now
they've got there press into a next round... and that's only one card that
costs you nothing unless your opponent has one... and burst of sunlight
works nicely at the first level with other damage prevention cards... there
are "generic" ones you know... flak jacket.... leather jacket.... there are
vamps in tremere that float over some agg damage... other than that I
personally wouldn't touch the card because there are many other better uses
of thaumaturgy like blood stealing...
lucky blow and claws can work... and actually be more effective because
there are other things you can tack ontop of the claws other than just the
lucky blow.... manuevers can be dealt with as well... with another "generic"
card... IR goggles... also fake outs work too... and they cost you
nothing... but the pool used or goggles is negligible due to the fact its'
useable after the combo is used... the vamp blowing off a DBR in his zip gun
doesn't get to keep his manuever...
and there are other generic combos that cost you nothing and could result in
even worse amounts of damage for no blood cost and no blood... or with the
addition of especially for cards like sengir dagger combined with add to
strike cards and even one or 2 additional strikes... the same thing that
could also result of a claw attack... at least the zip gun is burned after
that first use... now taking for granted the dagger is unique once again..
but that is usually not a problem...
Vince
On Tue, 19 Jan 1999 17:17:04 GMT, Dhar...@yahoo.com wrote:
>...which is why it's a guideline, not a hard rule. If I want to put 10
>Raptors in a deck, nobody is going to care. We like to see cool and
>innovative decks. 25 Conditionings and 25 Form of Mist is _not_ cool or
>innovative.
as a complete unrelated sidebar, remember the conversation about
people being "upset" over a card game? =) now you know what sort of
thing will earn you some scorn in my group - this is the kind of deck
I meant. =)
>> So it's not technically a card limit then. Why not play a flat gentlemanly
>> NL? You state below that if someone were to bring an "abusive" deck, they'd
>> pretty much uninvite themselves from playing again. That way, people can>> make whatever decks they want. Generally, this means you can play decks
>> that are viable without having to be tournament competitive.>
>Heh. Trust me. We play in a very competitve environment. Most of our
>decks are quite tournament competitive, even with 6CL. You don't need
>25 Immortal Grapples to make an effective Potence combat deck.
Hmm. You do if your prey packs six Majesties, six Staredowns, six
Catatonic Fears, six Dodges, and if it's the Ventrue, six Skin of
Steels, six Rolling with the Punches... you get the idea. Although I
think most people prefer only 10-12 IG's anyway just to avoid that
nasty hand clog - and also considering that each of your IG's will be
effective (since I can't see playing an IG without the cards-in-hand
to reduce a vampire to bits.)
How do you manage to pull an effective Potence Pitch deck out of that,
also? Mine uses 15 Thrown Gates and 20 Sewer Lids as basic "this is a
damage card" damage. It's got 5 Sacraments of Carnage floating around
for those times when somehow i've run out of maneuvers, and, hm, well,
let's see since I have a little time to waste. There are only 4 "at
range" Potence strike cards: Thrown Gate (1/2), Sewer Lid (3/press),
Well-aimed Card (sic, 4/press), and Sacrament of Carnage (2/3). with
a 6-card limit there are enough "big" strike cards so that you can
have 18 "Big strikes", although the Car will hand jam you if you only
have one of those on the first round. You have 6 maneuvers from the
Gates, and 6 from Flash, and I assume 6 from Pursuit and 6 from Rapid
Thought since if this deck is stuck at close range it'll self-destruct
miserably. With the 2nd round problem from Well-aimed Card, you
probably want to run a little lighter on additional strikes and
heavier on presses - fortunately the Lid, Flash, Rapid Thought, (and
since you only have 6 Blurs you'll stick Nimble Feet in it, i'm sure)
all provide presses, although Flash and Rapid Thought cost you a
maneuver to press with, and Nimble Feet costs you some of your
additional strikes (though the maneuvers are a more serious problem),
so you'll have to wedge ... hmm, looking through the database, the
only press card you have left is Infernal Pursuit at inferior. =)
Amusing, but throw 6 of those in since the superior version may well
save your butt also. Rush actions are not a problem, obviously, with
6 Ambush and 6 Bum's Rush respectively. 6 Taste of Vitae is all this
deck needs, if -that-; it's not taking damage and not spending a
significant amount of blood - the only cards that cost anything are
Blur and Sacrament. The limitation of 6 Psyche means you'll be raped
by any S:CE deck even under 6CL, although the additional strikes mean
you can pretty much laugh at S:Dodge. I couldn't see sticking
Acrobatics in this deck since you only have 24 strike cards - with
Pursuit, Blur, and Nimble Feet you have 18 sources of up to 24
additional strikes, and you'll undoubtedly run out of strike cards
long before you find yourself wishing "Damn, I wish I had a Blur now."
The other problem is maneuvers. I only see 24 maneuvers, some of
which are forced to double as press actions or additional strikes, and
that could get your vampires eaten alive at some point since everyone
will block your Rush actions to deny you the free one as soon as they
know what sort of deck you have. And half your strikes -require- long
range.
so, the best Pitch deck I can see under 6CL is:
Strikes: 6 Gate, 6 Lid, 6 Car, 6 Sacrament
Support: 6 Flash, 6 Rapid Thought, 6 Nimble Feet, 6 Infernal Pursuit
Vital: 6 Blur, 6 Psyche, 6 Taste, 6 Ambush, 6 Bum's Rush
Left: 12 masters in some form or other. 4 Haven, 4 Potence, 4 blood
dolls, probably.
...Yuck. The maneuver from the Gate is absolutely vital, IMO, to
making this sort of deck run - the 6CL version would not be crippled,
but certainly would be less effective than a NL version of the same
deck.
>> Does MJL use CL, too, or just your group? I didn't think so, but it's
>> not beyond the realm of possibility.>>Actually it's a very good question since my group can be called the
>core of MJL as 3 of the 5 rules team members play in my group. It's
>not really a question that's been raised since most players in the
>MJL use a 6CL guideline.
>>To my knowledge, a 6CL isn't enforced in a MJL tournament. I never have,
>and I don't recall any of the other folks who run MJL tournaments doing
>so either. The MJL really strives to make it possible for a new player to
>buy some cards and make a deck based on the printed rules and card text
>without needing to re-work it because of errata he's never heard of. When
>we issue errata, we try to make it with minimal impact on the way the game
>is played and still keep game balance in mind.
-- Derek
[ quoted text not captured ]
>>
>> exactly... so that decks no longer rely on the combo... they can
supplement
>> the deck if they're used... but other than that... at restrictions...
they
>> could not make the combos core deck designs...>
>Ok, so you seem to be agreeing that it is luck when a restricted combo
comes
>up, not deckbuilding skill.
>
No... I am not agreeing with you... read what I said there and below before
commenting... decks that use the combo get them less frequently and if you
want to build a deck around the combo then fine... just make a smaller deck
and not expect to make it too far in a very big game... and stop relying on
the combo...
>> and even if people did still
>> make decks based around the restricted cards, for someone that seems to
>> think they are familiar with what the concepts of "Deckmaster" games...
>> you'd realize the point in building decks around specific cards is that
it's
>> never a "crap shoot"... play the odds... they tend to work in your
favor...
>
>Now are you talking about building decks around specific (restricted) cards
>or just specific cards in general? If you mean restricted, you're
>contradicting yourself because restricted cards make it a "crap shoot" if
you
>build around them. So I'll assume you mean specific cards in general. If
>you are saying a 5CL and you build a 60 card deck, you have a 1 in 12
>chance of drawing a specific card you built around. That's about an 8%
>chance of drawing your core card. Theoretically, that means I have to play
>my whole hand plus 4 more cards in order to draw the card I really want.
>That sure sounds like a crap shoot to me, too.
>
>Now if you had a real deck size like most people build their decks, with
>and without CL, you'd have 90 cards. Your chance now drops to 1 in 18.
>That's a 5.5% chance.
>
that's all good and fine in a game of say.... MAgic... where you only get
one card a turn... but in jyhad it's possible to burn through several cards
in a turn... increasing the likelihood you'll get to the card... so you're
percentages are cycled a whole lot quicker than you've presented them... you
can lower that 1 in 12 chance of drawing a card in no time...
>> I have often built 60 cards decks that hold their own in moderate sized
>> games because they were built around the environment that was set up...>
>Are these 4 player games? With 60 cards, you're going to run out quickly
>in a combat deck.
Gangrel Combat and Anarchy deck... it works and dominated most 3 player
games by controlling my opponent's pools early and dominating(not the
discipline) over the vamps he could get out through combat... it had an
extremely good win percentage for 4 player games(incidentally if the
question comes up in anyone's mind...I didn't use DBR/Zip in this deck...
didn't need to because there were other cards that worked better in the
deck)... the deck was built under the original restrictions that were
notably removed not soon after... but because there wasn't much tourney
support by DCI we never found out until recently.... it even included
including the stupid ones that restricted some cards that really shouldn't
have been restricted but the DCI felt were more powerful than they should
be... I'll note that the deck was built before I could acquire any Ancient
hearts and Sabbat wasn't out... but that is nebulous because it only proves
that some of the other cards should be restricted... and because there are a
few extra hundred cards that I have to deal with now if I plan to rebuild
the deck.
I'd also like to include with this response that I don't think there should
be any restrictions to the game... in terms of deck construction AND card
chnages... what I have said is that there can be changes in the rulebook
because the cards have always dominated the rulebook as it is... decks work
because they are built well by playing with the construction and realizing
what the deck lacks and compensating for it....
Vince
I'll try to get to the other stuff later. I've got about five minutes before
I go home.
mboh...@shout.net wrote:
> I wish you hadn't scheduled your tourney on Super Bowl Sunday. Otherwise,
> I'd have made the trip up from Champaign, IL.
Actually, we've made a decision to change it for that very reason.
Wintercon 99 is at the Kennedy Rec Center in Lincoln Park, MI
on Saturday, January 30. We have changed the tournament to that
venue and game time will be at 6 pm. If you need directions, let me
know. The con is $10 ($6 after 4pm) and the tournament will be free.
Also, we just bashed our way through a load of rulings, so I'll get that
to you tomorrow.
If you're not able to make Wintercon, we will be running a tournament
at BashCon at the University of Toledo, Ohio on the last weekend of
February (I think). I'll get details soon. I believe Dave will be running
that one.
We're working on firming up our tournament schedule for the year, so
there will be plenty others.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Noal wrote:
"And again I say, "Such as?""
Noal, Noal, Noal. You know what we are going to say, yet you ask anyway?
:-)
Ok. A Potence Rush deck _is_ going to suffer with only 6 Immortal Grapple.
With a 6 CL, it is perfectly viable to play 6 Majesty, 6 Staredown, and 6
Catatonic Fear. That is 6 anti S:CE cards vs 18 S:CE cards. The Potence deck
will fail.
An Animalism based Intercept deck _is_ going to suffer with only 6 Cat's
Guidance. Without reliable access to Cat's Guidance, the deck has to rely on
permanent intercept (Ravens and such), which is always the case with card
limits.
A Celerity based combat deck _is_ going to suffer with only 6 Psyche in the
same manner as the IG based deck.
A Presence vote deck _is_ going to suffer from only having 6 Bewitching
Oration.
Any card limit reduces the options available players and reduces the viablity
of decks that rely on cards that have no redundant variations. An unitended
result of any sort of CL game is making decks that rely on disciplines with a
great deal of redundancy (Dom, Pre, Obf, Aus) much more capable than decks that
rely on disciplines that don't have much redundancy (Pot, Ani, Tha, Qui). The
more cards you have availabe to do what you want, the better your deck will
work. When you are building a deck that has only one card that does what you
want it to, 6 simply isn't enough, when other decks will be built out of
disciplines that have multiple cards that do what they want them to, so they
can have 6X cards that do what they want them to.
"...which is why it's a guideline, not a hard rule. If I want to put 10
Raptors in a deck, nobody is going to care. We like to see cool and
innovative decks. 25 Conditionings and 25 Form of Mist is _not_ cool or
innovative."
So what? A deck with 25 Conditionings and 25 Form of Mists also isn't going to
be all that effective, especially if someone is using more than 6 Immortal
Grapples :-)
"Heh. Trust me. We play in a very competitve environment. Most of our decks
are quite tournament competitive, even with 6CL. You don't need 25 Immortal
Grapples to make an effective Potence combat deck."
No, but you _do_ need 10-12 to be able to reliably draw them when you need them
and have enough to compete with the very common and over powered S:CE. Which
there will be more than 6 of.
[ quoted text not captured ]
Vince Johnson wrote:
"You're wrong if WotC would properly support their games there would be no
problem... as for broken cards... they sit there and MAKE the killer combos...
they admitted to it in the last Duelist... then while sitting with their thumbs
up their a$$ ignore that there are other sets... which is why there were recent
bannings in cards ...."
I'm not quite sure what you mean here. If you are saying that is WOTC would
continue to support Jyhad, then there would probably not be need for errata,
yup, you are correct. However, this is a completely moot point, as WOTC isn't
printing any more cards (well, there are pretty substantial rumors that they
are going to print a mini expansion or something this year, but it seems
unlikely that they will be reprints of fixed cards). WOTC has very little to
do with this game any longer. There is a rules team and DCI support, but these
both exist primarily due to player action, not WOTC action.
"And you are dead wrong ... there were offical DCI rules with the
restrictions... if you'd like them I'd be more than willing to email scanned
copies to you... but they're useless now since they lifted that... it was way
back in the days of the duelist companion newsletter in the early days of
DCI..."
Please do. It is possible that such a set of rules existed at one, very short,
time, but as far as I am aware, the only CL tournament rules involved a list of
restricted cards (KRC, CA, Majesty, Freak Drive, et al) and a limit of either 2
or 6, depending on the version of the DCI rules. I have never run across a
flat card limit set of tournament rules.
[ quoted text not captured ]
Vince Johnson wrote:
>
[clip]
> >"personally if they re-released their tourney rules the way
> >they were before (5 of any card... restricted cards are restricted to
> >2)"
> >
> >There were never tournament rules of this sort. There was some misbegotten
> >tournament rules involving a list of restricted cards that were limited to> >some number (2? 6?), but I am fairly certain that there never was a blanket card> >limit set of tournament rules, as Jyhad was specifically designed to be
> >played with no limits.
>> And you are dead wrong ... there were offical DCI rules with the
> restrictions... if you'd like them I'd be more than willing to email scanned
> copies to you... but they're useless now since they lifted that... it was
> way back in the days of the duelist companion newsletter in the early days
> of DCI...
I'd be interested in seeing those. The set of rules in effect for the
briefest period of time was the 2CL on restricted cards. I never recall
seeing any tourney rules that prescribed an across the board card limit.
Robert Goudie
rrgo...@earthlink.net
http://madnessnetwork.hexagon.net
In article <782vbq$o6p$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> I'll try to get to the other stuff later. I've got about five minutes before
> I go home.
Weak excuse. ;)
> mboh...@shout.net wrote:
> > I wish you hadn't scheduled your tourney on Super Bowl Sunday. Otherwise,
> > I'd have made the trip up from Champaign, IL.
>> Actually, we've made a decision to change it for that very reason.
> Wintercon 99 is at the Kennedy Rec Center in Lincoln Park, MI
> on Saturday, January 30. We have changed the tournament to that
> venue and game time will be at 6 pm. If you need directions, let me
> know. The con is $10 ($6 after 4pm) and the tournament will be free.
Still not possible. I'd obviously have to stay overnight and drive
the seven hours back to get things ready for the party I'm hosting
for the Super Bowl. Sorry. :(
> If you're not able to make Wintercon, we will be running a tournament
> at BashCon at the University of Toledo, Ohio on the last weekend of
> February (I think). I'll get details soon. I believe Dave will be running
> that one.
Why can't you guys have something on the western side of Michigan? :)
At least I know some people in Detroit that I could crash with. And
I can drive up and back to western Chicago pretty easily.
> We're working on firming up our tournament schedule for the year, so
> there will be plenty others.
Looking forward to it.
[ quoted text not captured ]
On Tue, 19 Jan 1999 14:26:06 -0500, "Vince Johnson"
<john...@tcnj.edu> wrote:
>
>Derek S. Ray wrote in message
><2B510934163E173B.DF08AD82...@library-proxy.airnews.ne
>t>...>I realize that "realism" in the game is difficult since it's based on>something that doesn't exist, yet the point of the WW system for the game
>and the original intent of the game was to stick to a world that is similar
>to ours. The vampire excuse does not apply in this case because it's not a
>vampire ability that influences anything about gun and ammo cards.
Vampire: the Masquerade, the live-action role-playing game is not
Vampire: the Eternal Struggle, the card game, although the latter was
obviously based on and a spinoff of the former. And my point is that
I don't believe Wizards of the Coast used "realism" in their design
criteria for the card game.
>>What? Zip Gun is an always-playable card if you get into combat.
>>There is no restriction on a minion having a second, third, or tenth
>>Zip Gun just because he already has a Zip Gun. He can't USE them all
>>at once, but a Ghoul Retainer certainly could use another one. (Side
>>note: if a Ghoul Retainer uses a Zip Gun, does the player still
>>receive the point of damage? or does the Retainer? I'd say the
>>Retainer, but IANALSJ)>
>First off... if you're playing cards on Vampires "because you can".... is a
>waste too, I've done it in the past and it's a pain in the ass when that
>vampire gets entirely burned by combat... or torpored and diablerized by my
>opponent...
OK, three things.
1. If you have no ammo cards in your hand and need to cycle cards to
draw one, it is CERTAINLY no waste to put a second, third, or seventh
Zip Gun on a vampire if you were already going to have him use a Zip
Gun anyway. Zip Guns cost no pool, so -unlike- all other weapons, can
be freely cycled in time of desperation.
2. To properly abuse zip gun/dragon's breath, you need to think in
terms of weenies. Who cares if you burn my 1-cap weenie, or torporize
him? He didn't cost anything anyway, and you're probably going with
him. And NOBODY diablerizes weenies, although nobody really rescues
1-caps from torpor either.
3. With approx. 20-30 zip guns in a deck, why would I care how many
of them I waste or discard in some fashion? I'll always have more
than enough handy.
>>If you have ammo cards and you're facing S:CE, you can always PLAY
>>them in combat if you have a hand-jam issue - I certainly wouldn't
>>waste time hanging on to multiple ammo cards when 75% of my strikes
>>won't ever land. Every deck design has its own inherent flaws, but
>>the Zip Gun-Ammo combination is just too low-cost for how easy it is
>>to make work.>
>And when facing S:CE... you can always discard them from your hand at the
>end of each of your turns to cycle... but my point is that you're discarding
>cards to get the combo to work or help you in some other way, yet slowly
>dumping cards a player that are key to the combo always makes a combo harder
>to pull off...
You don't have to pull it off as often as you think. Assuming a lucky
draw for us both: Round 1, I bring out 4 weenies. You bring out a
4-cap. Round 2, they bleed. You block the first, I play Zip Gun/DBR
and your 4-cap is in torpor with 2 blood left on him. Next weenie
diablerizes and is burned in the Blood Hunt. Next two weenies bleed.
Assuming I haven't played any Effective Managements, I spend a pool to
go fishing. I have just bled you for six pool and spent a mere five
myself. I have three minions out, you have zero. You have taken no
actions. If you quit blocking, you will be raped for a MINIMUM of
four more pool every turn. If you have S:CE, you will eventually run
out of cards, since every minion I bring out will equip with a Zip Gun
until you fail to play Majesty when choosing a strike, at which point
I will play another DBR during the damage resolution phase, torporize,
and diablerize another one of your vampires. Are you getting the
picture now?
>>The ruling was not made for those who couldn't "deal with it", it was
>>made because the cost-to-effect ratio of a Zip Gun and DBR was
>>excessive - pay 1 vampire blood, get 2R agg with a free maneuver.
>>Normally to get 2 points of aggravated damage, you either require an
>>equip action (to get a weapon which does agg), OBF (to get the weapon
>>via Disguised Weapon), superior Potence (to play Burning Wrath, which
>>costs 3 vampire blood), superior Quietus (Taste of Death, cost 1 blood
>>and you need to have a maneuver in hand as well)... a Gangrel and a
>>Lucky Blow/Claws combination (cost 1 blood), or Tremere and a way to
>>get to the 2nd round consistently. (Or Shotgun Ritual - cost 2
>>blood.)>
>Ok... so what you're effectively looking for are 1 card versions that cost
>more blood but incidentally are more effective because you're not relying on
>having the other card in your hand which takes up hand size while you're
>waiting for an opportunity to play the combo. What you make up for in card
>numbers is made up for in those blood costs. And your 2 card versions of the
>same thing prove my point.... there are other ways to deal the damage that
>are just as powerful... or can be made more powreful...
You are not reading what I am writing very carefully. I have four
criteria for evaluating all the combinations I mentioned.
1. Number of cards in the combo. (Zip + DBR = 2)
2. Total Cost of the combo. (1 vampire blood, which is widely
accepted as being much less expensive than 1 pool.)
3. Total damage and/or combat effectiveness of the combo. (Zip + DBR
= 1 normal + 2 agg, at close OR at range. Comes with a free maneuver,
which is prized highly in ANY combat as it permits you to escape being
Immortally Grappled and actually have a chance of using the gun.)
4. Ease of actually getting the combo off. (Zip Gun + DBR does not
require a discipline or a separate action.)
Note that taking a separate equip action matters heavily - first, it
slows down the deck's progress as a whole since you have a minion
doing effectively nothing this turn. Second, equip actions are
interceptable by both your predator and your prey. If either of them
can generate ANY intercept, they're not going to let you equip the
Ivory Bow on a vampire. That's just ASKING for trouble. Zip Guns are
not interceptable.
Now, let's go through the combinations I mentioned and rate them. I
shall give one point to any criterion where the card mentioned
-always- does better than a Zip Gun/DBR combo. I shall give one half
point where the results are unclear or vary depending on the situation
(Burning Wrath with a Torn Signpost and Fists of Death can do an
obscene amount of damage, but requires 3 blood, 3 cards, superior
Potence, and close range)
A Flamethrower is one card, costs 4 pool (INCREDIBLY EXPENSIVE),
requires an equip action OR a discipline to bring into play, and does
less damage (2R agg) without providing a maneuver. By the criteria
above: 1 + 0 + 0 + 0 = 3 to 1 in favor of ZG/DBR over a Flamethrower.
(If you use Disguised Weapon, it is 3.5 to 0.5 since you're now using
2 cards.)
Burning Wrath requires one card and in its WORST form provides 2
aggravated hand damage. It costs three vampire blood to play. It
requires inferior Potence and a minimum three-capacity vampire (since
you have to be able to pay the three blood somehow.) It is a hand
strike, so can be played at any time. By the criteria above - 1 + 0 +
.5 + .5 makes it 2 to 2. It is one fewer card, a much higher cost,
roughly equivalent combat effectiveness (must be used at close range,
but provides stackable agg damage with Torn Signpost or Fists of Death
and can be paired with IG to prevent S:CE), and -does- require a
discipline, preferably superior Potence although inferior will do.
I'd still give the nod to the Zip Gun/DBR because weenie decks can use
it, whereas Koko, Mitchell, and Lupo can't use Burning Wrath without a
skill card, and Jacob Bragg, Dr. Dre, and other 3-cap Potence weenies
will go to torpor after using it (but do some good on the way).
Potence decks generally do better to rely on stacked normal damage and
Decapitate as a combo instead.
Taste of Death provides 1R/2R agg, *only* usable at long range. It
requires a maneuver card or an equip action (to get IR Goggles). It
requires superior Quietus. It costs one vampire blood to play. By
the criteria above, .5 + .5 + 0 + 0 leaves it as 3 to 1 in favor of
Zip Gun/DBR.
Gangrel playing Lucky Blow/Claws provide 2 aggravated hand damage. It
requires 2 cards. It costs one vampire blood to play. It requires a
discipline - inferior Protean. By the criteria above, .5 + .5 + 0 + 0
leaves it in the same boat as Taste of Death - 3 to 1 in favor of Zip
Gun/DBR. There is an intangible here - Gangrel Protean Claws are a
-very- common sight, and so the element of surprise is in Zip Gun's
favor too - nobody expects Smudge to blow your head off when you block
him, whereas Chandler Hungerford might as well have vampire blood
dripping from his hands and "I'm a Badass" tattooed on his forehead.
Walk of Flame provides 2 aggravated ranged damage for 0 blood. It is
only one card by itself, but in order to use it you must either have a
press card such as Trap or Apportation, a press master such as Mob
Connections, or Shotgun Ritual for 2 blood. It requires a discipline
- superior Thaumaturgy. By the criteria above - .5 + .5 + 0 + 0
(anyone who's ever played Thaumaturgy decks can tell you that it's a
lot easier to say "oo, i'll just press to the 2nd round and Walk of
Flame him" than it is to actually do it. I'd like to put a -1 in slot
#4, but in the interest of fairness I won't.) 3 to 1 in favor of Zip
Gun/DBR *again*.
Burst of Sunlight provides 2 aggravated ranged damage for 0 blood. It
is only one card by itself, but you MUST have a damage prevention card
such as Skin of Night or your vampire is going to torpor with him - a
bad end result. So, .5 + 1 + 0 + 0 makes it 2.5 to 1.5 in favor of
Zip Gun/DBR - and there is an intangible. THA/FOR decks are not the
easiest things in the world to make "go", so i'd seriously want to put
a -.5 or -1 on "ease of use".
Since you mentioned it below... the Ivory Bow. It provides 1
aggravated ranged damage for 1 pool. Its disadvantages are identical
to a Flamethrower (no maneuver, requires Disguised Weapon or an equip
action), and it is also unique. It is a good weapon. For 1 pool, it
is an excellent source of consistent aggravated ranged damage. By the
criteria above, however... 1 + 0 + 0 + 0 = 3 to 1 for Zip Gun/DBR,
which can burn vampires and is still cheaper, while an Ivory Bow can
-only- send them to torpor and can't even maneuver itself out of
harm's way.
Reading through the above, there is simply no way to provide
equivalent effects to a ZG/DBR combo without it costing much more or
being much more difficult to make happen. An undisciplined pair of
cards being much more powerful *and* cheaper than discipline cards
themselves? That won't do for game balance at all.
>AND is not burned so it can be used over and over which is why they tend to
>be very deadly... incidentally... I noticed you chose to not pick on ivory
>bow which (albeit is unique)... is even more cost effective than the
With 20 Zip Guns and 15 DBR cards in my deck, I can use the Zip Guns
over and over and over too. Don't worry. Ivory Bow didn't make it
into my original listing because it can't ever do any more than 1R
agg, and a Zip Gun does 1 normal and 2R agg - a huge difference since
Zip Guns/DBR can burn vampires and Ivory Bows can't.
>> Burning Wrath is miserably expensive for what it does, but
>>it can be easily combined with IG to ensure that your strike HITS,
>>which none of the other listed combos can. (Not easily anyway.)
>>Taste of Death can be outmaneuvered as WELL as S:CE'd or Dodged.
>>Lucky Blow/Claws don't work at long range and don't come with a free
>>maneuver like Zip Gun/DBR. Tremere require a press to continue or
>>some way to prevent their own Burst of Sunlight's damage. Shotgun
>>Ritual will cost you two blood, but without a maneuver you'll take at
>>least one point of damage from a punch as well. Do you see yet? Zip
>>Gun-DBR was an UNDISCIPLINED combo (meaning any vampire anywhere
>>anytime could use it) that was more effective than all other
>>DISCIPLINE combinations *and* cheaper. Yech.>
>Those combos don't work because you don't have the other cards listed to
>back them up... tremere tend to work nicely with mob connections... hey now
>they've got there press into a next round... and that's only one card that
Mob Connections only works once per turn. Zip Gun/DBR can be played
as many times during your turn as you have minions and cards. And if
you add more cards to Walk of Flame, you're making the combo more
difficult to get off and just increasing Zip Gun's advantage. What
makes you think a 3-card combo that requires disciplines and does less
damage is somehow "better" than a 2-card combo that requires no
disciplines? How do you make this logic work?
>costs you nothing unless your opponent has one... and burst of sunlight
>works nicely at the first level with other damage prevention cards... there
1 point of agg won't ever burn a vampire - 1 point of normal and 2
points of agg will burn a vampire with 1 blood on him. That second
point of agg damage means a LOT.
>are "generic" ones you know... flak jacket.... leather jacket.... there are
>vamps in tremere that float over some agg damage... other than that I
>personally wouldn't touch the card because there are many other better uses
>of thaumaturgy like blood stealing...
There is one vampire, Merrill Molitor. He can only change one point,
so you STILL can't burn a vampire with him. And in the end, you do
have to admit that Burst of Sunlight is entertaining, but nowhere near
as useful.
>lucky blow and claws can work... and actually be more effective because
>there are other things you can tack ontop of the claws other than just the
>lucky blow.... manuevers can be dealt with as well... with another "generic"
>card... IR goggles... also fake outs work too... and they cost you
>nothing... but the pool used or goggles is negligible due to the fact its'
>useable after the combo is used... the vamp blowing off a DBR in his zip gun
>doesn't get to keep his manuever...
Lucky Blow and Claws *can* be more effective, at the opportunity cost
of still more cards played on top of the original two. Zip Gun/DBR
costs you two cards. No more. No less. IR Goggles cost you an
additional equip action as well as the third card, and it's a good
thing they don't cost pool cause then they'd REALLY suck. Form of the
Ghost is a third card. Fake Out is a desperation maneuver card, since
you do not get to replace it til after combat - yuck.
I don't get to keep my maneuver? Sure I do. Since ANY of my weenies
can use a Zip Gun, when I play another two cards (Zip Gun and DBR) I
get another maneuver for free! How bout that? If I don't blow up the
gun (for example, someone plays Majesty) I -also- get to keep my
maneuver!
>and there are other generic combos that cost you nothing and could result in
>even worse amounts of damage for no blood cost and no blood... or with the
Name three. Go on. I'm waiting.
>addition of especially for cards like sengir dagger combined with add to
a Sengir Dagger costs 2 pool - expensive. It only works at close
range. It only does one agg. It requires an equip action or
Disguised Weapon. It is unique. by our criteria above - 1 + 0 + 0 +
0, 3 to 1 for Zip Gun/DBR. If you play it with, say, Undead Strength
or Torn Signpost, both of which produce 2 agg from inferior Potence,
>strike cards and even one or 2 additional strikes... the same thing that
>could also result of a claw attack... at least the zip gun is burned after
>that first use... now taking for granted the dagger is unique once again..
>but that is usually not a problem...
No? When someone has an obvious source of agg damage (Sengir Dagger),
it's easier to decide to avoid getting into combat with him. You know
exactly who to not block, and so his only way of getting into combat
is to commit Rush actions. If I have six weenies out, you know that I
could play a Zip Gun/DBR at any moment, for any or all of them - which
means you have to let ALL of them by if you can't handle agg damage,
instead of just the one.
Consider this deck:
Crypt: one copy of each 1-cap. one copy of each 2-cap.
Total # vampires in crypt: 45. (should be plenty. If you think
that's too many, pull out 2-caps 'til you get down to where you're
happy. Don't go below 20 total vamps. You may need 'em, and there
are only 14 1-caps. I'd play this with 28 vamps, 1 of each 1-er and a
matching 2-er.)
Library:
10 Effective Management
5 Information Highway
5 Tribute to the Master
total masters: 20
15 Zip Gun
15 Dragon's Breath Rounds
total combat: 35
15 Computer Hacking
5 Rumors of Gehenna
total actions: 15
Total cards: 70
Abuse Potential: huge. Send everyone to computer hack. Get blocked?
Zip Gun, maneuver to long, DBR. Send the next guy to diablerize if
you really want them to stay gone, and let the bloodhunt burn 'em to a
crisp ... time to bring out the next weenie. Biggest problem may be
too many Zip Guns once people quit blocking you - and people WILL quit
blocking you after they lose a couple vampires.
There we go. That took about ... two minutes to create. I don't want
to spend the time to make it any more effective since we don't play
with Zip Gun ammo. This type of deck is the reason we don't, and the
reason the errata was issued in the first place. I should probably
pull the Computer Hackings out as superfluous and put in a few
Delaying Tactics for those nasty people who call Ancilla Empowerment
and other fun stuff, but... even having spent all of two minutes on
it, it should be obvious.
[ quoted text not captured ]
mboh...@shout.net wrote:
> But your tournament environment, as you state later, is oriented towards
> 6CL. It took me about 3 months before I full adjusted from hard 6CL to
> NL. It's a lot different.
Actually, it's my local game group that uses the 6CL, not the MJL
tournaments. The reason I state that the local competition is stiff is
because 3 of the regular players are people that have made it to the
Origins finals in the past and consistently finish in the top 5 of most
tournaments. Myself, Bernie and Matt Latham. I know you met Bernie
at last year's Origins. Matt was at the infamous one before that.
Either way, even within 6CL we can build some pretty brutal decks.
> Of course, I know that you and probably others
> make the transition quite well, but in general, I doubt that all of the
> soft 6CL decks people play would be tournament viable (meaning having a
> decent chance at winning).
*shrug* I've never had a problem. The deck I took to Origins last year
was something that I put together to have fun with. After I took a closer
look at it later, I realized I had forgotten to make some changes that I
had intended.
6CL isn't nearly as restricitve as you seem to think it is.
> Mr. Suitcase was meant to refer to people with lots of cards in general.
> Nice Mr. Suitcases do like you do - give away extras.
Ahhh. Gotcha. Though I'm not sure how I feel about being called "nice".
I'm often rather fond of being thought of as an asshole...*grin*
After all, nice guys don't get the girl.
> I wish I had even close to that many Forms and Temptations. I think I have
> 1 Form and 2 Temptations. And I've gotten about the equivalent of 3 boxes
> of AH.
I might be able to dig up a couple spares for you.
> > How so? How would No Limits be detrimental to a Heart of Darkness/Fortitude
> > deck?
>
> The Heart of Darkness is very fragile. Burnable with a (D) action. It
> needs to use most of its blood for actions - Heart of Darkness (2 blood),
> Force of Will (2 blood), and Daring the Dawn (1 blood). So you use the
> Fortitude to keep that precious blood by using damage prevention in combat.
> You could use 6 Skin of Rock and 6 Resilience (and 6 Flesh of Marble if you
> have them). Skin of Steel will probably be too much as far as cost goes
> because that's still one less blood. Why should the deck be restricted from
> using more Resilience? Plus, the strategy aspect of choosing the proper card
> is removed because you can't put in more than 6 of either one.
...and this has what to do with "no limits"? Okay, even in a NL group, 6
Heart of Darkness, 6 Force of Will and 6 Daring the Dawns will be plenty.
The trick in a 6CL environment isn't to load your deck with a billion copies
but to get the card flow to go fast enough to get what you need when you need
it. A skilled deck builder will not have that many problems...in fact it
encourages deck skill, rather than discourages it.
>>> Or a deck I've been thinking about built around Elder Kindred
>>> Network (Anarch Revolts, Surprise Influence, Dread Gaze, Kindred Coercion,
>>> and Pulling Strings).>>
>> Sounds like a lot of different cards. You would be surprised how effective
>> 6 of each can be. Not to mention there are other master cards that require
>> political actions to burn. Use some of them.>
> But the 6 of the others are not what I'm concerned about. It's only the 6
> of the EKN. Why should I arbitrarily use only 6? Seriously, what reason
> can there be to only be allowed 6?
Firstly, 6 EKN and 6 Political Backlashes will prolly be plenty anyway for
what you want to do. The Anarch Revolt trick will really only work once.
As for the "abitrary" use of a soft 6CL, it's a reasonable number that
discourages repetitve decks and encourages people to try to build inovative
decks based on combos rather than centering it around one card.
> My group is mainly combat, too, with smaller equal amounts of voting and
> bleed. However, I'm the only one using 12 IG's in my Potence-based deck.
> And do you know how effective the other Potence based decks are against well
> proportioned S:CE? Not very. Actually, it would seem obvious why voting is
> competing well in your high combat environment. The Potence deck is limited
> to 6 IG's. The Presence vote deck has 6 Majesty, 6 Staredown, and 6 Catatonic
> Fear (and possibly, God help us, 6 Mercy for the Weak).
*shrug* If someone is basing his entire deck around S:CE, I'd be amazed that
they can do anything else. Of course, a 6CL environment makes Dog Pack
a hell of a lot more effective, but without card limits a deck can be all S:CE
rather than a limit of 18. However, most people don't use 18 S:CE cards in
their deck because they have other things to do, not to mention it gets
tiresome.
> Exactly why there's nothing inherently _wrong_ with playing CL as long as
> everyone agrees. It's just as fun as NL. In your case though, with a soft
> limit, I'd just say, why bother with limits at all?
Like I said, we use it to encourage people to play more interesting decks.
Sure, a 12 IG deck is effective...but is it fun?
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
> Ok. A Potence Rush deck _is_ going to suffer with only 6 Immortal Grapple.
> With a 6 CL, it is perfectly viable to play 6 Majesty, 6 Staredown, and 6
> Catatonic Fear. That is 6 anti S:CE cards vs 18 S:CE cards. The Potence deck
> will fail.
This I'll grant you...but a weenie potence deck will eventually run them
out of S:CE cards. A pot-cel deck can use Psyche to speed it along.
A deck with a bunch of maneuvers (and Terror Frenzy) will kill an IG
deck anyway.
> An Animalism based Intercept deck _is_ going to suffer with only 6 Cat's
> Guidance. Without reliable access to Cat's Guidance, the deck has to rely on
> permanent intercept (Ravens and such), which is always the case with card
> limits.
A deck that relies on Cat's Guidance for intercept is already in a world of
hurt. If you're counting on animalism for intercept, you need permanent
intercept and Pack Tactics (and Elder Intervention) to make intercept useful.
Having only +1 intercept isn't going to cut it.
> A Celerity based combat deck _is_ going to suffer with only 6 Psyche in the
> same manner as the IG based deck.
*shrug* So combine them... At least Psyche is a good answer to maneuvers.
> A Presence vote deck _is_ going to suffer from only having 6 Bewitching
> Oration.
*snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
If it's not, you're doing something wrong.
> When you are building a deck that has only one card that does what you
> want it to, 6 simply isn't enough,
A deck based solely on one card is exactly what we try to prevent.
Decks like that require little thought and are discouraged.
> So what? A deck with 25 Conditionings and 25 Form of Mists also isn't going
> to be all that effective, especially if someone is using more than 6 Immortal
> Grapples :-)
Uh...Peter, not everyone plays an IG deck and to require one to beat such a
deck is silly. I'd rather go the other route as it keeps the arms race to a
minimum.
> No, but you _do_ need 10-12 to be able to reliably draw them when you need
> them and have enough to compete with the very common and over powered S:CE.
> Which there will be more than 6 of.
No, you don't. Good card flow from a well-built deck will overcome this.
[ quoted text not captured ]
> Still not possible. I'd obviously have to stay overnight and drive
> the seven hours back to get things ready for the party I'm hosting
> for the Super Bowl. Sorry. :(
bummer. I was looking forward to doing battle with cards. *grin*
> Why can't you guys have something on the western side of Michigan? :)
> At least I know some people in Detroit that I could crash with. And
> I can drive up and back to western Chicago pretty easily.
Actually, we do have something on the western side.
Our tentative schedule for the year is:
January: Wintercon 99' Lincoln Park, MI
February: BashCON, Toledo, OH
March: GEMCON? Ypsilanti, MI
April: TLC Cards Augusta, MI
May: Gamer's Inn Rochester, MI
June: Dave's House Grand Haven, MI
*July: Origins 99' Columbus, OH
JULY: <TBD> Lansing, MI
August: TLC Cards Augusta, MI
September: ANDCON Toledo, OH
October: Grand Cafe Farmington, MI
November: UCON Ann Arbor, MI
December: None (It's a HOLIDAY!)
Augusta and Grand Haven are on the west side. Most of the tournaments
are on the last weekend of the month. If GEMCON in Ypsi is a dead con
this year (due to the degradation of the student org over the last two years)
then I'll try to get the con to be on the west side.
...and yes, we are planning on running a tournament at Origins. So warm up
those Mind Rape/Return to Innocence and WVP decks. *grin* Or better yet,
play decks that are as fun to play against as it is for you to play.
Hell, I might even push for a prize for the most innovative deck.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Derek S Ray wrote:
"Abuse Potential: huge. Send everyone to computer hack. Get blocked? Zip
Gun, maneuver to long, DBR. Send the next guy to diablerize if you really want
them to stay gone, and let the bloodhunt burn 'em to a crisp ... time to bring
out the next weenie. Biggest problem may be too many Zip Guns once people quit
blocking you - and people WILL quit blocking you after they lose a couple
vampires."
(Fine analytical post, by the way).
I would like to, in support of Derek's post, pre-emptively point out that
trying to fix this sort of nightmare with a blanket card limit will curtail
this sort of deck a bit, sure, but only at the expense of making thousands of
other perfectly reasonable decks no longer playable as well as making certain
common deck types far more powerful than they should be (Malk S+B?). Errataing
Zip Gun succceeds in fixing this sort of nightmare (turning it from a complete
horror show to a fairly useful [sans the DBR], but in no way over powered,
deck) without comprimising the structural integrity of the rest of the game.
That is the purpose of all the errataed cards--to repair holes in the game
(cards that are too powerful, combos that are too powerful, cards that don't
cost enough, whatever) without comprimising the structure of the game.
[ quoted text not captured ]
> so, the best Pitch deck I can see under 6CL is:
>
> Strikes: 6 Gate, 6 Lid, 6 Car, 6 Sacrament
> Support: 6 Flash, 6 Rapid Thought, 6 Nimble Feet, 6 Infernal Pursuit
> Vital: 6 Blur, 6 Psyche, 6 Taste, 6 Ambush, 6 Bum's Rush
> Left: 12 masters in some form or other. 4 Haven, 4 Potence, 4 blood
> dolls, probably.
First off, nobody plays 18 S:CE due to the spirit of the 6CL.
Number two, you forgot RPG Launcher. *grin*
Noal
[ quoted text not captured ]
In article <784t5m$c58$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> This I'll grant you...but a weenie potence deck will eventually run them
> out of S:CE cards. A pot-cel deck can use Psyche to speed it along.
> A deck with a bunch of maneuvers (and Terror Frenzy) will kill an IG
> deck anyway.
Maneuvers will run out pretty quickly. It only takes one time of not
having them in the hand for the IG to be in position.
> > A Presence vote deck _is_ going to suffer from only having 6 Bewitching
> > Oration.
>
> *snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
> If it's not, you're doing something wrong.
This is exactly the problem with card limits. I have zero Awe. Nada. Zip.
None. My Presence deck is supposed to be disadvantaged to your Presence deck
merely because of the fact that you have more of a useful rare card that I
don't? Yes, this is always true, but in this specific case, there is a
reasonable substitute for the Awe - more BO. "Listen, you smell something?"
One pool to the person who names that movie reference, btw. :)
> > When you are building a deck that has only one card that does what you
> > want it to, 6 simply isn't enough,
>
> A deck based solely on one card is exactly what we try to prevent.
> Decks like that require little thought and are discouraged.
What? Huh? I think you're taking his statement a little too literal
possibly. I don't think he's referring to building a deck entirely or almost
entirely of one card but to building a deck around a specific card. Like the
Elder Kindred Network deck that I mentioned earlier. There are no real
substitutes for that card, Political Backlash being a weak imitation. If I
want to build a deck around that card, I am limited to only 6. So that card
doesn't exactly become the main feature of the deck, and I won't reliably
draw it. This is not to say that a 6CL deck using it won't work, but it
won't be near as consistent as the NL version and the EKN just becomes
another card in the deck.
> > So what? A deck with 25 Conditionings and 25 Form of Mists also isn't going
> > to be all that effective, especially if someone is using more than 6
> > Immortal Grapples :-)
>
> Uh...Peter, not everyone plays an IG deck and to require one to beat such a
> deck is silly. I'd rather go the other route as it keeps the arms race to a
> minimum.
The above example is pretty hard to do anyway with no-repeat actions. A
similar deck I made once using Earth Melds, Form of Mist, and Computer
Hacking would never work under no-repeat action. It just can't bleed fast
enough. If you add the Dominate, it is going to be inefficient because you
either have to add skill cards or go with larger vampires.
> > No, but you _do_ need 10-12 to be able to reliably draw them when you need
> > them and have enough to compete with the very common and over powered S:CE.
> > Which there will be more than 6 of.
>
> No, you don't. Good card flow from a well-built deck will overcome this.
I built a pretty effective 6CL Pot/Ani/For rush deck once. It could go
through 4 cards before range was even determined. And it was absolutely
necessary against a Presence deck because the risk of wasted cards was so
high.
It is possible to do, but it's not near as effective as the NL version.
The rush deck has no actions to waste going after the same vampire multiple
times. That's why Fortitude is such a bane. And without an IG against
S:CE, you add another big block to it.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <784s42$b3g$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> mboh...@shout.net wrote:
[snip]
> > The Heart of Darkness is very fragile. Burnable with a (D) action. It
> > needs to use most of its blood for actions - Heart of Darkness (2 blood),
> > Force of Will (2 blood), and Daring the Dawn (1 blood). So you use the
> > Fortitude to keep that precious blood by using damage prevention in combat.
> > You could use 6 Skin of Rock and 6 Resilience (and 6 Flesh of Marble if you
> > have them). Skin of Steel will probably be too much as far as cost goes
> > because that's still one less blood. Why should the deck be restricted from
> > using more Resilience? Plus, the strategy aspect of choosing the proper
card
> > is removed because you can't put in more than 6 of either one.
>
> ...and this has what to do with "no limits"? Okay, even in a NL group, 6
> Heart of Darkness, 6 Force of Will and 6 Daring the Dawns will be plenty.
> The trick in a 6CL environment isn't to load your deck with a billion copies
> but to get the card flow to go fast enough to get what you need when you need
> it. A skilled deck builder will not have that many problems...in fact it
> encourages deck skill, rather than discourages it.
The point here was that you can only have 6 Resilience under 6CL, and
if you want more damage prevention you can put in 6 Skin of Rock, and if
you want more damage prevention, you start resorting to substantially
inferior cards. Under no limits, you can use as many Resilience as you
think you need.
(Nor is 6 Force of Will/6 Daring the Dawn enough for the theme to really
work, but that's not the immediate point.)
Regarding 'deck skill': It seems to me (and other NL advocates) that
what's truly rewarded under card limits is skill in choosing a
strategy that won't be hamstrung by only being able to use 6 of a
particular card. The 'innovation' that is claimed by CL advocates
looks to me like people simply being forced to use second-tier cards
because they're not allowed to use any more first-tier cards.
Sure, it can be fun to see traditionally spit-upon cards being used.
But it doesn't seem really *worthwhile* to me.
> > Exactly why there's nothing inherently _wrong_ with playing CL as long as
> > everyone agrees. It's just as fun as NL. In your case though, with a soft
> > limit, I'd just say, why bother with limits at all?
>
> Like I said, we use it to encourage people to play more interesting decks.
> Sure, a 12 IG deck is effective...but is it fun?
*Winning* is fun.
This often appears to be the sticking point between people who advocate
card limits to 'enforce fun' and those who prefer no limits.
Being able to build your deck any way you want in order to accomplish
the goals (or fulfill the themes) you want to is also fun. Thirty-five
Cryptic Missions may not win tourneys, but it might be fun.
My experience of what's 'not fun' is having your deck completely foiled
by someone else's, or being killed very quickly, or feeling that you've
been treated unfairly. These problems can be addressed somewhat by
card limits, if you believe that using a CL will reduce the power of
decks such that it is less likely that any one deck will completely
foil another, or that any one deck will be so effective as to oust
people excessively quickly, or that any abusive combinations will be
available to players.
However, having 'not fun' things happen can't be entirely avoided just
by imposing a card limit. If you're going to enforce fun, you really
have to enforce it on the players, not on their decks.
And, while I may find it 'boring' to play against someone's deck that
consists of nothing but 25 Conditioning, 25 Govern the Unaligned, and
25 Form of Mist, I would not presume to tell the person that *he* can't
play the deck because *I* don't think it's imaginative enough. I
could suggest that the deck might be more effective if it were less
predictable. But ultimately it's his choice as to what he wants to
build and play. If winning is what's fun, then what wins is what
people will want to play. If winning is not the primary objective
of the playgroup, I would expect that their idea of fun could be
more usefully accommodated by a gentleman's agreement of what *is*
fun than by card limits.
I don't presume to tell your group that you can't play with card limits
if you want to, either, of course. ^_- But I (like some others, I
expect) have a knee-jerk bad reaction to card limits because there have
been people who feel that they're necessary for the game, whereas I
(and some others) feel that they are nothing but bad for 'the game as
a whole'.
Josh
full of hot air today
[ quoted text not captured ]
mboh...@shout.net wrote:
> Dhar...@yahoo.com wrote:
> > This I'll grant you...but a weenie potence deck will eventually run them
> > out of S:CE cards. A pot-cel deck can use Psyche to speed it along.
> > A deck with a bunch of maneuvers (and Terror Frenzy) will kill an IG
> > deck anyway.
>
> Maneuvers will run out pretty quickly. It only takes one time of not
> having them in the hand for the IG to be in position.
Not usually. An Assault Rifle and a Terror Frenzy will kill an IG deck.
My "Transformers" deck would eat an IG deck for lunch...esp in a
6CL environment. With appropriate tweaking, I could do the same in
a NL environment.
A Protean-Dominate-Animalism deck would be ugly. Use Protean for
Form of Mist and maneuvers, Animalism for Terror Frenzy to keep them
at long range so you can use your FoM and Dominate for all the fun
bleed.
The crypt would be limited to Don Cruez - The Idealist, Caitlin,
Genevieve, Faruq, Ingrid Rossler and Stanislava but Minion
Taps would be useful to offset the costs.
> > *snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
> > If it's not, you're doing something wrong.
>
> This is exactly the problem with card limits. I have zero Awe. Nada. Zip.
> None. My Presence deck is supposed to be disadvantaged to your Presence
> deck merely because of the fact that you have more of a useful rare card that
> I don't?
*shrug* In our local group cards are freely loaned and traded, so it's not
much of a problem.
> > A deck based solely on one card is exactly what we try to prevent.
> > Decks like that require little thought and are discouraged.
>
> What? Huh? I think you're taking his statement a little too literal
> possibly. I don't think he's referring to building a deck entirely or almost
> entirely of one card but to building a deck around a specific card.
No...not at all. A deck based on one card can be interesting and that's
why we allow reasonable exceptions. However, we encourage card
combos as a foundation of a deck rather than using a power card to
base one on.
> Like the
> Elder Kindred Network deck that I mentioned earlier. There are no real
> substitutes for that card, Political Backlash being a weak imitation.
Why? After all, you can stack them. Besides, how often do you think
people are going to call to burn Anarch Revolt after you unload a
can of EKN whoopass on them? The trick will only work once.
> If I want to build a deck around that card, I am limited to only 6.
Notice that first part? Remember what I said we discourage? *grin*
> So that card doesn't exactly become the main feature of the deck,
> and I won't reliably draw it.
Let's say you build a 90 card deck with 6CL. After doing the math,
(6/90 + 6/89 + 6/88...) I come up with an approx 48.3% chance of
drawing "that" card in my opening draw. Not bad odds. If I don't
draw one in my opening hand, I have a 7.2% chance of drawing it
after I discard (or play a master) and that chance increases until I
draw one. If I do draw one, my odds are 6% that I'll draw another
(which increases until I draw another) with each card I play.
I'd say that's fairly reliable.
> This is not to say that a 6CL deck using it won't work, but it
> won't be near as consistent as the NL version and the EKN just
> becomes another card in the deck.
Depends on your card flow. If you play 4 cards all at once, you
have about a 25% chance of drawing one.
> > > So what? A deck with 25 Conditionings and 25 Form of Mists also isn't
going
> > > to be all that effective, especially if someone is using more than 6
> > > Immortal Grapples :-)
>> The above example is pretty hard to do anyway with no-repeat actions. A
> similar deck I made once using Earth Melds, Form of Mist, and Computer
> Hacking would never work under no-repeat action. It just can't bleed fast
> enough. If you add the Dominate, it is going to be inefficient because you
> either have to add skill cards or go with larger vampires.
Minion Tap gets rid of the larger vampires problem. I could work out the
rest of the details.
> > No, you don't. Good card flow from a well-built deck will overcome this.
>
> I built a pretty effective 6CL Pot/Ani/For rush deck once. It could go
> through 4 cards before range was even determined. And it was absolutely
> necessary against a Presence deck because the risk of wasted cards was so
> high.
>
> It is possible to do, but it's not near as effective as the NL version.
It can be as effective as a NL version, it's just harder to do.
The extra level of difficulty builds deck building skill. *grin*
Okay...that was an open taunt. *smile* Don't take it seriously.
I will grant you that a 6CL deck vs a NL deck grants the advantage
to the NL deck. Different environments build different ways of
looking at deck building.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
jt...@cornell.edu (Joshua Duffin) wrote:
> Regarding 'deck skill': It seems to me (and other NL advocates) that
> what's truly rewarded under card limits is skill in choosing a
> strategy that won't be hamstrung by only being able to use 6 of a
> particular card. The 'innovation' that is claimed by CL advocates
> looks to me like people simply being forced to use second-tier cards
> because they're not allowed to use any more first-tier cards.
What it enforces is variety. If people don't think about variety, we'll
keep seeing the same old crap over and over again.
> Sure, it can be fun to see traditionally spit-upon cards being used.
> But it doesn't seem really *worthwhile* to me.
Innovative decks are _always_ worthwile.
> > Like I said, we use it to encourage people to play more interesting decks.
> > Sure, a 12 IG deck is effective...but is it fun?
>
> *Winning* is fun.
For you, perhaps. For others, prolly not. If you want self-gratification,
buy a porno mag or a video game.
I'm going to use an old quote, "It's not whether you win or lose, but how
you play the game." It could not be more true.
> My experience of what's 'not fun' is having your deck completely foiled
> by someone else's, or being killed very quickly, or feeling that you've
> been treated unfairly. These problems can be addressed somewhat by
> card limits,
...and usually with some success.
> However, having 'not fun' things happen can't be entirely avoided just
> by imposing a card limit. If you're going to enforce fun, you really
> have to enforce it on the players, not on their decks.
One goes with the other.
> And, while I may find it 'boring' to play against someone's deck that
> consists of nothing but 25 Conditioning, 25 Govern the Unaligned, and
> 25 Form of Mist, I would not presume to tell the person that *he* can't
> play the deck because *I* don't think it's imaginative enough.
Oh...I won't tell him that he can't play it. Like I said, he just won't get
invited to any of the local games.
> If winning is not the primary objective> of the playgroup, I would expect that their idea of fun could be
> more usefully accommodated by a gentleman's agreement of what *is*
> fun than by card limits.
Winning should never be a primary objective. Fun for all participants
should be. We have chosen the method by which we accomplish this.
> But I (like some others, I
> expect) have a knee-jerk bad reaction to card limits because there have
> been people who feel that they're necessary for the game, whereas I
> (and some others) feel that they are nothing but bad for 'the game as
> a whole'.
Never once did I say that card limits are "necessary for the game," nor
would I imply such. But card limits being "bad for 'the game as a whole'"
is a bit excessive when we're discussing local groups.
Noal
-always full of hot air, among other things. *grin*
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7854ji$j0r$1...@nnrp1.dejanews.com>,
jt...@cornell.edu (Joshua Duffin) wrote:
> In article <784s42$b3g$1...@nnrp1.dejanews.com>,
> Dhar...@yahoo.com wrote:
> > Like I said, we use it to encourage people to play more interesting decks.
> > Sure, a 12 IG deck is effective...but is it fun?
Aha! The crux of the matter.
> *Winning* is fun.
Yes, but I've said before that people weight where they get their fun
differently. For me, winning isn't fun when a deck seems abusive or
cheesy. I feel dirty. :) Winning is about 30% of my fun.
> Being able to build your deck any way you want in order to accomplish
> the goals (or fulfill the themes) you want to is also fun. Thirty-five
> Cryptic Missions may not win tourneys, but it might be fun.
Yes, such a thing can be fun. And if you're using a combo under a CL
and you don't draw your fun combo, you don't have any fun. Or at least
I don't. A Heart of Darkness without a Force of Will and Daring the
Dawn isn't fun. Heart of Darkness by itself just sucks. :)
> My experience of what's 'not fun' is having your deck completely foiled
> by someone else's, or being killed very quickly, or feeling that you've
> been treated unfairly. These problems can be addressed somewhat by
> card limits, if you believe that using a CL will reduce the power of
> decks such that it is less likely that any one deck will completely
> foil another, or that any one deck will be so effective as to oust
> people excessively quickly, or that any abusive combinations will be
> available to players.
Under NL, the gentlemanly aspect of it isn't so great because you can
make about any deck pretty competitive. So if someone doesn't play
gentlemanly, you are usually equipped to handle it to at least some degree.
Under CL, if someone doesn't play gentlemanly, you're generally hosed.
Examples would be playing with all 18 Presence S:CE cards that Noal says
people in his group don't do. Or playing S&B. Even though a group might
be heavy combat, the properly made S&B deck is going to win quite often.
> And, while I may find it 'boring' to play against someone's deck that
> consists of nothing but 25 Conditioning, 25 Govern the Unaligned, and
> 25 Form of Mist, I would not presume to tell the person that *he* can't
> play the deck because *I* don't think it's imaginative enough.
I generally roll my eyes and give them a hard time.
> I don't presume to tell your group that you can't play with card limits
> if you want to, either, of course. ^_- But I (like some others, I
> expect) have a knee-jerk bad reaction to card limits because there have
> been people who feel that they're necessary for the game, whereas I
> (and some others) feel that they are nothing but bad for 'the game as
> a whole'.
Playing with CL can be just as much fun as playing without them. However,
your avenues for fun, ie. a deck that (ab)uses Betrayer an otherwise
useless card, are limited.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7857kn$m2j$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Not usually. An Assault Rifle and a Terror Frenzy will kill an IG deck.
There's another rare I don't have.... Note that both of these rares are
from the Sabbat, a set that really went overboard with rare power.
> My "Transformers" deck would eat an IG deck for lunch...esp in a
> 6CL environment. With appropriate tweaking, I could do the same in
> a NL environment.
You must have a lot of Terror Frenzies. I personally prefer Ani/Pot for
the sake of you only need one Drawing Out the Beast to kill their maneuvers
AND equipment. Terror Frenzy also requires you to pay an extra blood for
combat cards at superior, no?
> > This is exactly the problem with card limits. I have zero Awe. Nada. Zip.
> > None. My Presence deck is supposed to be disadvantaged to your Presence
> > deck merely because of the fact that you have more of a useful rare card
> > that I don't?> *shrug* In our local group cards are freely loaned and traded, so it's not
> much of a problem.
I give away vampires until I have only two of a given one left unless it
uses disciplines I like. For other cards, I have yet to complete a set in
Sabbat, so I always keep at least one of each that I have. So trading is
difficult. Lastly, everyone in my group is on pretty limited funds (or
appropriated elsewhere), so getting all these rares we need is pretty much
out of the question.
> > Like the
> > Elder Kindred Network deck that I mentioned earlier. There are no real
> > substitutes for that card, Political Backlash being a weak imitation.
>
> Why? After all, you can stack them.
So let's say I have a hand of 2 EKN, 1 Kindred Coercion, 2 Surprise
Influence, and 2 Political Backlash. I have two ready vampires (which is my
thought on this deck). Someone calls a vote to burn and I quash it by 8
votes. I can then play both EKN's and both PB's and my prey will more than
likely be ousted. Without being able to pack more EKN's, I might cause 8 less
pool loss. That's a pretty weak imitation of PB. They aren't mutually
exclusive.
> Besides, how often do you think
> people are going to call to burn Anarch Revolt after you unload a
> can of EKN whoopass on them? The trick will only work once.
Yes, once I do this, no one will probably call to burn. If no one burns the
Anarch's, they just die. I've built my deck to prepare for 3 or 4
non-blockable, non-redirectable pool loss a turn; they haven't. And it
won't just work against the Anarch votes, but any other votes. The AR's are
just incentives for someone to call a vote.
Plus, it'd feel oh so good to see everyone's jaw drop at that amount of pool
loss using cards no one uses. :)
> Let's say you build a 90 card deck with 6CL. After doing the math,
> (6/90 + 6/89 + 6/88...) I come up with an approx 48.3% chance of
> drawing "that" card in my opening draw. Not bad odds. If I don't
> draw one in my opening hand, I have a 7.2% chance of drawing it
> after I discard (or play a master) and that chance increases until I
> draw one. If I do draw one, my odds are 6% that I'll draw another
> (which increases until I draw another) with each card I play.
>
> I'd say that's fairly reliable.
But it's not totally reliable. What if I whack them with a couple
Political Backlashes and they stop calling? Those 6 cards just became
useless. At least if I have one when I want it the first time, I know
I can probably oust my prey.
> > It is possible to do, but it's not near as effective as the NL version.
>
> It can be as effective as a NL version, it's just harder to do.
> The extra level of difficulty builds deck building skill. *grin*
Hrmmm....
> Okay...that was an open taunt. *smile* Don't take it seriously.
I figured you wouldn't be that provocative. :)
> I will grant you that a 6CL deck vs a NL deck grants the advantage
> to the NL deck. Different environments build different ways of
> looking at deck building.
Which is the position I've always held. Switching back and forth once
in a while can make it interesting. It forces people to think about
cards they may never have considered and expands their playing ability
in the long run....assuming an eventual switch back to NL. ;)
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
>3. With approx. 20-30 zip guns in a deck, why would I care how many
>of them I waste or discard in some fashion? I'll always have more
>than enough handy.
Hence the need for restrictions... I think your last statement says it
all... the game is meant to be played by everyone... not morons who have
nothing better to waste their money on while the people who have better
things to do with their money get whomped... and if you're playing that many
zips... you need to seriously work on deck construction skills...because
you're going to be consistently drawing wasted guns...
I rest my case
Vince
Dhar...@yahoo.com writes:
> jt...@cornell.edu (Joshua Duffin) wrote:>> Regarding 'deck skill': It seems to me (and other NL advocates) that
>> what's truly rewarded under card limits is skill in choosing a
>> strategy that won't be hamstrung by only being able to use 6 of a
>> particular card. The 'innovation' that is claimed by CL advocates
>> looks to me like people simply being forced to use second-tier cards
>> because they're not allowed to use any more first-tier cards.>What it enforces is variety. If people don't think about variety, we'll>keep seeing the same old crap over and over again.
True under NL as well. But, when a card limit causes you to keep using
the same set of cards to supplement your decks...
>> Sure, it can be fun to see traditionally spit-upon cards being used.
>> But it doesn't seem really *worthwhile* to me.>Innovative decks are _always_ worthwile.
All the innovative decks that you can make under CL can be made under NL.
The reverse is not true.
Joshua, I believe, was referring to the fact that CL stifles the
innovation by restricting your innovative ideas/combos in favor of
the stock cards/combos (or, worse, less-effective "shadow" cards)
because you can't pack enough of the individual cards required for
some (not all) "innovations".
>> > Like I said, we use it to encourage people to play more interesting decks.
>> > Sure, a 12 IG deck is effective...but is it fun?
>>
>> *Winning* is fun.>For you, perhaps. For others, prolly not. If you want self-gratification,>buy a porno mag or a video game.
>I'm going to use an old quote, "It's not whether you win or lose, but how>you play the game." It could not be more true.
Playing competitively is fun. Winning on the basis of competitive play
is icing on the cake, and is still at least as fun, if not moreso.
Being unable to play certain deck because of some arbitrary restriction
makes the game less competitive, and less fun, in some people's opinion,
by increasing the reliance on luck or the need to resort to cards that
don't "fit" as well in your deck.
>> My experience of what's 'not fun' is having your deck completely foiled
>> by someone else's, or being killed very quickly, or feeling that you've
>> been treated unfairly. These problems can be addressed somewhat by
>> card limits,>...and usually with some success.
... with a gentlemen's agreement, sure. But the same is true of NL.
Straight CL won't address the "problem" of speed-kill S&B. NL at least
gives more decks a fighting chance against that (and other) types
of decks.
>> However, having 'not fun' things happen can't be entirely avoided just
>> by imposing a card limit. If you're going to enforce fun, you really
>> have to enforce it on the players, not on their decks.>One goes with the other.
CL addresses the decks. The "gentlemen's agreement" you have in place
addresses the players. The two may "go together" where you play, but
are not generally dependent on each other.
>> And, while I may find it 'boring' to play against someone's deck that
>> consists of nothing but 25 Conditioning, 25 Govern the Unaligned, and
>> 25 Form of Mist, I would not presume to tell the person that *he* can't
>> play the deck because *I* don't think it's imaginative enough.>Oh...I won't tell him that he can't play it. Like I said, he just won't get>invited to any of the local games.
Doesn't sound like a very amicable solution. But, whatever you find "fun"...
>> If winning is not the primary objective
>> of the playgroup, I would expect that their idea of fun could be
>> more usefully accommodated by a gentleman's agreement of what *is*
>> fun than by card limits.>Winning should never be a primary objective. Fun for all participants>should be. We have chosen the method by which we accomplish this.
Winning is the defined objective.
If you're not playing to win, the fun factor goes down immensely.
This is even more true if you are playing to win but some of the
other players are not. You might as well just watch a football game.
--
L. Scott Johnson (sjoh...@math.sc.edu) | Research has been shown
http://www.math.sc.edu/~sjohnson | to cause cancer in mice.
Graphics Specialist and V:TES Rulemonger |
In article <7857kn$m2j$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> mboh...@shout.net wrote:> > This is exactly the problem with card limits. I have zero Awe. Nada. Zip.
> > None. My Presence deck is supposed to be disadvantaged to your
> > Presence deck merely because of the fact that you have more of a useful
> > rare card that I don't?
>
> *shrug* In our local group cards are freely loaned and traded, so it's not
> much of a problem.
Noal, I have to admit that your group sounds very cool. However, it appears
that the rest of the world (most unfortunately) doesn't work that way. Cool
traders aside *nudges Peter*
However, I do have a few comments/questions...
> > The above example is pretty hard to do anyway with no-repeat actions. A
> > similar deck I made once using Earth Melds, Form of Mist, and Computer
> > Hacking would never work under no-repeat action. It just can't bleed fast
> > enough. If you add the Dominate, it is going to be inefficient because you
> > either have to add skill cards or go with larger vampires.
>
> Minion Tap gets rid of the larger vampires problem. I could work out the
> rest of the details.
Well as you are probably aware, Minion Taps don't 'get rid of,' but maybe
alleviate the difficulty of using larger vampires. They still can be
torporized before you get the chance to tap them, or intercepted after
they've been tapped & are hunting or 5th Traditioning or Restoring, or
whatever. I think Mike's deck in JOL84 (which, by the way, I'm not horribly
worried about sweeping the table...but I'm nearly through in that game
anyway...) is perhaps the best deck at getting around all of that nastiness
I've ever seen. But no one near him is playing rush, either.
> > > No, you don't. Good card flow from a well-built deck will overcome this.
Actually, I've been meaning to call you on this, Noal. In general, I
understand the concept of card flow, but you've been referring to it so darn
often, I want to know what *precisely* you mean by 'ensuring good cardflow'.
I know you typically include 20 masters in a deck, but beyond that, do you go
with specific proportions, or include extra discard stuff, or what? I guess
what got me thinking on this was a comment that went something along the
lines of 'developing good card flow skills' or something.
Josh said something about winning being fun, and Mike countered with winning
being about 30% of the fun for him.
Overall, I think I'm with Mike on this one. Though I'd go for an even lower
percentage of fun being winning. Though I don't deny that winning can be
fun. We had a really evil blow-up at the last meeting of our little
playgroup over this matter, when a new (to the group) player got *very*
nitpicky after he decided to block a friend (who doesn't play lots of Jyhad)
playing my Dom/For/Tha deck. When my friend played the Dawn Op, but asked
for maneuvers before remembering to play his Weather Control, the new guy
freaked out about how he had told my friend a bunch of times (@ 2 or 3, in
actuality) previously that he had to remember to play it. Not that it would
have affected the outcome. In a tournament, I can see getting that picky.
In a local playgroup, that's above & beyond.
But enough of my aside. Actually, I think my fun breaks down as:
10% winning
30% seeing my deck(s) do well (whether played by me or others...)
50% designing the deck...yup
10% tormenting others with my strangeness
Josh also said:
>However, having 'not fun' things happen can't be entirely avoided just
>by imposing a card limit. If you're going to enforce fun, you really
>have to enforce it on the players, not on their decks.
This I definitely agree with. It doesn't necessarily go hand-in-hand, as you
indicate, Noal. Fun players = fun decks. Fun decks ~ fun players,
sometimes...in the group I play with, even though they have semi-soft limits
(i.e. they apparenly don't mind too much if *you* play NL, but they don't
seem to bother...), one guy has built a Corruption deck that uses Carlotta &
that Necromancy card to bring the Corruptions back from the ashheap.
Yikes...I call that scary adherence to CL for no good reason (which I'm not
accusing you of, Noal...it all sounds very cool...I'd still be upset about
not being *encouraged* to play 8 Dawn Op, 8 Skin of Night, 10-12 Weather
Control). But fun is the way to play. Fun fun fun.
Xian, thinking that yeah, Noal is right that the 7-Raptor deck doesn't work
very easily under 6CL...
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
[ quoted text not captured ]
L. Scott Johnson wrote:
>
> Dhar...@yahoo.com writes:
> > jt...@cornell.edu (Joshua Duffin) wrote:
> >> *Winning* is fun.
>
> >For you, perhaps. For others, prolly not. If you want self-gratification,
> >buy a porno mag or a video game.
> >I'm going to use an old quote, "It's not whether you win or lose, but how
> >you play the game." It could not be more true.
>
> Playing competitively is fun. Winning on the basis of competitive play
> is icing on the cake, and is still at least as fun, if not moreso.
The old quote almost certainly refers to playing fair and with respect
for the other team. You can bet that a team that loses a baseball game
in which they turned a triple play doesn't crack open the champagne
afterwards.
> >Winning should never be a primary objective. Fun for all participants
> >should be. We have chosen the method by which we accomplish this.
>
> Winning is the defined objective.
>
> If you're not playing to win, the fun factor goes down immensely.
> This is even more true if you are playing to win but some of the
> other players are not. You might as well just watch a football game.
Agreed. By rule, getting the most victory points is the only objective.
The players I've seen play with a different goal (like maybe getting off
this new six-card combo they think is sooo cooool.) end up screwing up
the game because they don't put an effort into ousting their prey. I
believe the game (and the meta game) only works properly when everyone
plays to win.
--
Robert Goudie, Chairman rrgo...@earthlink.net
Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net
_________________________________________________________________
The Official Vampire: the Eternal Struggle Players Organization
In article <782em4$8fn$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
> mboh...@shout.net wrote:>> > Such as?
>>
>> I would modify the statement with:
>> There are many unique and interesting decks that just don't work without
>> No Limits.>
>And again I say, "Such as?"
The Betrayer deck
The Corruption deck (what you prefer to use is not a problem - some
people prefer this method, because it *can* be quicker and more
permanent)
A Tremere steal blood deck
Robert Goudie's Cryptic Mission-Society of Leopold deck
Many Brujah decks, designed to prevent S:CE
Many Gangrel (non-POT) decks designed to get around S:Dodge
The Might of the Camarilla-Possession deck (Chris Berger)
Basically, any deck which wants to base itself around difficult to
obtain effects, such as those only offered by one or two cards. Whether
you or I choose to play such a deck is neither here nor there. Whether
other people should be given the choice to play such decks *is* for me.
You may think that one trick pony decks don't work. In principle, I
agree to a limited extent. Every deck needs some diversification, IMO,
but that's up to the player.
In a game where every effect is available in similar form multiple
times, a CL is okay (it's then mostly pointless, but okay). In Jyhad,
you have many unique effects, especially for the newer disciplines,
which can't at all easily be duplicated. An xCL stops them from working
effectively, unless "x" is so large as to be meaningless.
--
James Coupe (Prince of Mercia, England)
[ quoted text not captured ]
In article <784u0d$iag$1...@nnrp2.dejanews.com>, Dhar...@yahoo.com writes
>First off, nobody plays 18 S:CE due to the spirit of the 6CL.
And this is the thing. If you have to rely on "spirit" to limit the
game, the card limit is irrelevant. You should just play with people
you trust not to build, whatever your opinion dictates are, sick decks.
[ quoted text not captured ]
In article <784s42$b3g$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>6CL isn't nearly as restricitve as you seem to think it is.
You *can* make viable decks under 6CL. Many tournament decks I see win
are very close to 6CL anyway. But you just lose the ability to make
those decks where you only have one, maybe two, sources of an effect.
[ quoted text not captured ]
In article <784t5m$c58$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>> Ok. A Potence Rush deck _is_ going to suffer with only 6 Immortal Grapple.
>> With a 6 CL, it is perfectly viable to play 6 Majesty, 6 Staredown, and 6
>> Catatonic Fear. That is 6 anti S:CE cards vs 18 S:CE cards. The Potence deck
>> will fail.>>This I'll grant you...but a weenie potence deck will eventually run them
>out of S:CE cards. A pot-cel deck can use Psyche to speed it along.
>A deck with a bunch of maneuvers (and Terror Frenzy) will kill an IG
>deck anyway.
But I don't want to do weenie pot and I'm playing Nosferatu. People
aren't blocking so my Hidden Lurkers are useless.
What would I do here? Is my Nosferatu deck all but useless, because I
can't pack enough IG in it to stop the S:CE?
[ quoted text not captured ]
In article <7859de$nqf$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>What it enforces is variety. If people don't think about variety, we'll
>keep seeing the same old crap over and over again.
Okay, you want variety in decks
I want to play Robert Goudie's 35 Cryptic Mission decks. That would be
different to your usual decks. Why can't I have the variety to do that?
[ quoted text not captured ]
In article <78126n$dv5@simba>, Vince Johnson <john...@tcnj.edu> writes
>I just hate to take some
>rulings and ignore others based on the fact that the ruling was only made
>for those that couldn't deal with it correctly with what they have in front
>of them...
No, the ruling *wasn't* made because people couldn't deal with it.
You might not have had a problem in your group. You just didn't get a
deck degenerate enough to entirely exploit the card.
And if you want to make a deck entirely devoted to blocking that deck,
you kind of lose the point of the game.
[ quoted text not captured ]
In article <785flr$n1j@simba>, Vince Johnson <john...@tcnj.edu> writes
>>>3. With approx. 20-30 zip guns in a deck, why would I care how many
>>of them I waste or discard in some fashion? I'll always have more
>>than enough handy.>>Hence the need for restrictions... I think your last statement says it
>all... the game is meant to be played by everyone...
Why restrict it though? The errata does *exactly* the same thing -
makes making a 20-30 Zip Gun deck stupid for similar reasons.
Restricting and errata may help achieve the same effects. You just
don't like issuing errata. Fair enough, but it *works*. Zip Guns can
still be used. If I want a lot of them in my deck, I still can. I just
can't abuse them with DBR, which was the problem all along.
Since the problem was with DBR, we stop them using DBR (or ammo cards in
general). You can still use the Zip Gun as non-ammo defence, because
you're not limited to having "x" in a deck.
One up for the errata, methinks.
[ quoted text not captured ]
In article <782j0g$qn7@simba>, Vince Johnson <john...@tcnj.edu> writes
>And you are dead wrong ... there were offical DCI rules with the
>restrictions...
And they were removed because they did untold damage to the tournament
decks.
Tell me how you would propose to construct the very viable Betrayer deck
with a CL.
[ quoted text not captured ]
In article <7816nq$eki@simba>, Vince Johnson <john...@tcnj.edu> writes
>exactly... so that decks no longer rely on the combo...
If a combo is not abusive, where is the problem in relying on that
combo? Why can't a player choose to do so?
If it is abusive, fix the thing making the combo abusive, but leave the
options still open for using the cards on their own.
[ quoted text not captured ]
In article <782nbv$rsu@simba>, Vince Johnson <john...@tcnj.edu> writes
>decks that use the combo get them less frequently and if you
>want to build a deck around the combo then fine...
If it's abusive, fair enough.
But if you restrict the card, you stop it being used in non-abusive
combos. Why would you want to do that?
Would you also require that before every game, the judge checks the
decks to make sure they have only so many of every card? With only 1
judge and 10-20 decks, it could take a while.
[ quoted text not captured ]
On Wed, 20 Jan 1999 15:51:34 -0500, "Vince Johnson"
<john...@tcnj.edu> wrote:
>>>3. With approx. 20-30 zip guns in a deck, why would I care how many
>>of them I waste or discard in some fashion? I'll always have more
>>than enough handy.>
>Hence the need for restrictions... I think your last statement says it
Hence the need for errata to Zip Gun, as opposed to silly sweeping
restrictions that restrict OTHER combinations that are not so easily
abused. Restricting one card is as difficult to remember as simply
making errata for that card - zero difference in the end.
>all... the game is meant to be played by everyone... not morons who have
>nothing better to waste their money on while the people who have better
I'm sorry? You think boxes of Jyhad are expensive? Go look at how
many Zip Guns you get in a $7 box of Jyhad and tell me again how
difficult it is to get 20 Zip Guns together, and how much it will
probably cost you. With regards to wasting my money... I have
purchased two boxes of Sabbat cards, mostly because of the Sabbat
vampires. That is "expensive", to me, for a card game. I haven't
purchased boxes of Ancient Hearts because they're even MORE expensive
then Sabbat boxes, although someday I'm probably going to break down
and do just that, again mostly for the vampires. I am hardly a Mr.
Suitcase, if that's what you're implying - I just put my money where
it would do some good, in multiple boxes (grand total: 8) of the base
set so that I would have enough cards to build -any- kind of deck and
also to have enough of the "common" cards like WWEF, Blood Doll,
Minion Tap, etc., so that I would be able to keep multiple decks built
at the same time. Oh, I also purchased two boxes of Dark Sovereigns
somewhere along the way.
My total investment in Jyhad-backed cards, which are apparently where
you think I've "wasted my money", is approximately $56 (8 x 7, for the
less mathematically inclined) - which is almost identical to the cost
of ONE box of Sabbat, and FAR more useful and fun in the long run,
since I don't have to worry about whether or not I happen to have got
enough of any particular card to make an idea work. (Except Immortal
Grapple... dammit. The fates conspire against my ever being able to
try a traditional "12-IG Rush Deck" without proxies.) Anyway... that
was part of the appeal this game had for me, was that I did NOT have
enough money to even pretend to compete in the Magic arena, with
individual cards costing several hundred dollars... but that I could
easily buy enough cards to make almost any deck I wanted for less than
$75. The game has so far provided many months of fun for me, and some
truly hilarious moments... for example, last night Nik blocked an
Assamite, paid his 1 blood for Acrobatics to pop him one on the nose,
and then spent three CEL cards (Flash, Nimble Feet, Rapid Thought)
pressing to end combat, to avoid having to go to torpor. The thought
of Nik, 1-cap Caitiff with inferior Celerity and a special disability
to boot, gratuitously escaping death at the hands of the evil Assamite
combat monsters and even doing more damage in the process had the
table laughing for at least fifteen minutes afterwards. (On a side
note, of course it was a complete waste of cards, and yes, I DID have
hand jam for the next three turns trying to get some maneuvers back
into my hand so I could block again, but damn, it was funny. Nik
survived hunting and was gloriously burned while blocking the turn
afterwards, since I still had a l'il hand jam problem.) I don't
consider my $56 wasted at all, and I'm not sure why you do either. If
you have difficulty coming up with this much spare money... I'm afraid
NO collectible card game is for you, since I don't know of any that
don't require a certain initial investment, and I don't know of any
that don't require a significantly larger initial investment.
My final point is something I've seen no other CCG do... I can build a
deck out of those $56 worth of cards that will absolutely, completely
ruin any deck you build, with as many Sabbat cards as you care to
include, with as many astonishing rares, however abusive you would
like to make the deck... I can make a deck out of those cards that
will beat it like a drum. My deck may lose miserably to the OTHER
decks on the table, but I can certainly guarantee that if you are my
predator, you will never oust me, and if you are my prey, you will BE
ousted. That's part of the challenge of the game... there is no "one
great deck that does it all". Innovation and creativity (agentzero's
Computer Terrorists deck is pretty damn funny and brings pictures to
mind of little goblins holding bombs twice the size of their bodies
rushing headlong at the enemy) actually has a chance of succeeding.
Want to beat that Zip Gun deck I posted? Make an Animalism deck with
12 Drawing out the Beasts and either Aid from Bats, Protean Claws,
whatever. Stack a bunch of Rat's Warning in there as well so you can
keep untapping and blocking all the weenies. There is lots of combat
that can go great with DotB, and a deck like this will COMPLETELY ruin
that Zip Gun deck. Acting minion has to play before-range cards
first, and Zip Guns come out only before range, so you don't have to
Draw out his Beast unless he plays a zip gun. Simple, huh? Just
because there's an effective counter to a deck, though, doesn't mean
the deck isn't abusive.
>things to do with their money get whomped... and if you're playing that many
>zips... you need to seriously work on deck construction skills...because
>you're going to be consistently drawing wasted guns...
I wasn't attempting to build the deck to be perfect... I was
attempting to build the deck to be abusive, to demonstrate that yes,
it is VERY EASY to make a deck that will pound an awful lot of people
silly with a broken Zip Gun/DBR combo. It took me five whole minutes
to write up and post that deck, and it proved my point very nicely,
thank you - that Zip Gun unquestionably required errata, which happily
was provided.
>I have no case, and I'm beginning to get personal about it
>Vince
I took the liberty of correcting your misspelling above, right before
your name.
-- Derek
(replying by email? remove the nospam from my domain :)
On Wed, 20 Jan 1999 15:23:31 -0800, Robert Goudie
<rrgo...@earthlink.net> wrote:
>Agreed. By rule, getting the most victory points is the only objective.
>The players I've seen play with a different goal (like maybe getting off
>this new six-card combo they think is sooo cooool.) end up screwing up
>the game because they don't put an effort into ousting their prey. I
>believe the game (and the meta game) only works properly when everyone
>plays to win.
Absolutely. That's why we only try to come up with six-card combos
that do obliterative damage to your prey in the process, so maybe you
only get it off once, but ... =)
(I made a silly deck called Sneak, Bleed, and Videotape like this. 15
Incriminating Videotapes, lots of OBF weenies and enough stealth cards
(forgotten labyrinth, woo! +3 stealth to a non-bleed action!) to
ensure that I wouldn't ever be unable to equip one, and enough bleed
retainers and assorted bleed whatevers (laptop, Spying Mission,
Inverary, vampires with base +1 bleed) to jack a single bleed up
somewhere around 10. 5 copies of Heidelburg Castle so that after I
had a tape of all of my prey's vampires, i could consolidate them all
along with the retainers on one unblockable vamp who could then
happily bleed for 10 twice. Tournament-effective? ... well... no.
Fun as hell to play a couple times? Yeah. Although it never bled for
more than 7 due to some of the retainers not coming out by the time i
had all the tapes made... poo.)
[ quoted text not captured ]
Noal wrote:
This I'll grant you...but a weenie potence deck will eventually run them out of
S:CE cards. A pot-cel deck can use Psyche to speed it along. A deck with a
bunch of maneuvers (and Terror Frenzy) will kill an IG deck anyway."
Not before they are dead. If I have 6 IG and you have, say, 10-12 S:CE (which
is not at all unreasonable for any sort of Pre deck), it is highly likely that
I won't have an IG in my hand when you have a S:CE. The life and death of the
pure Rush deck is getting the maximum effectiveness out of its actions. If it
is regularly getting foiled by S:CE (even half of the time), it is getting
killed.
Yes, a bunch of manuvers and Terror Frenzy will kill an IG deck, and while an
IG deck will be hamstrung by having only 6 IG, the manuver deck will not be
hamstrung bu having only 6 manuvers. This (not the manuvers and TF in
particular, but the general outclassing of IG based combat decks) makes playing
a pure Rush deck mostly pointless. Yes, you can make other kinds of combat
decks, or more well rounded combat decks, but then you are artificially
restricting the types of decks that are effective.
"A deck that relies on Cat's Guidance for intercept is already in a world of
hurt. If you're counting on animalism for intercept, you need permanent
intercept and Pack Tactics (and Elder Intervention) to make intercept useful.
Having only +1 intercept isn't going to cut it."
No, but being able to have, say, 12 Cats Guidance as along with a good supply
of Ravens and Elder Intervention means you will regularly have the +1 transient
intercept you need as well as being able to use the Cats for its inferior
ability without having to worry about "wasting" the card. Again, the 6CL makes
such a deck (which is a perfectly reasonable deck) a non option in a
compettetive sense, while under NL, it is a perfectly viable deck idea.
"*shrug* So combine them... At least Psyche is a good answer to maneuvers."
So to be a compettetive Pot combat deck, you _have_ to be the Brujah. Again,
substantially restricting what decks can be actually compettetive.
"*snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
If it's not, you're doing something wrong."
Meaning you have to have 6 very hard to get Rares rather than just having 12
common as dirt commons.
"A deck based solely on one card is exactly what we try to prevent.
Decks like that require little thought and are discouraged."
I'm a bit mistified by this whole idea of thought policing the players in your
group. If somone really enjoys playing a deck made out of 2 different cards,
why is it their responsibility to not play such a deck for your enjoyment? If
they are a really cool guy, but you don't like the decks they want to build,
you aren't going to let them play? You'd actively "not invite them back"?
"Uh...Peter, not everyone plays an IG deck and to require one to beat such a
deck is silly. I'd rather go the other route as it keeps the arms race to a
minimum."
That wasn't my point. Such a deck (25 Conditioning/25 Form of Mist or
whatever) simply isn't going to be overly effective in a situation where _all_
deck types are viable. And while I wouldn't really find playing such a deck to
be all that amusing, why should I tell my pal that _he_ shouldn't find playing
such a deck fun?
"No, you don't. Good card flow from a well-built deck will overcome this."
This is a highly sketchy concept. Yes, you can attempt to make up for not
having enough of the particular card you need through making a smaller deck or
using inferior "patch" cards to attempt to pick up the slack, or whatever wacky
tricks you can come up with to compensate for the 6CL, but such a deck will
always be at a disadvantage against decks that do not have to resort to such
tricks (such as a bleed deck relying on Dom, Obf, or Pre, all of which are
frought with redundancy).
[ quoted text not captured ]
In article <7859de$nqf$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> jt...@cornell.edu (Joshua Duffin) wrote:>> Regarding 'deck skill': It seems to me (and other NL advocates) that
>> what's truly rewarded under card limits is skill in choosing a
>> strategy that won't be hamstrung by only being able to use 6 of a
>> particular card. The 'innovation' that is claimed by CL advocates
>> looks to me like people simply being forced to use second-tier cards
>> because they're not allowed to use any more first-tier cards.>>What it enforces is variety. If people don't think about variety, we'll
>keep seeing the same old crap over and over again.
I don't know why I'm getting back into this tired old debate, but frankly
I think this argument is just false.
There are simply more viable decks under NCL than under CL. There
are plenty of decks that can't work, or don't work as well under CL.
Add that to the fact that there are pleny of decks completely unnaffected
by CL (e.g. S:CE or S&B decks).
Are you actually disputing this fact? This part has been gone over
point by point repeatedly in the past, and I
I even find that NCL decks tend to have more variety _within_ a given
deck, as you don't simply see the CL of all the important cards. Most
NCL decks also will only have alot of a few select cards, and will
not be by the "Cond/GotU/FoM" beasts you suggest.
>> Sure, it can be fun to see traditionally spit-upon cards being used.
>> But it doesn't seem really *worthwhile* to me.>>Innovative decks are _always_ worthwile.
Innovative? What's innovative about including the card limit of a card,
and then moving on to the next one? The 4CL decks I remember were quite
cookie cutter, as there were a fastly reduced number of ones that worked
(admittedly, back then the situation was worse, since there weren't
as many duplicate cards).
What's innovative is a ton of Raptors, viable corruption, cryptic mission
decks, or a ton of other things that don't exist under CL (frankly,
I'd add effective combat decks to that list).
>> > Like I said, we use it to encourage people to play more interesting decks.
>> > Sure, a 12 IG deck is effective...but is it fun?
A deck with 12 IG is definitly fun. Alot of people simply don't have
the knee jerk reaction that some decks having a few cards that are heavily
used is boring.
>> *Winning* is fun.>
>For you, perhaps. For others, prolly not. If you want self-gratification,
>buy a porno mag or a video game.
Um, is there really any need to be this insulting?
What Josh means, I believe, is that the game of trying to figure out
how to win is fun -- that competition is fun. The number of cards used
is really unimportant -- it's the variety and depth of play that's
important.
>I'm going to use an old quote, "It's not whether you win or lose, but how
>you play the game." It could not be more true.
I think you're really missing the point here.
>> My experience of what's 'not fun' is having your deck completely foiled
>> by someone else's, or being killed very quickly, or feeling that you've
>> been treated unfairly. These problems can be addressed somewhat by
>> card limits,>>...and usually with some success.
No. Perhaps in other card games, but it has the _opposite_ effect in
Jyhad. Card limits make a few decks better, and others worse.
This is another point that has been beat to death, and CL advocates also
come back to. Could you please show how a CL increases the balance of
the game? As I recall there's something around $100 sitting around (Mark?
do you remember?) for anyone who can do it -- $25 of it from me.
Strangely, nobody has claimed the money yet.
>> However, having 'not fun' things happen can't be entirely avoided just
>> by imposing a card limit. If you're going to enforce fun, you really
>> have to enforce it on the players, not on their decks.>>One goes with the other.
Not really. What Josh is saying is that such simple fixes don't really
address the problem, as they're never comprehensive. You're basically
stuck with shaming players out of playing unwanted decks.
>> And, while I may find it 'boring' to play against someone's deck that
>> consists of nothing but 25 Conditioning, 25 Govern the Unaligned, and
>> 25 Form of Mist, I would not presume to tell the person that *he* can't
>> play the deck because *I* don't think it's imaginative enough.>>Oh...I won't tell him that he can't play it. Like I said, he just won't get
>invited to any of the local games.
What ever. Ostracizing someone because you don't like his deck is the
same thing.
>> If winning is not the primary objective
>> of the playgroup, I would expect that their idea of fun could be
>> more usefully accommodated by a gentleman's agreement of what *is*
>> fun than by card limits.>>Winning should never be a primary objective. Fun for all participants
>should be. We have chosen the method by which we accomplish this.
Why do people always misunderstand this argument? It's not that winning
itself is so important for "serious gamers", but playing to win. It's
not some childish need for gratification as you imply, but rather
curiosity, problem solving, and competition.
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
In article <36A66573...@earthlink.net>,
Robert Goudie <rrgo...@earthlink.net> wrote:
>L. Scott Johnson wrote:
>>> >Winning should never be a primary objective. Fun for all participants
>> >should be. We have chosen the method by which we accomplish this.
>>>> Winning is the defined objective.
>>
>> If you're not playing to win, the fun factor goes down immensely.
>> This is even more true if you are playing to win but some of the
>> other players are not. You might as well just watch a football game.>>Agreed. By rule, getting the most victory points is the only objective.
>The players I've seen play with a different goal (like maybe getting off
>this new six-card combo they think is sooo cooool.) end up screwing up
>the game because they don't put an effort into ousting their prey. I
>believe the game (and the meta game) only works properly when everyone
>plays to win.
Amen. Nothing is worse than a player who, unintentionaly or not,
plays King Maker. It's more acceptable if it's done because a player
doesn't care than if it's done intentionally -- but it's no more
fun. It really has nothing to do with _who_ actually wins or loses.
If the competitive game I'm in isn't being played to win, I'd much
rather role play, read, go the symphony, or out dancing.
Hell, I'd even rather watch TV.
[ quoted text not captured ]
In article <784t5m$c58$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>> No, but you _do_ need 10-12 to be able to reliably draw them when you need
>> them and have enough to compete with the very common and over powered S:CE.
>> Which there will be more than 6 of.>>No, you don't. Good card flow from a well-built deck will overcome this.
Fine. Let's see this hypothetical well-built deck.
I predict that while a NL rush deck (with lots of Bum's Rush and IG)
does fine with either weenie presence or S&B as it's predator, 6CL rush
gets hosed (and 4CL rush gets completely hosed).
[ quoted text not captured ]
In article <7857kn$m2j$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> mboh...@shout.net wrote:>> Maneuvers will run out pretty quickly. It only takes one time of not
>> having them in the hand for the IG to be in position.>
>Not usually. An Assault Rifle and a Terror Frenzy will kill an IG deck.
>My "Transformers" deck would eat an IG deck for lunch...esp in a
>6CL environment. With appropriate tweaking, I could do the same in
>a NL environment.
Heh. Really?
[snip]
>No...not at all. A deck based on one card can be interesting and that's
>why we allow reasonable exceptions. However, we encourage card
>combos as a foundation of a deck rather than using a power card to
>base one on.
"Power Card"? Like what?
>> So that card doesn't exactly become the main feature of the deck,
>> and I won't reliably draw it.>
>Let's say you build a 90 card deck with 6CL. After doing the math,
>(6/90 + 6/89 + 6/88...) I come up with an approx 48.3% chance of
>drawing "that" card in my opening draw. Not bad odds. If I don't
>draw one in my opening hand, I have a 7.2% chance of drawing it
>after I discard (or play a master) and that chance increases until I
>draw one. If I do draw one, my odds are 6% that I'll draw another
>(which increases until I draw another) with each card I play.
>
>I'd say that's fairly reliable.
That's a fairly reliable chance of starting with it. It's _not_ a
fairly reliable chance of using it often. Especially if multiple
variants of the counter card exist.
>> This is not to say that a 6CL deck using it won't work, but it
>> won't be near as consistent as the NL version and the EKN just
>> becomes another card in the deck.>
>Depends on your card flow. If you play 4 cards all at once, you
>have about a 25% chance of drawing one.
No, it doesn't depend on your card flow: Good card flow works for
NL decks as well as CL decks.
Furthermore (in my experience) NL decks flow better than most CL decks
(with the exception of the ones that approximate NL by using variant cards
that are nearly the same).
>> I built a pretty effective 6CL Pot/Ani/For rush deck once. It could go
>> through 4 cards before range was even determined. And it was absolutely
>> necessary against a Presence deck because the risk of wasted cards was so
>> high.
>>
>> It is possible to do, but it's not near as effective as the NL version.>
>It can be as effective as a NL version, it's just harder to do.
>The extra level of difficulty builds deck building skill. *grin*
Which you presume to have, Nice. Rather than a dubious implication
of authority, perhaps you could show us such a deck?
>Okay...that was an open taunt. *smile* Don't take it seriously.
>I will grant you that a 6CL deck vs a NL deck grants the advantage
>to the NL deck. Different environments build different ways of
>looking at deck building.
*sigh* This isn't the issue (Nor do I even think it's true. Many
CL decks work just fine playing against NL). The issue is whether
6CL rush is as viable in it's environment as the NL variant
is in it's. You contend just above that it is, many others contend
that it's not.
[ quoted text not captured ]
In article <785flr$n1j@simba>, Vince Johnson <john...@tcnj.edu> wrote:
>>>3. With approx. 20-30 zip guns in a deck, why would I care how many
>>of them I waste or discard in some fashion? I'll always have more
>>than enough handy.>
>Hence the need for restrictions... I think your last statement says it>all... the game is meant to be played by everyone... not morons who have
>nothing better to waste their money on while the people who have better>things to do with their money get whomped... and if you're playing that many
>zips... you need to seriously work on deck construction skills...because
>you're going to be consistently drawing wasted guns...
>>I rest my case
>Vince
You rest your case? You're contradicting yourself... You say limits
are needed to stop such decks, since presumably always having Zip Guns
is nice, and then mention the reason such decks suck later on (tons
of wasted cards that you could easily find better uses for).
Also, your point about the money is simply false, as even most CL
advocates will agree: NL lets you use tons of easy to get commons,
while CL tends to force you to substitute harder to get rare
cards, that do essentially the same thing.
[ quoted text not captured ]
On Wed, 20 Jan 1999 18:35:04 GMT, Dhar...@yahoo.com said:
<delurk mode>
>> > *snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
>> > If it's not, you're doing something wrong.
>>>> This is exactly the problem with card limits. I have zero Awe. Nada. Zip.
>> None. My Presence deck is supposed to be disadvantaged to your Presence>> deck merely because of the fact that you have more of a useful rare card that
>> I don't?
Dharzhak> *shrug* In our local group cards are freely loaned and
Dharzhak> traded, so it's not much of a problem.
So you have to resort to card loaning just to conform to an artificial
limit that you yourself have set? If it works for you, fine, but that
sounds sort of screwy to me. In the above example, why exactly in your
opinion would using 12 BO's be "worse" or "degenerate" as compared to
6 x BO and 6 x Awe?
>> > A deck based solely on one card is exactly what we try to prevent.
>> > Decks like that require little thought and are discouraged.
>>>> What? Huh? I think you're taking his statement a little too literal
>> possibly. I don't think he's referring to building a deck entirely or almost
>> entirely of one card but to building a deck around a specific card.
Dharzhak> No...not at all. A deck based on one card can be
Dharzhak> interesting and that's why we allow reasonable exceptions.
Dharzhak> However, we encourage card combos as a foundation of a deck
Dharzhak> rather than using a power card to base one on.
But the point is that if you are using the newest rulings and errata,
there aren't any such "power cards". If someone bases their deck
around a single card, they will lose, more often than not.
Besides, you yourself admit that you allow "reasonable
exceptions". Since you are going by group concensus on what's ok and
what's not in any case, why have any sort of limits at all?
You're free to play however you want, of course :) I just don't really
see your point for having 6-card limits.
>> > > So what? A deck with 25 Conditionings and 25 Form of Mists also isn't
Dharzhak> going
>> > > to be all that effective, especially if someone is using more than 6
>> > > Immortal Grapples :-)>>
>> The above example is pretty hard to do anyway with no-repeat actions. A
>> similar deck I made once using Earth Melds, Form of Mist, and Computer
>> Hacking would never work under no-repeat action. It just can't bleed fast
>> enough. If you add the Dominate, it is going to be inefficient because you
>> either have to add skill cards or go with larger vampires.
Dharzhak> Minion Tap gets rid of the larger vampires problem. I could
Dharzhak> work out the rest of the details.
I don't buy this. I seriouly doubt that a 25 Conditioning / 25 FoM
deck would be that nasty. One Immortal Grapple (or Psyche, since FoM
is treated as an action modifier nowadays) would be serious bad news
for that deck.
Dunno. Someone want to test this one in JOL? *grin*
Dharzhak> It can be as effective as a NL version, it's just harder to
Dharzhak> do. The extra level of difficulty builds deck building
Dharzhak> skill. *grin*
Dharzhak> Okay...that was an open taunt. *smile* Don't take it
Dharzhak> seriously.
Taunt or not, I'll send a resounding "oh ha ha" to that (Rimmer-style
:)
Handicapping yourself and then trying to overcome those handicaps in
convoluted ways does not equate to "deck building skill" in my book.
Dharzhak> I will grant you that a 6CL deck vs a NL deck grants the
Dharzhak> advantage to the NL deck. Different environments build
Dharzhak> different ways of looking at deck building.
Yeah. Like I said, each group plays the way that's most fun for
them. I just fail to see the exact "why" in your case, IMHO you're
conviced that NL results in people building decks that focus on single
cards. T'ain't so. We've always played NL here, and I rarely see more
than, say, 8 of any single card in a deck. The exception to this are
theme decks that sometimes have to focus on a single card (like the N
Raptors concept). These decks aren't boring either, in general.
//Petri
On Wed, 20 Jan 1999 17:43:17 GMT, jt...@cornell.edu (Joshua Duffin) said:
Joshua> *Winning* is fun.
Joshua> This often appears to be the sticking point between people who
Joshua> advocate card limits to 'enforce fun' and those who prefer no
Joshua> limits.
Well... no, in my experience. I've always played with NL and see no
sense in card limits (provided you're using the new errata and
rules). On the other hand, actually winning is only a small part of
the fun for me (and for others in the local play group, it seems). A
lot of the fun is simply in designing fun decks and seeing how well
they do, and in the playing itself. If you happen to win it's a nice
bonus, but nothing like "the point".
Your mileage obviously varies :)
//Petri
In this discussion, I think Noal is equating the playgroup
"gentlemens' agreement" with the effect of the 6CL. IMHO, they are
totally different things. Having a card limit in no way limits
"boring" decks (pure S&B, etc), and makes a lot of innovative designs
totally impossible. The thing limiting boring decks is the (perhaps
unspoken) agreement of the players to not allow "boring" decks. *That*
is what works, and it has nothing to do with a card limit.
I think a lot of CL advocates make the same (IMHO mistaken) assumption
between card limits and "interesting decks". We always play NL here,
and the decks are nothing if not innovative. It's the play group that
matters, not any numerical card limit. A one-trick S&B deck is just as
viable (and just as boring) under CL as it is under NL.
Having more than N of a single card does not make a deck boring. The
focus of the deck is what matters.
//Petri
In article <786np2$96e$1...@news.NERO.NET>,
phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> In article <785flr$n1j@simba>, Vince Johnson <john...@tcnj.edu> wrote:
> >
> >>3. With approx. 20-30 zip guns in a deck, why would I care how many
> >>of them I waste or discard in some fashion? I'll always have more
> >>than enough handy.
> >
> >Hence the need for restrictions... I think your last statement says it
> >all... the game is meant to be played by everyone... not morons who have
> >nothing better to waste their money on while the people who have better
> >things to do with their money get whomped... and if you're playing that many
> >zips... you need to seriously work on deck construction skills...because
> >you're going to be consistently drawing wasted guns...
> >
> >I rest my case
> >Vince
>
> You rest your case? You're contradicting yourself... You say limits
> are needed to stop such decks, since presumably always having Zip Guns
> is nice, and then mention the reason such decks suck later on (tons
> of wasted cards that you could easily find better uses for).
>
> Also, your point about the money is simply false, as even most CL
> advocates will agree: NL lets you use tons of easy to get commons,
> while CL tends to force you to substitute harder to get rare
> cards, that do essentially the same thing.
>
> --
> /\ Jasper Phillips
Oh contrare...
I have watched the Zip Gun question spiral into the inveitable N/CL debate.
My personal, and admittedly restricted view (Scotland), is that 4CL was
initially very useful to prevent those with access to huge amount of cards the
pathetic ease of beating players with smaller suitcases into trembling
submission.
Without the four card limit which encouraged our big case player (who to
make the contrast uniquely stark worked in the WotC office in Glasgow) to
trade such wonderful cards as even the simple Majesty - Jyhad would of died
there and then (first printing, those were the days!). Four card limits
allowed an even distribution of the commoner 'must have' cards, and a
smattering of favoured cards as the smaller, occasional players eveloved into
favoured decks and clans. Those who persued the game with financial vigour,
to remain in a competitive stance with their large but only occasional group
saw 4CL as a compromise that was all that stood between us and no-game
oblivion.
It may be easy to cite the availability of cards, but personally our
collections have matured into 4's and 4's and 4's, as much as we need for
continuing gaming. None of us see it as sensible to unilaterally, or even as
a group evlove into NCL.
Most NL advocates here cite the limitations that 4CL imposes; no 15 Raptors
in your deck! I feel though that you are attacking the question from the
angle of those who play regularly with large collections; consider the
profile of the posters to this group... die hard fans with large collections
which can support this level of play. Whereas I would suggest that for
informal games, 4CL allows everyone to play... where NCL excludes those who
do not have large collections; so for balanced play between different
suitcase sizes - 4CL. Considering the amount of new blood coming into the
game, this is now essentially a moot point, if not actually a point in favour
of the NL advocates.
One of the beauties of Jyhad used to be that everyone with minimal outlay and
trading could build a deck that could show it's face in our games. It should
of course evolve into NL, but if your group does not as a whole want to, say,
double it's investment, then 4CL lets us all play together.
Whilst 4CL may limit the number of decks viable. NL limits the munber of
players viable. Everyone on this list could present a 4CL, not all a NL. I
know which I prefer.
artaxerxes
[ quoted text not captured ]
mboh...@shout.net wrote:
> > Not usually. An Assault Rifle and a Terror Frenzy will kill an IG deck.
>> There's another rare I don't have.... Note that both of these rares are
> from the Sabbat, a set that really went overboard with rare power.
Maybe so. But I don't think that Terror Frenzy or Awe are overpowered.
Terror Frenzy at minor is pretty much a DotB but for long range.
Awe isn't really that powerful unless you use it as a combo with Voter
Cap. Bewitching Oration can give you 4 votes at superior without
spending blood. With superior Awe, you have to spend 1 blood to get
3 votes and 2 blood for 5. Unless you have a way to fill back up, that
can get your vampire killed if you go hog wild.
> > My "Transformers" deck would eat an IG deck for lunch...esp in a
> > 6CL environment. With appropriate tweaking, I could do the same in
> > a NL environment.
>> You must have a lot of Terror Frenzies. I personally prefer Ani/Pot for
> the sake of you only need one Drawing Out the Beast to kill their maneuvers
> AND equipment. Terror Frenzy also requires you to pay an extra blood for
> combat cards at superior, no?
*nods* At superior, Terror Frenzy makes the opposing vampire spend one
extra blood for combat cards, but it's not cumulative with the inferior text.
Terror Frenzy at minor kills their equipment and kills their ability to cancel
maneuvers. As for having, a lot of Terror Frenzies, I'm not sure how many
I have...5 or 6, I think. I just traded one away to someone who needed it
for a deck.
> I give away vampires until I have only two of a given one left unless it
> uses disciplines I like.
I keep up to 5 copies of a vampire unless I'm going to build a theme
deck around a vampire. For example, a Uriah Winter/Betrayer deck.
> For other cards, I have yet to complete a set in
> Sabbat, so I always keep at least one of each that I have.
I'm pretty sure I have a complete set. I finally got a Derange. That's
the hardest card to get a hold of. I've prolly bought about 10 boxes of
Sabbat and I've only gotten one copy.
I try to keep 15 copies of any non-unique card so I can build multiple
decks that use the same card. Unique locations, etc. I tend to keep 5 of.
If someone needs a card, I'll usually trade something for it and when I get
around to buying another box, I'll replace the copy.
> So trading is
> difficult. Lastly, everyone in my group is on pretty limited funds (or
> appropriated elsewhere), so getting all these rares we need is pretty much
> out of the question.
Ah. There's the difference. I doubled my salary about 6 months ago and
I'm almost in the position to double it again. Makes a big difference in
your disposable income.
> So let's say I have a hand of 2 EKN, 1 Kindred Coercion, 2 Surprise
> Influence, and 2 Political Backlash. I have two ready vampires (which is my
> thought on this deck). Someone calls a vote to burn and I quash it by 8
> votes. I can then play both EKN's and both PB's and my prey will more than
> likely be ousted.
Um...EKN is used before votes are cast.
> Without being able to pack more EKN's, I might cause 8 less
> pool loss. That's a pretty weak imitation of PB. They aren't mutually
> exclusive.
Um...I fail to see the above being a very good example against stacking
EKN and Politcal Backlash, but...*shrug*
> Yes, once I do this, no one will probably call to burn. If no one burns the
> Anarch's, they just die.
Not necessarily. Decks with very good pool gain have nothing to fear from
Anarch Revolt decks and will prolly just ride them out until you've ousted
yourself...much like I'm doing to my prey in jol94. *grin*
> Plus, it'd feel oh so good to see everyone's jaw drop at that amount of pool
> loss using cards no one uses. :)
Heh. All of those cards get used in our group. We can be pretty vicious.
> But it's not totally reliable. What if I whack them with a couple
> Political Backlashes and they stop calling? Those 6 cards just became
> useless. At least if I have one when I want it the first time, I know
> I can probably oust my prey.
That's assuming that your prey is the one calling the vote. More often
than not, it's someone across the table. I've tried various versions of
Anarch Revolt decks and they can be fairly inconsistent.
> > I will grant you that a 6CL deck vs a NL deck grants the advantage
> > to the NL deck. Different environments build different ways of
> > looking at deck building.
>
> Which is the position I've always held. Switching back and forth once
> in a while can make it interesting. It forces people to think about
> cards they may never have considered and expands their playing ability
> in the long run....assuming an eventual switch back to NL. ;)
Perhaps. Like I said, it's our local group that uses 6CL, not the MJL
tournaments...which I verified with the other Rules Team folks. It's
a pretty unanimous consensus against card limits at all. Most felt the
NRA rule was control enough.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
[ quoted text not captured ]
xi...@waste.org (Xian) wrote:
> Noal, I have to admit that your group sounds very cool. However, it appears
> that the rest of the world (most unfortunately) doesn't work that way.
> Cool traders aside *nudges Peter*
*takes a bow* thanks.
Since most of the people in our gaming group play the game and don't
collect the game, card stock isn't that big of a deal. Most of us would
be just as happy playing poker or History of the World. The point is
to have an enjoyable evening with your friends. I don't care if my deck
wins or not...just as long as I and the other folks I play with have fun.
Being stingy with cards doesn't promote fun.
> Well as you are probably aware, Minion Taps don't 'get rid of,' but maybe
> alleviate the difficulty of using larger vampires.
*nods* I'm aware of the hazards of using huge vampires, which is why I
rarely do. Given a bit of time and forethought, I could build good defense
around rush combat with pro-ani-dom pretty easily.
>>>> No, you don't. Good card flow from a well-built deck will overcome this.>
> Actually, I've been meaning to call you on this, Noal. In general, I
> understand the concept of card flow, but you've been referring to it so darn
> often, I want to know what *precisely* you mean by 'ensuring good cardflow'.
> I know you typically include 20 masters in a deck, but beyond that, do you go
> with specific proportions, or include extra discard stuff, or what? I guess
> what got me thinking on this was a comment that went something along the
> lines of 'developing good card flow skills' or something.
Card flow is the opposite of hand jam. If I'm able to keep my cards cycling
through my hand, I can get the cards that I need when I need them....even
under 6CL. You've played in two games with me. I typically go through
about 5-6 cards per turn with little problem. Sometimes less, often more.
I don't go with specific proportions other than master cards (which I fudge a
little) in most decks. I try to tailor it to what the deck does. If the
deck uses smaller vampires, I'll put more action cards. If I will typically
only use one or two vampires (like the Tzimisce "Transformers" deck where the
little ones become frozen) I will use less action cards.
What I do is put together a deck concept and see if I get hand jam. If I
do, I take note of what is overloading my hand and cut it down. The
biggest problems are often action cards and master cards. I typically use
a total of 20 master phases. This means that a Short Term counts as 4
master phases....one turn to play it and three to use it. Because of the
time that it takes, I usually go with Blood Dolls, Powerbase: Chicago
or something that doesn't take up master phases once in play.
> Overall, I think I'm with Mike on this one. Though I'd go for an even lower
> percentage of fun being winning. Though I don't deny that winning can be
> fun. We had a really evil blow-up at the last meeting of our little
> playgroup over this matter, when a new (to the group) player got *very*
> nitpicky
Sounds like this new person needs a tip from Ms. Manners on how to be
a good guest.
Noal McDonald
Michigan Jyhad League
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
sjoh...@math.sc.edu (L. Scott Johnson) wrote:
> >Oh...I won't tell him that he can't play it. Like I said, he just won't get
> >invited to any of the local games.
>> Doesn't sound like a very amicable solution. But, whatever you find "fun"...
We have limited space at the local games as it is. Monster Bob can hardly
fit 15 people in his dining room. I think it's very reasonable to limit the
type of people you want to play with at your home.
> If you're not playing to win, the fun factor goes down immensely.
Heh. I see a codependence issue here. Tell me about your childhood.
*grin*
Okay, ribbing aside, not everyone can win a game. Remember
what I quoted before. It's not whether you win or lose, it's how you
play the game. If I find I've built a deck that's nearly impossible to
beat, I stop playing it in the local games and shelf it for tournaments.
Then I start developing another deck or two. After all, others should
have the opportunity to win.
> This is even more true if you are playing to win but some of the
> other players are not. You might as well just watch a football game.
...speaking of what gets played in the background. *grin* Oh, and
we also watch pro-wrestling or hockey.
[ quoted text not captured ]
pd...@aol.com (PDB6) wrote:
> "*shrug* So combine them... At least Psyche is a good answer to maneuvers."
>
> So to be a compettetive Pot combat deck, you _have_ to be the Brujah. Again,
> substantially restricting what decks can be actually compettetive.
Or Nosferatu. DotB kills maneuvers dead. *shrug*
> "*snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
> If it's not, you're doing something wrong."
>> Meaning you have to have 6 very hard to get Rares rather than just having 12
> common as dirt commons.
Hard to get?!? I've got at least 15 Awe cards and I'm giving them away as it
is now.
> I'm a bit mistified by this whole idea of thought policing the players in your
> group. If somone really enjoys playing a deck made out of 2 different cards,
> why is it their responsibility to not play such a deck for your enjoyment? If
> they are a really cool guy, but you don't like the decks they want to build,
> you aren't going to let them play? You'd actively "not invite them back"?
*shrug* It's not my house, I don't make the rules. But there can be a sense
of elitism, I'll grant you. But when there's already limited space, I think
that
limiting the type of players is reasonable.
Keep in mind that this topic is quite different from the tournaments. Rules
for local games often are different from tournaments. I will encourage
_anyone_ to show up for a tournament.
Noal
[ quoted text not captured ]
On Thu, 21 Jan 1999 14:00:24 GMT, artax...@my-dejanews.com said:
artaxerxes> Whereas I would suggest that for informal games, 4CL
artaxerxes> allows everyone to play... where NCL excludes those who do
artaxerxes> not have large collections; so for balanced play between
artaxerxes> different suitcase sizes - 4CL.
Ummmm... no. This has been done to death before, but to reiterate: 4CL
does nothing to balance the game, in fact it *favors* Mr. Suitcase in
many cases (since he will be able to get hold of 4 subsitute rares in
addition to the 4 "base" cards of some type or the otherm getting an
edge on the card-poor player). As an example, see the "6 Bewitching
Orations + 6 Awes" 6CL suggestion earlier in this thread.
artaxerxes> Whilst 4CL may limit the number of decks viable. NL limits
artaxerxes> the munber of players viable. Everyone on this list could
artaxerxes> present a 4CL, not all a NL. I know which I prefer.
<heated discussion mode>
You're free to prefer 4CL, of course, but your argument is
nosense. NCL does not mean "a deck must have more than 4 copies of
each card". You say that not everyone in this list could produce a NCL
deck... what the hell does that mean, pardon my French :)?
Don't confuse the number of a single card in a deck with the quality
of the deck, or its viability in an NCL environment. A lot of my (NCL)
decks have had a max of 3 of any single card, and are totally
competitive. What matters is what those cards are and how they are
used. With NCL, you have the freedom to put as many cards as the *deck
needs* into it, not the "automatic 4 of each good card".
You and some other CL advocates seem to think that a NCL environment
degenerates into 25 Form of Mists -type of decks. Totally false, in my
fairly long experience with this game. What NCL gives you is the
*possibility*, not any hard and fast guidelines. Remember, the NCL
equation works both ways in the Mr.Suitcase vs. Joe NotManyCards
case. Most of the critical cards you may want a lot of are common or
uncommon. How on earth do you make an effective rush deck (to combat
stealth bleeders or vote decks) under 4CL? A Potence rush deck *needs*
something like 8 Immortal Grapples in order to have a chance against
strike: combat ends. Note that the 4CL environement does absolutely
nothing to stop semi-degenerate stealth-bleed or strike-combat ends
decks. It only hurts decks that are trying to defend against
them. There are *lots* of ways of gaining stealth or s:ce. The are
very few alternatives to Immortal Grapple. Thankfully the Sabbat
edition made IG an uncommon, as a rare it was *way* hard to get.
In addition, a CL environment makes counting cards a viable
strategy. As in: "hmmm, now he's played 4 Immortal Grapples. I'm
safe". IMHO, that's not a part of how the game should be played.
//Petri
Petri Wessman wrote:
> Well... no, in my experience. I've always played with NL and see no
> sense in card limits (provided you're using the new errata and
> rules).
Our local group and all MJL tournaments do not use WotC errata.
We use our own rules team decisions.
> On the other hand, actually winning is only a small part of
> the fun for me (and for others in the local play group, it seems). A
> lot of the fun is simply in designing fun decks and seeing how well
> they do, and in the playing itself. If you happen to win it's a nice
> bonus, but nothing like "the point".
This is entirely the point that I'm trying to get across. Thank you
for putting it so well, Petri. I hope understand that everyone
understands my position about fun and winning is entirely limited
to local games. In tournaments, I do play to win, although I try to
do it with innovative decks. While I have an extremely competitve
nature, I also have a highly creative one.
Noal
-the typical Aries
[ quoted text not captured ]
Petri Wessman wrote:
> In this discussion, I think Noal is equating the playgroup
> "gentlemens' agreement" with the effect of the 6CL. IMHO, they are
> totally different things. Having a card limit in no way limits
> "boring" decks (pure S&B, etc), and makes a lot of innovative designs
> totally impossible.
This is why our 6CL is a guideline and not a hard and fast rule.
Innovative designs are always welcome. Using 25 Form of Mist
cards in a deck is not.
Noal
[ quoted text not captured ]
Jasper Phillips wrote:
> >Innovative decks are _always_ worthwile.
>
> Innovative? What's innovative about including the card limit of a card,
> and then moving on to the next one? The 4CL decks I remember were quite
> cookie cutter,
Nobody is discussing 4CL. Bringing it up is a straw man argument.
No to mention that you seem to miss the point about the 6CL that's
being discussed is a guideline and not a hard and fast rule.
> >> *Winning* is fun.
> >
> >For you, perhaps. For others, prolly not. If you want self-gratification,
> >buy a porno mag or a video game.
>
> Um, is there really any need to be this insulting?
*shrug* I don't see how this is insulting. My point is that when you
play with a group, everyone should have fun. Not just you.
> >I'm going to use an old quote, "It's not whether you win or lose, but how
> >you play the game." It could not be more true.
>
> I think you're really missing the point here.
...actually I think you are.
> This is another point that has been beat to death, and CL advocates also
> come back to. Could you please show how a CL increases the balance of
> the game? As I recall there's something around $100 sitting around (Mark?
> do you remember?) for anyone who can do it -- $25 of it from me.
>
> Strangely, nobody has claimed the money yet.
I'm not Mr. Miagi. I don't give a damn about balance.
My focus here is on FUN.
> >Winning should never be a primary objective. Fun for all participants
> >should be. We have chosen the method by which we accomplish this.
>
> Why do people always misunderstand this argument? It's not that winning
> itself is so important for "serious gamers", but playing to win. It's
> not some childish need for gratification as you imply, but rather
> curiosity, problem solving, and competition.
You've obviously missed the point about this thread being entirely about
not using boring, repetitive decks in a local game. I've stated from the
beginning that we like to see innovative, competitive decks. I'm prolly
one of the most competitive people you'll ever meet. I just realize that
at a local game, the decks that I play should be as much fun for others
as they are for me.
[ quoted text not captured ]
Jasper Phillips wrote:
> >My "Transformers" deck would eat an IG deck for lunch...esp in a
> >6CL environment. With appropriate tweaking, I could do the same in
> >a NL environment.
>> Heh. Really?
Yes. Really.
> >It can be as effective as a NL version, it's just harder to do.
> >The extra level of difficulty builds deck building skill. *grin*
>
> Which you presume to have, Nice. Rather than a dubious implication
> of authority, perhaps you could show us such a deck?
Lasombra has a bunch on his page that I've posted here. The fact that
I consistently end in the finals of any tournament I play in would speak
well of my deck building skills, wouldn't you say?
Not to mention that the above comment was intended as a joking jibe
to Mike as was made obvious by the below comment which you
seperated from the text:
> >Okay...that was an open taunt. *smile* Don't take it seriously.> >I will grant you that a 6CL deck vs a NL deck grants the advantage
> >to the NL deck. Different environments build different ways of
> >looking at deck building.
>> *sigh* This isn't the issue (Nor do I even think it's true. Many
> CL decks work just fine playing against NL).
It is very much the issue. The fact that you can't see that would
indicate that you might do well to stay out of the thread.
[ quoted text not captured ]
> Dharzhak> *shrug* In our local group cards are freely loaned and
> Dharzhak> traded, so it's not much of a problem.
>
> So you have to resort to card loaning just to conform to an artificial
> limit that you yourself have set?
Um...I think you may have missed the point at which I said that isn't
my house and I didn't set the rules. I'm merely stating _why_ they
are there. Besides, the whole thisng started when I said that I'd play
the devil's advocate. I do not advocate CL in a tournament.
> But the point is that if you are using the newest rulings and errata,
> there aren't any such "power cards".
...which as we know, I don't. MJL tournaments do not take WotC errata
as the Holy Grail after the 7/7 fiasco. Besides, I'd say that Banishment
is a fairly powerful card (among others).
> Besides, you yourself admit that you allow "reasonable
> exceptions". Since you are going by group concensus on what's ok and
> what's not in any case, why have any sort of limits at all?
Petri, I've already been thorugh this. Please don't make me repeat
myself.
> Dharzhak> Okay...that was an open taunt. *smile* Don't take it
> Dharzhak> seriously.
>
> Taunt or not, I'll send a resounding "oh ha ha" to that (Rimmer-style
> :)
Okay....but all you've seen me play was the Presence Weenies deck
and the subsequent re-working of it. I've got other decks that are
much more interesting. I'm rather proud of "The Grind" deck.
> Handicapping yourself and then trying to overcome those handicaps in
> convoluted ways does not equate to "deck building skill" in my book.
What it does do is make you take a closer look at cards that you may
otherwise overlook. Granted, you can do the same things in a NL
group...it really depends on the type of environment you are in.
> IMHO you're
> conviced that NL results in people building decks that focus on single
> cards. T'ain't so.
While it doesn't always happen, it frequently does.
> The exception to this are
> theme decks that sometimes have to focus on a single card (like the N
> Raptors concept). These decks aren't boring either, in general.
...and these are the type of exceptions that get made. Besides, it's
not like we have the 6CL police checking your deck before you play.
*grin*
[ quoted text not captured ]
> Lasombra has a bunch on his page that I've posted here. The fact that
> I consistently end in the finals of any tournament I play in would speak
> well of my deck building skills, wouldn't you say?
Before I say anything, I just want to point out that this isn't a
knock on your deckbuilding skills or on your playing skills...
The only thing that it says to me is that your skills are good within
the limits you've imposed on yourself and that are imposed on your
group. If you can make the same claim where the tournaments you play
consist of a majority of NL decks, then it would say even more of
your skills.
a0
[ quoted text not captured ]
>> Meaning you have to have 6 very hard to get Rares rather than just
>>having 12 common as dirt commons.> Hard to get?!? I've got at least 15 Awe cards and I'm giving them
> away as it is now.
Yes, hard to get.
If you're just giving them away, I'd like to get my hands on 2 or 3...
:p
[ quoted text not captured ]
Okay....just to completely confuse the hell out of people that don't
realize that I'm being completely objective, I will concede a
couple of points.
Petri Wessman wrote:
> Ummmm... no. This has been done to death before, but to reiterate: 4CL
> does nothing to balance the game, in fact it *favors* Mr. Suitcase in
> many cases
Absolutely. If Mr. Suitcase doesn't help out people with less cards, you
betcha he's got the advantage.
> You say that not everyone in this list could produce a NCL
> deck... what the hell does that mean, pardon my French :)?
I think he means that "not everyone on the list" has the cards to
produce the kind of decks that someone who can afford to buy
a box or two every month can build. He's correct of course.
However, I'd say it's almost Mr. Suitcase's duty to help out
newer or poorer players in the interest of having fun....although
card limits should have no bearing on this kind of generosity.
> You and some other CL advocates seem to think that a NCL environment
> degenerates into 25 Form of Mists -type of decks. Totally false, in my
> fairly long experience with this game.
I've seen it happen enough in tournaments to say that it's not a totally
false statement. However, it's up to us not to build this kind of nonsense.
> There are *lots* of ways of gaining stealth or s:ce. The are
> very few alternatives to Immortal Grapple.
I can think of few myself. Psyche, Direct Intervention *bleh*, Dog Packs
and cards that provide reusable rush (Bloodhunt, Haven Uncovered, etc.)
But that's pretty much it.
> Thankfully the Sabbat edition made IG an uncommon, as a rare it was
> *way* hard to get.
*nods* Very true. I think I even like the original art better. It looks
less like a Warhammer 40K illustration.
> In addition, a CL environment makes counting cards a viable
> strategy. As in: "hmmm, now he's played 4 Immortal Grapples. I'm
> safe". IMHO, that's not a part of how the game should be played.
This I completely agree with. Card limits make counting cards possible.
Not knowing what your opponent holds is entirely part of the game.
...and one last statement to baffle you all, (and make many of you shout,
"Amen!!! Hallelujah!!!") a strict card limit is a poor crutch for a lack of
deck building skills. Even without card limits (and especially _without_
card limits) there is no such thing as an "unbeatable" deck. Card limits
can produce decks that are impossible to beat without the entire table
joining forces against a single player. Even a weenie horde can be
easily killed with a Domain Challenge or a Anarchist Uprising.
Noal
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <787hf6$los$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> ...speaking of what gets played in the background. *grin* Oh, and
> we also watch pro-wrestling or hockey.
Well aimed chair? And you know, with Dennis Rodman doing some wrestling,
he sort of looks like Anvil....
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
agen...@my-dejanews.com wrote:
> The only thing that it says to me is that your skills are good within
> the limits you've imposed on yourself and that are imposed on your
> group. If you can make the same claim where the tournaments you play
> consist of a majority of NL decks, then it would say even more of
> your skills.
Again, the MJL tournaments do not use a card limit. I also finished in
the finals at Origins with a deck that, admittedly, was not as good as
it should have been...but that was because there were some changes
that I wanted to make that I had forgotten to do.
Noal
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
On Thu, 21 Jan 1999 16:55:15 GMT, Dhar...@yahoo.com said:
Dharzhak> Um...I think you may have missed the point at which I said
Dharzhak> that isn't my house and I didn't set the rules. I'm merely
Dharzhak> stating _why_ they are there. Besides, the whole thisng
Dharzhak> started when I said that I'd play the devil's advocate. I
Dharzhak> do not advocate CL in a tournament.
Ok, I got the impression from earlier posts that you were generally in
favor of card limits. I stand corrected.
>> But the point is that if you are using the newest rulings and errata,
>> there aren't any such "power cards".
Dharzhak> ...which as we know, I don't. MJL tournaments do not take
Dharzhak> WotC errata as the Holy Grail after the 7/7 fiasco.
Dharzhak> Besides, I'd say that Banishment is a fairly powerful card
Dharzhak> (among others).
At the risk on starting another thread, I liked the 7/7 rulings a
lot. But maybe we shouldn't open that can of worms again. All I can
say is: the new rulings work for us.
As for Banishment, it's a powerful card, but it's dangerous only if
you have vote dominance. You need a lot of other vote-providing stuff
to back it up, and then something to prevent the other meth of just
bringing the vamps back into play, i.e. you need ways of getting them
low on blood first. Or after, with Cairo Airport etc. But in any case,
I don't see it as a killer card, even if one included 30 of them in a
deck.
//Petri
In article <7859de$nqf$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> jt...@cornell.edu (Joshua Duffin) wrote:
> > Regarding 'deck skill': It seems to me (and other NL advocates) that
> > what's truly rewarded under card limits is skill in choosing a
> > strategy that won't be hamstrung by only being able to use 6 of a
> > particular card. The 'innovation' that is claimed by CL advocates
> > looks to me like people simply being forced to use second-tier cards
> > because they're not allowed to use any more first-tier cards.
>
> What it enforces is variety. If people don't think about variety, we'll
> keep seeing the same old crap over and over again.
I notice this discussion is getting a bit heated in places. I'm trying
my best to avoid that. I like arguing (duh), but it makes me unhappy
when I feel like people are just yelling at each other unconstructively.
My position here is that any kind of CL completely *fails* to enforce
variety. What it enforces is not having more than X of a card in your
deck. To get 'variety' in the decks you see, you must browbeat _the
players who make them_ into trying to build decks you consider 'varied'.
If people don't _want_ to think about variety, a CL will not make them
build new decks that you find interesting.
> > Sure, it can be fun to see traditionally spit-upon cards being used.
> > But it doesn't seem really *worthwhile* to me.
>> Innovative decks are _always_ worthwile.
Using a different card doesn't make a deck innovative.
If all you care about is seeing more different card names, why not force
everyone to use no more than one of a particular card? Or to use at
least one of each card printed for each discipline a vamp they're using
has?
You wouldn't do that because it's silly, right? But not more silly than
'protecting variety' by saying 'can't have more than 6 of any one card,
by name, in your deck', in my opinion.
> > *Winning* is fun.
>
> For you, perhaps. For others, prolly not. If you want self-gratification,
> buy a porno mag or a video game.
I think what you're trying to say here is that it's not fun for the other
players for me to win, is that right? Since I'm sure you're not just
trying to be insulting. ^_^
But it is fun for the other players to compete against me in trying to win.
That is the very definition of 'a game', isn't it? An activity in which
you compete against other people to accomplish some goal?
> I'm going to use an old quote, "It's not whether you win or lose, but how
> you play the game." It could not be more true.
But it _is_ whether you win or lose. You wouldn't be playing a _game_
if you didn't care whether you won or lost. It's fun to throw a frisbee
around, but it's not exactly a game.
A bunch of NL advocates (Mike Bohlmann, Petri Wessman, and so on and so
forth) have said that winning is not _all_ of the fun in playing, and
I agree with that. But playing to win is, I think, what differentiates
games from other forms of recreation. Sitting around with your friends,
expressing creativity within the bounds of the game, etc, etc, are usually
also part of what's enjoyable about playing games. But if you don't care
at all about winning, why play a game with defined winning conditions?
(And especially, why play a game where some people are knocked out before
the winner is declared? Good lord, it's completely the opposite of fun
for them, if they didn't enjoy trying to win when they were still in the
game.)
> > My experience of what's 'not fun' is having your deck completely foiled
> > by someone else's, or being killed very quickly, or feeling that you've
> > been treated unfairly. These problems can be addressed somewhat by
> > card limits,
>
> ...and usually with some success.
I played a lot of games under 4cl, and in none of them were any of those
problems successfully addressed by the card limit. My group at the time
browbeat people into not playing decks that were 'too good' in a 4cl
environment _in addition_ to decreeing the 4cl, because we wanted to
'enforce fun'. We found that the 4cl was not sufficient to 'enforce fun',
and eventually we decided that we liked competitive play enough that we'd
rather just play no-limits and decree that 'playing to win' was fun.
> > However, having 'not fun' things happen can't be entirely avoided just
> > by imposing a card limit. If you're going to enforce fun, you really
> > have to enforce it on the players, not on their decks.
>
> One goes with the other.
But it doesn't. Enforcing fun can be done _without_ using a card limit,
even as a guideline. If your group is willing to decree that some deck
ideas are Not Fun and Will Not Be Tolerated, you don't have to _also_
say, Furthermore, You Will Not Put More Than Six Cryptic Missions In Your
Deck, You Will Use Something Else Instead.
> > And, while I may find it 'boring' to play against someone's deck that
> > consists of nothing but 25 Conditioning, 25 Govern the Unaligned, and
> > 25 Form of Mist, I would not presume to tell the person that *he* can't
> > play the deck because *I* don't think it's imaginative enough.
>> Oh...I won't tell him that he can't play it. Like I said, he just won't get
> invited to any of the local games.
ie, you'll tell him he can't play it _with you_. If he doesn't know
any other players, is this not equivalent to telling him he can't play
it at all? (I know, not your house, you're not the one kicking him out,
but you do agree with the philosophy, right?)
> > If winning is not the primary objective
> > of the playgroup, I would expect that their idea of fun could be
> > more usefully accommodated by a gentleman's agreement of what *is*
> > fun than by card limits.
>> Winning should never be a primary objective. Fun for all participants
> should be. We have chosen the method by which we accomplish this.
Playing to win _is fun_ for _lots of people_. This is why people play
competitive tennis, golf, baseball, softball, soccer, chess, Magic, and
so on and so forth. They have fun _competing_ even if they don't win
every time. To me, _that's_ the underlying meaning of 'it's not whether
you win or lose, it's how you play the game'.
> Never once did I say that card limits are "necessary for the game," nor
> would I imply such. But card limits being "bad for 'the game as a whole'"
> is a bit excessive when we're discussing local groups.
I know you didn't. I was just explaining why I have a bad reaction to
card limits. I feel they're bad for 'the game as a whole' because I
used to play with them, and now I think they're a bad idea. ^_^
Josh
armed with a no-limits deck and a sunny disposition
[ quoted text not captured ]
In article <787ktt$p0t$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Jasper Phillips wrote:>> >Innovative decks are _always_ worthwile.
>>>> Innovative? What's innovative about including the card limit of a card,
>> and then moving on to the next one? The 4CL decks I remember were quite
>> cookie cutter,>
>Nobody is discussing 4CL. Bringing it up is a straw man argument.
>No to mention that you seem to miss the point about the 6CL that's
>being discussed is a guideline and not a hard and fast rule.
I don't see the two as being that different. I only bring up 4CL because
I have played that, while I have not played 6CL. I believe the same
arguments against 4CL also hold against 6CL, although clearly to
a lesser extent.
I think it's you whos bringing up the strawmen going into the differences
between 4 and 6 CL. My statement about using substite cards clearly
holds for whatever reasonable CL you happen to use.
>> >I'm going to use an old quote, "It's not whether you win or lose, but how
>> >you play the game." It could not be more true.
>>>> I think you're really missing the point here.>
>...actually I think you are.
That's nice. You've snipped my explanation of why I thought that was
the case, and then didn't say what you thought I was missing.
Quite a bit later on you
>> This is another point that has been beat to death, and CL advocates also
>> come back to. Could you please show how a CL increases the balance of
>> the game? As I recall there's something around $100 sitting around (Mark?
>> do you remember?) for anyone who can do it -- $25 of it from me.
>>
>> Strangely, nobody has claimed the money yet.>
>I'm not Mr. Miagi. I don't give a damn about balance.
>My focus here is on FUN.
Um, so? My point that you haven't, and I believe can't, support _your_
statement that CLs have a game balancing effect still stands. If you're
going to make statements about balance, you should be able to defend them.
Copping out with, oh, "I don't give a damn" when pressed to defend them
is lame.
>> >Winning should never be a primary objective. Fun for all participants
>> >should be. We have chosen the method by which we accomplish this.
>>>> Why do people always misunderstand this argument? It's not that winning
>> itself is so important for "serious gamers", but playing to win. It's
>> not some childish need for gratification as you imply, but rather
>> curiosity, problem solving, and competition.>
>You've obviously missed the point about this thread being entirely about
>not using boring, repetitive decks in a local game. I've stated from the
>beginning that we like to see innovative, competitive decks. I'm prolly
>one of the most competitive people you'll ever meet. I just realize that
>at a local game, the decks that I play should be as much fun for others
>as they are for me.
I understood, and I think the point is quite relavent when debating
"playing to win" vs. "playing for fun", as the part I'm responding too
was. Hell, _you're_ the one quoting "It's not whether you win or lose...",
and saying "Winning shouldn't be your primary objective".
I think you were, and are, completely misunderstanding the opposing
argument about "playing to win".
Now, to respond to your new point. I don't find that CL lends itself
to innovative or competitive decks, for the reasons I've outlined before.
I feel it lends itself to cookie cutter decks, less variety, and
less competition than NL. People are severly restricted in the deck
design, a great many decks aren't possible, and the balance is skewed
enough that you're forced to "play nice" to have any compitition.
As an example, you mention having to shelve decks that win too much.
Funny how I've never had to do that to make the game interesting in
NL.
[ quoted text not captured ]
In article <7xemooa...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>In this discussion, I think Noal is equating the playgroup
>"gentlemens' agreement" with the effect of the 6CL. IMHO, they are
>totally different things. Having a card limit in no way limits
>"boring" decks (pure S&B, etc), and makes a lot of innovative designs>totally impossible. The thing limiting boring decks is the (perhaps
>unspoken) agreement of the players to not allow "boring" decks. *That*
>is what works, and it has nothing to do with a card limit.
>
>I think a lot of CL advocates make the same (IMHO mistaken) assumption
>between card limits and "interesting decks". We always play NL here,
>and the decks are nothing if not innovative. It's the play group that
>matters, not any numerical card limit. A one-trick S&B deck is just as
>viable (and just as boring) under CL as it is under NL.
>
>Having more than N of a single card does not make a deck boring. The
>focus of the deck is what matters.
>
>//Petri
I agree completely, and only wish I had such eloquence. :-(
If it helps Noal, this is largely what I mean. CLs simply don't
make the game innovative or competitive.
[ quoted text not captured ]
mboh...@shout.net wrote:
> Well aimed chair? And you know, with Dennis Rodman doing some wrestling,
> he sort of looks like Anvil....
*laughs* Funny, Mike.
Although I'm not sure what species Dennis Rodman is anymore.
He's kind of filed under that "Freak" category with Michael
Jackson and Marilyn Manson.
Noal
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
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Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> At the risk on starting another thread, I liked the 7/7 rulings a
> lot. But maybe we shouldn't open that can of worms again. All I can
> say is: the new rulings work for us.
*grin* Good man. I'm more than happy not to go through that again.
It's enough that I have to debate each piece of errata on the MJL
rules team without doing it again here.
> As for Banishment, it's a powerful card, but it's dangerous only if
> you have vote dominance. You need a lot of other vote-providing stuff
> to back it up, and then something to prevent the other meth of just
> bringing the vamps back into play, i.e. you need ways of getting them
> low on blood first. Or after, with Cairo Airport etc. But in any case,
> I don't see it as a killer card, even if one included 30 of them in a
> deck.
Hence, that "Grind" deck I came up with. Vote dominance is almost
assured and after I stack Masquerade Endangered's, it doesn't matter
whether they have it at capacity or not. But I agree, very few cards
will win you a game if you build a crypt made up of 30% of that card.
Banishment is one of those that can get quite deadly.
Noal McDonald
Michigan Jyhad League
[ quoted text not captured ]
In article <787ldc$phm$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Jasper Phillips wrote:>> >My "Transformers" deck would eat an IG deck for lunch...esp in a
>> >6CL environment. With appropriate tweaking, I could do the same in
>> >a NL environment.
>>
>> Heh. Really?>
>Yes. Really.
Oops! I forgot to finish that part of the argument off. Doesn't help
I was in a nasty mood. What I meant to continue with is that
you'd have to hope that it wasn't an pot/ani deck, which would
trump your trump deck. Which deck trumps which is uninteresting.
In any event, I don't see how your trump decks has much relevence
to whether IG decks work well in CL or not (which is what was
being discussed).
>> >It can be as effective as a NL version, it's just harder to do.
>> >The extra level of difficulty builds deck building skill. *grin*
>>
>> Which you presume to have, Nice. Rather than a dubious implication
>> of authority, perhaps you could show us such a deck?>>Lasombra has a bunch on his page that I've posted here. The fact that
>I consistently end in the finals of any tournament I play in would speak
>well of my deck building skills, wouldn't you say?
I really just don't care what kind of authoriy you think you have. *shrug*
You can either back up your statements, or you can't.
I'll have to go look at the decks you've posted again, but at the time
you posted them I recall thinking that they were actually a good example
of why rush was weak under a CL, as the deck you posted was pretty
much the same as others have come up with (not difficult, as CL
restricts your options), and I couldn't see any reason it'd work any
better.
>Not to mention that the above comment was intended as a joking jibe
>to Mike as was made obvious by the below comment which you
>seperated from the text:>> >Okay...that was an open taunt. *smile* Don't take it seriously.
I wasn't taking that taunt seriously so much as your general attitude
that your authority alone is enough backing for an argument. Your statement
that it was just a matter of deck building skill, with the implication
that you had it and those opposing you didn't, is one you've made
before.
>> >I will grant you that a 6CL deck vs a NL deck grants the advantage
>> >to the NL deck. Different environments build different ways of
>> >looking at deck building.
>>
>> *sigh* This isn't the issue (Nor do I even think it's true. Many
>> CL decks work just fine playing against NL).>
>It is very much the issue. The fact that you can't see that would
>indicate that you might do well to stay out of the thread.
What, that a CL deck is at a disadvantage against a NL deck? That
was the issue? Very interesting argument. I was taking issue with your
broad statement that you could work most any NL deck so it'd function
in CL, if only you had the skill.
I feel that CL requires less skill to construct decks (as you have
less options), and that there are plenty of decks and even deck
archetypes that don't survive the transition form NL to CL. I've
posted my reasons for believing that, and I don't think you've
refuted them.
[ quoted text not captured ]
In article <787j2v$nbr$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> pd...@aol.com (PDB6) wrote:>> "*snort* Not hardly. 6 Bewitching Oration and 6 Awe is plenty.
>> If it's not, you're doing something wrong."
>>>> Meaning you have to have 6 very hard to get Rares rather than just having 12
>> common as dirt commons.>
>Hard to get?!? I've got at least 15 Awe cards and I'm giving them away as it
>is now.
Which qualifies you as exactly the kind of mister suitcase that Peter was
talking about. It's not difficult for you to get that many Awe. But
for most of the players I know it is, and that's even after having bought
boxes of cards.
[ quoted text not captured ]
In article <787bti$gpj$1...@nnrp1.dejanews.com>,
<artax...@my-dejanews.com> wrote:
>Oh contrare...
>
>I have watched the Zip Gun question spiral into the inveitable N/CL debate.
Yah,
> My personal, and admittedly restricted view (Scotland), is that 4CL was
>initially very useful to prevent those with access to huge amount of cards the
>pathetic ease of beating players with smaller suitcases into trembling
>submission.
[large Snip]
I guess I just don't understand how this is so. When a CL forces you
fairly often to substitue hard to get rares for easy to find commons,
how does a Card Limit help the player with the smaller collection?
I think a Card Limit makes it far easier for the Suitcase to have
an advantage. I can see how the impression the the opposite is true
might come about, but I can't see any evidence for it.
I think a suitcase player is only going to be a problem if players
have access to less than box of cards (and then whether it's CL or NL
isn't going to matter). As boxes of Jyhad cost ~$7, I don't see
it as much of an issue.
[ quoted text not captured ]
In article <787rru$vrj$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Petri Wessman wrote:>> Ummmm... no. This has been done to death before, but to reiterate: 4CL
>> does nothing to balance the game, in fact it *favors* Mr. Suitcase in
>> many cases>
>Absolutely. If Mr. Suitcase doesn't help out people with less cards, you
>betcha he's got the advantage.
I agree, the problem is if you have players with only "Medium Sized"
suitcases, who have enough of the rares for themselves, but not for
other players.
This is generally the case where I play, People are generally
quite free with Commens, or even uncommons. But if you want to borrow
rares from someone, you have to hope that he's not using it in any
of his decks (popular uncommons are the same way). It's quite unusual
for someone to have enough Awe to lend for instance (or even enough
to use themselves, for that matter).
>>> You and some other CL advocates seem to think that a NCL environment
>> degenerates into 25 Form of Mists -type of decks. Totally false, in my
>> fairly long experience with this game.>
>I've seen it happen enough in tournaments to say that it's not a totally
>false statement. However, it's up to us not to build this kind of nonsense.
Really? Huh. Have you found such decks to be effective? I've always thought
that while such decks were theoretically possible under NL, they tended
to get weeded up simply because they sucked.
>> There are *lots* of ways of gaining stealth or s:ce. The are
>> very few alternatives to Immortal Grapple.>
>I can think of few myself. Psyche, Direct Intervention *bleh*, Dog Packs
>and cards that provide reusable rush (Bloodhunt, Haven Uncovered, etc.)
>But that's pretty much it.
Unfortunatly none of these are nearly as effective as IG, or even effective
enough to really survive. :-( It's far, far easier to find S:CE.
>> Thankfully the Sabbat edition made IG an uncommon, as a rare it was
>> *way* hard to get.>
>*nods* Very true. I think I even like the original art better. It looks
>less like a Warhammer 40K illustration.
Heh. At least they didn't emply SCAR.
>...and one last statement to baffle you all, (and make many of you shout,
>"Amen!!! Hallelujah!!!") a strict card limit is a poor crutch for a lack of
>deck building skills. Even without card limits (and especially _without_
>card limits) there is no such thing as an "unbeatable" deck. Card limits
>can produce decks that are impossible to beat without the entire table
>joining forces against a single player. Even a weenie horde can be
>easily killed with a Domain Challenge or a Anarchist Uprising.
I'm definitly baffled... I had thought you'd been, at times, arguing
just the opposite... I guess the arguments between us simply boil
down to you thinking that CL makes the game have more variety and depth,
and my disagreeing.
[ quoted text not captured ]
Noal wrote:
"Or Nosferatu. DotB kills maneuvers dead. *shrug*"
Yes, but the point was that you needed 6 IG and 6 Psyche to compete against the
completely reasonable 12 S:CE available to a 6CL deck. The Nosferatu get
nothing but the 6 IG. Thus, they will not be competetive, and consequently not
worth playing.
"Hard to get?!? I've got at least 15 Awe cards and I'm giving them away as it
is now."
Send some my way. I have a metric buttloade of Jyhad cards, but not all that
many Sabbat/AH/DS cards. I have no Awe whatsoever. There in lies one of the
main problems with CL of any type. With no CL, it is perfectly possible to
build a very effective and compettetive deck with nothing but commons. For
example, around here, a multi-time tourney winner was Steve Wamplers Pre weenie
bleed deck that consisted of about 30 Social Charm/10 Aire/10 Majesty/10 Anarch
Revolt. This deck was a nightmare, and almost entierly common cards. It was
easily as effective as (if not more effective than) my Rush/IG deck that is,
like, 50% Rares. Wheither or not Wamplers deck was fun to play or play against
is not the issue here, so we will ignore that (personally, I found it very fun
to play against, as long as everyone at the table is using a deck of equal
intesity). With a 6CL, a very similar deck could be built out of 6 Social
Charm/6 Legal Manip/6 Entrancement/6 Media Influence/6 Computer Hacking/6 Aire
or whatever, but Steve the impovrished 17 year old HS student would have zero
chance of aquiring all the needed rares. Thus, he can't compete.
"*shrug* It's not my house, I don't make the rules. But there can be a sense
of elitism, I'll grant you. But when there's already limited space, I think
that limiting the type of players is reasonable."
Granted. It'd be nice to have to turn players away...
Peter D Bakija
PD...@aol.com
"I want to be cool, tall, vulnerable, and lucious
I would have it all if I'd only have this much"
-Liz Phair
Jasper Phillips wrote in message <786np2$96e$1...@news.NERO.NET>...
>In article <785flr$n1j@simba>, Vince Johnson <john...@tcnj.edu> wrote:>>>>>3. With approx. 20-30 zip guns in a deck, why would I care how many
>>>of them I waste or discard in some fashion? I'll always have more
>>>than enough handy.>>
>>Hence the need for restrictions... I think your last statement says it
>>all... the game is meant to be played by everyone... not morons who have
>>nothing better to waste their money on while the people who have better
>>things to do with their money get whomped... and if you're playing that
many
>>zips... you need to seriously work on deck construction skills...because
>>you're going to be consistently drawing wasted guns...
>>
>>I rest my case
>>Vince>
>You rest your case? You're contradicting yourself... You say limits
>are needed to stop such decks, since presumably always having Zip Guns
>is nice, and then mention the reason such decks suck later on (tons
>of wasted cards that you could easily find better uses for).
sarcasm due to the fact it's nice to get parts of your combo in your hand...
but is a nice waste when you've got them clumped in your deck
>
>Also, your point about the money is simply false, as even most CL
>advocates will agree: NL lets you use tons of easy to get commons,
>while CL tends to force you to substitute harder to get rare
>cards, that do essentially the same thing.
#1 I've never contradicted myself.... stop reading into what I'm saying(my
comment was sarcastic meant to point out that there's too many... in fact...
20 is entirely too many for any deck because you will be throwing them
away... and if you're "throwing" cards away... your deck isn't working and
you need to fix it if possible...)... or reading what others are saying...
I've never said that always having a zip gun is a good thing to have... I
played against a "zip gun" style deck last night that got stuck with 4 guns
in his hand because my deck never let him get into combat with me... and
even discarding them he wasn't able to replace his hand with cards to
help... discarding a zip gun and drawing another combat card doesn't help
(particularly when they draw DBRs) ... my deck was deck with a 6CL and I won
a game and ousted several players in each of other games(we play to the
final methuselah in most games to determine the winner instead of victory
points to see how our decks work on the whole).... It was a 60 card deck
that was being played for the first time and needs some tuning...
#2 I've been saying all along that restrictions should be placed... whether
through a card limit or whatever... errata is not the answer because it
leads to problems in other cards... or cards that now become too powerful as
a result of the errata because of other card interactions not expected
#3 just because some people have no originality in their deck designs and
play half or more of their deck with one card because they can't think of
anything better... don't get me wrong... theme decks are fun... but theme
decks that rely so heavily on ... everyone that has advocated CL in what
I've read in response to my postings has said the same thing... that most
people that build decks out of restrictions tend to not have any originality
and have no skill in playing the game... the people that advocate NL all
have the same response.... "fine... play a deck with 20 of this card... or
30 of this card to stop that kind of deck"... that is not a proper
response... it only discourages thinking... something a game is supposed to
make you do... there's no point in playing if the deck could literally play
itself...
#4 Many of the NL card players advocate that with NL they can play with as
many of a common that they have and it is easier to play them... so what
about the rares?.... it makes it that harder for me to build a theme deck
that I might want to build based on a particular rare cards... and I tend to
find that the rare cards provide the best ideas for theme decks which tend
to be the most fun to play... they are not fun to play when I've got to deal
with 20-30 of the same card in someone else's deck... and the players that
do spend $ upon $ on the game WILL have multiples on the rares from the
newer sets... and by multiples... I mean they can have the #'s to build
decks with a dozen or so of a type of rare... now I'll admit that I have
rares in quantity like this from Jyhad(and some of you are right.. in what I
said Jyhad itself is considerably cheap and doused me for stating what I
said above what I thought about uncontrolled spending on the game... but I'm
not talking about boxes for $7... I'm talking about Sabbat and Ancient
Hearts... which if you can get that cheap, are uniquely lucky... don't EVER
come to me and tell me you didn't spend a lot of money on the game when I've
seen the quantities that people have dumped into the newer sets that have
not been that cheap/box... also I'd like to say that some people don't spend
that much on the game so don't get offended and think I'm talking about
everyone) ... but I have not been able to acquire the rares in quantity like
that from any of the other sets because its too hard to find it as cheap as
the original Jyhad boxes... anyone that wants to refute that a deck with
mulitples of the right rares is simply not looking at the game on the right
level... some rares are rares because they are more powerful cards than most
or provide very unique abilities...often though... the reason a card is rare
because it is not as easily placed in all decks and has a more focused
effect than most of the cards of the discipline, clan, or generic cards...
for instance... regardless of any errata to the card(it is not relevant
whether the card does agg or not because I know someone will try to comment
about that... it's not the issue here...)... pulled fangs is by it's own
right is a very defined card in its ability... and most often goes only in a
high hand damage or similar combat deck for this reason... the card it is
often compared to is lucky blow...lucky blow however is a decently usable in
any deck that uses pulled fangs... but can be used to aid ANY deck that
might need more hand damage... or just needs more or some combat.... thus
the pulled fangs is a rare and the lucky blow is made common...
BTW... if you people that cling to your dozens of commons in each of your
decks don't seem to think that your supposed lack in rares would help you
with your decks so I'd gladly take those Rares off of your hands for
computer hackings and majesties... I've got dozens upon dozens of each ...
but you and I know that's not correct and those rares are rare for a
reason... if you are in a group of players that have quantities of cards
like it sounds... it should not be difficult to acquire the proper number of
rares to fill 5 or 6 slots in a deck... if you need that many of a card...
now I'll mention the fact that some of the commons themselves are entirely
too powerful... and in multiple quantites off balance decks in favor...I'd
also like to say that Rares don't make the deck either... commons certainly
are important... there are some commons that make decks flow properly...
Malkie bleed relies on stealth... but anyone that says they need to have 20
lost in crowds and 20 conditionings is not building a deck that could work
at full potential... there are at least 20 obfuscate cards that add to the
stealth if you play a 6CL which seems to be the most popular(6 lost in
crowds... 6 cloak... 6 faceless night... I think at 18 total cards right
there for the deck (not to mention they're all common) there I don't need
to go on and a similar situation exists for bleed modifiers...)
Finally I'd like reiterate that some of the statements I make do not refer
to ALL players... do NOT be offended by them if they do not apply to you...
there are always exceptions to everything... I'd also like to point out I
pieced this response together making sure when I thought of something I went
to fill it in where it belongs... there may be some incomplete thoughts...
if there are... just ignore them or let me know so I can finish them...
don't jump to any conclusions...I hate to proof read
Vince
>>Winning should never be a primary objective. Fun for all participants
>>should be. We have chosen the method by which we accomplish this.>>Winning is the defined objective.>
>If you're not playing to win, the fun factor goes down immensely.>This is even more true if you are playing to win but some of the
>other players are not. You might as well just watch a football game.
>>--
>L. Scott Johnson (sjoh...@math.sc.edu) | Research has been shown
>http://www.math.sc.edu/~sjohnson | to cause cancer in mice.
>Graphics Specialist and V:TES Rulemonger |
For these comments alone I can't understand how anyone would ever listen to
you... you are a horrible representative of the game... Winning is not the
defined objective... winning is just what happens in the game... having fun
is the objective of any game... as a representative never presume to put
your personal opinions into the game... it devalues all of your rulings. no
one wants to listen to someone that's only purpose for being involved in a
game...and if I'm wrong you shouldn't be telling others the only way to have
fun is to win... last time I checked... it's not written in the book that if
you win you will have fun... stick to what you're supposed to be doing.
Vince
>I predict that while a NL rush deck (with lots of Bum's Rush and IG)
>does fine with either weenie presence or S&B as it's predator, 6CL rush
>gets hosed (and 4CL rush gets completely hosed).
and I predict that any rush deck sitting next to a well built stealth/bleed
deck is going to get housed regardless of restrictions... and I stress well
built... intercept combat decks mixed with rush tend to do the best in this
situation...not to mention in a 6CL deck you have 12 rush cards... and most
S/B decks do not have the cards to deal with your IGs if they make it into
combat...
Vince
Vince Johnson wrote:
>
> >>Winning should never be a primary objective. Fun for all participants
> >>should be. We have chosen the method by which we accomplish this.
> >
> >Winning is the defined objective.
> >
> >If you're not playing to win, the fun factor goes down immensely.
> >This is even more true if you are playing to win but some of the
> >other players are not. You might as well just watch a football game.
[clip]
> For these comments alone I can't understand how anyone would ever listen to
> you... you are a horrible representative of the game... Winning is not the
> defined objective... winning is just what happens in the game...
The Revised Rulebook: Section: The Object of the Game
"Your goal is to destroy the influence held by rival Methuselahs...As
Methuselahs are ousted, players earn victory points; the winner is the
player with the most victory points at the end of the game."
The in-game objective isn't to "have fun" and then after you are done
with the "fun" to go back and see who "happened to win".
> having fun
> is the objective of any game...
We all have a personal objective to have fun. I think that is what you
are probably talking about. I don't think anyone will argue with that
(certainly not me). We found a game we like because it helps us achieve
our personal objective of fun. In Monopoly, if we choose to get that
fun by creating an "in-game objective" that is different from the
objective defined in the rulebook, you will probably lose the game
(especially if your only "in-game goal" is to try and win without owning
anything.) but may still somehow meet your personal, out of game
objective of having fun. Maybe you just enjoy the company and social
aspect of the game.
In Jyhad, the game only works when all players are attempting to meet
the gamed defined objective of getting the most VPs--attempting to win.
One common problem occurs mainly with new players. New players often
play with the in-game objective of being the last player at the table.
They typically play so defensively that their prey gets a free ride,
allowing the new player's prey to have an easier time ousting their prey
than any other player at the table.
> as a representative never presume to put
> your personal opinions into the game... it devalues all of your rulings. no
> one wants to listen to someone that's only purpose for being involved in a
> game...and if I'm wrong you shouldn't be telling others the only way to have
> fun is to win... last time I checked... it's not written in the book that if
> you win you will have fun... stick to what you're supposed to be doing.
The defined objective L. Scott was referring to is the objective as
stated in the rules. Seems perfectly reasonable for him to comment
officially on something that is within the realm of the game rules.
Robert Goudie
rrgo...@earthlink.net
http://madnessnetwork.hexagon.net
Caveat: I'm not trying to pick nits. Probability is useful stuff when
buildings decks, especially crypt-building.
Dhar...@yahoo.com wrote:
> Let's say you build a 90 card deck with 6CL. After doing the math,
> (6/90 + 6/89 + 6/88...) I come up with an approx 48.3% chance of
> drawing "that" card in my opening draw. Not bad odds.
"Not bad odds" ??? Thos are terrible odds! Plus, they're wrong odds :)
To find the odds of drawing a card over several draws, you have to
multiply the odds of *not* drawing it together, and then subtract this
product from 1. So instead of (6/90 + 6+89 + 6/87...) you want
1-(84/90 * 83/89 * 82/88...) The actual probability for drawing one of
6 cards in your opening hand from a 90 card deck is a measly 39.4%.
> If I don't
> draw one in my opening hand, I have a 7.2% chance of drawing it
> after I discard (or play a master) and that chance increases until I
> draw one. If I do draw one, my odds are 6% that I'll draw another
> (which increases until I draw another) with each card I play.
Correct.
> I'd say that's fairly reliable.
Well, just because you have a 7% chance of drawing it as the next card,
doesn't mean you have a 14% chance of drawing it among the next 2
cards. In fact, you could go through 9 cards after drawing the first
special card, and still you would have *less than* a 50% of drawing a
second copy! Nine cards! And even if you manage to cycle those 9
cards, you still won't have drawn your special card over half of the
time!
-davey!
[ quoted text not captured ]
In my experience it simply doesn't work out that way. A good rush deck
will never let a S&B predator even take an action. Hesina Kesi, etc.
Rush decks are quite effective against S&B.
[ quoted text not captured ]
In article <788d11$k5q@simba>, Vince Johnson <john...@tcnj.edu> wrote:
>don't jump to any conclusions...I hate to proof read
I noticed. Makes people find another post to read.
[ quoted text not captured ]
Vince Johnson wrote:
"and I predict that any rush deck sitting next to a well built stealth/bleed
deck is going to get housed regardless of restrictions... and I stress well
built..."
This is simply incorrect. Efficient stealth and bleed decks simply cannot have
effective combat defense (effective enough to stand against a determined, pure
Rush deck) and still be a viable, competetive S+B deck. It just won't work.
In a CL environement, pure Rush decks are not a viable option, due to the lack
of redundant necessary cards (Immortal Grapple, Taste of Vitae, Behind You,
whatever). Under 4 CL, you can't even have enough Rush actions to make a
relibale Rush deck. Under 6 CL, you can have enough Rush actions, but half of
them are the ones you don't like (personally, I don't like Ambush). Your
impressions are based upon a faulty supposition--that the game is somehow
improved by a blanket card limit.
"intercept combat decks mixed with rush tend to do the best in this
situation...not to mention in a 6CL deck you have 12 rush cards... and most S/B
decks do not have the cards to deal with your IGs if they make it into
combat..."
A Rush/Intercept deck will not have enough intercept to block a determined S+B
deck on a reliable basis, yet all the intercept in there will prevent the
combat aspect of the deck from working in any meaningful way.
You have managed to lose me in your train of thought, here. Your first
"scentence" is about how a Rush deck will get crushed by a S+B deck, but then
your last statement is about how a S+B deck won't have enough cards to deal
with IG. Wha?
Peter D Bakija
PD...@aol.com
"I want to be cool, tall, vulnerable, and lucious
I would have it all if I'd only have this much"
-Liz Phair
Vince Johnson wrote:
"For these comments alone I can't understand how anyone would ever listen to
you... you are a horrible representative of the game..."
Sweet mother of god. Settle down, there, Beavis. L Scott was pointing out
that the objective of any (and I stress _any_, well, ok, maybe not a few of
those really hardcore 70's co-operative enlightenment games designed to make
your relationships a better place, but those clearly aren't at issue here) game
is to win. That is why competetive games exist. To try and win. No one is
claiming that winning is sole reason for why one plays, but if one does not
play a game with a mind towards victory, one would be better off doing
something non-competetive. There are many ways of having a good time that
don't involve trying to win something. However, a card game, where the
objective is to crush your enemies, is not one of them. If the people playing
are not playing with the idea of winning, then all concerned are probably
better off doing something else.
"Winning is not the defined objective..."
I can say with fair certainty that under "objective of the game" in the Jyhad
rule book, is how to win. This pretty much, well, makes winning the defined
objective.
"winning is just what happens in the game... having fun is the objective of any
game..."
I play to have fun. I also play to try and win. If I don't win, I don't feel
as if I have wasted my time or anything, but if I don't try to win, I do. I
play games to try and win. Heck, if I never win, I keep playing, but I keep
trying to win. I play Titan all the time. I have played Titan for 6 years. I
have won, maybe, 3% of the games I have played. I keep on playing 'cause I
enjoy it. I keep on trying to win 'cause I enjoy it. If I wasn't playing and
trying to win, A) I would be comprimising the enjoyment of all the other
players, who were trying to win, and B) I would be better off doing somthing
non competetive, like not playing a game (that has, as its objective, winning).
"as a representative never presume to put your personal opinions into the
game... it devalues all of your rulings."
LSJ is perfectly welcome to make his opinions known (If you were clever, you
would have noticed that when he posts his own opinions, he does so under a
different e-mail address. Not real important amzingly important, but makes his
official capacity and his non official capacity obvious.) To say that him
having opinions comprimises his ability to govern fairly is just insane, if not
incredibly insulting. If he said "I want this card to change, well, 'casue I
said so. Nyeah, nyeah.", I'd be with you. 100%. However, LSJ has a fabulous
track record of justifying any of his statments in an official capacity with
logical, though out reasoning. Not everyone always agrees with his reasoning,
but it is there.
Besides, the opinion that he was sharing here--that the objective of any game
is to win--was completely correct, in any objective sense you wish to come up
with.
"no one wants to listen to someone that's only purpose for being involved in a
game..."
Wha?
"and if I'm wrong you shouldn't be telling others the only way to have fun is
to win..."
At no point did he say that. Ever. What he said was that the objective of the
game is to win. 'Cause it is.
"last time I checked... it's not written in the book that if
you win you will have fun... stick to what you're supposed to be doing."
No, but it is written in the book that the objective of the game is to win by
getting the most victory points.
[ quoted text not captured ]
On 22 Jan 1999 02:36:48 GMT, pd...@aol.com (PDB6) wrote:
>Vince Johnson wrote:
>"and I predict that any rush deck sitting next to a well built stealth/bleed
>deck is going to get housed regardless of restrictions... and I stress well
>built..."
>>You have managed to lose me in your train of thought, here. Your first
>"scentence" is about how a Rush deck will get crushed by a S+B deck, but then
>your last statement is about how a S+B deck won't have enough cards to deal
>with IG. Wha?
I suspect he hasn't seen a proper Rush deck in action. In support of
Peter's post... =)
Your first turn, you get 1 transfer (poor you!), so you get out Hasina
Kesi, inferior Potence. It trundles around the table, and your
vicious S&B predator gets out ... hmm ... there aren't any 4 caps with
obf/DOM or OBF/dom, and the only 5-caps are Zebulon with OBF/dom and
Didi Meyers with obf/DOM. This should tell you something about how
fast an S&B deck moves compared to a Rush deck, but we'll come back
later. Let's assume he gets out Roland Bishop with obf/dom, because
he has a DOM skill card in hand that he intends to play next round and
then attempt to bleed for 6 at oodles of stealth. That's a pretty
grim scenario for our heroine since Roland can do that twice before he
has to hunt. Fast moving yes? Odds are Roland can generate +2 or +3
stealth with little to no effort, too, so an intercept deck had better
be hard-core intercept to stop him.
OK. Your turn! Assuming a properly built Rush deck, you probably
have all these cards in hand or can draw them up as you burn cards...
and we have already assumed some near-perfect table position for the
S&B deck and a near-perfect hand and crypt draw, so we're going to
assume that someone has made their Rush deck with a minimum of
thought. Hasina Kesi, defender of the faith, Bum's Rushes Roland.
Roland is rushed and can block if he wants since S&B doesn't pack
maneuvers. Hasina plays Torn Signpost, Increased Strength, Immortal
Grapple, and strikes with Undead Strength for 4 points of damage, and
if Roland happened to have a Dodge in his hand he don't get to play
it. Roland will be hunting next turn and will not be bleeding for 6
anytime soon if the Rush deck doesn't happen to have a Mighty Grapple
handy - and if it does, well, Hasina is just going to have to play
Taste of Vitae (silly but effective) so she doesn't go to torpor as
well. Or you can just press and let her go to torpor, figuring that
bleeding yourself for 2 once is a lot more effective than letting
Roland bleed you for 6 multiple times even if it DOES cost you a
useful minion.
If you had a Potence skill card handy, Hasina plays Torn Signpost,
Immortal Grapple, saves the Increased Strength and press cards for
later, and strikes with Undead Strength for 5, and Roland will be
taking no actions this game.
And this is giving the Rush deck a nasty disadvantage in table
position, starting transfers, and crypt draw. Imagine if Agatha or
Hector Sosa could have been out (4 caps with superior Potence
naturally). Imagine if it hadn't been Roland, but some 2 or 3 cap --
no press necessary, pick up your vampire parts at the door please.
Well-built Rush decks really DO work this fast, yes.
-- Derek
(replying by email? remove the nospam from my domain :)
(TO REPLY VIA E-MAIL, STRIP 'XYXYX' FROM THE ADDRESS)
"Vince Johnson" <john...@tcnj.edu> writes:
>>>>Winning should never be a primary objective. Fun for all participants
>>>should be. We have chosen the method by which we accomplish this.>>
>>Winning is the defined objective.
>>
>>If you're not playing to win, the fun factor goes down immensely.
>>This is even more true if you are playing to win but some of the
>>other players are not. You might as well just watch a football game.>
>For these comments alone I can't understand how anyone would ever listen to>you... you are a horrible representative of the game... Winning is not the
>defined objective... winning is just what happens in the game... having fun
>is the objective of any game... as a representative never presume to put
>your personal opinions into the game... it devalues all of your rulings. no>one wants to listen to someone that's only purpose for being involved in a>game...and if I'm wrong you shouldn't be telling others the only way to have
>fun is to win... last time I checked... it's not written in the book that if>you win you will have fun... stick to what you're supposed to be doing.
I think you're _way_ misinterpreting what LSJ is getting at. This is a
classic case of two people "talking past" each other.
There are multiple levels of motiviations, here. Above it all, you're
basically correct as long as you're not talking about a professional player
singing for his or her supper. Usually, when you're talking about playing
games of this nature, you're talking about people wanting to have fun. I
sure play to have fun.
That said, games like this work as entertainment only if all players attempt
to win them. This is because they were developed and optimized with the
idea that players would have that motivation in mind while playing. If you
don't accept it as a motifivation, the results are rather hard to predict
and may very well *not* be fun for you or the other players. For instance,
if you stop playing the game to win for yourself and start playing it to
help your prey as much as possible, this skews the game in a way that standard
strategy players are trying to use doesn't tend to account for...and hence,
they will get frustrated with your actions and won't have much fun at all.
*This* is what LSJ is talking about. And it's not accurate to say, "Winning
is just what happens in the game", as if it happens by chance. It doesn't
happen by chance, it happens because it's the motivation people adopt when
they play the game because that's what they're supposed to do.
As long as player keep their priorities straight and understand the relation-
ship between them, gaming works great as entertainment. The relationship is
that "fun" is the whole point, "winning" is the arbitrary motivation adopted
in order to facilitate yourself and your friends having fun...but hopefully
that is the *only* reason you attempt to win. And hopefully, you keep in mind
the fact that if when the motivation to win starts to hinder the fun, the
latter becomes counterproductive to its purpose.
(There...that explaination was long-winded but hopefully clear.)
Fred
(TO REPLY VIA E-MAIL, STRIP 'XYXYX' FROM THE ADDRESS)
pd...@aol.com (PDB6) writes:
>Vince Johnson wrote:
>"For these comments alone I can't understand how anyone would ever listen to
>you... you are a horrible representative of the game..."
>>Sweet mother of god. Settle down, there, Beavis. L Scott was pointing out
>that the objective of any (and I stress _any_, well, ok, maybe not a few of
>those really hardcore 70's co-operative enlightenment games designed to make
>your relationships a better place, but those clearly aren't at issue here) game
>is to win.
Well, actually RPGs are a good example of an entertainment that is called a
"game", yet is not governed by the same arbitrary subservient motivation to
achieve the unique position of winner as in a board game or CCG. In RPGs,
the abitrary subservient motivation is to advance your character to a
better/more powerful position and to stay alive so you won't have to start
a random new bottom rung weak character. Stange to relate, some of the same
issues crop up when people start adopting subservient motivations that a
given RPG game wasn't designed, developed, and optimized to support.
Fred
On Thu, 21 Jan 1999 18:24:42 -0500, "Vince Johnson"
<john...@tcnj.edu> wrote:
In a way, i'm glad you're too embarrassed to actually respond to MY
post and try to refute any points. I'd hate to try to read through it
as well and figure out what the -hell- you're saying sometimes. You
may hate to proofread, but when the written medium is the only means
of communication, literacy is a must.
>#1 I've never contradicted myself.... stop reading into what I'm saying(my
>comment was sarcastic meant to point out that there's too many... in fact...
>20 is entirely too many for any deck because you will be throwing them
curiously enough, the abusive deck i posted had 15 zip guns and 15
DBR's. I'm sure I could make it more effective, but putting thought
into a deck that doesn't work under current rulings and errata isn't
much fun.
>away... and if you're "throwing" cards away... your deck isn't working and
>you need to fix it if possible...)... or reading what others are saying...
Au contraire. Your deck may be working very well, you just may not
need all 15 of the cards. If I know I have 15 of a certain card in a
deck (best example I have is my all-Auspex intercept deck that has 12
Enhanced Senses in it), I'll always discard one unless it's the only
one I have in my hand, because I KNOW I'll be seeing more of them. If
I have too many (3-4) in my hand, I'll waste one whenever possible for
the same reason - I'll DEFINITELY see more later. I don't put 10 or
more of one kind of card in a deck unless I expect to always be able
to play them - Enhanced Senses is one such card. I can always toss it
out and say "I attempt to block. Oops. I fail." But I've cycled the
card. The game also involves a certain amount of skill in the actual
playing, if you're not aware. Knowing when to trust your deck and
waste cards to get to others you need is a big one.
>I've never said that always having a zip gun is a good thing to have... I
>played against a "zip gun" style deck last night that got stuck with 4 guns
>in his hand because my deck never let him get into combat with me... and
So your deck didn't ever block him? At all? in his position I'd have
just sent all 6-7 of my weenies to bleed over and over and over again
for lots each turn until you were ousted, while discarding as
necessary. Probably leaving one blocker every turn as well, to try to
get into combat with my predator and play an extra discard there. A
well-designed crypt can help wonders with problems such as potential
hand jam -- it can negate it by virtue of not needing cards to be
successful. A deck designed without its crypt in mind will fail. A
crypt designed without its deck in mind will fail. Done properly they
can supplement each other.
>#2 I've been saying all along that restrictions should be placed... whether
>through a card limit or whatever... errata is not the answer because it
>leads to problems in other cards... or cards that now become too powerful as
>a result of the errata because of other card interactions not expected
And we're saying that card-limit restrictions and
individual-card-amount restrictions have no place in Jyhad. That's
what card errata was made for. Errataing Zip Gun to not use ammo led
to zero (0) problems in other cards and made zero (0) cards more
powerful as a result. Zip Guns still work great... they're just not
ABUSIVE now. Errata: successful.
>#3 just because some people have no originality in their deck designs and
>play half or more of their deck with one card because they can't think of
>anything better... don't get me wrong... theme decks are fun... but theme
The official rules need to also allow for the person who intends to
win a tournament by making the most abusive deck he can, and if that
deck involves half or more of his deck being one card, so be it. You
cannot tell someone they haven't won a tournament just because they
"weren't original" and "couldn't think of anything better." - if their
deck ousted people, it won. Plain and simple, by the rules. Card
limits fix part of this problem, fail to fix other parts, and
completely IGNORE some parts, and so are an unuseful solution for
tournament play, which is what the official rules need to be geared
for.
>decks that rely so heavily on ... everyone that has advocated CL in what
>I've read in response to my postings has said the same thing... that most
>people that build decks out of restrictions tend to not have any originality
>and have no skill in playing the game... the people that advocate NL all
>have the same response.... "fine... play a deck with 20 of this card... or
>30 of this card to stop that kind of deck"... that is not a proper
Who are you kidding? Nobody has said that yet. Get your facts
straight and quit making wild allegations.
>response... it only discourages thinking... something a game is supposed to
>make you do... there's no point in playing if the deck could literally play
>itself...
But there's lots of point in taking the deck that plays itself to a
tournament, especially if it tends to win.
>#4 Many of the NL card players advocate that with NL they can play with as
>many of a common that they have and it is easier to play them... so what
>about the rares?.... it makes it that harder for me to build a theme deck
>that I might want to build based on a particular rare cards... and I tend to
>find that the rare cards provide the best ideas for theme decks which tend
>to be the most fun to play... they are not fun to play when I've got to deal
>with 20-30 of the same card in someone else's deck... and the players that
>do spend $ upon $ on the game WILL have multiples on the rares from the
>newer sets... and by multiples... I mean they can have the #'s to build
>decks with a dozen or so of a type of rare... now I'll admit that I have
So with a 6CL, you will have 6 of a common card and the 1 rare you
own. And Mr. Suitcase will have 6 common cards and 6 of his rares.
Card limits does NOT address this issue effectively, as has been shown
repeatedly. The balance designed into the game (if you had bothered
to read my post, you'd know) DOES address it, however, since you can
beat a deck composed entirely of rares with a deck composed entirely
of commons and uncommons. Deck bleeding for lots? Telepathic
Counter. Bleed bounce in multiple forms. Repulsive pool gain via
repeat Autarkis Persecutions and Consanguineous Boons, or Minion Taps.
Generate tons of intercept. Beat up his bleeders. How tough can it
be?
>rares in quantity like this from Jyhad(and some of you are right.. in what I
>said Jyhad itself is considerably cheap and doused me for stating what I
>said above what I thought about uncontrolled spending on the game... but I'm
>not talking about boxes for $7... I'm talking about Sabbat and Ancient
>Hearts... which if you can get that cheap, are uniquely lucky... don't EVER
>come to me and tell me you didn't spend a lot of money on the game when I've
I didn't spend a lot of money on the game. I paid $56 for my Jyhad
cards. I paid $50 for my two boxes of Dark Sovereigns. I paid $112
for my two boxes of Sabbat. That's a total of $218.
That's not a lot of money, either in my world, OR in the world of
collectible card games. I could afford to buy multiple additional
boxes of both Sabbat and Ancient Hearts, but $218 is already beginning
to irritate me by how much I've spent, and I'm not -that- desperate to
get tons of those cards. I'm still having fun making decks out of
combinations of stuff. The most useful part I've found in making my
wacky decks? The $56 worth of Jyhad cards that let me include enough
of a "useless" card to make it more useful. (Cryptic Mission is an
obvious candidate. As one card, it sucks. With a max of 6 cards...
it still kinda sucks. If you can wedge 30 into your deck and have 5
or 6 THA weenies all taking Cryptic Mission actions on your prey's
vampires each turn while you play Society of Leopold on them... it
doesn't suck anymore. It actually begins to work.)
>seen the quantities that people have dumped into the newer sets that have
>not been that cheap/box... also I'd like to say that some people don't spend
>that much on the game so don't get offended and think I'm talking about
>everyone) ... but I have not been able to acquire the rares in quantity like
>that from any of the other sets because its too hard to find it as cheap as
>the original Jyhad boxes... anyone that wants to refute that a deck with
>mulitples of the right rares is simply not looking at the game on the right
You need to proofread. You didn't mention anything for us to refute.
>level... some rares are rares because they are more powerful cards than most
>or provide very unique abilities...often though... the reason a card is rare
>because it is not as easily placed in all decks and has a more focused
>effect than most of the cards of the discipline, clan, or generic cards...
>for instance... regardless of any errata to the card(it is not relevant
>whether the card does agg or not because I know someone will try to comment
>about that... it's not the issue here...)... pulled fangs is by it's own
>right is a very defined card in its ability... and most often goes only in a
>high hand damage or similar combat deck for this reason... the card it is
Or in a fortitude deck where you can do 1 hand damage, prevent all of
his, and pull his fangs.
>often compared to is lucky blow...lucky blow however is a decently usable in
>any deck that uses pulled fangs... but can be used to aid ANY deck that
>might need more hand damage... or just needs more or some combat.... thus
>the pulled fangs is a rare and the lucky blow is made common...
I wouldn't compare Pulled Fangs to Lucky Blow at all, personally. The
two cards provide completely dissimilar effects, really, in their base
wording. (Lucky blow is a strike card, which prevents you from using
a strike such as Undead Strength (+2 hand damage), and is played
during the strike phase. Pulled Fangs is played AFTER the damage
phase, cannot be Dodged or S:CE'd, and the real reason it is rare is
because of its additional side effects AFTER it has been played are
significantly more powerful - not just because it can "only go" in a
certain number of decks.) A Lucky Blow/Pulled Fangs deck would be
entertaining, but probably a waste of time considering the errata
removing the agg damage (since as many people will tell you, people
were using Pulled Fangs to burn vampires all over the place. Bad).
>BTW... if you people that cling to your dozens of commons in each of your
>decks don't seem to think that your supposed lack in rares would help you
>with your decks so I'd gladly take those Rares off of your hands for
>computer hackings and majesties... I've got dozens upon dozens of each ...
>but you and I know that's not correct and those rares are rare for a
>reason... if you are in a group of players that have quantities of cards
>like it sounds... it should not be difficult to acquire the proper number of
>rares to fill 5 or 6 slots in a deck... if you need that many of a card...
I'm not sure why you think just because we put 12 of a common card in
a deck, that we don't use rare cards. I'll stick 10-12 Majesties in a
Presence-using deck and consider my combat defense complete - I may
run out, sure, but I won't run out FAST. But those 10-12 Majesties do
NOTHING for any other aspect of the deck - they just ensure that
someone has to have an Immortal Grapple to beat my vampires up. I
still need to do lots more to make the deck do something useful.
I have one copy of Awe. I will just not bother to waste my time
trying to find 5 *SPARE* copies among my friends - since they would
like to hang onto those copies themselves in case THEY want to make a
deck using Awe, and I don't blame them. I don't know of anyone in our
group with more than 5-6 of that card -total-, much less spare.
Someone is posting mentioning that he thinks he has 15-16 Awe ... now
-that- is a lot of money being spent on Sabbat boxes, or a singularly
lucky draw in the boosters contained in those boxes. =) I'd bet a
little bit of both, actually. 1 Awe in two boxes seems awful rare, so
I'm sure I just got some different rares instead. (the 3 Quicknesses,
for example.)
As far as Jyhad rares? If I want them that badly, sure, I'll ask to
see if anyone has spares, but if not, I'll just fork out the $7 for
another box and get my additional 1-3 copies of the card. (except for
stupid Immortal Grapple)
>now I'll mention the fact that some of the commons themselves are entirely
>too powerful... and in multiple quantites off balance decks in favor...I'd
Hm, I don't know. If I put more than 15 Majesties in a deck, I'd be
sure to always have a Majesty, but Majesties aren't playable as easily
as some cards (mumble, zip gun, mumble) are. (Can't play Majesty once
you've been IG'd - you can always waste a Zip Gun or two before range.
=) The number of a card you put in the deck HAS to be directly
influenced by how often you can reasonably expect to play that card.
20 Computer Hackings are probably fine, since you can probably play
4-5 of them each turn if you have to. Some turns you may even WANT to
play 4-5 of them. 20 Lost in Crowds are going to jam you up like a
big dog, since you can only play one of them for each action and ONLY
when someone tries to block you. Sure, if you have a dumb player who
will voluntarily attempt to block anything you do, you can play 4-5 of
those per turn, but that just won't work in the long run. A good
player will assume that you always have the stealth card in hand and
not bother to try to block if he doesn't have the intercept - and in
the process wedge your deck completely shut.
>also like to say that Rares don't make the deck either... commons certainly
>are important... there are some commons that make decks flow properly...
A deck with no commons will lose consistently. I don't think you can
make a deck of all rares that would have a prayer of winning, frankly
- too many utility cards that EVERY deck needs some of are common.
>Malkie bleed relies on stealth... but anyone that says they need to have 20
>lost in crowds and 20 conditionings is not building a deck that could work
>at full potential... there are at least 20 obfuscate cards that add to the
>stealth if you play a 6CL which seems to be the most popular(6 lost in
>crowds... 6 cloak... 6 faceless night... I think at 18 total cards right
>there for the deck (not to mention they're all common) there I don't need
>to go on and a similar situation exists for bleed modifiers...)
>
>Finally I'd like reiterate that some of the statements I make do not refer
>to ALL players... do NOT be offended by them if they do not apply to you...
>there are always exceptions to everything... I'd also like to point out I
>pieced this response together making sure when I thought of something I went
>to fill it in where it belongs... there may be some incomplete thoughts...
>if there are... just ignore them or let me know so I can finish them...
>don't jump to any conclusions...I hate to proof read
>
>Vince[ quoted text not captured ]
Good lord, I can't believe that I read through 59 postings under the
title of "ZIP GUN" to find the majority of the messages going over
card limits. Whew..
Anyhow, thought I'd give a quick say after all that reading. For
those that don't know me, I'm the guy what started the Michigan Jyhad
League whose local playgroup mostly uses a soft 6CL (Hey Noal)..
Truth is that you can rebuild any NCL competative deck under 6CL. As
a challenge to myself after getting whooped by Peter's Nossies at
Origins, I rebuilt the deck under 6CL with some minor modifications.
I think Noal can attest that it was pretty nasty.
That out of the way, I would also like to say that I believe NCL is
the way to go due to some of the reasons mentioned in earlier posts.
- In 6CL to rebuild a tournament level competative deck, you often
need to resort to a higher ratio of Rare cards for similar
effectiveness.
- Some deck Archetypes really don't work as well under 6CL (Really
only the Independant Clans, but hey!)
- I like having the option to get wacky with a specific card from time
to time.
Not that NCL is without it's problems. Personally, I think many of
the gripes I have with NCL would be dispelled with some simple rules
changes*:
*Action Modifiers: Minions may not play duplicates of a given card
during a given action.
*Combat Cards: Minions may not play duplicates of a given card during
each round of combat.
The effect of these would be much like the following examples:
Action Modifiers: After playing a Lost in Crowds, I need more stealth
to continue my action. Due to the above rule, I can play another
stealth card but it cannot be another Lost In Crowds.
Combat Cards: By the above rule it will prevent combat decks from
emptying their hand for no good reason other than card cycling. At
Origins I saw folks dropping 2-3 Torn Signposts during a round of
combat simply because they can. Note: Playing multiple signposts have
no cumulative effect.
The above examples create a Soft Card Limit of sorts, as people
building a combat deck that want maneuvers would add additional cards
besides Flash. I also think it falls in line with the No Repeat
Action, and New Voting rules.
I kind of clump all of the above into what I term "The One Card Rule".
All pretty much based on the same principle and promotes more of that
Game Balance that I keep hearing so much about..
* Vampires are Unique:
Another thought I've been toying with is that Vampires should be
unique. That's why they contest when more than 1 are in play at a
given time. When a given Vampire is Burned or Removed from the Game,
further copies of that Vampire may no longer be brought into play.
This solves some of the Weenie Madness, and brings Jyhad in line with
other current game technologies (L5R/DoomTown).
It's a fairly radical thought, but one that makes a lot of sense IMHO.
Not that it's without problems. Someone like Jimmy Dunn would fall
under Rule 1.4 which states text on card takes precedence over the
rulebook.
So before people start beating up on Card Limits, take the above into
consideration. For a game that was designed by WOTC to be played in a
NCL environment, Jyhad has stood the test of time pretty well
considering the lackedasial attitude of it's creators.
Bernie Bresnahan
Michigan Jyhad League
Doh,
While I was rambling on about my "One Card Rule" stuff in my previous
post there was another thing I forgot to mention.
Unique Locations/Allies. If a unique location/ally is in anyones ash
heap, further copies of that location/ally may not be brought into
play.
I think the only problem this would have is that the ash heap (where
burned cards go) and your discard pile would need to be kept track of
seperately.
Who wants to play Necromancy now?
Bernie Bresnahan
Michigan Jyhad League
Note: Please keep in mind that these ideas are mine alone, and not in
usage anywhere that I know of. Just my skull, and now out in the open
for others to ponder.
My web browser crashed when I was replying to this.
Let's see if I have better luck this morning.
Joshua Duffin wrote:
> I notice this discussion is getting a bit heated in places. I'm trying
> my best to avoid that. I like arguing (duh), but it makes me unhappy
> when I feel like people are just yelling at each other unconstructively.
Sorry. *bashful grin* I like a good argument and occasionally my
Irish temperment kicks in. Don't take it too seriously. I don't.
We're all still friends here. *grin*
> My position here is that any kind of CL completely *fails* to enforce
> variety. What it enforces is not having more than X of a card in your
> deck.
Yes and no. Because you're limited to X amount of cards, certain
decks won't work. But the central point is why we're doing it. If
someone has an idea that won't work under 6CL, we're not going
to be Nazis about it.
> > > Sure, it can be fun to see traditionally spit-upon cards being used.
> > > But it doesn't seem really *worthwhile* to me.
> >
> > Innovative decks are _always_ worthwile.
>
> Using a different card doesn't make a deck innovative.
Didn't say it did. Card limits _can_ lead to innovative decks, not
always. I find it does. YMV
> You wouldn't do that because it's silly, right? But not more silly than
> 'protecting variety' by saying 'can't have more than 6 of any one card,
> by name, in your deck', in my opinion.
As I've said before, reasonable exceptions are made.
> > > *Winning* is fun.
> >
> > For you, perhaps. For others, prolly not. If you want self-gratification,
> > buy a porno mag or a video game.
>
> I think what you're trying to say here is that it's not fun for the other
> players for me to win, is that right? Since I'm sure you're not just
> trying to be insulting. ^_^
You can the guy out of the trailer park... *grin*
My point here was that when you're playing with others at a local game,
their enjoyment of the evening is just as important as yours. Would you
rather lose to a cheesy S&B deck that's been done over and over or
a deck built around some bizarre (but competitive) combo you've never
seen before? I don't mind if I lose so much if I am entertained as well.
> But it is fun for the other players to compete against me in trying to win.
> That is the very definition of 'a game', isn't it? An activity in which
> you compete against other people to accomplish some goal?
See role playing games....so no. It's not.
> > I'm going to use an old quote, "It's not whether you win or lose, but how
> > you play the game." It could not be more true.
>
> But it _is_ whether you win or lose. You wouldn't be playing a _game_
> if you didn't care whether you won or lost. It's fun to throw a frisbee
> around, but it's not exactly a game.
My point was this statement:
> A bunch of NL advocates (Mike Bohlmann, Petri Wessman, and so on and so
> forth) have said that winning is not _all_ of the fun in playing, and
> I agree with that.
Please take note that I am a NL advocate of games at a tournament level.
The 6CL works for our local group.
> (And especially, why play a game where some people are knocked out before
> the winner is declared? Good lord, it's completely the opposite of fun
> for them, if they didn't enjoy trying to win when they were still in the
> game.)
See my earlier statement about losing to an innovative deck vs losing to
a cheesy deck.
> > Oh...I won't tell him that he can't play it. Like I said, he just won't get
> > invited to any of the local games.
>
> ie, you'll tell him he can't play it _with you_. If he doesn't know
> any other players, is this not equivalent to telling him he can't play
> it at all? (I know, not your house, you're not the one kicking him out,
> but you do agree with the philosophy, right?)
Let me preface this by saying that last I checked there are about 5
separate play groups in the MJL, so ours is by far not the only option
available. However, if our local group doesn't want to play with a
person that insists on playing a cheesy deck, it's our perogative.
Not to say that we're get all Nazi about it...
> > Never once did I say that card limits are "necessary for the game," nor
> > would I imply such. But card limits being "bad for 'the game as a whole'"
> > is a bit excessive when we're discussing local groups.
>
> I know you didn't. I was just explaining why I have a bad reaction to
> card limits. I feel they're bad for 'the game as a whole' because I
> used to play with them, and now I think they're a bad idea. ^_^
Well...all right then. *smile*
Noal
-armed with a 6CL deck and my morning coffee
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own
Jasper Phillips wrote:
> I think it's you whos bringing up the strawmen going into the differences
> between 4 and 6 CL. My statement about using substite cards clearly
> holds for whatever reasonable CL you happen to use.
Eh? I never brought up 4CL, much less the differences between the two.
> >> >I'm going to use an old quote, "It's not whether you win or lose, but how
> >> >you play the game." It could not be more true.
> >>> >> I think you're really missing the point here.
> >
> >...actually I think you are.
>
> That's nice. You've snipped my explanation of why I thought that was
> the case, and then didn't say what you thought I was missing.
Considering I'm the person that launched this thread, I should hope
I know what the point is.
> >I'm not Mr. Miagi. I don't give a damn about balance.
> >My focus here is on FUN.
>
> Um, so? My point that you haven't, and I believe can't, support _your_
> statement that CLs have a game balancing effect still stands.
Never did I say that CL enforce game balance. If you can find where
I said that, I invite you to quote it. I've been talking about variety, not
balance.
> If you're
> going to make statements about balance, you should be able to defend them.
> Copping out with, oh, "I don't give a damn" when pressed to defend them
> is lame.
Let's play a game of "Where's Waldo". Find one post where I stated that
I believe that CL=game balance.
> I understood, and I think the point is quite relavent when debating
> "playing to win" vs. "playing for fun", as the part I'm responding too
> was. Hell, _you're_ the one quoting "It's not whether you win or lose...",
> and saying "Winning shouldn't be your primary objective".
> I think you were, and are, completely misunderstanding the opposing
> argument about "playing to win".
No you are. I was talking about the difference between losing to a
cheesy deck and losing to an innovative deck.
Noal
[ quoted text not captured ]
lor...@nospam.nineball.org (Derek S. Ray) wrote:
> deck (best example I have is my all-Auspex intercept deck that has 12
> Enhanced Senses in it), I'll always discard one unless it's the only
> one I have in my hand, because I KNOW I'll be seeing more of them. If
> I have too many (3-4) in my hand, I'll waste one whenever possible for
> the same reason - I'll DEFINITELY see more later. I don't put 10 or
> more of one kind of card in a deck unless I expect to always be able
> to play them - Enhanced Senses is one such card. I can always toss it
> out and say "I attempt to block. Oops. I fail."
You cannot "always" toss it out - you must wait until someone takes
an action that you are entitled to attempt to block (i.e., one that
is directed at you or and undirected action taken by your Predator
or Prey). And then you can only play it by a minion that is
attemptin to block *and* needs the intercept (i.e., the stealth of
the action exceeds the intercept of the chosen blocker).
Moreover, if playing the card makes your intercept equal or exceed the
action's stealth, you will succeed in blocking (provided no more stealth
is added)- you cannot choose to fail at that point.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html[ quoted text not captured ]
LSJ wrote:
> >If you're not playing to win, the fun factor goes down immensely.
> >This is even more true if you are playing to win but some of the
> >other players are not. You might as well just watch a football game.
Vince wrote:
> For these comments alone I can't understand how anyone would ever listen to
> you... you are a horrible representative of the game...> ...> as a representative never presume to put
> your personal opinions into the game... it devalues all of your rulings. no
> one wants to listen to someone that's only purpose for being involved in a
> game...
EEP!!!!! Hell, I can't even consider defending you on this one.
Giving LSJ a little shit for his comments is one thing, but calling him
a "horrible representative of the game"?!?!?
Christ....lighten up. I for one would like to see LSJ not have to take
an official stance on things every time he posts. I certainly don't
object to hearing his personal (and unofficial) views of topics and
people's decks. After all, he's a Jyhad player just like the rest of us.
Noal
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
ber...@mich.com wrote:
> [... snip ...]> Not that NCL is without it's problems. Personally, I think many of
> the gripes I have with NCL would be dispelled with some simple rules
> changes*:
>
> *Action Modifiers: Minions may not play duplicates of a given card
> during a given action.
This is, and has always been, part of the official rules.
A minion cannot play a second copy of the same action modifier
on a given action.
Also, a minion cannot play a second copy of the same reaction
card on a given action.
> *Combat Cards: Minions may not play duplicates of a given card during
> each round of combat.
This sort of rule has been examined.
It doesn't hold water when one looks at multiple strikes (e.g., you
*should* definately be able to play two Undead Strengths in a round
if you have two strikes.)
And it probably shouldn't apply to damage prevention effects,
either (multiple use of which was an explicit consideration of
the original design, as can be seen in the card text on Sideslip).
It may also unnecessarily restrict Fists of Death, although that
point is an extremely minor one.
> The effect of these would be much like the following examples:
>
> Action Modifiers: After playing a Lost in Crowds, I need more stealth
> to continue my action. Due to the above rule, I can play another
> stealth card but it cannot be another Lost In Crowds.
This is how things work officially, as well.
> Combat Cards: By the above rule it will prevent combat decks from
> emptying their hand for no good reason other than card cycling. At
> Origins I saw folks dropping 2-3 Torn Signposts during a round of
> combat simply because they can. Note: Playing multiple signposts have
> no cumulative effect.
This is a good objective, but a suitable implementation is hard
to come by (things get a bit complicated when you try to word the
rule to allow multiple strikes and damage prevention effects
while disallowing multiple Torn Signposts, etc.)
> The above examples create a Soft Card Limit of sorts, as people
> building a combat deck that want maneuvers would add additional cards
> besides Flash. I also think it falls in line with the No Repeat
> Action, and New Voting rules.
NRA is definately an after-thought rule. It doesn't "feel"
particularly clean and it causes a few complications of its
own (i.e. can a Possessed vampire repeat an action it took
in its previous life? (Yes). or can a minion whose action was
Masked attempt the same type of action? (Yes). and so on.)
Which is why it was left as a DCI rule and not incorporated
into the rulebook proper.
> I kind of clump all of the above into what I term "The One Card Rule".
> All pretty much based on the same principle and promotes more of that
> Game Balance that I keep hearing so much about..
But extending this style of rule to strikes and damage prevention
promotes imbalance, I believe.
> * Vampires are Unique:
> Another thought I've been toying with is that Vampires should be
> unique. That's why they contest when more than 1 are in play at a
> given time. When a given Vampire is Burned or Removed from the Game,
> further copies of that Vampire may no longer be brought into play.
>
> This solves some of the Weenie Madness, and brings Jyhad in line with
> other current game technologies (L5R/DoomTown).
>
> It's a fairly radical thought, but one that makes a lot of sense IMHO.
> Not that it's without problems. Someone like Jimmy Dunn would fall
> under Rule 1.4 which states text on card takes precedence over the
> rulebook.
This idea, suggested a few months (years?) ago by David Pontes, was
also examined. It has its problems, as you note. Those problems
proved too complicated (or too dependent on VtM knowledge) to be
really workable, as well. e.g., a vampire who is retrieved and
then removed by Illusions of Kindred should *not* be restricted
from coming out later (or remaining out, for that matter).
> So before people start beating up on Card Limits, take the above into
> consideration. For a game that was designed by WOTC to be played in a
> NCL environment, Jyhad has stood the test of time pretty well
> considering the lackedasial attitude of it's creators.
Good suggestions. And highly commendable objectives.
But these avenues have been looked into before. So far, a
suitable (simple, effective, and not overly-restrictive)
implementation has been elusive.
[ quoted text not captured ]
Jasper Phillips wrote:
> >...and one last statement to baffle you all, (and make many of you shout,
> >"Amen!!! Hallelujah!!!") a strict card limit is a poor crutch for a lack of
> >deck building skills. Even without card limits (and especially _without_
> >card limits) there is no such thing as an "unbeatable" deck. Card limits
> >can produce decks that are impossible to beat without the entire table
> >joining forces against a single player. Even a weenie horde can be
> >easily killed with a Domain Challenge or a Anarchist Uprising.
>
> I'm definitly baffled... I had thought you'd been, at times, arguing
> just the opposite... I guess the arguments between us simply boil
> down to you thinking that CL makes the game have more variety and depth,
> and my disagreeing.
BINGO!!!
But, hey, we both love a good argument.
Was it good for you? *grin*
[ quoted text not captured ]
In article <78a1nc$r79$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> My web browser crashed when I was replying to this.
> Let's see if I have better luck this morning.
Man, I hate when that happens. Especially when it's in the middle
of a really long reply...
> Joshua Duffin wrote:
> > I notice this discussion is getting a bit heated in places. I'm trying
> > my best to avoid that. I like arguing (duh), but it makes me unhappy
> > when I feel like people are just yelling at each other unconstructively.
>
> Sorry. *bashful grin* I like a good argument and occasionally my
> Irish temperment kicks in. Don't take it too seriously. I don't.
> We're all still friends here. *grin*
I do my best not to take anything too seriously. ^_-
> > My position here is that any kind of CL completely *fails* to enforce
> > variety. What it enforces is not having more than X of a card in your
> > deck.
>
> Yes and no. Because you're limited to X amount of cards, certain
> decks won't work. But the central point is why we're doing it. If
> someone has an idea that won't work under 6CL, we're not going
> to be Nazis about it.
Sure. I just can't get away from the feeling that it's counterproductive
to use even a 'soft' 6CL if certain approved decks can break it. From my
point of view, it is (as Peter put it) the forceful and persuasive players
who can enforce an idea of fun; the card limit is completely ancillary.
But you guys like it, so clearly you're not going to stop doing it just
because I think it's weird. ^_^
> > Using a different card doesn't make a deck innovative.
>
> Didn't say it did. Card limits _can_ lead to innovative decks, not
> always. I find it does. YMV
My mileage was (as you may have guessed) incredibly low. Luckily I
got off the road, or world average temperatures this year would be
up another full degree.
> You can the guy out of the trailer park... *grin*
> My point here was that when you're playing with others at a local game,
> their enjoyment of the evening is just as important as yours. Would you
> rather lose to a cheesy S&B deck that's been done over and over or
> a deck built around some bizarre (but competitive) combo you've never
> seen before? I don't mind if I lose so much if I am entertained as well.
Actually, I don't mind losing to a cheesy (read cliched, since I don't
know of any cheesy=unfairly powerful NL decks) S&B deck either. To
me, it's largely the strategy and tactics of playing the game that
produces the entertainment.
I do also love to see a deck concept I've never seen or heard of,
especially if it's effective, yeah. But that's an entirely different
pleasure from that of playing a competitive game, to me.
> > But it is fun for the other players to compete against me in trying to win.
> > That is the very definition of 'a game', isn't it? An activity in which
> > you compete against other people to accomplish some goal?
>
> See role playing games....so no. It's not.
Role playing games, like the 70s style cooperative games Peter mentioned,
are not really 'games', I would say. They are completely open ended,
and I think they're much more like cooperative storytelling than they
are like any traditional 'game'. The only reason I can think of that
they're called games is that they are sold in games stores. (Although
my history of games stores is pretty weak, I would guess that those
stores carried wargames (which are 'real games') before role playing
games were invented; I know that some of the first RPGs grew out of
the wargame tradition.)
Most 'games' I can think of have defined winning conditions. Blackjack,
poker, roulette, rugby, polo, pictionary, pin the tail on the donkey, etc.,
fit into that mold. Certain other types of 'games' don't: drinking games,
spin the bottle, etc. But I would say that the latter type are simply
misclassified by being grouped with games that can be won - in fact
they are social activities, but not games of the sort that, for example,
game theory can be applied to.
> Well...all right then. *smile*
>
> Noal
> -armed with a 6CL deck and my morning coffee
Good, good. Hey, remember that game we played at Origins after the
tourney was over? I was playing this stupid 17 Arms Dealer deck? I
take it that would be allowed in Michigan... ^_^
Josh
'don't want a cigarette, cause it's a form of slavery'
[ quoted text not captured ]
In article <36a81ca2...@news.mich.com>,
ber...@mich.com wrote:
> *Action Modifiers: Minions may not play duplicates of a given card
> during a given action.
This is an official rule. It's been in the rulebook since the dawn
of time, no? It's part of the 'action modifiers/reactions' limit, which
is that no minion may play more than one of the same action modifier
or reaction during a given action. I think it's right next to the
'no unneeded stealth/intercept' rule.
> *Combat Cards: Minions may not play duplicates of a given card during
> each round of combat.
This I (surprise surprise) don't like. It's almost as annoying as
playing with card limits. ^_-
> The effect of these would be much like the following examples:
>> Combat Cards: By the above rule it will prevent combat decks from
> emptying their hand for no good reason other than card cycling. At
> Origins I saw folks dropping 2-3 Torn Signposts during a round of
> combat simply because they can. Note: Playing multiple signposts have
> no cumulative effect.
No, but playing multiple Fists of Death or Increased Strengths does.
So does playing Undead Strength, Blurring, and playing two more Undead
Strength. Or playing two Resilience to prevent six damage. Does card-
intensive combat really need to be weakened just for the purpose of
not seeing people play cards with the same name too often?
> The above examples create a Soft Card Limit of sorts, as people
> building a combat deck that want maneuvers would add additional cards
> besides Flash. I also think it falls in line with the No Repeat
> Action, and New Voting rules.
My feeling is that fighting in combat is too hard already for it to be
good to make it harder. The one card rule doesn't adversely affect
people who want to avoid combat, who only need to play one Majesty
or Earth Meld in a round, but hurts any deck that wants to beat people
up.
> I kind of clump all of the above into what I term "The One Card Rule".
> All pretty much based on the same principle and promotes more of that
> Game Balance that I keep hearing so much about..
>> * Vampires are Unique:
> Another thought I've been toying with is that Vampires should be
> unique. That's why they contest when more than 1 are in play at a
> given time. When a given Vampire is Burned or Removed from the Game,
> further copies of that Vampire may no longer be brought into play.
>
> This solves some of the Weenie Madness, and brings Jyhad in line with
> other current game technologies (L5R/DoomTown).
This and the Unique Stuff (Ain't No Comin' Back) rule I don't object to
so much. To me, the game is abstract enough already that it's not
really necessary to try to bring in more 'real world logic', but whatever
floats your boat.
> So before people start beating up on Card Limits, take the above into
> consideration. For a game that was designed by WOTC to be played in a
> NCL environment, Jyhad has stood the test of time pretty well
> considering the lackedasial attitude of it's creators.
That I definitely agree with.
Josh
'the answer, my friend, is blowin' in the wind'
[ quoted text not captured ]
In article <36a81ca2...@news.mich.com>,
ber...@mich.com wrote:
> Not that NCL is without it's problems. Personally, I think many of
> the gripes I have with NCL would be dispelled with some simple rules
> changes*:
>> *Action Modifiers: Minions may not play duplicates of a given card
> during a given action.
This is in the rules. I'm not sure that it was in the Jyhad rulebook, but
it was definitely in the V:tES rulebook.
> *Combat Cards: Minions may not play duplicates of a given card during
> each round of combat.
In my opinion, this would have other adverse effects that would not make
it worthwhile.
Example A: You're playing Celerity, and your opponent is also playing
Celerity. You have a bad hand or whatever including 2 Sideslips and a Blur.
Your opponent plays a Torn Signpost and will Blur with it. Why shouldn't
you be able to play both Sideslips to dodge his strikes?
Example B: Someone hits you with 8 points of damage, and you don't have
a Skin of Steel in your hand. Why shouldn't you be able to play 2 Skins of
Rock?
> Combat Cards: By the above rule it will prevent combat decks from
> emptying their hand for no good reason other than card cycling. At
> Origins I saw folks dropping 2-3 Torn Signposts during a round of
> combat simply because they can. Note: Playing multiple signposts have
> no cumulative effect.
If someone dropped 2-3 Torn Signposts, I wouldn't be worried about it.
It has several things of interest attached to it. First, he just wasted
1 or 2 Torn Signposts. Second, he may be panicking because he doesn't have
cards in his hand that he wants. Third, his deck is probably poorly
constructed. These last two points help you out.
There are very few instances where multiples of combat cards throw things
out of whack to begin with, IMO. These would be Increased Strength,
Fists of Death, Weather Control, and superior Terror Frenzy. Most other
cards that would be powerful in multiples have card text restricting them
like Carrion Crows or have costs that make multiples inefficient.
> The above examples create a Soft Card Limit of sorts, as people
> building a combat deck that want maneuvers would add additional cards
> besides Flash.
Forcing people to use different cards simply for the sake of doing so is
not a good thing, IMO. Plus, you still can't maneuver to cancel your own
maneuver. And by removing some Flash, you are forced to substitue other
press cards if you want to press. Putting in lots of Flash can already
have its own adverse effects - DotB causes hand jam as does just having
multiples in your hand at once.
> I also think it falls in line with the No Repeat Action, and New Voting
> rules.
I'm not sure how this associates to NRA, as S:CE and untap without NRA
is nuts... I'm still trying to convince my group of that, but apparently
they don't mind always losing to the weenie Protean Computer Hacking hordes
when I decide to play that deck.
The vote pushing rules are different than combat card dumping. First, you
can dump the vote cards during any political action. It doesn't even have
to be yours. And when you have weenies, you're eventually going to get a
vote action through to dump them. The cards serve three purposes - calling
the vote, passing the vote, and getting perhaps more useful cards into your
hand. With combat, if you are dumping cards, you may more may not be
moving towards accomplishing your goal - putting vampires in torpor or burning
them. For example, playing 3 Torn Signposts does you no good. A more
proper equivalent to VP would be playing 3 Fists of Death, but you've also
just spent 3 blood and aren't assured of actually being able to hit your
target.
> * Vampires are Unique:
> Another thought I've been toying with is that Vampires should be
> unique. That's why they contest when more than 1 are in play at a
> given time. When a given Vampire is Burned or Removed from the Game,
> further copies of that Vampire may no longer be brought into play.
This is essentially a card limit on the crypt. The reason being, if
a core vampire of yours gets burned for whatever reason, you had better
have replacements. This would possibly help combat decks and hurt weenie
decks, but I'm not sure that it'd be sufficient to counteract all the other
effects.
> This solves some of the Weenie Madness, and brings Jyhad in line with
> other current game technologies (L5R/DoomTown).
Jyhad is not L5R or DoomTown. We will not be assimilated. :)
> It's a fairly radical thought, but one that makes a lot of sense IMHO.
> Not that it's without problems. Someone like Jimmy Dunn would fall
> under Rule 1.4 which states text on card takes precedence over the
> rulebook.
Jimmy's powerful enough already, but his card text actually becomes about
even between benefit and penalty depending on whether anyone else is playing
with him.
> So before people start beating up on Card Limits, take the above into
> consideration. For a game that was designed by WOTC to be played in a
> NCL environment, Jyhad has stood the test of time pretty well
> considering the lackedasial attitude of it's creators.
The limit on reaction and action modifiers makes sense, especially the one
on action modifiers, because of the effects of multiples. S&B is pretty
strong when not faced by heavy bounce or determined rush. But just imagine
if it only had to use Lost in Crowds to stack up the stealth it needed?
The same goes for vote push. Combat cards, for the most part, either
aren't stackable or aren't worth playing multiples of. The vampire thing
makes for an interesting house rule, but there's no real big use for it
other than a slight curtailment of weenie decks.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
"Vince Johnson" <john...@tcnj.edu> writes:
> [sjoh...@math.sc.edu writes:]>>>Winning should never be a primary objective. Fun for all participants
>>>should be. We have chosen the method by which we accomplish this.>>
>>Winning is the defined objective.
>>>>If you're not playing to win, the fun factor goes down immensely.
>>This is even more true if you are playing to win but some of the
>>other players are not. You might as well just watch a football game.
>>>>--
>>L. Scott Johnson (sjoh...@math.sc.edu) | Research has been shown
>>http://www.math.sc.edu/~sjohnson | to cause cancer in mice.
>>Graphics Specialist and V:TES Rulemonger |>For these comments alone I can't understand how anyone would ever listen to
>you... you are a horrible representative of the game...
sjoh...@math.sc.edu (me, the author of the post you quoted) is not
a representative of the game. You are thinking of vte...@wizards.com.
sjoh...@math.sc.edu is my personal account.
>Winning is not the
>defined objective... winning is just what happens in the game...
Winning by accumulation of victory points the defined by the rulebook
as the objective of the game. See the Rulebook: Object of the Game.
>having fun
>is the objective of any game...
Having fun is the objective of playing the game, yes
(unless you're just playing to win prizes in a tourney, I suppose).
Do not confuse that with the object of the game itself.
"It's not whether you win or lose, but how you play the game"
(as Noal, among others, has said).
How you play the game can be: 1) give your best effort, play fair, and
conduct yourself properly - no whining or 2) give less than your best
effort, cheat, or whine.
If you don't give your best effort (to achieve the objective defined
by the game), then the game will be less fun for all the players
(in general - I'm sure there are a few people out there that wouldn't
mind being "handed" a win), and the objective of playing the game
will not be met.
This is what I was trying to get across in the post you quoted.
>as a representative never presume to put
>your personal opinions into the game... it devalues all of your rulings.
As you say.
>no
>one wants to listen to someone that's only purpose for being involved in a>game...and if I'm wrong you shouldn't be telling others the only way to have
>fun is to win...
Sorry - I can't figure out what you're trying to say here.
Care to rephrase this?
>last time I checked... it's not written in the book that if
>you win you will have fun...
Ah, something we agree on.
Playing to win (giving you best effort) doesn't guarantee a win.
And winning doesn't guarantee fun (especially if others weren't
giving their best efforts).
>stick to what you're supposed to be doing.
--
L. Scott Johnson (sjoh...@math.sc.edu) | Research has been shown
http://www.math.sc.edu/~sjohnson | to cause cancer in mice.
Graphics Specialist and V:TES Rulemonger |
Dhar...@yahoo.com wrote:
>
> > In addition, a CL environment makes counting cards a viable
> > strategy. As in: "hmmm, now he's played 4 Immortal Grapples. I'm
> > safe". IMHO, that's not a part of how the game should be played.
>
> This I completely agree with. Card limits make counting cards possible.
> Not knowing what your opponent holds is entirely part of the game.
So when your facing a rush deck you don't know he has IG ????
When your facing a vote deck you don't know he has KRC????
When facing a bleed deck you don't know he has Conditioning???
C'mon if you know your opponent's entire deck after he gets off his
first combo Where's the fun?
>
>
> ...and one last statement to baffle you all, (and make many of you shout,
> "Amen!!! Hallelujah!!!") a strict card limit is a poor crutch for a lack of
> deck building skills.
This my good man is a load of crap. I could respond in the same vein
with NL is a crutch for poor playing skill. I mean I could train a monkey
mindlessly pump out Bums Rush, IG, Torn Signpost, and Undead Strength
on every vampire in play. That is not a deck it's a combo. A deck is a group
of multiple combo's that all work together to form a stratagy.A lot of the
"deck's" I see posted are the same 4 or 5 cards repeted endlessly. It takes
much more deck building skill with a limit than without, and more playing
skill to win with a 4CL deck.Rather than endlessly repeating the same combo
over and over and over.....
I just love arguing about this
Eric
Don't sweat the petty things and don't pet the sweaty things.
>
Bernie> Combat Cards: By the above rule it will prevent combat decks from
Bernie> emptying their hand for no good reason other than card cycling. At
Bernie> Origins I saw folks dropping 2-3 Torn Signposts during a round of
Bernie> combat simply because they can. Note: Playing multiple signposts have
Bernie> no cumulative effect.
LSJ> This is a good objective, but a suitable implementation is hard
LSJ> to come by (things get a bit complicated when you try to word the
LSJ> rule to allow multiple strikes and damage prevention effects
LSJ> while disallowing multiple Torn Signposts, etc.)
You could say that you are unable to play multiples of a card
that give you no cumulative (or additional) effect. That, I think,
would just about do it. That would prevent people from playing
2 Torn Signposts or Damage Prevention cards when they don't
need to.
Bernie> I kind of clump all of the above into what I term "The One Card Rule".
Bernie> All pretty much based on the same principle and promotes more of that
Bernie> Game Balance that I keep hearing so much about..
LSJ> But extending this style of rule to strikes and damage prevention
LSJ> promotes imbalance, I believe.
Maybe, maybe not. I'd say it warrants playtesting as an optional rule.
For tournaments? No. If for no other reason that some guy that
shows up with a reasonable deck that would be ruined by this errata.
Noal
--
DISCUSSION, n. A method of confirming others in their errors.
-Ambrose Bierce, "The Devil's Dictionary"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Jasper Phillips wrote in message <786kuv$85i$1...@news.NERO.NET>...
>In article <7859de$nqf$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:>> jt...@cornell.edu (Joshua Duffin) wrote:>>> My experience of what's 'not fun' is having your deck completely foiled
>>> by someone else's, or being killed very quickly, or feeling that you've
>>> been treated unfairly. These problems can be addressed somewhat by
>>> card limits,>>
>>...and usually with some success.>
>No. Perhaps in other card games, but it has the _opposite_ effect in
>Jyhad. Card limits make a few decks better, and others worse.
>
>This is another point that has been beat to death, and CL advocates also
>come back to. Could you please show how a CL increases the balance of
>the game? As I recall there's something around $100 sitting around (Mark?
>do you remember?) for anyone who can do it -- $25 of it from me.
It's a lot simpler than that, really.
The offer is $25 from me, $25 from Jasper, and maybe another $15
to $50 for *anyone* who can go to http://www.io.com/~mlangsdo/RPGs/Jyhad/,
read the articles for and against a CL, and send me a rebuttal of all the
anti-CL articles I have there.
By a rebuttal, I mean you have to address the points that have already
been made and counter them with new arguments, or at least new facts
to support old arguments. For example, original CL advocates claimed
that a CL stops S&B decks cold, and the NCL advocates countered
(with examples) that it didn't affect the S&B decks, but it hosed many
of the defensives. Since then, the CL advocates have kept making
the same claim, instead of addressing the NCL issues.
$50+ for anyone who rebuts the NCL advocates. How hard is that?
-Mark Langsdorf
Jyhad Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad/
Dhar...@yahoo.com wrote:
> Bernie> Combat Cards: By the above rule it will prevent combat decks from
> Bernie> emptying their hand for no good reason other than card cycling. At
> Bernie> Origins I saw folks dropping 2-3 Torn Signposts during a round of
> Bernie> combat simply because they can. Note: Playing multiple signposts have
> Bernie> no cumulative effect.
>
> LSJ> This is a good objective, but a suitable implementation is hard
> LSJ> to come by (things get a bit complicated when you try to word the
> LSJ> rule to allow multiple strikes and damage prevention effects
> LSJ> while disallowing multiple Torn Signposts, etc.)
>
> You could say that you are unable to play multiples of a card
> that give you no cumulative (or additional) effect. That, I think,
> would just about do it. That would prevent people from playing
> 2 Torn Signposts or Damage Prevention cards when they don't
> need to.
Players are already prevented from playing damage prevention when they
don't need to - 1, 2, or otherwise.
And one of the "targets" of the proposed "fix" would be Drawing Out
the Beast (at least, that seems like one of the worst "abuses" of
the current state of affairs) - and that would not be restricted by
your proposed alternate fix.
> Bernie> I kind of clump all of the above into what I term "The One Card Rule".
> Bernie> All pretty much based on the same principle and promotes more of that
> Bernie> Game Balance that I keep hearing so much about..
>
> LSJ> But extending this style of rule to strikes and damage prevention
> LSJ> promotes imbalance, I believe.
>
> Maybe, maybe not. I'd say it warrants playtesting as an optional rule.
"optional" == "house"? Sure. I know I've played with / playtested
optional rules that were much too convoluted/esoteric to even consider
for inclusion in the official set. But it does help to see exactly
what makes the game tick.
> For tournaments? No. If for no other reason that some guy that
> shows up with a reasonable deck that would be ruined by this errata.
Agreed.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
> You could say that you are unable to play multiples of a card
> that give you no cumulative (or additional) effect. That, I think,
> would just about do it. That would prevent people from playing
> 2 Torn Signposts
I don't know if I'd like this..
>or Damage Prevention cards when they don't need to.
You already can't. I remember it stating somewhere in the rules
that you can't prevent damage that isn't there (paraphrase).
While you could play 3 Skin of Rocks to prevent 5 damage, you
couldn't play 4. Once you've prevented all the damage, there
is nothing more to prevent and as such, you are disallowed from
playing prevention cards.
say that 20 times fast. :)
a0
[ quoted text not captured ]
Josh wrote:
> Good, good. Hey, remember that game we played at Origins after the
> tourney was over? I was playing this stupid 17 Arms Dealer deck? I
> take it that would be allowed in Michigan... ^_^
That was you? I remember that deck. *shudder*
I feel like a dunderhead for forgetting your name.
The only person on the newsgroup that I knew I met in person was Peter.
Well, at least you know that I'm not a complete dick in person. *wry grin*
Noal
--
"...but simply by putting my hair in a ponytail, I transform into the
coolest guy in the office."
-Wally (Scott Adams), "Jan 12 Dilbert"
[ quoted text not captured ]
erijfman wrote:
> So when your facing a rush deck you don't know he has IG ????
not if he's playing Gangrel
> When your facing a vote deck you don't know he has KRC????
I've built very effective voting decks without KRC and CA.
> When facing a bleed deck you don't know he has Conditioning???
I've also built a Presence weenie bleed deck that doesn't use them
Besides, I like Bonding better for the stealth.
> C'mon if you know your opponent's entire deck after he gets off his
> first combo Where's the fun?
Um..notice I said "not knowing" what's in your opponents hand is
part of the fun. In a 4CL game, if my opponent has 4 IG's in his
ash heap, I know that he has no more IG's to defeat my S:CE cards.
> > ...and one last statement to baffle you all, (and make many of you shout,
> > "Amen!!! Hallelujah!!!") a strict card limit is a poor crutch for a lack of
> > deck building skills.
>
> This my good man is a load of crap. I could respond in the same vein
> with NL is a crutch for poor playing skill.
Care to figure out which is the bigger load of crap?
> I mean I could train a monkey mindlessly pump out Bums Rush...
...speaking of mindless, trained monkeys, I could say th
<sarcastic, rude and insulting comments have been censored to protect the
innocent>
[ quoted text not captured ]
On Fri, 22 Jan 1999 14:43:01 GMT, vte...@wizards.com (LSJ) wrote:
>lor...@nospam.nineball.org (Derek S. Ray) wrote:>> deck (best example I have is my all-Auspex intercept deck that has 12
>> Enhanced Senses in it), I'll always discard one unless it's the only
>> one I have in my hand, because I KNOW I'll be seeing more of them. If
>> I have too many (3-4) in my hand, I'll waste one whenever possible for
>> the same reason - I'll DEFINITELY see more later. I don't put 10 or
>> more of one kind of card in a deck unless I expect to always be able
>> to play them - Enhanced Senses is one such card. I can always toss it
>> out and say "I attempt to block. Oops. I fail.">>You cannot "always" toss it out - you must wait until someone takes
>an action that you are entitled to attempt to block (i.e., one that
>is directed at you or and undirected action taken by your Predator
>or Prey). And then you can only play it by a minion that is
>attemptin to block *and* needs the intercept (i.e., the stealth of
>the action exceeds the intercept of the chosen blocker).
Granted -- but a deck with 10 enhanced senses in it is probably going
to be some sort of intercept deck, so it's rare when I'll want to
fail. I meant that the only problem I'll have playing this card,
since most likely i'll have the opportunity to intercept ALL my
predator's actions, is if my prey keeps bleeding, taking (d) actions
at his own prey or across the table, and if my predator QUITS taking
actions altogether. If for some wack reason I actually -wanted- to
definitely fail, as opposed to just block someone and move cards
around, I could always try playing it at inferior instead of superior
and hope he can come up with +2 stealth easily. I spose I shouldn't
have added the little "oops, i fail" tag in there. =)
>Moreover, if playing the card makes your intercept equal or exceed the
>action's stealth, you will succeed in blocking (provided no more stealth
>is added)- you cannot choose to fail at that point.
hm. i think the mental picture I had in mind was deliberately playing
the card even though the stealth on the action already exceeded the
potential intercept I could generate, just to get rid of the card.
(specifically, to fish in the library for bleed bounce cards.)
[ quoted text not captured ]
erijfman <eric...@uswest.net> wrote:
> oop's after reading more of the thread it appears we are on the same side :-)
What? That I'm an advocate of strict card limits?
No....I'm not.
[ quoted text not captured ]
Noal> You could say that you are unable to play multiples of a card
Noal> that give you no cumulative (or additional) effect. That, I think,
Noal> would just about do it. That would prevent people from playing
Noal> 2 Torn Signposts or Damage Prevention cards when they don't
Noal> need to.
LSJ> Players are already prevented from playing damage prevention when they
LSJ> don't need to - 1, 2, or otherwise.
oops. pardon me. I knew that. really. *sheepish grin*
LSJ> And one of the "targets" of the proposed "fix" would be Drawing Out
LSJ> the Beast (at least, that seems like one of the worst "abuses" of
LSJ> the current state of affairs) - and that would not be restricted by
LSJ> your proposed alternate fix.
You're right. It wouldn't...at superior. Using multiples at the inferior has
no additional affect and therefore would be disallowed. At superior, you
could stack them to ensure that you do significant damage to minions
that regularly do S:CE in combat.
If you want to limit abuse of combat cards that are not strikes, maneuvers,
presses and damage prevention, you almost have to do it on a case by
case basis. Kind of like what you did with Taste of Vitae.
The MLJ has already limited the use of Pulled Fangs to once per round
of combat. We felt that allowed the card to be played as printed and still
be reasonably balanced. (No...I'm not fishing for a debate on Pulled Fangs)
The same might be done with DotB, but to be honest, I'd rather see more
options on dealing with S:CE than less.
Noal> Maybe, maybe not. I'd say it warrants playtesting as an optional rule.
LSJ> "optional" == "house"? Sure. I know I've played with / playtested
LSJ> optional rules that were much too convoluted/esoteric to even consider
LSJ> for inclusion in the official set. But it does help to see exactly
LSJ> what makes the game tick.
*nods* Exactly.
Noal McDonald
Michigan Jyhad League
[ quoted text not captured ]
You don't agree. Let it rest.
FC
Dhar...@yahoo.com wrote in message <78a266$rhu$1...@nnrp1.dejanews.com>...
>Jasper Phillips wrote:>> I think it's you whos bringing up the strawmen going into the differences
>> between 4 and 6 CL. My statement about using substite cards clearly
>> holds for whatever reasonable CL you happen to use.>
>Eh? I never brought up 4CL, much less the differences between the two.
>>> >> >I'm going to use an old quote, "It's not whether you win or lose, but
how
>> >> >you play the game." It could not be more true.
>> >>
>> >> I think you're really missing the point here.
>> >
>> >...actually I think you are.
>>
>> That's nice. You've snipped my explanation of why I thought that was
>> the case, and then didn't say what you thought I was missing.>
>Considering I'm the person that launched this thread, I should hope
>I know what the point is.
>>> >I'm not Mr. Miagi. I don't give a damn about balance.
>> >My focus here is on FUN.
>>
>> Um, so? My point that you haven't, and I believe can't, support _your_
>> statement that CLs have a game balancing effect still stands.>
>Never did I say that CL enforce game balance. If you can find where
>I said that, I invite you to quote it. I've been talking about variety,
not
>balance.
>>> If you're
>> going to make statements about balance, you should be able to defend
them.
>> Copping out with, oh, "I don't give a damn" when pressed to defend them
>> is lame.>
>Let's play a game of "Where's Waldo". Find one post where I stated that
>I believe that CL=game balance.
>>> I understood, and I think the point is quite relavent when debating
>> "playing to win" vs. "playing for fun", as the part I'm responding too>> was. Hell, _you're_ the one quoting "It's not whether you win or
lose...",
>> and saying "Winning shouldn't be your primary objective".
>> I think you were, and are, completely misunderstanding the opposing
>> argument about "playing to win".>
>No you are. I was talking about the difference between losing to a
>cheesy deck and losing to an innovative deck.
>>Noal
>--
>DISCUSSION, n. A method of confirming others in their errors.
>-Ambrose Bierce, "The Devil's Dictionary"
>[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> Noal> You could say that you are unable to play multiples of a card
> Noal> that give you no cumulative (or additional) effect. That, I think,
> Noal> would just about do it. That would prevent people from playing
> Noal> 2 Torn Signposts or Damage Prevention cards when they don't
> Noal> need to.
>
> LSJ> Players are already prevented from playing damage prevention when they
> LSJ> don't need to - 1, 2, or otherwise.
>
> oops. pardon me. I knew that. really. *sheepish grin*
>
> LSJ> And one of the "targets" of the proposed "fix" would be Drawing Out
> LSJ> the Beast (at least, that seems like one of the worst "abuses" of
> LSJ> the current state of affairs) - and that would not be restricted by
> LSJ> your proposed alternate fix.
>
> You're right. It wouldn't...at superior. Using multiples at the inferior has
> no additional affect and therefore would be disallowed.
Sorry to keep bursting your bubbles (nah, not really :-), but the each copy
played at inferior provides your opponent with an additional strength, so
would still be allowed.
> If you want to limit abuse of combat cards that are not strikes, maneuvers,
> presses and damage prevention, you almost have to do it on a case by
> case basis. Kind of like what you did with Taste of Vitae.
Yeah, but so far I haven't seen any of these come even close to being
abused (like I saw with Taste) - with the possible exception of Drawing
Out the Beast. <Name obfuscated to protect the guilty> built a pretty
wicked DotB deck to illustrate the point to me. It didn't win that
particular game, but it was certainly a force.
Anyhow, without a clear avenue of abuse, the argument for any sort
of case-by-case errata is not very strong.
> The MLJ has already limited the use of Pulled Fangs to once per round
> of combat. We felt that allowed the card to be played as printed and still
> be reasonably balanced. (No...I'm not fishing for a debate on Pulled Fangs)
> The same might be done with DotB, but to be honest, I'd rather see more
> options on dealing with S:CE than less.
Noted.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Eric wrote:
"So when your facing a rush deck you don't know he has IG ????
When your facing a vote deck you don't know he has KRC????
When facing a bleed deck you don't know he has Conditioning???
C'mon if you know your opponent's entire deck after he gets off his
first combo Where's the fun?"
The fun is in the strategy of deck design vs deck design and of building decks.
Personally, I enjoy Jyhad because it is a deeply rich strategy game with
almost infinite possibility. Part of this enjoyment comes from other players
in a particular game trying their darndest to kill me, through clever game play
and clever deck design. I don't, however, play Jyhad because I get a great joy
out of being surprised by what card my opponent turns over next (well, unless
it is particularly funny...). If my opponent has a well designed,
strategically effective deck that happens to contain 30 of one particular card,
who am I to say he shouldn't. I have seen all the cards. I know what they all
look like. My enjoyment of the game is not increased because on this action my
opponent played a Conditioning where as last action my opponent played a
Threats. I'm not playing the game to see different cards. I'm playing for the
strategy that comes from pitting good decks against good decks.
"This my good man is a load of crap. I could respond in the same vein
with NL is a crutch for poor playing skill. I mean I could train a monkey
mindlessly pump out Bums Rush, IG, Torn Signpost, and Undead Strength on every
vampire in play."
But you couldn't train said clever monkey A) how to build an effective one or
B) how to win with such a deck.
"That is not a deck it's a combo. A deck is a group of multiple combo's that
all work together to form a stratagy."
Whatever makes you happy.
"A lot of the "deck's" I see posted are the same 4 or 5 cards repeted
endlessly. It takes much more deck building skill with a limit than without,
and more playing skill to win with a 4CL deck.Rather than endlessly repeating
the same combo over and over and over....."
Ok. Before this thread continues, please, I repeat, please go to Mark
Langsdorf's Jyhad web page (search for Langsdorf+Jyhad. It'll show up easily.
Go on. Go there. Right now.) You will find many articles regarding this
subject. Many pro Card Limit essays. Many anti-card limit essays. Read them
all. You will see how the argument you stated in the above post has be
presented (many, many times, I might add) and systematically refuted on every
possible point. Over and over again. Please. Go now.
"I just love arguing about this"
Then you really should get better at it.
Mind you, the argument between various persons on this group and Noal regarding
CL is a different argument than you have presented here. Noal is claiming that
his particular play group likes playing 6CL because he feels that it increases
the variatey of the decks that show up at the table. People disagree with the
idea that a CL increases variety (I know I do...), but no one has a beef with
Noal 'cause he likes to play this way. My main arguing point with Noal was
over his statement that no deck suffered from a 6CL environement, which I feel
is completely incorrect. He is not, however, neccessarily stating that a
blanket CL is good for the game as a whole, so I suspect you won't get any
support there.
Peter D Bakija
PD...@aol.com
"I want to be cool, tall, vulnerable, and lucious
I would have it all if I'd only have this much"
-Liz Phair
vte...@wizards.com (LSJ) wrote:
>> You're right. It wouldn't...at superior. Using multiples at the inferior
>> has no additional affect and therefore would be disallowed.>
> Sorry to keep bursting your bubbles (nah, not really :-), but the each copy
> played at inferior provides your opponent with an additional strength, so
> would still be allowed.
Dammit, Jim, I'm a doctor not a rules team member...er...wait, that's
backwards. heh. Too much damned text on that card. I forgot about the +1
hand damage thing.
>> If you want to limit abuse of combat cards that are not strikes, maneuvers,
>> presses and damage prevention, you almost have to do it on a case by
>> case basis. Kind of like what you did with Taste of Vitae.>
> Yeah, but so far I haven't seen any of these come even close to being
> abused (like I saw with Taste) - with the possible exception of Drawing
> Out the Beast. <Name obfuscated to protect the guilty> built a pretty
> wicked DotB deck to illustrate the point to me. It didn't win that
> particular game, but it was certainly a force.
Arguably, you could abuse Pulled Fangs just as easily, but that card
has been de-fanged enough already. *grin*
> Anyhow, without a clear avenue of abuse, the argument for any sort
> of case-by-case errata is not very strong.
Depends on the case. *shrug* Obviously there was for Pulled Fangs
and Taste of Vitae, but not for Torn Signpost (which I still say should
change to 2(3) hand damage as a strike rather than setting your
base hand damage at 2(3)...*grins evilly at Peter*) when discussing
multiple cards. I suspect if you limited Pulled Fangs to 1 per round,
it would have made people almost as happy...especially after the
current rules regarding agg damage were imposed.
Noal McDonald
Michigan Jyhad League
--
"...but simply by putting my hair in a ponytail, I transform into the
coolest guy in the office."
-Wally (Scott Adams), "Jan 12 Dilbert"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
"FC" <fcap...@hotmail.com> wrote:
> You don't agree. Let it rest.
A lovely constructive comment, I must admit.
*golf claps*
While I do give all the thanks due such an insightful remark, I feel
that I should tell you that occasionally a heated debate does come
up and that none of the regular posters here take it perrsonally.
Of course, if such a conversation bothers you, feel free not to
read it.
*ponders* I wonder if my morning coffee was decaf.
Noal
[ quoted text not captured ]
>Au contraire. Your deck may be working very well, you just may not
>need all 15 of the cards.
Hence... wasted card positions... they're cards in the deck that you're
drawing instead of drawing other cards..
>>I've never said that always having a zip gun is a good thing to have... I
>>played against a "zip gun" style deck last night that got stuck with 4
guns
>>in his hand because my deck never let him get into combat with me... and>
>So your deck didn't ever block him?
I had to block both a tremere agg dam deck as my pred in most games and I
never need to really block my prey not to mention with 6 form of mist and 6
rapid change and 6 earth meld combat wasn't really an issue
>>and have no skill in playing the game... the people that advocate NL all
>>have the same response.... "fine... play a deck with 20 of this card... or
>>30 of this card to stop that kind of deck"... that is not a proper>
>Who are you kidding? Nobody has said that yet. Get your facts
>straight and quit making wild allegations.
um... just about everyone... read older posts...
>So with a 6CL, you will have 6 of a common card and the 1 rare you
>own.
It's called trading... most people have someone in their group that is a mr.
suitcase... trade with him... or with your other friends that play... if the
group as a whole doesn't spend a lot of money on the game then card
restrictions usually aren't the problem it's the one person that has even
one or 2 of that "really powerful rare"
And Mr. Suitcase will have 6 common cards and 6 of his rares.
I don't deny that... I never did... in fact i pointed it out that he usually
has MORE than 6 of these cards incase you weren't thinking which seems to be
the case...
>I didn't spend a lot of money on the game. I paid $56 for my Jyhad
>cards. I paid $50 for my two boxes of Dark Sovereigns. I paid $112
>for my two boxes of Sabbat. That's a total of $218.
good then you're saying you've spent enough on the game that you can't
speak as one of those players that is a mr. suitcase... yet with the
quantity that you claim to have spent... you can't possibly compare yourself
to someonethat does not have the cards to trade for cards you need... you've
gotten more sabbat than I have... and more DS than me and I have no problem
in the saying that I have more than enough... in fact compared to you and
most people that have been replying to me... I probably have the fewer cards
than they do... yet that's never influenced me... in fact it influences me
to want limits because most other players in my area take advantage of no
limits and they become real a$$holes about the game... everyone in my group
has played under limits in games when people start buying the game in
quantity (for example battletech never became a game with limits because
everyone in the main group of us only bought a deck and split a box with
another person...)
>That's not a lot of money, either in my world, OR in the world of
>collectible card games. I could afford to buy multiple additional
>boxes of both Sabbat and Ancient Hearts, but $218 is already beginning
>to irritate me by how much I've spent, and I'm not -that- desperate to
>get tons of those cards.
$218 is a fair amount to me to spend... if that's all you've spent...
overall I've probably spent that much considering that I bought only a few
boxes of jyhad... a box of dark sovereigns and about a half a box of
sabbat... (most of it I've bought when it was released... at near full price
as opposed to the dirt cheap prices most payed...)...
I'm still having fun making decks out of
>combinations of stuff.
that's what most of my decks are... combinations or theme decks that play
cards of a particular theme...
The most useful part I've found in making my
>wacky decks? The $56 worth of Jyhad cards that let me include enough
>of a "useless" card to make it more useful. (Cryptic Mission is an
>obvious candidate. As one card, it sucks. With a max of 6 cards...
>it still kinda sucks. If you can wedge 30 into your deck and have 5
>or 6 THA weenies all taking Cryptic Mission actions on your prey's
>vampires each turn while you play Society of Leopold on them... it
>doesn't suck anymore. It actually begins to work.)
>
ok... .you just mentioned a rare... what happens when you only have one or
two of the society... and "Mr.Suitcase" comes and plays half a deck of
cryptics and a dozen societies(assuming the deck is of proportionate size...
wouldn't do that in a 60 card...)... he's gonna get the society more often
than you.... he's gonna probably get to use them more often... and anything
that you would do to prevent him in playing the combo to make your deck
stronger... he can do the exact same without influencing probability of
drawing the society significantly...
>You need to proofread. You didn't mention anything for us to refute.
>
um.... the point of throwing in an argument that you can't refute is that
fact that I'm going to use information that is solid... why would I only use
information that is false or faulty in my argument... ?... if I have a fact
that you can't refute.... there's nothing to proofread... it's what makes a
winning argument
>
>Or in a fortitude deck where you can do 1 hand damage, prevent all of
>his, and pull his fangs.
exactly... proof there that some commons are powerful enough to counteract
the rares... and are often more versatile
>I wouldn't compare Pulled Fangs to Lucky Blow at all, personally. The
>two cards provide completely dissimilar effects, really, in their base
>wording. (Lucky blow is a strike card, which prevents you from using
>a strike such as Undead Strength (+2 hand damage), and is played
>during the strike phase. Pulled Fangs is played AFTER the damage
>phase, cannot be Dodged or S:CE'd, and the real reason it is rare is
>because of its additional side effects AFTER it has been played are
>significantly more powerful - not just because it can "only go" in a
>certain number of decks.) A Lucky Blow/Pulled Fangs deck would be
>entertaining, but probably a waste of time considering the errata
>removing the agg damage (since as many people will tell you, people
>were using Pulled Fangs to burn vampires all over the place. Bad).
>
I didn't say they were... but the fact is that's the reason that is given
for the
change in text... ok... so taking card for card with the errata in place...
both are combat cards that are generic... and add to damage done in combat
by one... now to reply to what you are saying... I already commented what I
stated above was not the reason I chose both cards... what I did say is that
a lucky blow can fit into any deck... pulled fangs rarely does... now
certainly they can go together well as you've said... but that's not my
point and you did not refute it...
>I'm not sure why you think just because we put 12 of a common card in
>a deck, that we don't use rare cards. I'll stick 10-12 Majesties in a
>Presence-using deck and consider my combat defense complete - I may
>run out, sure, but I won't run out FAST. But those 10-12 Majesties do
>NOTHING for any other aspect of the deck - they just ensure that
>someone has to have an Immortal Grapple to beat my vampires up. I
>still need to do lots more to make the deck do something useful.
>
>I have one copy of Awe. I will just not bother to waste my time
>trying to find 5 *SPARE* copies among my friends - since they would
>like to hang onto those copies themselves in case THEY want to make a
>deck using Awe, and I don't blame them. I don't know of anyone in our
>group with more than 5-6 of that card -total-, much less spare.
>Someone is posting mentioning that he thinks he has 15-16 Awe ... now
>-that- is a lot of money being spent on Sabbat boxes, or a singularly
>lucky draw in the boosters contained in those boxes. =) I'd bet a
>little bit of both, actually. 1 Awe in two boxes seems awful rare, so
>I'm sure I just got some different rares instead. (the 3 Quicknesses,
>for example.)
if people are having trouble in your group getting ahold of multiples of the
"powerful" rares... why are you arguing that there shouldn't be limits...
what it means is that the people in your group don't have enough to fill the
limit to make a difference in a 60-90 card deck...what that means is if
he's playing a small deck is that your friends won't be drawing it often...
ok... now the other thing you said is that your friends are trying to build
the deck... and you're doing exactly what you don't have to do... trade
those powerful rares... personally... when I know somebody is building a
type of deck I use it leverage to get more of hte rares I want for my decks
so they can get the cards for their one deck... all of you seem to agree
quantity outweighs quality... but as I have said you don't have to trade
those cards... so that others get them...
>
>As far as Jyhad rares? If I want them that badly, sure, I'll ask to
>see if anyone has spares, but if not, I'll just fork out the $7 for
>another box and get my additional 1-3 copies of the card. (except for
>stupid Immortal Grapple)
if you get 1-3 copies of rares out of each box.... there must be more "god"
boxes in existance than I thought... considering I only got ahold of one
from the end of hte print run where half the packs were loaded with 2-3
extra cards per pack... with them about 50% of the time being rares... and I
think it was just an error because it was only half the box... you also are
pointing out there that I'm right... you always have the option to trade for
rares you need...
also typically people talk about running out of cards... in a 4 player game
I've found that 60 card decks almost never run out... and our games tend to
run very quickly... especially compared to the length I've heard some games
go to...
>>>now I'll mention the fact that some of the commons themselves are entirely
>>too powerful... and in multiple quantites off balance decks in favor...I'd>>Hm, I don't know. If I put more than 15 Majesties in a deck, I'd be
>sure to always have a Majesty, but Majesties aren't playable as easily
>as some cards (mumble, zip gun, mumble) are. (Can't play Majesty once
ok leave the zip gun alone... if you can't find another card then you really
need to reconsider your argument... with 15 majesties in your deck... that's
only 15 cards to counteract a 30 card block in my deck (that's 15 zips and
15 dbr if I were playing that many under NL) and zip gun alone isn't really
worth it... I'd rather pay a pool to a saturday night special or even 2 pool
on a .45 so that I don't have a vamp that continually damages himself only
to do an equal amount of damage to his opponent
>you've been IG'd - you can always waste a Zip Gun or two before range
>=) The number of a card you put in the deck HAS to be directly
>influenced by how often you can reasonably expect to play that card.
>20 Computer Hackings are probably fine, since you can probably play
>4-5 of them each turn if you have to. Some turns you may even WANT to
>play 4-5 of them. 20 Lost in Crowds are going to jam you up like a
>big dog, since you can only play one of them for each action and ONLY
>when someone tries to block you. Sure, if you have a dumb player who
>will voluntarily attempt to block anything you do, you can play 4-5 of
>those per turn, but that just won't work in the long run. A good
>player will assume that you always have the stealth card in hand and
>not bother to try to block if he doesn't have the intercept - and in
>the process wedge your deck completely shut.
did it occur to anyone that maybe s:ce could be too powerful?.... or maybe
that Ig is too powerful?.... I don't really know a card that prevents IG...
nothing that's common enough to get ahold of it... especially since they
made IG uc... just a few questions I'd like to throw in
>
>A deck with no commons will lose consistently. I don't think you can
>make a deck of all rares that would have a prayer of winning, frankly
>- too many utility cards that EVERY deck needs some of are common.
>
proving my point....
Vince
In article <78adn3$6k6$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Josh wrote:
> > Good, good. Hey, remember that game we played at Origins after the
> > tourney was over? I was playing this stupid 17 Arms Dealer deck? I
> > take it that would be allowed in Michigan... ^_^
>
> That was you? I remember that deck. *shudder*
> I feel like a dunderhead for forgetting your name.
Heh, heh. Boy was that deck stupid. I bet it would have had a lot
more going for it if I'd done something like Brujah weenie presence vote
with Autarkis Persecutions... Hey, there's an idea... and I could
put in Anarch Revolts to make sure the games don't go on forever...
hmm, I might have to do that now.
> The only person on the newsgroup that I knew I met in person was Peter.
> Well, at least you know that I'm not a complete dick in person. *wry grin*
Well yeah, I knew that. The internet has the magical power of making
everyone more vitriolic. ^_^
(I think Peter made a point of mentioning you to me as the guy from
the Michigan Jyhad League who was on the net at some point, so that's
why I didn't forget who you were. I'm afraid I don't remember the
names of the other people in that game besides you and Peter...)
Josh
> "...but simply by putting my hair in a ponytail, I transform into the
> coolest guy in the office."
> -Wally (Scott Adams), "Jan 12 Dilbert"
'We will no longer fund you unless you dazzle us with buzzwords!'
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> erijfman wrote:
> > So when your facing a rush deck you don't know he has IG ????
>> not if he's playing Gangrel
I was working within the archetypes
>
>
> > When your facing a vote deck you don't know he has KRC????
I was working within the archetypes
>
>
> I've built very effective voting decks without KRC and CA.
The exception that proves the rule
>
>
> > When facing a bleed deck you don't know he has Conditioning???
I was working within ahh I think you get the picture
>
>
> I've also built a Presence weenie bleed deck that doesn't use them
> Besides, I like Bonding better for the stealth.
I'm also a fan of bonding however Conditioning gives more bang for the buck
>
>
> > C'mon if you know your opponent's entire deck after he gets off his
> > first combo Where's the fun?
>> Um..notice I said "not knowing" what's in your opponents hand is
> part of the fun. In a 4CL game, if my opponent has 4 IG's in his
> ash heap, I know that he has no more IG's to defeat my S:CE cards.
Where's the difference If you know (insert arch typical key card here)
is there for sure or is not there for sure the Strategic implications are
the same in that you can pretty much count on it either being there or
not being there and base your decisions accordingly.
>
>
> > > ...and one last statement to baffle you all, (and make many of you shout,
> > > "Amen!!! Hallelujah!!!") a strict card limit is a poor crutch for a lack of
> > > deck building skills.
> >> > This my good man is a load of crap. I could respond in the same vein
> > with NL is a crutch for poor playing skill.
>> Care to figure out which is the bigger load of crap?
The crap load should be shared equally
>>
>
> > I mean I could train a monkey mindlessly pump out Bums Rush...>
>
> ...speaking of mindless, trained monkeys, I could say th
> <sarcastic, rude and insulting comments have been censored to protect the
> innocent>
>
Let me see if I understand you here. When you make an unfounded blanket statement
it's " ok" "Good debate" "your brilliance shining wonderfully" When I respond with
a similar unfounded blanket statement. I'm a monkey Hmmm....wanna share my banana
:-)
Eric
He heard the high sweet evil laughter of a child.... and then the sucking sounds
Stephen King
>
>
On Fri, 22 Jan 1999 15:12:14 -0500, "Vince Johnson"
<john...@tcnj.edu> wrote:
>>Au contraire. Your deck may be working very well, you just may not
>>need all 15 of the cards.>
>Hence... wasted card positions... they're cards in the deck that you're
>drawing instead of drawing other cards..
No, they're not wasted card positions. They're included to lean the
laws of probability in your favor to assure that you always have the
card, since you will always need the card. For example, skill cards.
I play a deck that has a crypt of 12 4-cap vampires with inferior
Dominate. I have 12 Dominate skill cards in my deck. I only expect
to get six vampires out during any given game. I require superior
Dominate, since I have many Governs in the deck and the idea is to get
a vampire out, give him DOM, and then let him Govern at superior and
get a second vampire out for 1 transfer. Then give HIM DOM, and let
them both Govern at superior and get two more vampires out for 2
transfers. This means I get 4 vampires, two with superior DOM, and
two with inferior, for a total of 7 pool. Now, why do I have 12 cards
and not 6? So that I'm assured of drawing the skill cards EARLY in
the game, instead of LATER, when it will be much too late. I can
always discard the extra skill cards later, but if I have to bring out
four vampires manually and pay 16 pool instead of 7, then the deck has
failed in one of its stated purposes - get vampires out cheap.
Simply put: it's basic probability math. get a calculator and figure
it out.
>>>>I've never said that always having a zip gun is a good thing to have... I
>>>played against a "zip gun" style deck last night that got stuck with 4>guns>>>in his hand because my deck never let him get into combat with me... and>>
>>So your deck didn't ever block him?>I had to block both a tremere agg dam deck as my pred in most games and I
>never need to really block my prey not to mention with 6 form of mist and 6
>rapid change and 6 earth meld combat wasn't really an issue
let's see, you had 18 S:CE cards, demonstrating EVERYTHING which is
wrong about card limits to begin with -- but BESIDES that obviously
hypocritical deck you have there, I still don't understand how your
prey failed to cycle cards. Your deck obviously gets INTO combat, and
so before range you just play a Zip Gun and go on, whether or not it's
effective. You can even play a Dragon's Breath and blow it up, just
to cycle the card.
You never bother blocking your prey? goodness, that must make the
Minion Tap/5th tradition people happy, as well as the people who like
to equip Raven Spies and Sport Bikes and stuff.
>>>and have no skill in playing the game... the people that advocate NL all
>>>have the same response.... "fine... play a deck with 20 of this card... or
>>>30 of this card to stop that kind of deck"... that is not a proper>>
>>Who are you kidding? Nobody has said that yet. Get your facts
>>straight and quit making wild allegations.>
>um... just about everyone... read older posts...
I did. Who are you kidding? Nobody has said "fine, play a deck with
20 of this card or 30 of this card." Get your facts straight and quit
making wild allegations. The only remotely similar statement has been
my suggesting you make a deck with 12 Drawing out the Beast cards.
The difference between 12 and 20 of the same card in a deck is
enormous. Get a clue.
>>So with a 6CL, you will have 6 of a common card and the 1 rare you
>>own.>It's called trading... most people have someone in their group that is a mr.
>suitcase... trade with him... or with your other friends that play... if the
>group as a whole doesn't spend a lot of money on the game then card
>restrictions usually aren't the problem it's the one person that has even
>one or 2 of that "really powerful rare"
I don't see the problem, sorry. Yeah, I've got one Tier of Souls.
It's a Sabbat rare. It is just a beautiful Animalism card and a Very
Good Rare(tm). It provides +1 bleed to the vampire with the card.
It's great. But my one Tier of Souls in my 90-card deck is:
(a) not gonna come up much
(b) not gonna have THAT much impact on the game, even when it does.
And this is one of the GOOD rares. The only way it'll have an impact
is if I have 6-10 of them in my deck, and then you can expect that all
my clawy, agg-damagey Gangrel will have default bleeds of 2 instead of
just 1 - but while that's a significant difference, it's hardly
game-unbalancing.
> And Mr. Suitcase will have 6 common cards and 6 of his rares.
>
>I don't deny that... I never did... in fact i pointed it out that he usually
>has MORE than 6 of these cards incase you weren't thinking which seems to be
>the case...
as many people have said previously to this ... That's why card limits
ruin it. Under No Limit, I could have 12 of my common cards, and Mr.
Suitcase would probably still have 6 commons and 6 rares, and we'd be
on nearly even footing. Under CL, I have my 6 commons and my 1 rare,
and Mr. Suitcase not only has more cards of that type, he's going to
beat me senseless with the rares as well. Do you actually read
anything anyone else posts or do you just sort of let your fingers do
the walking at random on the keys?
>>>I didn't spend a lot of money on the game. I paid $56 for my Jyhad
>>cards. I paid $50 for my two boxes of Dark Sovereigns. I paid $112
>>for my two boxes of Sabbat. That's a total of $218.>
> good then you're saying you've spent enough on the game that you can't
>speak as one of those players that is a mr. suitcase... yet with the
>quantity that you claim to have spent... you can't possibly compare yourself
>to someonethat does not have the cards to trade for cards you need... you've
Buy more boxes then. i don't understand this fanaticism y'all have
about "trading", frankly - I find that if I trade my rares off for
other rares, then I won't have the rares I need when I want to make a
different deck. I have my two Brujah Debates on loan to my friend for
two Telepathic Vote Countings - I really need to just break down and
spend the $14 for a couple boxes to be sure that I'll always have
enough of cards like that. The 6 in the deck is functional when I am
the only vote deck at the table. Need a few more to handle competing
votes properly though. I don't like having the Brujah Debates gone
either - I might want to try sticking them in a Brujah deck sometime,
and it's tough to do when they're part of my friend's deck, but oh
well.
>gotten more sabbat than I have... and more DS than me and I have no problem
>in the saying that I have more than enough... in fact compared to you and
>most people that have been replying to me... I probably have the fewer cards
>than they do... yet that's never influenced me... in fact it influences me
>to want limits because most other players in my area take advantage of no
>limits and they become real a$$holes about the game... everyone in my group
Not being able to afford $7 boxes of cards is not a very good argument
for Card Limits, Vince. I think you need to look closely at your deck
designs, since the portion of one you posted above is a CLASSIC
argument of why card limits don't matter - you have 18 Strike: Combat
Ends cards, they just have 3 different faces to them. Your deck and
the deck with 18 Form of Mists is nigh-identical. They do slightly
different things at superior, but they're obviously only all in there
because you want to play S:CE. Under no limits, you could use 6/6/6
or use 9 Form of Mist/9 Earth Meld, or you could just use 18 Earth
Meld (s:ce at inferior) - depending on what you want to do. The risk
of hand jam is almost identical either way, and I would -hate- to have
to avoid hand jam by playin Form of Mist deliberately at inferior just
so I could play Earth Meld on the second round and cycle two cards
instead of one. i also would hate to NEED a form of mist only to find
that I've got an Earth Meld in hand.
>>That's not a lot of money, either in my world, OR in the world of
>>collectible card games. I could afford to buy multiple additional
>>boxes of both Sabbat and Ancient Hearts, but $218 is already beginning
>>to irritate me by how much I've spent, and I'm not -that- desperate to
>>get tons of those cards.>
>$218 is a fair amount to me to spend... if that's all you've spent...
I do not lie. That is all I've spent. Are you astonished? Good.
>overall I've probably spent that much considering that I bought only a few
>boxes of jyhad... a box of dark sovereigns and about a half a box of
>sabbat... (most of it I've bought when it was released... at near full price
>as opposed to the dirt cheap prices most payed...)...
well, that -is- a shame in a way that the game has devalued so much,
but it doesn't stop you from picking up more cards at the handy-dandy
$7 a box price.
> The most useful part I've found in making my>>wacky decks? The $56 worth of Jyhad cards that let me include enough
>>of a "useless" card to make it more useful. (Cryptic Mission is an
>>obvious candidate. As one card, it sucks. With a max of 6 cards...
>>it still kinda sucks. If you can wedge 30 into your deck and have 5
>>or 6 THA weenies all taking Cryptic Mission actions on your prey's
>>vampires each turn while you play Society of Leopold on them... it
>>doesn't suck anymore. It actually begins to work.)>
>ok... .you just mentioned a rare... what happens when you only have one or
>two of the society... and "Mr.Suitcase" comes and plays half a deck of
>cryptics and a dozen societies(assuming the deck is of proportionate size...
>wouldn't do that in a 60 card...)... he's gonna get the society more often
>than you.... he's gonna probably get to use them more often... and anything
>that you would do to prevent him in playing the combo to make your deck
>stronger... he can do the exact same without influencing probability of
>drawing the society significantly...
the Society really isn't the point of the combo, when you get down to
it. It hurts almost as much to have a 6-blood vampire you just
brought out reduced to zero by 6 Cryptic Missions and suddenly having
to hunt next turn. I probably DO only have like 1 or 2 of the
Society. Well... nah. Maybe as many as 5, but I don't remember
seeing it much when sorting masters. The point was Cryptic Mission -
a worthless card by itself, a near-worthless card under 6CL, a much
more useful card when you can play it in large quantities. The combo
doesn't NEED the Society to still be effective.
Mr. Suitcase can have his 12 Societies, since they are unique and will
eventually hand jam him. I can make a deck that specifically defeats
a zillion-CM, 12-Society deck very easily, since with a zillion
cryptics and 12 societies he probably doesn't have much room for
little things like combat defense, bleed defense, or vote defense.
>>You need to proofread. You didn't mention anything for us to refute.
>>>um.... the point of throwing in an argument that you can't refute is that
>fact that I'm going to use information that is solid... why would I only use
>information that is false or faulty in my argument... ?... if I have a fact
>that you can't refute.... there's nothing to proofread... it's what makes a
>winning argument
No, Vince. In the part you conveniently deleted without quoting, you
didn't actually make a point. Your sentence trailed off into
nothingness and didn't actually say anything, make a point, or go
anywhere.
You need to proofread. You didn't mention anything for us to refute.
Your argument is losing anyway - proofreading could only help it.
>>Or in a fortitude deck where you can do 1 hand damage, prevent all of
>>his, and pull his fangs.>
>exactly... proof there that some commons are powerful enough to counteract
>the rares... and are often more versatile
Which was my original point, so why are you complaining all through
the rest of this post about rares? You're contradicting yourself
again. If commons are this good (which they are), how tough is it to
buy another $7 box of Jyhad and get yourself another bucketload of
commons? Skin of Steel isn't common, but I have a TON of them lying
around.
>>were using Pulled Fangs to burn vampires all over the place. Bad).>
>I didn't say they were... but the fact is that's the reason that is given
>for the
>change in text... ok... so taking card for card with the errata in place...
>both are combat cards that are generic... and add to damage done in combat
>by one... now to reply to what you are saying... I already commented what I
>stated above was not the reason I chose both cards... what I did say is that
>a lucky blow can fit into any deck... pulled fangs rarely does... now
>certainly they can go together well as you've said... but that's not my
>point and you did not refute it...
OK, I'll do it now. Since you aren't bothering to state what your
point might have been -- i'm just going to have to read what you said
and respond to that. Pulled Fangs after the errata is STILL much
different from Lucky Blow, because Lucky Blow is a combat STRIKE CARD
that adds +1 to your hand or melee weapon damage, played during the
strike phase. While it's not total wallpaper, it prevents you from
playing any other STRIKE CARDS, such as Burning Wrath, Undead
Strength... even Blood Fury, so take your pick. Pulled Fangs adds one
EXTRA to the damage you do in any given round, and prevents the victim
from hunting as well. You can opt not to play Pulled Fangs if your
opponent S:CE's - not always true of Lucky Blow. In fact, you CAN'T
play Pulled Fangs since you didn't do more damage at close range. The
two cards are significantly dissimilar, and the decks they fit into
will also be significantly dissimilar. I'd still call Pulled Fangs
more effective/useful, frankly, but I wouldn't want to use either of
them in my decks. Much better stuff to put in instead.
>>I have one copy of Awe. I will just not bother to waste my time
>>trying to find 5 *SPARE* copies among my friends - since they would
>>like to hang onto those copies themselves in case THEY want to make a
>>deck using Awe, and I don't blame them. I don't know of anyone in our
>>group with more than 5-6 of that card -total-, much less spare.
>>Someone is posting mentioning that he thinks he has 15-16 Awe ... now
>>-that- is a lot of money being spent on Sabbat boxes, or a singularly
>>lucky draw in the boosters contained in those boxes. =) I'd bet a
>>little bit of both, actually. 1 Awe in two boxes seems awful rare, so
>>I'm sure I just got some different rares instead. (the 3 Quicknesses,
>>for example.)>
>if people are having trouble in your group getting ahold of multiples of the
>"powerful" rares... why are you arguing that there shouldn't be limits...
Because I don't argue from the basis of what will help ME the most, I
argue from the basis of what I feel is good for the game as a whole.
>what it means is that the people in your group don't have enough to fill the
>limit to make a difference in a 60-90 card deck...what that means is if
>he's playing a small deck is that your friends won't be drawing it often...
You're not proofreading again. This makes no sense. Mr. Suitcase has
an advantage under both Card Limits and No Limits, and Jyhad has done
very well at addressing the issue by not making "rare" cards too
powerful. And you're back to bitching about rare cards again, when
you KNOW that commons can counteract them if a deck is built well.
>ok... now the other thing you said is that your friends are trying to build
>the deck... and you're doing exactly what you don't have to do... trade
>those powerful rares... personally... when I know somebody is building a
Er... what? You're not proofreading again.
>type of deck I use it leverage to get more of hte rares I want for my decks
>so they can get the cards for their one deck... all of you seem to agree
>quantity outweighs quality... but as I have said you don't have to trade
>those cards... so that others get them...
We normally don't tell each other extensive details of what's in our
deck before we play them, because part of the game is surprise and not
knowing what's coming after you. That's some of the MOST fun in the
game, frankly - to see what you'll have to play against today. I
don't need to "use leverage" against my friends, either ... card
blackmail is a very Magic-like sounding situation and I don't EVER
want to be involved in it.
We do not all agree that quantity outweighs quality, nor have any of
us said that. and as far as the last bit, you may have said it but
you didn't do it in English either then or now.
>>As far as Jyhad rares? If I want them that badly, sure, I'll ask to
>>see if anyone has spares, but if not, I'll just fork out the $7 for
>>another box and get my additional 1-3 copies of the card. (except for
>>stupid Immortal Grapple)>
>if you get 1-3 copies of rares out of each box.... there must be more "god"
>boxes in existance than I thought... considering I only got ahold of one
There are no "god" boxes in existence. There are a fixed number of
commons, uncommons, vampires, and rares in each booster pack, and by
extension in each box. You always get the same number of rares - you
may just get DIFFERENT rares than others. (I only got 6 Immortal
Grapples out of my 8 boxes. Wacky. But I'm sure I still have the
exact same # of rare cards as someone ELSE who bought 8 boxes - I just
got different ones than he did.)
>from the end of hte print run where half the packs were loaded with 2-3
>extra cards per pack... with them about 50% of the time being rares... and I
>think it was just an error because it was only half the box... you also are
>pointing out there that I'm right... you always have the option to trade for
>rares you need...
no, actually, you're wrong again, because we don't have tons of Sabbat
rares or Ancient Hearts rares floating around at all... hence why I
only have one Tier of Souls. Trading is not -especially- prevalent in
our group. We'd just rather all make the investment to get a good
"base" set of cards, and then dibble around with individual cards.
This is why I just figure Noal got very lucky to get 15-16 Awes. Or
he bought a ton more Sabbat than anyone else in our group did.
>also typically people talk about running out of cards... in a 4 player game
>I've found that 60 card decks almost never run out... and our games tend to
>run very quickly... especially compared to the length I've heard some games
>go to...
goodness. I played a 4 player game today and ran my 90-card Toreador
vote deck down to its last 4 cards in the library. My prey ran his
90-card deck down to his last 7 cards before I ousted him. The other
two 90-card decks made it about halfway through their deck.
It all depends on how fast your deck moves and how many cards it uses.
Rush decks burn cards like well-oiled grass.
>>>now I'll mention the fact that some of the commons themselves are entirely
>>>too powerful... and in multiple quantites off balance decks in favor...I'd>>>Hm, I don't know. If I put more than 15 Majesties in a deck, I'd be
>>sure to always have a Majesty, but Majesties aren't playable as easily
>>as some cards (mumble, zip gun, mumble) are. (Can't play Majesty once>
>ok leave the zip gun alone... if you can't find another card then you really
>need to reconsider your argument... with 15 majesties in your deck... that's
>only 15 cards to counteract a 30 card block in my deck (that's 15 zips and
>15 dbr if I were playing that many under NL) and zip gun alone isn't really
Those 15 Majesties will be plenty, especially if you are playing a
deck that people will want to block (presence weenie bleed or presence
vote). Especially since they come with an untap attached to them, so
I Majesty, untap, and either take a second action or keep my blocker
up.
>worth it... I'd rather pay a pool to a saturday night special or even 2 pool
>on a .45 so that I don't have a vamp that continually damages himself only
>to do an equal amount of damage to his opponent
I have an intercept deck that makes effective use of Zip Guns - you
must remember that it is the equivalent of each of you striking with
your hands for 1 at close range, but NOT AT CLOSE RANGE. Zip Guns
help avoid Immortal Grapple while still doing damage. And in this
intercept deck, it is absolutely worth it for me to "nickel-and-dime"
someone's vampires down until they are 3 or less blood.
>>player will assume that you always have the stealth card in hand and
>>not bother to try to block if he doesn't have the intercept - and in
>>the process wedge your deck completely shut.>
>did it occur to anyone that maybe s:ce could be too powerful?.... or maybe
>that Ig is too powerful?.... I don't really know a card that prevents IG...
>nothing that's common enough to get ahold of it... especially since they
>made IG uc... just a few questions I'd like to throw in
It has occurred to many people that S:CE, specifically Majesty, Earth
Meld, and Form of Mist, may possibly be a l'il too powerful. The
debate goes on here constantly. I won't attempt to address it other
than that they are unquestionably -very- strong cards.
You don't know a card that prevents Immortal Grapple? You need to
play more... I'll name one: Flash. Maneuver to long range and you
can't be grappled. Flash is a common card, from the Jyhad set. IG
*is* very powerful, but it needs to be to provide an effective counter
to those 15 Majesties. Guns that come with a maneuver also work
great, as does Form of the Ghost, Movement of the Mind (superior),
um... i dunno, there are a LOT of common cards that provide maneuvers,
and one retainer (Jackie Therman) and one piece of equipment (IR
goggles).
>>A deck with no commons will lose consistently. I don't think you can
>>make a deck of all rares that would have a prayer of winning, frankly
>>- too many utility cards that EVERY deck needs some of are common.>
>proving my point....
No, vince. You have been complaining about how rares are too strong
for most of this post, and that's why you need card limits, to prevent
people from playing with tons of that rare. You have not been trying
to make the point that I just made. Please check the number and dial
again when you are ready to actually -debate- something... it's awful
painful to try to decipher your posts.
[ quoted text not captured ]
On Fri, 22 Jan 1999 17:48:12 GMT, agen...@my-dejanews.com wrote:
>>or Damage Prevention cards when they don't need to.>
>You already can't. I remember it stating somewhere in the rules
>that you can't prevent damage that isn't there (paraphrase).
>While you could play 3 Skin of Rocks to prevent 5 damage, you
>couldn't play 4. Once you've prevented all the damage, there
>is nothing more to prevent and as such, you are disallowed from
>playing prevention cards.
>say that 20 times fast. :)
loophole note: you could play all 5 Skin of Rocks at inferior to
prevent 1 each, since you always have the option to select at what
level you will use the discipline on the card. (Unless your vampire
only has inferior in that discipline, and then you get no option. =)
[ quoted text not captured ]
First of all I Just wanted to say thanks you to LSJ for responding
in a well written manner to my post of thoughts. I'm not a guy that
continuously looks to the rulebook for every little thing, so please
cut me a little slack if I slip occasionally.
One of the things that has always bothered me about
this newsgroup is the focus on how best to manipulate
a loophole. Please don't take that the wrong way, I'm
not out to slam anyone today (though the day ain't over,
>;-)
V:TES is a wonderful game, where I now find myself discovering
new and amusing ways to pound my friends. Having been an
avid player, I can't help but be bothered by some of the card flow
during matches.
Why should people be able to play multiples of a given card during
combat? Why should you be able to play 4 or 5 skins of rock?
How many layers is "Your" epidermous? (Hmm, just remembered
I never took biology).
After playing in the soft 6CL environ for the past year or two, it
would appease many of the problems that I have with the NCL
environment. Fun decks aside, many of the decks I've seen under NCL
are pretty much "no-brainers". Much like the Form of Mist/Bleed combo
mentioned earlier.
One of members of my group commented about multiple strike cards, and
that you should be able to use multiple Undead Strengths (fer
instance). I agree. Pretty easy to expand my original idea to
include the above.
On another note, Mike Bohlman responded about the idea of Vampires
being Unique:
B> * Vampires are Unique:
B> Another thought I've been toying with is that Vampires should be
B> unique. That's why they contest when more than 1 are in play at a
B> given time. When a given Vampire is Burned or Removed from the
B>Game, further copies of that Vampire may no longer be brought into
B>play.
M>This is essentially a card limit on the crypt. The reason being, if
M>a core vampire of yours gets burned for whatever reason, you had
M>better have replacements. This would possibly help combat decks and
M>hurt weenie decks, but I'm not sure that it'd be sufficient to
M>counteract all the other effects.
I disagree. It is not a card limit on the crypt, it is a tool that
will encourage people to spend a bit more forethought on Crypt
construction.
B> This solves some of the Weenie Madness, and brings Jyhad in line
B>with other current game technologies (L5R/DoomTown).
M>Jyhad is not L5R or DoomTown. We will not be assimilated. :)
Can't argue that. Though I am very interested in learning more about
Legend of the Burning Sand. Part of it's game dynamic is supposed to
be very much like Jyhad.
One last comment. V:TES as a game was created on the coattails of
MAGIC way back when. Magic has evolved beyond it's original inception
and other games (like L5R and DT) have set a new standard which should
not be ignored. I'm not a big fan o' change in VTES (I'm sure a few
of ya'll can remember my ranting about 7/7), but a sensible evolution
of the game would be a boon. Of course, no such evolution could occur
unless WOTC were to do another revision of the game to the general
masses.
Thanks for listening.
Bernie Bresnahan
Michigan Jyhad League
"How come Walled Lake, Mi. doesn't have a wall around the lake?"
did it occur to anyone that maybe s:ce could be too powerful?.... or
maybe
that Ig is too powerful?.... I don't really know a card that prevents
IG...
nothing that's common enough to get ahold of it... especially since
they
made IG uc... just a few questions I'd like to throw in
V>did it occur to anyone that maybe s:ce could be too powerful?.... or
V>maybe that Ig is too powerful?.... I don't really know a card that
V>prevents IG...
V>nothing that's common enough to get ahold of it... especially since
V>they made IG uc... just a few questions I'd like to throw in
Hey Vince,
Thought I'd mention that I've always been a BIG fan that First Strike
should preclude Strike:CE. First Strike should at least be able to
beat the lowly dodge..
(Sorry Newsgroup, couldn't resist)
Bernie
I agree Bernie. First strike is first strike.
ber...@mich.com wrote:
> did it occur to anyone that maybe s:ce could be too powerful?.... or
> maybe
> that Ig is too powerful?.... I don't really know a card that prevents
> IG...
> nothing that's common enough to get ahold of it... especially since
> they
> made IG uc... just a few questions I'd like to throw in[ quoted text not captured ]
In article <787k06$o3e$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> In tournaments, I do play to win, although I try to
> do it with innovative decks. While I have an extremely competitve
> nature, I also have a highly creative one.
^^^^^^^^^^^^ Man, Noal...if that sounded any more *artsy* I'd start
wondering about your claims of a girlfriend. :P
Hehehe.
Xian, who definitely should have gotten more sleep last night...stupid all
that email...
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
[ quoted text not captured ]
>
>
> did it occur to anyone that maybe s:ce could be too powerful?.... or maybe
> that Ig is too powerful?.... I don't really know a card that prevents IG...
Fake out is the most common, followd by all other maneuvers
Eric
>
In article <36a9153b...@news.mich.com>,
[ quoted text not captured ]
I have been playing Jyhad since it's come out. The group I play in rages
from 4 to 25 different people. We have local tourney's, and 1-2 nights a
week where we all get together. As more expansions have come out their have
been some very disruptive to most decks i.e.(Thoughts Betrayed). We all sat
down and agreed a card limit was better than changing errata to either make a
card less powerful or more to the role playing game. The reason for this is
that it will make people less likly to play theme decks because you need the
special cards to make certain decks work. Also we notice that before Sabbot
expansion this did make some decks handicapped like a Brujah deck for it
limited them on the uses of WWEF. The reason why we back a CL is improves
your players because now you have to use strategy over just throwing in 20
deflections or 15 Thoughts Betrayed. We use a 5 card limit and if I have 5
TB. I have to think about everytime I play it. Instead of throwing it down
because I know I've got 14 more. I have firm disliking of the RTR on most
cards because there are cards that can defeat the other cards out there. Like
Tomb III instead of changing the wording why not think of ways to get rid of
it. Like Arson,Rampage,Unatural Disaster, Contest it. If you look at most of
the cards I've named I'm sure most of us have them laying around collecting
dust instead of thinking how to use them. Form what I've been reading in this
news group is that most everybody bags on MAGIC because it does not challenge
you mentally.For you are going against 1 other person where JYHAD you go
against multiple foes. So I ask anyone to show me where a CL does not make
you a better player or thinker than being able to throw in as many cards as
you want.
[ quoted text not captured ]
In article <78g080$8fg$1...@nnrp1.dejanews.com>,
cgo...@sprynet.com wrote:
Peter, Jasper, I'm joining up with you jack-booted thugs!! (And I just got
the boots for it...20 hole, steel-toed & 3 big buckles at the top...mmm...)
> In article <36a9153b...@news.mich.com>,
> ber...@mich.com wrote:
[snip a bunch of interesting stuff Bernie wrote, if not completely
feasible...]
#1...It is really really annoying to have to read down to the end of a long
post to read your looooong 1 paragraph response. Either snip out irrevelant
parts of the previous post and let us know about it, intersperse your
thoughts with the post you're responding to, or snip all of it. And try to
write in paragraphs of less than screen-length. Ideally, around 1/4 screen
or maybe a little less.
> I have been playing Jyhad since it's come out. The group I play in rages
Many people here have. Thanks for the info.
> from 4 to 25 different people. We have local tourney's, and 1-2 nights a
> week where we all get together. As more expansions have come out their
> have
> been some very disruptive to most decks i.e.(Thoughts Betrayed). We all sat
> down and agreed a card limit was better than changing errata to either make a
> card less powerful or more to the role playing game. The reason for this is
Fine. We really don't care what you do within your playgroup. However, most
of the discussion here is geared toward tournament-style play...
> that it will make people less likly to play theme decks because you need the
You want people to play *fewer* theme decks? Either you mean something
really really really different by 'theme deck,' or you are waaaay high on
smack. Personally, I find theme decks (a deck constructed around a concept
related to an unusual card combination [can we say lots of Raptors?], or a
'thematic' --hence the name-- concept from elsewhere...i.e. a Black Hand
Deck, the Deep Space Nine deck, and so on...) to be the most entertaining to
play...and IME, most players seem to agree on that.
> special cards to make certain decks work. Also we notice that before Sabbot
> expansion this did make some decks handicapped like a Brujah deck for it
> limited them on the uses of WWEF. The reason why we back a CL is improves
Huh? Wouldn't all decks be limited on WWEF? Or do you mean that all the
clans without animalism wouldn't have 'untap/react as if untapped' reaction
cards? Then again, I suppose I'd be more miffed by only having 5 Bum's Rush.
It seems that would hurt a standard Brujah rush deck more than not having
WWEF. Although I'm not certain you were talking about a rush deck...
> your players because now you have to use strategy over just throwing in 20
Please define strategy. Also, please read *all* the articles at
http://www.io.com/~mlangsdo/RPGs/Jyhad/> deflections or 15 Thoughts Betrayed. We use a 5 card limit and if I have 5
How would 15 Thoughts Betrayed help a deck? And what are you going to do
with *20* Deflections? Stay untapped, not block, and have your minions just
deflect everything that comes your way? What if you get your ass rushed?
Either of those examples seems like waaay to many or those specific cards for
any deck, as they are only useful as reactions or in combat. Admittedly, if
you're playing Dom & Pot/Pro/whatever bruise & bleed, I can see putting TB
in, but that still seems like a lot.
> TB. I have to think about everytime I play it. Instead of throwing it down
> because I know I've got 14 more. I have firm disliking of the RTR on most
> cards because there are cards that can defeat the other cards out there. Like
> Tomb III instead of changing the wording why not think of ways to get rid of
> it. Like Arson,Rampage,Unatural Disaster, Contest it. If you look at most of
You forgot Disputed Territory, Kine Dominance/Dominate Kine, Arika, Sudden
Reversal... What if I don't have a TOR3, or it just doesn't go in the deck?
I can't contest it. Why should I have to tweak part of my deck in order to
have a counter against specific (horribly) broken cards? Why not fix the
problem at the root? Do you tend to housebreak a dog when you can, or do you
just let it poo (hehe...I said 'poo') in the house 5 times in a given time
period, and then start over?
> the cards I've named I'm sure most of us have them laying around collecting
> dust instead of thinking how to use them. Form what I've been reading in this
No. I believe people tend to put a few in decks in which they are
appropriate. Exactly what do you mean by 'thinking how to use them'? Do you
mean...'oh, I should put Rampage in this deck instead of Arson, because most
of my vampiires have potence,' or do you mean 'oh, I think there's going to
be lots of people playing TOR3, because it's sooo broken that it's a sure bet
to play...better clog up my deck so I can make sure I get *my* copy out'?
> news group is that most everybody bags on MAGIC because it does not
> challenge you mentally.For you are going against 1 other person where
Everyone rips on M:tG because it's a cash cow in which game-play is driven by
the amount of powerful rare cards you have, generally.
> JYHAD you go against multiple foes.
And decks with no card limits are more *likely* to rely on common/uncommon
cards with rares thrown in for spice. Oh, and Jyhad has better mechanics.
Oh, and there's more strategy involved, rather than outright force vs.
outright force. Oh...almost forgot...it is nigh impossible to build a
degenerate deck, as there is an effective counter-style for any deck that *I*
can think of.
> So I ask anyone to show me where a CL does not make you a better player or > thinker than being able to throw in as many cards as you want.
Please quantify 'better player or thinker.' Does CL increase your IQ? Does
it allow you to process problems faster? Does CL really do anything more to
the game than increase the randomness of your deck? If you're going to make
statements like this, there should be some standard to measure against.
And again, read Mark Langsdorf's page. And this is so damn frustrating, I'm
tossing in $25 to the standing bet...not that I'm likely to lose it,
but...hey, I gotta get in on the action...so it's at least $75 guaranteed,
now...up to $125 or so?
<mandatory lame parting shot>
Crackbaby.
</mandatory lame parting shot>
Xian, now a jack-booted thug...and realizing at this point that the thugs
were originally in reference to proponents of rush, but it's evolving, man...
pant, pant, pant...
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <78g080$8fg$1...@nnrp1.dejanews.com>,
cgo...@sprynet.com wrote:
[ Yet another pro-CL post with the same points as others snipped ]
> So I ask anyone to show me where a CL does not make you a better player or
> thinker than being able to throw in as many cards as you want.
Does anyone else notice it besides me that almost every pro-CL post
brings up the same points over and over again as the pro-NL (rather than
anti-CL) counters each point? Yet there is never a new real counter-counter
point to the NL counter points.
Pro-CL arguments:
A) Force you to be more innovative with your deck designs
B) Fix cards that are much more powerful than comparable cards
C) Allow anyone with a small collection to make a deck that competes with
Mr. Suitcase
Are there any other pro-CL arguments that I'm missing?
Pro-NL counter arguments:
A) Actually require less thought because you just put in 4 or 6 or
whatever of each card that does what you need. With a CL, the
ability for knowing whether to use Guard Dogs or Rat's Warning in
your deck falls to the wayside as you just put in the max of each or
the max of one and some of the other.
I've played in many very competitive CL groups including 4CL and 6CL.
It was quite a deckbuilding challenge to convert to NL because it really
is difficult to decide what is enough and what is too much of a given
card. The NL decks containing 15 to 20 copies of a given card that
the pro-CL crowd would like to think make up the majority of NL decks
are far and few between.
B) Short answer: the super powerful cards aren't any less powerful, they
just show up less often. Yes, there are counters to each of the
reworded power cards. However, regular defenses work fine except when
having to deal with these cards; special defense preparations have to
be made. For example, I don't plan on blocking any bleeds because I
have enough deflection and pool gain to keep up with a heavy bleeder.
But then Return to Innocence shows up, and I've already played my 6
Deflections and can't block the bleed.
C) While Mr. Handbag has maybe 8 of a given common and 1 of a comparable
rare, Mr. Suitcase has more of the common card and probably 8 of the
comparable rare. So Mr. Handbag, under a 6CL, uses 6 of the common and his
1 rare. Mr. Suitcase uses 6 of the common, but can also use 6 of his rare.
And Mr. Suitcase is unlikely to give away his two extra rares. Under NL, Mr.
Suitcase could give Mr. Handbag all the copies of the common that he wants
and not be affected by the reduced card pool. So Mr. Suitcase is basicaly
unaffected by a CL.
I'm not against CL if that's what people want to play, but I'll always be
a proponent for NL in my own groups and official tournaments. :)
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
In article <787bti$gpj$1...@nnrp1.dejanews.com>, artaxerxes@my-
dejanews.com writes
>Most NL advocates here cite the limitations that 4CL imposes; no 15 Raptors
>in your deck! I feel though that you are attacking the question from the
>angle of those who play regularly with large collections; consider the
>profile of the posters to this group... die hard fans with large collections
>which can support this level of play.
I want 15 presence "pass my vote" action modifier cards in a deck. I
can put a lot of Bewitching Orations in (common). Business Pressure is
possible, but Rare. And I can put Awe in (rare).
NL helps newbies too. They can supplement areas where they don't have
the rares by playing with the commons, which are similar, although
perhaps more generic.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net
In article <78a6pp$vsj$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>Was it good for you? *grin*
Oh, it was wonderful dear. Can we do it again?
[ quoted text not captured ]
In article <788d11$k5q@simba>, Vince Johnson <john...@tcnj.edu> writes
>BTW... if you people that cling to your dozens of commons in each of your
>decks don't seem to think that your supposed lack in rares would help you
>with your decks so I'd gladly take those Rares off of your hands for
>computer hackings and majesties...
Well, you can very easily make a viable deck with them. Weenie bleed,
and maybe a bit of presence too. You could use alternative, more
expensive, corner case rares too.
>I've got dozens upon dozens of each ...
>but you and I know that's not correct and those rares are rare for a
>reason...
In Jyhad, no. In later sets, one or two. Most cards are balanced
regardless of commonality.
Just out of interest, what commonality was Thoughts Betrayed (hint - it
wasn't rare).
When the game was designed, they opted to move away from Rare = Powerful
because Magic had shown them what suitcases were for. They chose not to
use an arbitrary card limit, and instead went for balance. This is not
me talking off the top of my head. This is me paraphrasing Richard
Garfield.
*MOST* rares are balanced with a common. Awe is balanced with
Bewitching Oration, say. Bewitching Oration can get you four votes for
no blood. Awe requires you to spend two (both at superior). But Awe
has the capacity to get you a lot more, for a helluva lot of blood.
[ quoted text not captured ]
In article <78am46$aod@simba>, Vince Johnson <john...@tcnj.edu> writes
>did it occur to anyone that maybe s:ce could be too powerful?
No. I can pack a deck with 20 majesties. The deck will likely fall
over in a heap, however, if it comes up against a combat deck, or a deck
that it just doesn't get into combat with.
>.... or maybe
>that Ig is too powerful?....
Nope.
>I don't really know a card that prevents IG...
You obviously have no knowledge of the game then. Perhaps you should
learn more before talking out of your arse. If you don't like IG, don't
give them the option of utilising it well.
Direct Intervention cancels any card. That prevents IG.
Maneuvering to long range prevents IG from ever being played.
Terror Frenzy and a Gun.
Elysium (stop them getting to IG)
Obedience - pointless having IGs if they don't get into combat with you
Skin of Steel - so, you've hit me for lots. I care not.
Blood of Acid - ditto. So I can't dodge. Who cares? You're going down
with me.
Thoughts Betrayed - doesn't stop the IG, but stops a powerful strike
coming your way, meaning more reliance on non-strike cards, whittling
them away, and causing hand jam with useless strikes
Leather Jacket - *disciplineless* damage prevention - available to all
[ quoted text not captured ]
One quick post on Mark's page which includes articles on card limits.
Everyone keeps pointing to these past articles, however after reading
them all in the not so distant past.. Be aware that they are ALL
about using the 4CL.
And really there is a HUGE difference between 6CL and 4CL.
I wish I was an english major with some spare time to write an article
backing up 6CL vs. NCL, but frankly I don't have the time.
Bernie
On Mon, 25 Jan 1999 02:31:59 GMT, ber...@mich.com wrote:
>One quick post on Mark's page which includes articles on card limits.
>
>Everyone keeps pointing to these past articles, however after reading
>them all in the not so distant past.. Be aware that they are ALL
>about using the 4CL.
>
>And really there is a HUGE difference between 6CL and 4CL.
Yes and no.
If you're *going* to use a card limit, a 6CL is much more functional
within the game than a 4CL, since the game was designed as a no-limit
game. 4 WWEF are not worth bothering to put in your deck. 6 ....
maybe. I prefer 8 or none, myself, to make sure that I'll have it
handy when I need it, or to just not bother and remember not to tap
everyone - tap & bleeds aren't all -that- common because of all the
untap available.
A 6CL is still much more like a 4CL than an NL, though. 6 wakes mean
you either buy Sabbat for Forced Awakening or get raped by tap &
bleed. 6 Rush actions mean you either buy Sabbat for Ambush or just
don't play combat decks. 6 skill cards mean you can't design crypts
with -everyone- at inferior, since you aren't guaranteed more than 1
or 2 in the early game. 6 Immortal Grapples mean that S:CE rules
supreme in the combat world. There's just too much you can't do under
a 6CL that you must have NL in order to do.
>I wish I was an english major with some spare time to write an article
>backing up 6CL vs. NCL, but frankly I don't have the time.
that's ok, i'm not an english major and i certainly shouldn't waste
time backing up NL, but i do anyway. =)
[ quoted text not captured ]
Eric wrote:
> > did it occur to anyone that maybe s:ce could be too powerful?.... or maybe
> > that Ig is too powerful?.... I don't really know a card that prevents IG...
>> Fake out is the most common, followd by all other maneuvers
Which, it turn, is defeated by the Drawing Out the Beast/Immortal Grapple
combo. No maneuvers and your Leather Jacket can't save your skin either.
Pretty easy for Nosferatu to pull off.
Noal
--
"...but simply by putting my hair in a ponytail, I transform into the
coolest guy in the office."
-Wally (Scott Adams), "Jan 12 Dilbert"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
xi...@waste.org (Xian) wrote:
> Dhar...@yahoo.com wrote:
> > In tournaments, I do play to win, although I try to
> > do it with innovative decks. While I have an extremely competitve
> > nature, I also have a highly creative one.
>
> ^^^^^^^^^^^^ Man, Noal...if that sounded any more *artsy* I'd start
> wondering about your claims of a girlfriend. :P
Well, Bernie can attest to my having a girlfriend, since he's met her.
Besides, women like "arsty" men. Didn't you know? *grin*
[ quoted text not captured ]
In article <78i01i$l0v$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Well, Bernie can attest to my having a girlfriend, since he's met her.
> Besides, women like "arsty" men. Didn't you know? *grin*
Hehehe. I just don't think I ever expected to see someone talking about
their 'highly creative' natures on this newsgroup. :)
Oh, I've noticed...but 'dark, aloof, & mysterious' is easier for *me* to pull
off...
Well, that and the magnetic qualities that toting around some Jyhad cards
provide... ;)
Xian
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
ber...@mich.com wrote in message <36abd709...@news.mich.com>...
>One quick post on Mark's page which includes articles on card limits.
>
>Everyone keeps pointing to these past articles, however after reading
>them all in the not so distant past.. Be aware that they are ALL
>about using the 4CL.
>
>And really there is a HUGE difference between 6CL and 4CL.
>>I wish I was an english major with some spare time to write an article
>backing up 6CL vs. NCL, but frankly I don't have the time.
Will you do it for $15? If the difference is as great as you claim,
and you can write a literate article about it, I might be willing to send
a check your way, as part of the bounty program for CL rebuttals.
-Mark Langsdorf
Jyhad Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad
mboh...@shout.net wrote in message <78g812$dua$1...@nnrp1.dejanews.com>...
>In article <78g080$8fg$1...@nnrp1.dejanews.com>,
> cgo...@sprynet.com wrote:
>
>[ Yet another pro-CL post with the same points as others snipped ]
>>> So I ask anyone to show me where a CL does not make you a better player
or
>> thinker than being able to throw in as many cards as you want.>>Does anyone else notice it besides me that almost every pro-CL post
>brings up the same points over and over again as the pro-NL (rather than
>anti-CL) counters each point? Yet there is never a new real
counter-counter
>point to the NL counter points.
Yep. I've noticed it to.
>Pro-CL arguments:
> A) Force you to be more innovative with your deck designs
> B) Fix cards that are much more powerful than comparable cards
> C) Allow anyone with a small collection to make a deck that competes
with
> Mr. Suitcase
>Are there any other pro-CL arguments that I'm missing?
D) Balances out easy-cheesy decks like Stealth and Bleed.
>Pro-NL counter arguments:
> A) Actually require less thought because you just put in 4 or 6 or
> whatever of each card that does what you need.> B) Short answer: the super powerful cards aren't any less powerful,
they
> just show up less often.> C) While Mr. Handbag has maybe 8 of a given common and 1 of a comparable
>rare, Mr. Suitcase has more of the common card and probably 8 of the
>comparable rare.
D) In your dreams.
Thanks, Mike.
Remember folks, there's a $50 bounty for a literate article that rebuts
Pro-NL counter arguments A-D without simply repeating Pro-CL arguments
A-D. Easy money. I'm good for it.
-Mark Langsdorf
Jyhad Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad/
ber...@mich.com wrote:
> One of the things that has always bothered me about
> this newsgroup is the focus on how best to manipulate
> a loophole. Please don't take that the wrong way, I'm
> not out to slam anyone today (though the day ain't over,
> >;-)
*whistles innocently*
After Bernie saw my Malk deck that used the White Phos Grenade/Rotschreck
combo, he started taking a more stronger stance on loopholes. *grin*
Standard Malk combat deck. Use equipment to put them in torpor and
either Graverob them or Sacrificial Lamb them...depending on what I needed.
It was effective at what it did, but didn't get as many VP's as I would have
liked...but it was just a rough draft deck. *shrug*
> V:TES is a wonderful game, where I now find myself discovering
> new and amusing ways to pound my friends. Having been an
> avid player, I can't help but be bothered by some of the card flow
> during matches.
This is one of the points I disagree with Bernie on. I tend to favor
the idea that one should be able to play as many combat cards
as you like, with the exception of a few very abusable cards.
> Why should people be able to play multiples of a given card during
> combat? Why should you be able to play 4 or 5 skins of rock?
> How many layers is "Your" epidermous? (Hmm, just remembered
> I never took biology).
The skin has 7 layers...so I can play 7 Skin of Rock cards, right?
And I never took biology, I just remember that from 6th grade science.
*grin*
> After playing in the soft 6CL environ for the past year or two, it
> would appease many of the problems that I have with the NCL
> environment. Fun decks aside, many of the decks I've seen under NCL
> are pretty much "no-brainers". Much like the Form of Mist/Bleed combo
> mentioned earlier.
The "no-brainer" decks tend to be from beginning or unimaginative
players. Those of us that play frequently tend to get bored with
these type of decks and move on. I tend to keep my decks to a 6CL
ideal, but they generally wouldn't need that much tweaking to be
just as effective in a NL environment.
Noal McDonald
Michigan Jyhad League
--
"...but simply by putting my hair in a ponytail, I transform into the
coolest guy in the office."
-Wally (Scott Adams), "Jan 12 Dilbert"
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
xi...@waste.org (Xian) wrote:
> Hehehe. I just don't think I ever expected to see someone talking about
> their 'highly creative' natures on this newsgroup. :)
*grin* Well...if a thousand monkeys on typewriters will eventually produce
a Shakespearean play, imagine what a bunch of bored gamer dorks can do.
> Oh, I've noticed...but 'dark, aloof, & mysterious' is easier for *me* to pull
> off...
I got over my goth phase by my mid-20's...long before being goth was
fashionable. *grin* Now I'm just an angry old man in earth tones.
> Well, that and the magnetic qualities that toting around some Jyhad cards
> provide... ;)
*laughs*
My gf would burn my cards if it didn't mean I'd toss her out on her ear.
Noal
[ quoted text not captured ]
On Mon, 25 Jan 1999 14:37:24 GMT, Dhar...@yahoo.com wrote:
>Eric wrote:>> > did it occur to anyone that maybe s:ce could be too powerful?.... or maybe
>> > that Ig is too powerful?.... I don't really know a card that prevents IG...
>>
>> Fake out is the most common, followd by all other maneuvers>
>Which, it turn, is defeated by the Drawing Out the Beast/Immortal Grapple
>combo. No maneuvers and your Leather Jacket can't save your skin either.
>Pretty easy for Nosferatu to pull off.
Which, to be fair to IG, requires two cards, is PROVIDING an enemy
minion with +1 hand damage which he will be able to use immediately,
and requires two disciplines only found commonly on the Nosferatu -
who don't have damage prevention. (But who do have Taste of Vitae, so
that +1 damage is negligible if they want it to be...) is IG strong?
yep. but it's still not easy to build a table-sweeper deck around IG.
[ quoted text not captured ]
Derek S. Ray wrote:
Noal>Which, it turn, is defeated by the Drawing Out the Beast/Immortal Grapple
Noal>combo. No maneuvers and your Leather Jacket can't save your skin either.
Noal>Pretty easy for Nosferatu to pull off.
>
> Which, to be fair to IG, requires two cards, is PROVIDING an enemy
> minion with +1 hand damage which he will be able to use immediately,
*shrug* If the +1 hand damage is that big of a concern, you can use
Song of Serenity to offset the +1 hand damage.
> and requires two disciplines only found commonly on the Nosferatu -
> who don't have damage prevention.
True. But Brujah can use Celerity and the 1001 maneuvers to stay close.
So, the IG deck works just as well there.
But if damage prevention is your concern, you could always play with
Leather Jackets or play an Animalism-Fortitude-Potence deck made
up of Gangrel/Nosferatu. It would work out pretty well.
> yep. but it's still not easy to build a table-sweeper deck around IG.
I doubt Peter would agree. *grin*
[ quoted text not captured ]
In article <78iom6$age$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Derek S. Ray wrote:
> Noal>Which, it turn, is defeated by the Drawing Out the Beast/Immortal> Noal>Grapple
> Noal>combo. No maneuvers and your Leather Jacket can't save your skin > Noal>either.> Noal>Pretty easy for Nosferatu to pull off.
> >
> > Which, to be fair to IG, requires two cards, is PROVIDING an enemy
> > minion with +1 hand damage which he will be able to use immediately,
>
> *shrug* If the +1 hand damage is that big of a concern, you can use
> Song of Serenity to offset the +1 hand damage.
As mentioned before, I think the main concern for the Nosferatu is agg
damage. Well, and Fortitude...my theory: just don't rush the Gangrel...or
at least pick on the ones without both Protean & Fortitude...
> > and requires two disciplines only found commonly on the Nosferatu -
> > who don't have damage prevention.
>
> True. But Brujah can use Celerity and the 1001 maneuvers to stay close.
> So, the IG deck works just as well there.
Mmm...I like that. I want to make a deck known as the '1001 Maneuvers, an
Arabian Tale...' Ooooh...waitaminit...sounds like Brujah/Assamites...oh
well...
> But if damage prevention is your concern, you could always play with
> Leather Jackets or play an Animalism-Fortitude-Potence deck made
> up of Gangrel/Nosferatu. It would work out pretty well.
It works okay...Badger, Zack North, and a couple others work, but as I
mentioned in another post, it gets a little spendy...
> > yep. but it's still not easy to build a table-sweeper deck around IG.
>
> I doubt Peter would agree. *grin*
I dunno. I think Peter knows that while the Nosferatu rushing with IG are
*horribly* cool, they really only sweep the table when conditions are *just*
right. And it's hard to sweep with a rush deck. I bet we could get Peter to
agree that it's *fun* to sweep with Nosferatu rush... :) Crossing threads, I
can't see a deck with 30 IGs in it working well...they're a good card, but
they're support, not horribly nasty on their own. Now, if they also gave 2/3
hand damage or an additional strike, then.
I think though, it's hard to build a table-sweeper with a rush deck. I mean,
combining the indirect-ness of rush along with the (seemingly) greater
variety of combat defense as opposed to vote/bleed defense...it's hard, IMO.
Xian
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
On Mon, 25 Jan 1999 21:45:45 GMT, Dhar...@yahoo.com wrote:
>*shrug* If the +1 hand damage is that big of a concern, you can use
>Song of Serenity to offset the +1 hand damage.
Or just go ahead, get whacked for 2, and Taste of Vitae it all. ;)
>> and requires two disciplines only found commonly on the Nosferatu -
>> who don't have damage prevention.>
>True. But Brujah can use Celerity and the 1001 maneuvers to stay close.
>So, the IG deck works just as well there.
Yeah, but it's a lot tougher to make IG work with your chosen clan
than it is to stick Presence skill cards and Majesties in. =)
>But if damage prevention is your concern, you could always play with
>Leather Jackets or play an Animalism-Fortitude-Potence deck made
>up of Gangrel/Nosferatu. It would work out pretty well.
>>> yep. but it's still not easy to build a table-sweeper deck around IG.>
>I doubt Peter would agree. *grin*
I think Peter would say that it was POSSIBLE, not easy... I've tried,
and while my Rush decks are far from impotent (even the Pitch deck),
they don't generally -sweep- tables, instead getting 2 or 3 VP's.
Which is plenty effective for me. =)
[ quoted text not captured ]
"Vince Johnson" <john...@tcnj.edu> wrote:
>>3. With approx. 20-30 zip guns in a deck, why would I care how many
>>of them I waste or discard in some fashion? I'll always have more
>>than enough handy.>Hence the need for restrictions... I think your last statement says it
>all... the game is meant to be played by everyone... not morons who have
>nothing better to waste their money on while the people who have better
>things to do with their money get whomped... and if you're playing that many
>zips... you need to seriously work on deck construction skills...because
>you're going to be consistently drawing wasted guns...
Selective snippage, at best... What are your thoughts on the rest of
Derek's post, specifically regarding cost and criteria for evaluating
the expense of Zip Gun/DBR. Are his cirteria valid?
Do you follow the comparisons to other sources of agg. damage, and
their associated costs?
What's the justification for Zip/DBR's real expense being so much less
than comparable effects (if you agree with Derek's applied criteria)?
I feel that we've been well served by the revisions made to cards to
date. I watched from _early_ on in M:t$$ how the introduction of a
4CL had next to zero impact on the outrageous combos/power cards in
the game. Next came a restricted list. Then cards were outright
banned. Still, no effect on the basic way competitive play goes.
(Find the overly powerful combo, and run as many iterations on it as
deck space and card limitations will allow) Its so much better to
alter a card, allowing it to be usable without being
overpowered/undercosted. When balance of effect is applied on a card
by card basis, card limits become moot. Powerful deck ideas then come
from the successful merging of well thought out combinations of cards
plus astute game play. Imposing a card limit on this sort of
environment becomes an interesting artifact or meta-game alteration,
but doesn't improve the game from its original design.
Regards,
R. David Zopf
guenh...@mindspring.com
Atom Weaver and V:EKN Prince of Charlotte, NC
In article <78i4pm$j13$1...@amdint2.amd.com>, Mark Langsdorf
<mark.la...@amd.com> writes
>>Pro-CL arguments:
>> A) Force you to be more innovative with your deck designs
>> B) Fix cards that are much more powerful than comparable cards
>> C) Allow anyone with a small collection to make a deck that competes>with>> Mr. Suitcase
>>Are there any other pro-CL arguments that I'm missing?>
>
>D) Balances out easy-cheesy decks like Stealth and Bleed.
I don't quite get you here. If this is Pro-CL, I don't get it. S&B is
perfectly viable under CL and the counters to it are less so. I'm
guessing I've misread what you mean.
[ quoted text not captured ]
In article
<EE8379925395633F.9ECCAC3A...@library-proxy.airnews.net
>, lor...@nospam.nineball.org (Derek S. Ray) wrote:> On Mon, 25 Jan 1999 02:31:59 GMT, ber...@mich.com wrote:
>> >One quick post on Mark's page which includes articles on card limits.
> >
> >Everyone keeps pointing to these past articles, however after reading
> >them all in the not so distant past.. Be aware that they are ALL
> >about using the 4CL.
> >
> >And really there is a HUGE difference between 6CL and 4CL.
>> Yes and no.
>
> If you're *going* to use a card limit, a 6CL is much more functional
> within the game than a 4CL, since the game was designed as a no-limit
> game. 4 WWEF are not worth bothering to put in your deck. 6 ....
> maybe.
Where did you pull this startling piece of wisdom from? I am no tournament
player, but I would suggest that 4,3 2 or even 1 WWEF can be incredibly
useful. The narrow minded belief that 8 of a card are needed to make it
effective (Okay Form of Corruption, but stealing Caitiff is quick and
effective...) writes in big letters the idea that NCL have no idea of
subtlety. Personally I don't think NCLers are like this, but your comment is
on the bullseye of that stereotype. In my 4CL experience the appearance of
one WWEF has the card counters in a spin, as they suspect the others may [or
may not] be there... and so adjust their strategy, (exactly as I am sure ash
pile scrutineers do in NCL). You don't need 8 (or 4, or 30), you need guile.
I prefer 8 or none, myself, to make sure that I'll have it
> handy when I need it, or to just not bother and remember not to tap
> everyone - tap & bleeds aren't all -that- common because of all the
> untap available.
8 or none? I now see the subtlety that NCL allows. It's not all about being
sure you have, if it is in the minds of your opponents 'Dagmar always has a
untap card', you have saved deck space and hand jam.
>
> A 6CL is still much more like a 4CL than an NL, though. 6 wakes mean
> you either buy Sabbat for Forced Awakening or get raped by tap &
> bleed. 6 Rush actions mean you either buy Sabbat for Ambush or just
> don't play combat decks. 6 skill cards mean you can't design crypts
> with -everyone- at inferior, since you aren't guaranteed more than 1
> or 2 in the early game. 6 Immortal Grapples mean that S:CE rules
> supreme in the combat world. There's just too much you can't do under
> a 6CL that you must have NL in order to do.
Of course some strategies are more viable playing the game with different
rules. We would not be having this discussion if the games allowed identical
game play. And so the issue comes down to personal preference for the style
of play encouraged by the specific rulings.
In any event S:CE has many more counters than IG, many of them involving
never getting into combat in the first place. If you are playing Rush and
your prey happens to be Captain Defender of course your strategy is going to
have an uphill struggle, but this is as true in NCL. Don't blame the rules
for the results of your unfortunate placing; change seating with politics,
encourage others to waste his S:CE with HAven uncovered and bribes (political
or Succubus Club). If you rely on one [card?] strategy you are often going
to be crippled -in both enviroments- should other decks [prey-predator
especially] happen to be effective against you. That's the luck of the draw
in meta game.
I could simialry claim that it is unfair that Immortal Grapple 'rules' in a NL
enviroment, in direct contrast to your statement that S:CE 'rules' in 4CL. As
you ably pointed out 4CL limits skill cards, limiting the S:CE to the vampires
who happen to have the right diciplines... and thus the effectiveness of the
deck in other areas.
>
> >I wish I was an english major with some spare time to write an article
> >backing up 6CL vs. NCL, but frankly I don't have the time.
>> that's ok, i'm not an english major and i certainly shouldn't waste> time backing up NL, but i do anyway. =)>
> -- Derek
> (replying by email? remove the nospam from my domain :)
>
artaxerxes
the monocled 4CLer
[ quoted text not captured ]
In article <5jPtAeAm...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
> In article <787bti$gpj$1...@nnrp1.dejanews.com>, artaxerxes@my-
> dejanews.com writes
> >Most NL advocates here cite the limitations that 4CL imposes; no 15 Raptors
> >in your deck! I feel though that you are attacking the question from the
> >angle of those who play regularly with large collections; consider the
> >profile of the posters to this group... die hard fans with large collections
> >which can support this level of play.
>
> I want 15 presence "pass my vote" action modifier cards in a deck. I
> can put a lot of Bewitching Orations in (common). Business Pressure is
> possible, but Rare. And I can put Awe in (rare).
>
> NL helps newbies too. They can supplement areas where they don't have
> the rares by playing with the commons, which are similar, although
> perhaps more generic.
>> --
> James Coupe (Prince of Mercia, England)
>
I hear what you say. In my experience 4CL causes everyone to trade away their
cards of which they have more than 4. Resulting in a balanced toolbox. And a
use for many second tier cards, which gives all important value for money. Of
course this is an entirely moot point in this, an arena which is dominated by
members mature play groups.
4CL, allows infrequent players who have built modest collections to play on
even footing with those who have large collections, because both have access
to a 'common' pool of cards [with significant rares in their favoured deck
styles for our modest players, matched by the variety of rares the Suitcase
player has, but obvioulsy he is only playing one deck per game], which seems
to entail that competition is about deck building not suitcases.
[ quoted text not captured ]
In article <78i4pm$j13$1...@amdint2.amd.com>,
"Mark Langsdorf" <mark.la...@amd.com> wrote:
>
> >Pro-CL arguments:
> > A) Force you to be more innovative with your deck designs
> > B) Fix cards that are much more powerful than comparable cards
> > C) Allow anyone with a small collection to make a deck that competes
> with
> > Mr. Suitcase
> >Are there any other pro-CL arguments that I'm missing?
>
> D) Balances out easy-cheesy decks like Stealth and Bleed.>> >Pro-NL counter arguments:
> > A) Actually require less thought because you just put in 4 or 6 or
> > whatever of each card that does what you need.
Putting in 8-12 of the card under NCL is even less mentally taxing. However...
NCLer 'But you just use the second tier cards instead, that not innovative!'
This is a slanted view; of course in many instances second tier cards will be
employed (which saves them from wallpaper, and is -as- creative as putting in
8-12 in the first place). However, in the situation where there is no
standard second tier card, a 'creative solution' is -demanded-. Of course
this eliminates several 'pure' strategies, but the idea isn't about specific
strategies being available, it's about there being a derth of strategies
available. [I am aware of the mathematical argument that 4CL limits the
number of playable decks, but it appears heavily based on the difference
between decks with 1,2...8, 9 or 10... 80 of a given card under NCL, of which
4CL is a significant subset].
> > B) Short answer: the super powerful cards aren't any less powerful,
> they
> > just show up less often.
I don't really grasp your counter point... we are restricting all cards,
because it is considered unbalancing for 'super powerful cards' (your words,
so you suggest they exist) to appear in greater numbers. Without even
needing to cite examples your 'rebuttal' is my argument; They do indeed show
up less often, and hence have less inpmact on the game. So in essence you
agree that 4CL does lessen the impact of 'imbalanced' cards?
> > C) While Mr. Handbag has maybe 8 of a given common and 1 of a comparable
> >rare, Mr. Suitcase has more of the common card and probably 8 of the
> >comparable rare.
In your experience that may be the case. We have played 4CL almost
exclusively. 5 years of trading has seen collections evolve to 4s and 4s and
4s. Indeed Mr. Suitcase often has 2-4 of any given given rare. Mr Handbag
[great term by the way] often has 2-4 rares -for the decks which were his
favourites-. This point boils down to differing play groups, and only serves
to emphasise that rare cards that are without second tier common equivalents
will give the edge to Mr Suitcase -in either enviroment-, but according to
your figures even more so in NCL in which trading and purchasing was geared
to increasing the disparity.
> D) In your dreams.
Many suggest gentlemanly play, and evolved gamemanship as restraining factors
in the non-play of degenerate decks. Even without needing to cite such a
weak, but prominent argument common to both sides, the arrival of such cards
as Protected Resources and Archon Investigation made S&B degeneracy much less
of a head-ache (whilst admittedly conferring a 'must have' cachet on these
cards). The fact remains that we want to win in intriguing and 'cool' ways
just as much as you do and will similarly try new ideas... just try playing
pure Ravnos in 4CL with no Sabbat. 4CL doesn't tame S&B anymore than NCL
does, unless of course you are gambling on that counter strategy , and the
random draw of the game may see you sandwhiched between rush and politics...
oh dear.
>
> Thanks, Mike.
> Remember folks, there's a $50 bounty for a literate article that rebuts
> Pro-NL counter arguments A-D without simply repeating Pro-CL arguments
> A-D. Easy money. I'm good for it.
>
> -Mark Langsdorf
> Jyhad Archivist
> http://www.io.com/~mlangsdo/RPGs/Jyhad/
touche?
artaxerxes
the monocled 4CLer
[ quoted text not captured ]
In article <78j2r2$jdl$1...@nnrp1.dejanews.com>,
artax...@my-dejanews.com wrote:
> In article
> <EE8379925395633F.9ECCAC3A...@library-proxy.airnews.net
> >, lor...@nospam.nineball.org (Derek S. Ray) wrote:
>
> > On Mon, 25 Jan 1999 02:31:59 GMT, ber...@mich.com wrote:
[snip]
> > >And really there is a HUGE difference between 6CL and 4CL.
> >
> > Yes and no.
> >
> > If you're *going* to use a card limit, a 6CL is much more functional
> > within the game than a 4CL, since the game was designed as a no-limit
> > game. 4 WWEF are not worth bothering to put in your deck. 6 ....
> > maybe.
>
> Where did you pull this startling piece of wisdom from? I am no tournament
> player, but I would suggest that 4,3 2 or even 1 WWEF can be incredibly
> useful. The narrow minded belief that 8 of a card are needed to make it
This is true. However, (assuming 90 card deck...approx avg. size IME...) you
are rather unlikely to draw the WWEF early enough to make it a critical
factor in others' thought processes. I can never remember probability math,
but I can remember most of my calc...sorry...I'm sure someone else can
provide the details...
[snip]
> I prefer 8 or none, myself, to make sure that I'll have it
> > handy when I need it, or to just not bother and remember not to tap
> > everyone - tap & bleeds aren't all -that- common because of all the
> > untap available.
>
> 8 or none? I now see the subtlety that NCL allows. It's not all about being
> sure you have, if it is in the minds of your opponents 'Dagmar always has a
> untap card', you have saved deck space and hand jam.
>
Hmm...but it seems unlikely that they'll be thinking that about this 'Dagmar,'
if you're playing 4CL. I mean...okay. Yes, you can bluff, but there is a
limit to how *much* you can bluff...especially if you don't have one in your
hand the first few times you want to block something. Dagmar can have 4 WWEF.
4 Forced Awakening. Maybe 4 Rat's Warnings, and 4 Guard Dogs.
Now, I realize you're not going to go with all of these, and maybe not most
of them. But it seems that this recognition that Dagmar will always have an
untap card would have to come about through multiple exposures to the deck.
Not the most effective way of doing it. In addition, this means that you
*must* hang on to your untaps to save for *important* actions. Personally, I
only play with WWEF if I think it is useful to the deck as a whole. If I
don't *need* to block in the first place, why bother waking? From my
experience with 4CL, it seems that *every* deck thinks it needs wakes of some
form. It seems to me that you need wakes if you are going to be tapping a
lot *and* think you have a decent shot at blocking actions against you.
> Of course some strategies are more viable playing the game with different
> rules. We would not be having this discussion if the games allowed identical
> game play. And so the issue comes down to personal preference for the style
> of play encouraged by the specific rulings.
True. However, it seems odd to NCL players that you would want to *restrict*
the available deck types. CL play is a subset of NCL play.
> In any event S:CE has many more counters than IG, many of them involving
> never getting into combat in the first place. If you are playing Rush and
Untrue. There may be more *ways* of avoiding S:CE, but there are still more
*cards* which allow you to escape IG. And any method which lets you not be in
combat also works against IG, natch?
> your prey happens to be Captain Defender of course your strategy is going to
> have an uphill struggle, but this is as true in NCL. Don't blame the rules
> for the results of your unfortunate placing; change seating with politics,
> encourage others to waste his S:CE with HAven uncovered and bribes (political
> or Succubus Club). If you rely on one [card?] strategy you are often going
> to be crippled -in both enviroments- should other decks [prey-predator
> especially] happen to be effective against you. That's the luck of the draw
> in meta game.
Mostly true.
> I could simialry claim that it is unfair that Immortal Grapple 'rules' in a NL
> enviroment, in direct contrast to your statement that S:CE 'rules' in 4CL. As
IG doesn't rule in a NCL environment. IG beats S:CE. IG tends to beat weak
thaumaturgy decks and weak quietus decks. IG needs a *lot* of support to
work properly. S:CE generally is just 1 card which is a combat trump. IG
needs *at least* Drawing out the Beast to be effective, and even then, it
doesn't do you much good unless you have Undead Strength or something as
well. 3 card combo to do 3 damage, and taking 2 in return. + Torn Signpost
= 4 cards, 5 damage (all assuming superior). + Fists of Death = 5 cards, 7
damage, 2 taken, 1 spent. + Taste of Vitae = 6 cards, maybe no damage taken,
1 still spent. Now...with a properly designed NCL deck, you can get this
combo to cycle pretty well, but personally, I usually only come up with the
Torn Signpost *or* a Fists of Death, IG, DotB, and Undead Strength.
Oh....don't forget the rush you had to play to start with. That makes the
final combo 7 cards. I can never pull my Taste of Vitae when I need them.
Now...unless you're playing against a strictly S:CE deck, this still has many
counters. If you don't draw the DotB or the maneuvers, you can't IG or
strike...that combat may be wasted. If you're playing against a deck with
Fortitude, you will probably have to pound many many times before you get
lucky. Yup, that's part of the game...seating, but S:CE effectively employs
its combat strategy against almost any other combat strategy *except* IG.
Psyche, Fast Reactions and HL sort of work, but are less effective, in
general...
Please let me know if my arguments are unclear, not detailed enough, or you
just don't understand my middle-of-the-night ramblings...
Xian
[ quoted text not captured ]
On Tue, 26 Jan 1999 00:38:59 GMT, artax...@my-dejanews.com wrote:
>In article
><EE8379925395633F.9ECCAC3A...@library-proxy.airnews.net>>, lor...@nospam.nineball.org (Derek S. Ray) wrote:>>> Yes and no.
>>
>> If you're *going* to use a card limit, a 6CL is much more functional
>> within the game than a 4CL, since the game was designed as a no-limit
>> game. 4 WWEF are not worth bothering to put in your deck. 6 ....
>> maybe.>
>Where did you pull this startling piece of wisdom from? I am no tournament
>player, but I would suggest that 4,3 2 or even 1 WWEF can be incredibly
>useful. The narrow minded belief that 8 of a card are needed to make it>effective (Okay Form of Corruption, but stealing Caitiff is quick and
>effective...) writes in big letters the idea that NCL have no idea of
>subtlety. Personally I don't think NCLers are like this, but your comment is
>on the bullseye of that stereotype. In my 4CL experience the appearance of
>one WWEF has the card counters in a spin, as they suspect the others may [or
>may not] be there... and so adjust their strategy, (exactly as I am sure ash
>pile scrutineers do in NCL). You don't need 8 (or 4, or 30), you need guile.
(This paragraph assumes, of course, that you're not doing something
like putting 4 Wakes, 4 Forced Awakenings, and 4 2nd Traditions in
your deck, which is just a complicated way to say "12 untap reaction
cards, and 4 of them are really good if you're a Prince.")
If you're only putting 4 Wakes in the deck, why are you bothering to
Wake since you're, due to not having it in your hand most of the time,
going to have to leave people untapped a lot to block anyway? I don't
know how your playgroup works, but if someone taps out I will -assume-
they are holding a Wake in their hand -- but I will *also* assume that
they're only holding ONE, and so I had better be ready to send two
guys with the same action. I'm not going to hold back my first Govern
for a bleed of 3 just because I think you might have a Wake - i'm
going to do it, let you Wake if you have it, let you fail to replace
the card, then send the NEXT guy to Govern for 3 and see if you had
*two* in your hand, and if you don't, then I'm going to Condition it.
If I don't do this, then I'm taking NO actions and you don't EVER
waste the Wake. If you have Guard Rats or Dog's Warning (sic), I
might consider putting only 4 wakes in since my bleed untap is taken
care of and I only need to stop OTHER things. But then I'm packing
two kinds of untap in my hand and i'm down to 5 cards for when I -do-
untap. Hmm. Messy.
If your deck is designed to intercept people, it already suffers from
the classic "can usually only intercept my predator" problem. The
simplest way to balance out an intercept deck is to let your minions
all take actions and Wake people as necessary to do the intercepting
for your defense or when your prey does something to help himself. 4
Wakes are a joke in this instance - you're going to want to tap out
more often than 4 turns, and if you are facing a Misdirection tap &
bleed deck you'll get pummelled when you run out of Wakes, since he
won't be bothering to waste Misdirections until you leave guys
untapped.
> I prefer 8 or none, myself, to make sure that I'll have it>> handy when I need it, or to just not bother and remember not to tap
>> everyone - tap & bleeds aren't all -that- common because of all the
>> untap available.>
>8 or none? I now see the subtlety that NCL allows. It's not all about being
>sure you have, if it is in the minds of your opponents 'Dagmar always has a
>untap card', you have saved deck space and hand jam.
Under 4CL and using 90 card decks, I'm going to assume you DON'T have
it, and i'll be right most of the time. Every time I see one I'll be
happily counting, and when you untap 4 times I won't even bother to do
"tempting" actions first to see if you burn the Wake there. "Wanna
come stop my KRC? It'll hurt you... Aw. you stopped it. OK, well,
this OTHER guy will Fifth Tradition himself ... oops, used your wake?
Shame."
And yes, there is some subtlety involved - if I always have it the
first few times I need it, my opponent has no idea if I've gone hog
wild and put 20 in the deck, or if I've only put 4 in the deck and
just played my last one. Both are perfectly conceivable. (although
i'd reduce that to 12 instead of 20 to avoid having NOTHING but wakes
in my hand.. but that's beside the point.) Especially if I have a
deck that actually packs some punch behind its blocks.
But rest assured, a lot of it is also being sure that YOU have it,
just in case someone decides to say "Nah. You didn't put THAT many
in." and tap out all his guys trying to get you.
>>
>> A 6CL is still much more like a 4CL than an NL, though. 6 wakes mean
>> you either buy Sabbat for Forced Awakening or get raped by tap &
>> bleed. 6 Rush actions mean you either buy Sabbat for Ambush or just
>> don't play combat decks. 6 skill cards mean you can't design crypts
>> with -everyone- at inferior, since you aren't guaranteed more than 1
>> or 2 in the early game. 6 Immortal Grapples mean that S:CE rules
>> supreme in the combat world. There's just too much you can't do under
>> a 6CL that you must have NL in order to do.>>Of course some strategies are more viable playing the game with different
>rules. We would not be having this discussion if the games allowed identical
>game play. And so the issue comes down to personal preference for the style
>of play encouraged by the specific rulings.
I do not believe that the designers of the game wished combat to be a
joke. A 4CL or even a 6CL makes combat a joke. When nearly any deck
that wants to can just shrug off a combat deck with minimal effort,
the balance is, well, not balanced.
>In any event S:CE has many more counters than IG, many of them involving
>never getting into combat in the first place. If you are playing Rush and
so what do you do when your prey is an intercept/run-away deck? You
attempt to act. Your prey intercepts you and plays S:CE. You attempt
a second action. Your prey intercepts you and plays S:CE. Your
predator comes to bleed you. You wake and block. He plays Form of
Mist. You could've not got into combat, sure - he would've still bled
you and discarded the Form of Mist at end of turn (since he probably
had 2 after not getting to play any). "not getting into combat" is
not a worthwhile counter to S:CE, as that basically is acquiescing to
the idea that combat wasn't supposed to be in Jyhad anyway, which is
patently false.
>your prey happens to be Captain Defender of course your strategy is going to
>have an uphill struggle, but this is as true in NCL. Don't blame the rules
>for the results of your unfortunate placing; change seating with politics,
Assuming you're playing a vote deck.
>encourage others to waste his S:CE with HAven uncovered and bribes (political
Oh, yes, THAT'll go. "Hey Mr. Rush deck, would you come waste some
Rush actions on my prey with a Haven please? He's got this nasty S:CE
and I just can't do a THING to him when I block him."
>or Succubus Club). If you rely on one [card?] strategy you are often going
>to be crippled -in both enviroments- should other decks [prey-predator
>especially] happen to be effective against you. That's the luck of the draw
>in meta game.
not often... not if you build the deck right. Most decks can, when
properly built, deal with many different predators. IG hoses S:CE
decks. S:CE hoses Gangrel claw decks. Gangrel claw decks hose IG.
Note the well-balanced vicious circle? Make that a 4CL and IG
immediately suffers - 4 IG vs. 4 Majesty + 4 Staredown + 4 Catatonic
Fear vs. 4 Claws of the Dead + 4 Wolf Claws + 4 Bone Spur. And if
that wasn't bad enough, the Gangrel can even S:CE with two different
cards themselves. Under 4CL, the poor IG deck is just going to be
raped, making combat a really piss-poor proposition.
>I could simialry claim that it is unfair that Immortal Grapple 'rules' in a NL
>enviroment, in direct contrast to your statement that S:CE 'rules' in 4CL. As
But your claim isn't true. under NCL, Immortal Grapple merely
requires that combat-avoiding decks consider alternatives to simply
packing piles of S:CE cards,... such as maneuvers, fortitude, or
discovering several types of nasty vicious combat of your own (Gangrel
claws come to mind immediately... nothing more annoying than to Rush
someone and have them poke you in the eye *and* prevent all your
damage... the Tzimisce's Blood of Acid is also a wicked surprise for
immortal grabbies people...),... you name it, there are plenty. Even
the lowly Saturday Night Special can beat an IG deck that doesn't have
a maneuver handy. An S:CE deck will still be quite effective against
all other types of decks... but if someone has IG handy, "that's the
luck of the draw in metagame."
>you ably pointed out 4CL limits skill cards, limiting the S:CE to the vampires>who happen to have the right diciplines... and thus the effectiveness of the
>deck in other areas.
yeah, but there are an awful lot of vampires who have Presence. Or
Protean. Necromancy has an S:CE card too if you're playing the
Giovanni.
[ quoted text not captured ]
In article <36a91dab...@news.mich.com>,
ber...@mich.com wrote:
> Hey Vince,
> Thought I'd mention that I've always been a BIG fan that First Strike
> should preclude Strike:CE. First Strike should at least be able to
> beat the lowly dodge..
>
> (Sorry Newsgroup, couldn't resist)
>
> Bernie
>
I agree with you wholeheartedly on this. It *should* be able to beat at least
the dodge. *sigh*
In the beginning (Jyhad days) we played it that way. It made for a good game.
I don't say that V:TES is not a good game with the actual dodge vs FS ruling,
but I NEVER see any FS cards being played (apart from Canine Horde, but that
has a different cause).
With FS beating dodge, at least the Assamites would *bite* :)
But I don't think that FS should preclude S:CE. I think S:CE has its place in
the game, and FS beating it would upset the whole environment.
Just my thoughts. Responses welcome (esp. from Mike Bohlmann, dessen
Meinung ich hoch schaetze!)
Carl
(VEKN Prince of Vienna)
[ quoted text not captured ]
In article <78j6in$mdr$1...@nnrp1.dejanews.com>,
artax...@my-dejanews.com wrote:
Me >Pro-NL counter arguments:
Me > A) Actually require less thought because you just put in 4 or 6 or
Me > whatever of each card that does what you need.
> Putting in 8-12 of the card under NCL is even less mentally taxing. However...
8 to 12. That's a four card swing. Too many and you'll hand jam.
Too few, and you won't have them when you need them. For people that
have never played NL extensively, I know that this can be difficult to
understand, but that's the way it works. Choosing the right amount is
quite difficult until you get good at NL deck construction. And even
then, it takes several games to figure out if you've got the right
amount.
For CL, you might only have one or two options for a card you want as a
backbone to your deck. So you put in the max of the one that matches
exactly what you want (no thought) and possibly the max of the second
card (some to no thought). If there is no comparable card to the
first, there is no thought whatsoever to how many you should put in.
And I'm not speaking in theory, I'm speaking from most of my Jyhad
experience playing under CL, either 4CL or 6CL. I played with CL for
about 3 years. I've only played NL for the last year or so.
> NCLer 'But you just use the second tier cards instead, that not innovative!'
>
> This is a slanted view; of course in many instances second tier
> cards will be employed (which saves them from wallpaper, and is -as-
> creative as putting in 8-12 in the first place).
Ok, as you see above, I use the word "thought." I can accept "less
mentally taxing" as the same as "requiring less thought." And I'll give
you a little leeway with "innovative." But in no way does "thought"
equal "creativity," at least in my book.
"Thought" is trying to decide how many of a given card to put in.
"Creativity" in Jyhad is figuring out some strategy or card that
isn't obvious. For example, Noal's "The Grind" deck is creative.
It does something new that isn't entirely obvious.
> However, in the situation where there is no
> standard second tier card, a 'creative solution' is -demanded-.
Of course. Whereas CL _requires_ creativity to get around the CL,
NL groups push towards creativity. Creativity in CL is a
necessity so that you can get around the CL. However, CL and NL
have the same creativity available when it comes to designing
interesting new deck ideas. The problem with CL is that your
creative deck ideas may be limited by some cards not having second
tier options.
Robert Goudie brought up something a lot of us NL'ers have
forgotten - the transition from CL to NL. At first, a group that
switches to NL will probably see lots of non-creative decks as
they explore the NL strategy. That means heavy S&B decks, decks
composed entirely of a few cards, etc. As the group's NL skills
mature, they will be back to creating competitive, creative decks
that can also stand up to S&B monsters.
> Of course this eliminates several 'pure' strategies, but the idea
> isn't about specific strategies being available, it's about there
> being a derth of strategies available.
Under NL, there are multitudes of deck strategies. Under CL, there
are also many deck strategies available, but those under NL which
have require more of a card that has no second-tier option are right
out.
Me > B) Short answer: the super powerful cards aren't any less powerful,
Me > they just show up less often.
>
> I don't really grasp your counter point... we are restricting all cards,
> because it is considered unbalancing for 'super powerful cards' (your words,
> so you suggest they exist) to appear in greater numbers. Without even
> needing to cite examples your 'rebuttal' is my argument; They do indeed show
> up less often, and hence have less inpmact on the game. So in essence you
> agree that 4CL does lessen the impact of 'imbalanced' cards?
They do not lessen the impact. A Return to Innocence has the
same effect whether it is played under CL or without CL. If a
person isn't prepared for it, they are ousted. This isn't like
a Presence bleed that you can see coming each turn. This isn't
like a Dominate bleed that you can see coming each turn. Any
deck can use it at anytime (well, they need vampires of course:).
The point is, if you aren't prepared for a 10 point bleed, you
are dead. The way you have to prepare for it under CL and NL
is the same. The impact is just the same.
Me > C) While Mr. Handbag has maybe 8 of a given common and 1 of
Me > a comparable rare, Mr. Suitcase has more of the common card
Me > and probably 8 of the comparable rare.
> In your experience that may be the case. We have played 4CL
> almost exclusively. 5 years of trading has seen collections
> evolve to 4s and 4s and 4s. Indeed Mr. Suitcase often has 2-4
> of any given given rare. Mr Handbag [great term by the way]
> often has 2-4 rares -for the decks which were his favourites-.
Hasn't Jyhad only been around since fall 1994? Not significant,
but anyway. What you are saying is that after years of trading
everyone in your group has more or less the cards they want to
make the decks they want under 4CL, correct? Ok, two counter-
points.
First, I thought CL was supposed to increase creativity, but
yet the Mr. Handbags (thanks, btw:) in your group have
traded for rares to go in their favorite decks. Wouldn't that
mean that they've been playing the same decks since you
started? Sure, they might have others, but the ones they play
the most are basically the same as when you started. That
doesn't sound very creative to me.
Second, what happens if a new Mr. Handbag wants to join the
group? They don't have the benefit of years of trading with
you guys and have a lot of catching up to do. It is possible
that the pool is there to get him up to speed quickly, but
what if that pool of rares isn't there?
Note, this shows how CL is perfectly reasonable for home
play, and I have nothing against that. But for tournament
play, this reasoning just won't hold.
> This point boils down to differing play groups, and only serves
> to emphasise that rare cards that are without second tier common
> equivalents will give the edge to Mr Suitcase -in either
> enviroment-, but according to your figures even more so in NCL
> in which trading and purchasing was geared to increasing the
> disparity.
In the Jyhad set, the rare cards were usually second-tier to
commons in general situations, but perhaps better in specialized
situations. When speaking of tiers of cards, NL'ers hold that
commons are the first tier cards as they make up the majority of
a person's deck while the rares (and sometimes uncommons) serve
as second tier. Everyone has equal access to the commons, ie
the first tier cards. There is, however, disparity of the rares.
Under CL, Mr. Handbag is restricted from using the commons that
he has all that he wants, perhaps freely given by Mr. Suitcase.
Mark > D) In your dreams [that CL stops S&B]
>
> Many suggest gentlemanly play, and evolved gamemanship as
> restraining factors in the non-play of degenerate decks.
> Even without needing to cite such a weak, but prominent
> argument common to both sides, the arrival of such cards
> as Protected Resources and Archon Investigation made S&B
> degeneracy much less of a head-ache (whilst admittedly
> conferring a 'must have' cachet on these cards).
Which are rare and uncommon respectively and require
purchasing the more expensive V:tES vs. the cheaper Jyhad.
That doesn't look good for Mr. Handbag.
> The fact remains that we want to win in intriguing and
> 'cool' ways just as much as you do and will similarly try
> new ideas... just try playing pure Ravnos in 4CL with no
> Sabbat. 4CL doesn't tame S&B anymore than NCL does, unless
> of course you are gambling on that counter strategy , and
Under NL, you can be prepared for S&B without a gentlemanly
agreement. That includes bounce, reduce, rush, intercept, and
pool gain. With a CL and especially so with 4CL, your access
to some of these is limited. Take, for example, bounce. You
have Redirection and Deflection with Deflection being preferable
if you have vampires that keep plenty of blood and because
Redirection requires two cards to play after you do it once
(WwEF/FA/untap and Redirection). Obviously, Redirection is
a weak alternative to Deflection when you want your vampires
taking actions and not being untapped. Under NL, you can use
8 Deflections where under 4CL, you use 4 Deflections and 4
Redirections. It's a crapshoot for which you'll have when
you really need a Deflection.
Mark > Thanks, Mike.
Mark > Remember folks, there's a $50 bounty for a literate article
Mark > that rebuts Pro-NL counter arguments A-D without simply
Mark > repeating Pro-CL arguments A-D. Easy money. I'm good for
Mark > it.
> touche?
Not quite. Btw, thanks for the well thought out arguments and counter-
counter points. I look forward to your response. It's nice to have
a CL actually come up with something well thought out that just doesn't
repeat what's already been said.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
In article <78k8i6$hia$1...@nnrp1.dejanews.com>,
CPilh...@bhak12.ac.at wrote:
Apologies to group for personal message...not in English for that
matter, but my target doesn't have an e-mail address that I know. :(
> Just my thoughts. Responses welcome (esp. from Mike Bohlmann, dessen
> Meinung ich hoch schaetze!)
Servus Carl! Kannst Du mir deine E-mail-Addresse schicken? Die
Addresse bei bhak12.ac.at funktioniert nicht. Hast Du dein Foto
an meine Web-Page gesehen? Es liegt unter dem Wien-Abteil meiner
Fotogallerie. Die URL steht ganz unten.
[ quoted text not captured ]
Okay...I may jump around a bit. Please bear with me.
Mike>Pro-NL counter arguments:
Mike> A) Actually require less thought because you just put in 4 or 6 or
Mike> whatever of each card that does what you need.
In 4CL, this is true. It's not quite so true in 6CL as you often don't
need more than 4 or 5 of a card...but that's more to do with deck
design and card redundancy than anything else.
aratx> Putting in 8-12 of the card under NCL is even less mentally taxing.
I disagree...mostly for the same reasons that Mike uses. In a NL
environment, you have more options...and so does your opposition.
With the card limitations gone, there is no way of accurately predicting
how many of a given card your opposition may have, forcing you to
build your decks in a more pro-active manner. (Note that this can
lead to S&B decks going unchallenged unless its vampires are
rendered inert.)
Mike> Choosing the right amount is
Mike> quite difficult until you get good at NL deck construction. And even
Mike> then, it takes several games to figure out if you've got the right
Mike> amount.
This can be true of a 6CL deck as well. Since most (not all) of my decks
start out in a 6CL environment and I use card redundancy to overcome
that, it's not often very difficult to tweak my decks for a NL game.
Mike> And I'm not speaking in theory, I'm speaking from most of my Jyhad
Mike> experience playing under CL, either 4CL or 6CL. I played with CL for
Mike> about 3 years. I've only played NL for the last year or so.
I would tend to largely agree with your findings.
Mike> "Thought" is trying to decide how many of a given card to put in.
Mike> "Creativity" in Jyhad is figuring out some strategy or card that
Mike> isn't obvious. For example, Noal's "The Grind" deck is creative.
Mike> It does something new that isn't entirely obvious.
*blushes* Thanks.
artax> However, in the situation where there is no
artax> standard second tier card, a 'creative solution' is -demanded-.
Mike> Of course. Whereas CL _requires_ creativity to get around the CL,
Mike> NL groups push towards creativity. Creativity in CL is a
Mike> necessity so that you can get around the CL. However, CL and NL
Mike> have the same creativity available when it comes to designing
Mike> interesting new deck ideas. The problem with CL is that your
Mike> creative deck ideas may be limited by some cards not having second
Mike> tier options.
The above is entirely correct. Innovation under CL and NL are a result
of different causes. However, a strict card limit places an inherent
limitation on the development of creative ideas in a deck.
> Robert Goudie brought up something a lot of us NL'ers have
> forgotten - the transition from CL to NL. At first, a group that
> switches to NL will probably see lots of non-creative decks as
> they explore the NL strategy. That means heavy S&B decks, decks
> composed entirely of a few cards, etc. As the group's NL skills
> mature, they will be back to creating competitive, creative decks
> that can also stand up to S&B monsters.
The above entirely depends on the environment in which they play
and the approach they have to the game. If a person is dedicated
to trying to develop innovative decks in a CL environment, that
person is likely to continue doing the same in a NL environment.
A beginning player is likely to use a basic strategy until they develop
stronger skills and larger collections of cards.
> Note, this shows how CL is perfectly reasonable for home
> play, and I have nothing against that. But for tournament> play, this reasoning [trading of cards for years] just won't hold.
Absolutely. Most people aren't going to bring their collections
to a tournament and just give their cards to players to help
their decks.
Noal McDonald
Michigan Jyhad League
--
"Is my ponytail doing anything for you?"
-Wally, "Jan 19 Dilbert" (by Scott Adams)
[ quoted text not captured ]
On Tue, 26 Jan 1999 08:53:16 GMT, lor...@nospam.nineball.org (Derek S. Ray) said:
>> Where did you pull this startling piece of wisdom from? I am no tournament
>> player, but I would suggest that 4,3 2 or even 1 WWEF can be incredibly
>> useful.
Derek> If you're only putting 4 Wakes in the deck, why are you
Derek> bothering to Wake since you're, due to not having it in your
Derek> hand most of the time, going to have to leave people untapped a
Derek> lot to block anyway?
Look up "bluff" in the dictionary :)
Ummm... I really don't see this "must reliably always have Wake in
hand to include it in deck" point. In fact I think it's silly. Yes,
it's a viable deck design to make a deck that virtually always can
Wake, but to claim it's the only useful use for Wakes is tunnel
vision.
I usually put 1-5 Wakes in decks, depending on the deck. For intercept
decks I usually put more, but I've found 1-4 Wakes to be extremely
useful. Why? Because it keeps people on their toes. Once I demonstrate
that I have Wakes, I can use it to bluff, tapping out and letting
people think that I have a Wake when in fact I don't - or doing it
only when I have a Wake, depending on how the game is going. You know,
"mind games" and "strategy"? :) Being predictable is a bad thing.
In short: if you're basing a deck around the concept that it must
always be able to Wake, then using N of them is a good idea. But I
strongly disagree with the idea that that's the *only* way to use
Wakes. Your mileage may vary, of course.
//Petri
On Tue, 26 Jan 1999 11:22:51 GMT, CPilh...@bhak12.ac.at said:
CPilhatsch> In article <36a91dab...@news.mich.com>,
CPilhatsch> ber...@mich.com wrote:
>> Hey Vince,
>> Thought I'd mention that I've always been a BIG fan that First Strike
>> should preclude Strike:CE. First Strike should at least be able to
>> beat the lowly dodge..>> Bernie
CPilhatsch> I agree with you wholeheartedly on this. It *should* be
CPilhatsch> able to beat at least the dodge. *sigh*
AGREED!
As it is, First Strike is a joke. In addition, it's very aggravating
to try to explain to newbies why something called "first strike"
doesn't work like a first strike - it actually resolves *after* S:CE
and dodge. It makes no game world sense, it makes no general sense.
I'd love to see First Strike resolved *first*, then S:CE and Dodge. I
really can't see why it isn't that way, except "that's the way the
Rules Team ruled it once upon a time". Or maybe there is a good
argument, but I haven't heard it yet.
In a game world sense, the current ruling doesn't make sense. First
Strike means a surprise attack, it just doesn't compute that somebody
would be able to use Majesty against that or dodge the attack when
they don't know it's coming. I know, I know, game world rationales
don't wash when it comes to the card game - but I can tell you that
the illogic behind the current rule *does* create problems when
explaining the game, from personal experience.
As is, S:CE is an extremely powerful effect, and something that a lot
of combat clans have great problems with. First Strike isn't a very
common ability, and having it resolve first would give the Assamites a
fighting chance (pun semi-intended :).
LSJ (or others): is there any chance of changing the rules to that
effect? Since the rules have already effectively been changed N times
recently with the ton of errata and stuff, I don't see it as an
impossible thing. Also since the new rules (available as PDF) haven't
been officially printed in any form, there would be no distribution
costs or stuff like that.
In any case, I'd like to hear people's opinions/discussion on this. Am
I in the minority here, or would something like this benefit the game?
Are there things that it could break?
I personally would like it for the following reasons:
a) "It would make sense", and it would be easier and more logical to
explain to beginners.
b) It would give clans with First Strike capability (Assamites at the
forefront) some much-needed boost.
c) It would give one more general way of fighting S:CE. Since S:CE is
(IMHO) an overly powerful effect, this is (again IMHO) a very good
thing.
Negatives:
a) All rule changes are things that should be approached with caution.
b) It might break something or introduce something really broken into
the game. Nothing comes to mind yet, but there might be something
I'm missing. Ok, Assamites might actually become frightening
instead of jokes :)
Opinions?
//Petri
Petri Wessman wrote:
> On Tue, 26 Jan 1999 11:22:51 GMT, CPilh...@bhak12.ac.at said:>> ber...@mich.com wrote:> >> Thought I'd mention that I've always been a BIG fan that First Strike
> >> should preclude Strike:CE. First Strike should at least be able to
> >> beat the lowly dodge..
>> CPilhatsch> I agree with you wholeheartedly on this. It *should* be
> CPilhatsch> able to beat at least the dodge. *sigh*
>
> AGREED!
>
> As it is, First Strike is a joke. In addition, it's very aggravating
> to try to explain to newbies why something called "first strike"
> doesn't work like a first strike - it actually resolves *after* S:CE
> and dodge. It makes no game world sense, it makes no general sense.
Game World:
To strike, your fist (or other strike element) must traverse the
distance from you to your opponent. When striking with First Strike,
either your traverse that distance faster (e.g., Fast Hands) or
you attack from a position/vantage point that allows your strike
to connect before your opponent can connect his strike to you
(e.g., Back Stab).
When Dodging, however, you are not attempting to get your strike
from here to there. You are simply moving out of the way of the
incoming strike.
When ending combat, the situation is much the same.
> I'd love to see First Strike resolved *first*, then S:CE and Dodge. I
> really can't see why it isn't that way, except "that's the way the
> Rules Team ruled it once upon a time".
Actually, no ruling was ever necessary, since (for Dodge) the rulebook
says very clearly: "[Dodge] negates the effect of the opponent's strike
that round." (Jyhad 15.3)
Some people (prossibly influenced by the MtG notion of "First Strike")
questioned it, so the clarification that, "yes, this is true, even
against First Strke" was issued. (RTR 22-DEC-94)
For S:CE, the rulebook was even clearer (Jyhad 15.3):
[S:CE] ends combat immediately (before any damage is dealt or any
strike's effects take place). Note that combat ends is not affected
by Dodge and even cancels strikes with first strike.
> Or maybe there is a good
> argument, but I haven't heard it yet.
See above.
> In a game world sense, the current ruling doesn't make sense. First
> Strike means a surprise attack, it just doesn't compute that somebody
> would be able to use Majesty against that or dodge the attack when
> they don't know it's coming.
It doesn't mean "surprise attack" (see above).
That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
dodge and S:CE.
> I know, I know, game world rationales
> don't wash when it comes to the card game - but I can tell you that
> the illogic behind the current rule *does* create problems when
> explaining the game, from personal experience.
Try using "real world" terms that work to convey the official
operation. Certainly using terms like "surprise attack" when
descibing First Strike can lead to confusion.
> As is, S:CE is an extremely powerful effect, and something that a lot
> of combat clans have great problems with. First Strike isn't a very
> common ability, and having it resolve first would give the Assamites a
> fighting chance (pun semi-intended :).
Not that this line of argument is related to how the rules should
operate, Assamites do have access to both Hidden Lurker and Psyche!
for combating S:CE.
> LSJ (or others): is there any chance of changing the rules to that
> effect? Since the rules have already effectively been changed N times
> recently with the ton of errata and stuff, I don't see it as an
> impossible thing. Also since the new rules (available as PDF) haven't
> been officially printed in any form, there would be no distribution
> costs or stuff like that.
Not likely, since it isn't a problem (or, if it is a problem, it isn't
severe enough to warrant such a change).
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
artax...@my-dejanews.com wrote in message
<78j6in$mdr$1...@nnrp1.dejanews.com>...
>In article <78i4pm$j13$1...@amdint2.amd.com>,
> "Mark Langsdorf" <mark.la...@amd.com> wrote:
>>>
>> >Pro-CL arguments:
>> > A) Force you to be more innovative with your deck designs
>> > B) Fix cards that are much more powerful than comparable cards
>> > C) Allow anyone with a small collection to make a deck that competes
>> with
>> > Mr. Suitcase
>> >Are there any other pro-CL arguments that I'm missing?
>>
>> D) Balances out easy-cheesy decks like Stealth and Bleed.
[In answer to an earlier question in this thread, this a Pro-CL argument
that is demonstratively wrong].
>> >Pro-NL counter arguments:>> > A) Actually require less thought because you just put in 4 or 6 or>> > whatever of each card that does what you need.>>Putting in 8-12 of the card under NCL is even less mentally taxing.
However...
>
>NCLer 'But you just use the second tier cards instead, that not
innovative!'
>
>This is a slanted view; of course in many instances second tier cards will
be
>employed (which saves them from wallpaper, and is -as- creative as putting
in
>8-12 in the first place). However, in the situation where there is no>standard second tier card, a 'creative solution' is -demanded-.
Well, for you, maybe. I just put some more Immortal Grapples in my
deck if I need them, and proxy them if I don't have them.
>> > B) Short answer: the super powerful cards aren't any less powerful,>> they just show up less often.>
>I don't really grasp your counter point... we are restricting all cards,
>because it is considered unbalancing for 'super powerful cards' (your
words,
>so you suggest they exist) to appear in greater numbers. Without even
>needing to cite examples your 'rebuttal' is my argument; They do indeed
show
>up less often, and hence have less inpmact on the game. So in essence you
>agree that 4CL does lessen the impact of 'imbalanced' cards?
No, we claim that the 4CL makes any imbalanced cards more of a
swing factor.
Say I've got my weenie potence deck. Normally, it would rely on
Bum's Rush for bleed defense. In an NCL environment, I have so many
Bum's Rushes that I *know* I will always have at least one in hand. If
you have a bleed deck that relies on the old, broken Return to Innocence,
I can reliably deal with it by rushing every one of your big vampires.
In a 4CL, I don't know that. If you bring out a big vampire and have
an RtI available, I may be dead. Flat out. I may have had three vampires
available and my Immortal Grapple, but I can't put in enough Bum's Rushes
to get your big vampire. Therefore, I'm dead.
Bigger swing effect.
>> > C) While Mr. Handbag has maybe 8 of a given common and 1 of a
>> >comparable rare, Mr. Suitcase has more of the common card and>> >probably 8 of the comparable rare.>
>In your experience that may be the case. We have played 4CL almost
>exclusively. 5 years of trading has seen collections evolve to 4s and 4s
and
>4s. Indeed Mr. Suitcase often has 2-4 of any given given rare. Mr Handbag
>[great term by the way] often has 2-4 rares -for the decks which were his>favourites-. This point boils down to differing play groups, and only
serves
>to emphasise that rare cards that are without second tier common
equivalents
>will give the edge to Mr Suitcase -in either enviroment-, but according to
>your figures even more so in NCL in which trading and purchasing was geared
>to increasing the disparity.
Nope. I can purchase Govern the Unaligned and Lost In Crowds in
sets of 30 for basically the cost of postage, or buy another box for 7 and
get more of them than I need. GtU + LiC is roughly equivalent to Dominate
Kine, which will run me maybe a dollar apiece. Sure, the difference isn't
much, but when you multiply that against every common/rare equivalence,
it starts to get expensive. (And worse if the rare in question is only
available in Sabbat, where the rares are expensive. $2 for 20 Bewitching
Orations or $15+ for 4 Awes? Which investment gives me a better deck?)
>> D) In your dreams.>
>Many suggest gentlemanly play, and evolved gamemanship as restraining
factors
>in the non-play of degenerate decks. Even without needing to cite such a
>weak, but prominent argument common to both sides, the arrival of such
cards
>as Protected Resources and Archon Investigation made S&B degeneracy
>much less
Let me explain this to you, just once, 'cause I'm tired of hearing it:
"Stealth and Bleed IS NOT degenerate."
Trust me on this. I play S&B sometimes when I play Jyhad in a NCL
group. I am not guaranteed to sweep the table. Sometimes I get a couple
of victory points. Sometimes I sweep the table. Sometimes a Rush deck
hands me my head. Sometimes a voting deck outraces me. Rarely, a
blood-gain deck *laughs* at me (more because very few people play
blood gain decks around here). Sometimes Jeff is playing his "any action,
anywhere, at any stealth" intercept deck and I die horribly. It's always
an exciting and difficult fight, just like playing Rush or Intercept or
Tremere
Combat or Vote or "the 6 War Ghoul deck."
Stealth and Bleed is not degenerate.
>of a head-ache (whilst admittedly conferring a 'must have' cachet on these>cards). The fact remains that we want to win in intriguing and 'cool' ways>just as much as you do and will similarly try new ideas... just try playing
>pure Ravnos in 4CL with no Sabbat. 4CL doesn't tame S&B anymore than NCL>does, unless of course you are gambling on that counter strategy , and the
>random draw of the game may see you sandwhiched between rush and
politics...
>oh dear.
4CL doesn't tame S&B at all. NCL makes it another deck, with probably
a 1 in 5 chance of winning at a 5 person table, same as any other well
constructed and well played strategy.
>> Remember folks, there's a $50 bounty for a literate article that
rebuts
>> Pro-NL counter arguments A-D without simply repeating Pro-CL arguments
>> A-D. Easy money. I'm good for it.
By the way, any Pro-CL rebuttal of the Pro-NL arguments that starts with
"S&B is degenerate" is not going to get any money from me, 'cause it's
not an adequate rebuttal.
[ quoted text not captured ]
On Tue, 26 Jan 1999 11:08:00 GMT, Petri Wessman
<or...@termiitti.akumiitti.fi> wrote:
>On Tue, 26 Jan 1999 08:53:16 GMT, lor...@nospam.nineball.org (Derek S. Ray) said:
>
>Derek> If you're only putting 4 Wakes in the deck, why are you
>Derek> bothering to Wake since you're, due to not having it in your
>Derek> hand most of the time, going to have to leave people untapped a
>Derek> lot to block anyway?
>
>Look up "bluff" in the dictionary :)
and see "Calling one's" right after it. ;)
>Ummm... I really don't see this "must reliably always have Wake in
>hand to include it in deck" point. In fact I think it's silly. Yes,
>it's a viable deck design to make a deck that virtually always can
>Wake, but to claim it's the only useful use for Wakes is tunnel
>vision.
There's an old saying from poker that one should "Only bluff once at a
sitting." It usually means get caught bluffing wildly early on in the
night, then never do it again, since you've put the idea in your
opponents' heads that you're lying, and from then on any time one of
them assumes you're lying he'll be (painfully) wrong. =)
>I usually put 1-5 Wakes in decks, depending on the deck. For intercept
>decks I usually put more, but I've found 1-4 Wakes to be extremely
>useful. Why? Because it keeps people on their toes. Once I demonstrate
>that I have Wakes, I can use it to bluff, tapping out and letting
>people think that I have a Wake when in fact I don't - or doing it
>only when I have a Wake, depending on how the game is going. You know,
>"mind games" and "strategy"? :) Being predictable is a bad thing.
That's excellent mind game, yeah. I even recommend it for other cards
- a deck based around Form of Mist shouldn't have many Forms of Mist
in it, since after seeing a couple your prey will suddenly quit
blocking you and if you've put too many in, assuming that your prey
WILL constantly block you, you'll have 7 Forms of Mist in your hand in
no time. =) You can conceivably get away with only playing a couple.
=)
The problem with bluffing based on Wake is that first, when you get
caught, it's not usually a "small" bad thing that happens. =)
second, ... in our group, usually you see Wake being played to untap
and defend against one's predator. consider this: if I am your
predator and you tap out your 3 vampires early on in the game, I will
look at you and evaluate your deck as best I can. Is it some form of
racing bleed that doesn't defend itself? Is it animalism untap? Is
it any sort of intercept deck? I will think "Hm. Well, he tapped
out. He probably has at least one Wake in hand. If he's bluffing,
we'll find out awfully quick." The problem is that a deck doesn't
make any progress v. Wake when it's sitting and defending. If I
decide "ok, he has a Wake, and I have no stealth in my hand", then I
can either waste time with my own vampires hunting, equipping stuff,
recruiting retainers, and basically doing lots of +1 stealth actions
that you may or may not bother to Wake for, and STILL may draw no
stealth into my hand, or I can just say "Well... either he has it or
he doesn't", and send 3 guys to bleed for 6 and see how many times you
untap. If you don't untap on the first, I may tap out to see if you
untap on the LAST or are just waiting for "zee Big One!" If i have an
obvious vampire who can play "zee Big One!", i'll try to do as much
damage as I can with the little ones first to draw out any Wake you
have. Perhaps even use up all my Conditionings on the little guys
with little Dominate, just because you're letting those through and
worrying about the guy with +1 bleed and big Dominate. =) Anyway...
why I don't like wasting time waiting is... what am I waiting for?
You'll never discard the Wake if you -did- in fact have it, because
you know you'll need it. If you didn't have it, you won't discard it
either, so there's never a signal to me that it's OK to come get you.
In fact, about the only thing that I can be sure of is that the more I
let you cycle cards without making you burn any, the more likely it is
that you HAVE drawn one and definitely aren't bluffing anymore. So I
might as well take actions against you and see if you have it NOW.
The only real thing it'll do is make me order my actions carefully to
see if you're inclined to Wake for one of the early ones, instead of
Wake for the steamroller that I absolutely WANT to get off. (And adds
an component to deck design - being sure of not being caught while
taking actions and/or not being damaged if you ARE caught. combat
defense; it isn't just for backwards anymore! ok sorry.)
Even bleed bounce is much more bluffable than Wake, since you can
always have it, and once you show it, your predator will constantly be
pondering "Ok, he didn't block. Do I modify it and potentially bleed
his prey for 6? Or do I leave it at 3 when he's maybe out of bounce?
If he lets a bleed for 3 go, is he just waiting for the bleed for 6 to
bounce it?" A true horror for any heavy-bleed deck =)
>In short: if you're basing a deck around the concept that it must
>always be able to Wake, then using N of them is a good idea. But I
>strongly disagree with the idea that that's the *only* way to use
>Wakes. Your mileage may vary, of course.
Mine has. =) but it may just be a difference in playgroup style. =)
[ quoted text not captured ]
In article <78ksfo$qna$1...@amdint2.amd.com>,
"Mark Langsdorf" <mark.la...@amd.com> wrote:
[snip a lot of stuff...to get to the clearest point in days...]
>
> Let me explain this to you, just once, 'cause I'm tired of hearing it:
> "Stealth and Bleed IS NOT degenerate."
Thanks for saying that straight out, Mark. I actually haven't played S&B in a
long time, mainly because I thought it was nasty & evil & degenerate at first.
I was the guy in our group who got trapped into trying to play intercept
combat, and usually getting my ass handed to me. But S&B is not scary under
NCL.
To illustrate, a month or two ago, I was playing a 4-player game, and my prey
was !Malkavian S&B. My deck would have shut him down just as quickly if *I*
had been the prey. I was playing my wacky Tremere Potence/Thaumaturgy rush
deck. My prey got out about 4 or 5 vampires, including Virgil & Vasantasena.
The *only* actions any of them had time to take were dragging themselves out
of torpor. Sabine Lafitte, Merill Molitor, and Sarah Cobbler *crushed* the
!Malks because they had no combat defense to compete with Immortal Grapple
followed up with Walk of Flame in the next round. S&B can be cowed easily
whether you are the predator or prey, and there are a number of effective
methods to do this in NCL, which Mark referred to, sort of. Intercept works,
but I think it's generally the weakest option. Blood gain, when it gets
rolling is better. Rush combat is next, and it's a favorite on the newsgroup
because it is *not* reactive...allowing you to use your vampires/resources to
maximum usefulness, hopefully. I think that bleed bounce is the *best* way
to shut down S&B. There are 4 (I think...?) bounce cards
available...Deflection, Redirection, Telepathic Misdirection, and My Enemy's
Enemy. In general, I think Deflection is preferred, because although it
costs 1, your vampires don't tap. Redirection is probably slightly better
than Telepathic in most decks, but if you're playing intercept/bounce,
Telepathic is the one to go with. Personally, I can think of less use for My
Enemy's Enemy, because you don't have a choice who it gets bounced to, but I
suppose in smaller games this will matter less. Now...only 2 groups of
vampires generally have access to all 4 of these, the Malkavians and the
Tremere. You really need 3 or 4 of these to have a *consistent* bleed bounce
defense in 4CL. In NCL, however, you can determine which is most appropriate
to your deck. Do you have big Ventrue with *lots* of blood on them? Go all
Deflection. Do you have lots of small Toreador with guns? Go with mainly My
Enemy's Enemy (that's +1 int at inferior, right?). I hope the picture is
clearer. Under 4CL, if you wanted to build a deck that could bounce most
bleeds that come at it, you need 2 disciplines that are only found in 2
clans. One of which you have almost ruled out of playing altogether. And
really, once the Tremere are bouncing, they've used up a significant portion
of their room for combat support.
> 4CL doesn't tame S&B at all. NCL makes it another deck, with probably
> a 1 in 5 chance of winning at a 5 person table, same as any other well
> constructed and well played strategy.
Very true. IMO, most well-built decks have a method of defense against most
counter-strategies. If you want simple, here's the defense strategies with
Nosferatu rush.
vs. S&B: Combat. Send minions to torpor/burn before they harm you.
vs. vote: Combat. Send minions that may vote to torpor. Send minions after
the prince who called the last harmful vote.
vs. prey: Combat. Make him keep spending more for minions.
There you have it.
How about a classic Ventrue vote deck?
vs. S&B: Deflections
vs. vote: counter-vote from permanants & cards from the hand.
vs. combat: Skin of Steel
Xian
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7xsocyb5...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On Tue, 26 Jan 1999 11:22:51 GMT, CPilh...@bhak12.ac.at said:> CPilhatsch> I agree with you wholeheartedly on this. It *should* be
> CPilhatsch> able to beat at least the dodge. *sigh*
>
> AGREED!
>
> As it is, First Strike is a joke. In addition, it's very aggravating
> to try to explain to newbies why something called "first strike"
> doesn't work like a first strike - it actually resolves *after* S:CE
> and dodge. It makes no game world sense, it makes no general sense.
>> I'd love to see First Strike resolved *first*, then S:CE and Dodge. I
> really can't see why it isn't that way, except "that's the way the> Rules Team ruled it once upon a time". Or maybe there is a good> argument, but I haven't heard it yet.
You're all right -- First Strike is a joke. And I agree that it would
be nice if it weren't.
I think the problem is that there aren't enough First Strike cards
to make it a very useful anti-Dodge/S:CE measure; it appears to me
that First Strike was almost dropped by the wayside like Close Quarters,
but it was used on a couple original set cards (Fast Hands, Canine Horde,
Shattering Blow). It was picked up in later sets a little bit, but still
not enough to be a very practical combat angle even if it did beat Dodge
and S:CE.
Plus, since FS has never beaten Dodge or S:CE, the rules team is reluctant
to change that for the sake of so few cards, and in the absence of a
compelling game-balance argument. So I think we're pretty much out of
luck on this one.
Josh
poor first strike... the red-headed stepchild of combat effects
[ quoted text not captured ]
Joshua Duffin wrote:
> Plus, since FS has never beaten Dodge or S:CE, the rules team is reluctant
> to change that for the sake of so few cards, and in the absence of a
> compelling game-balance argument. So I think we're pretty much out of
> luck on this one.
Maybe not entirely. If you can't win with WotC, maybe you can win with
MJL. I'm sure that getting our rules team to discuss First Strike wouldn't
be difficult...esp since Bernie and I are both on it. Since there will be a
MJL sponsored tournament at Origins, some of you can help playtest
whatever we come up with. *smiles*
Noal McDonald
Michigan Jyhad League
--
"Is my ponytail doing anything for you?"
-Wally, "Jan 19 Dilbert" (by Scott Adams)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
LSJ> To strike, your fist (or other strike element) must traverse the
LSJ> distance from you to your opponent. When striking with First Strike,
LSJ> either your traverse that distance faster (e.g., Fast Hands) or
LSJ> you attack from a position/vantage point that allows your strike
LSJ> to connect before your opponent can connect his strike to you
LSJ> (e.g., Back Stab).
This would logically be because your reactions and speed are quicker.
LSJ> When Dodging, however, you are not attempting to get your strike
LSJ> from here to there. You are simply moving out of the way of the
LSJ> incoming strike.
If someone is trying to get out of the way of an attack that moves faster
than they are able to (Fast Hands) or an attack they don't know is coming
(Silence of Death) or an attack from a superior vantage point (Back Stab),
they are still unlikely to be successful in avoiding the strike. I don't see
why First Strike vs. Dodge doesn't take this into effect since Dodge is
_still_ just a strike.
If you don't believe me, try to dodge a bullet.
LSJ> When ending combat, the situation is much the same.
Not really. S:CE strikes are usually due to some pre-emptive power.
In the LARP, Majesty is an aura of immense charismatic power and
anyone within the range of the aura must try to overcome this aura
before being able to attack. Even if you have Super-Duper (tm)
Celerity and Quietus, you still have to overcome the aura first.
Most of the other S:CE cards are based on similar effects. Catatonic
Fear, Staredown, Eyes of the Serpent and Mercy for the Weak are
also based on extreme charismatic power and intimidation. Earth Meld,
Form of Mist, Mummify, Rapid Change and Shadow Body are based on
a pliant or insubstantial form. Spiritual Intervention and Preternatural
Evasion is based on foreknowledge of events. Riposte (a misspelling of
ripost...let's hear it for WotC editors) is based on a critical strike
(I suppsose).
LSJ> It doesn't mean "surprise attack" (see above).
LSJ> That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
LSJ> dodge and S:CE.
Blessing of Durga Syn (an illusion) and Silence of Death are both arguably
based on "surprise attack".
LSJ> Try using "real world" terms that work to convey the official
LSJ> operation. Certainly using terms like "surprise attack" when
LSJ> descibing First Strike can lead to confusion.
If you know the basis for the cards, I don't see how you could
argue that the 2 cards above aren't based on surprise attack.
LSJ> Not likely, since it isn't a problem (or, if it is a problem, it isn't
LSJ> severe enough to warrant such a change).
Depends on who you ask. Based on a close examination of the
cards, I'd argue that First Strike should be resolved before Dodge
but after S:CE
[ quoted text not captured ]
In article <78ksfo$qna$1...@amdint2.amd.com>,
"Mark Langsdorf" <mark.la...@amd.com> wrote:
>
> artax...@my-dejanews.com wrote in message
> <78j6in$mdr$1...@nnrp1.dejanews.com>...
> >In article <78i4pm$j13$1...@amdint2.amd.com>,
> > "Mark Langsdorf" <mark.la...@amd.com> wrote:
> >
> >>
> >> >Pro-CL arguments:
> >> > A) Force you to be more innovative with your deck designs
> >> > B) Fix cards that are much more powerful than comparable cards
> >> > C) Allow anyone with a small collection to make a deck that competes
> >> with
> >> > Mr. Suitcase
> >> >Are there any other pro-CL arguments that I'm missing?
> >>
> >> D) Balances out easy-cheesy decks like Stealth and Bleed.
>
> [In answer to an earlier question in this thread, this a Pro-CL argument
> that is demonstratively wrong].
This particular point, D) was inserted by a NCL'er. Whilst there may be a
perception that 4CL cite this as an end to 'degenerate S&B', as Mr L points
out there is no such thing. I would suggest that the NCL'er who posted point
D) however beleived entirley the opposite, hence my use of the term, but more
on that below.
>
> >> >Pro-NL counter arguments:
> >> > A) Actually require less thought because you just put in 4 or 6 or
> >> > whatever of each card that does what you need.
> >
> >Putting in 8-12 of the card under NCL is even less mentally taxing.
> However...
> >
> >NCLer 'But you just use the second tier cards instead, that not
> innovative!'
> >
> >This is a slanted view; of course in many instances second tier cards will
> be
> >employed (which saves them from wallpaper, and is -as- creative as putting
> in
> >8-12 in the first place). However, in the situation where there is no
> >standard second tier card, a 'creative solution' is -demanded-.
>
> Well, for you, maybe. I just put some more Immortal Grapples in my
> deck if I need them, and proxy them if I don't have them.
>
I must admit I hadn't considered proxies, or the even more sensible arena of
JOL where Mr. Suitcase might only have tha advantage of knowing what some
cards look like... However, in the case of Tournament play, which I have
always felt is the thrust of the NCL argument, this is forbidden [LSJ?].
Even given proxies, it still does not address the point that 4CL in many
circumstances 'encourages' the use of secondary cards in a creative fashion.
Whereas your proxies suggest; NCL'ers are obsessed with card multiples, and
would rather resort to proxies than play the game as Garfield intended with
the cards you have at hand, limited by your own resources and trading.
I would
be the first to agree, however, that proxies seem like an outstanding idea
to offer a level playing field; but you must admit that both proxies and 4CL
are just different ends of the scale for dealing with lack of access to
unlimited cards.
> >> > B) Short answer: the super powerful cards aren't any less powerful,
> >> they just show up less often.
> >
> >I don't really grasp your counter point... we are restricting all cards,
> >because it is considered unbalancing for 'super powerful cards' (your
> words,
> >so you suggest they exist) to appear in greater numbers. Without even
> >needing to cite examples your 'rebuttal' is my argument; They do indeed
> show
> >up less often, and hence have less inpmact on the game. So in essence you
> >agree that 4CL does lessen the impact of 'imbalanced' cards?
>
> No, we claim that the 4CL makes any imbalanced cards more of a
> swing factor.> Say I've got my weenie potence deck. [snip - 'conjured' scenario
that pre-supposes the NCL limit response to deck X is the only viable
response, which is unavailable in 4CL...]. Therefore, I'm dead.
> Bigger swing effect.
>
You must agree that your response was patronising in the extreme. It seemed
to be based on the assumption that we are playing a game where you have
off-handedly noticed a killer strategy that we 4CLers would be unable to
counter [or even to of though of ourselves]. If that was the case, ie there
was an un-assailable deck type then I wouldn't still be interested in Jyhad.
The decks you have described are of course strong strategies, and have had
their moments of prominence. They are liklely to appear agian in an evolved
form given the cyclic nature of Jyhad. Decks evolve to be robust against any
repeatedly played strategy. Since the pure strategy you advocate is
unsustainable in 4CL doesn't mean 4CL limit is poor, it just means you are
fixated on showing that the systems encourage differing strategies, but note,
if that wasn't the case there would be no reason to prefer one enviroment
over the other. Please do not try to show how bad 4CL is by saying, once
again, that an effective strategy in NCL doesn't work... such things are
obvious.
> >> > C) While Mr. Handbag has maybe 8 of a given common and 1 of a
> >> >comparable rare, Mr. Suitcase has more of the common card and
> >> >probably 8 of the comparable rare.
> >
> >In your experience that may be the case. We have played 4CL almost
> >exclusively. 5 years of trading has seen collections evolve to 4s and 4s
> and
> >4s. Indeed Mr. Suitcase often has 2-4 of any given given rare. Mr Handbag
> >[great term by the way] often has 2-4 rares -for the decks which were his
> >favourites-. This point boils down to differing play groups, and only
> serves
> >to emphasise that rare cards that are without second tier common
> equivalents
> >will give the edge to Mr Suitcase -in either enviroment-, but according to
> >your figures even more so in NCL in which trading and purchasing was geared
> >to increasing the disparity.
>
> Nope. I can purchase Govern the Unaligned and Lost In Crowds in
> sets of 30 for basically the cost of postage, or buy another box for 7 and
> get more of them than I need. GtU + LiC is roughly equivalent to Dominate
> Kine, which will run me maybe a dollar apiece. Sure, the difference isn't
> much, but when you multiply that against every common/rare equivalence,
> it starts to get expensive. (And worse if the rare in question is only
> available in Sabbat, where the rares are expensive. $2 for 20 Bewitching
> Orations or $15+ for 4 Awes? Which investment gives me a better deck?)
>
Having bought no Sabbat I will limit the comments to my experience.
Kine Dominance requires merely dom, you combo requires dom+obf.
This addresses issues of Crypt efficiency, now I must have obf.
It also require double the deck space, before I even start considering
obfustcate skill cards [working on the assumption that if Kine Dominance
is important to my deck I am dominate clan sans obfuscate. Instead
easily I could add some Bonding which require DOM which is certainly not rare,
or Dominate Kine (which I suspect is).
Ultimately you fail to address the point about trading. Cards that weren't
rare under the 4CL were literally thrown at extracting rares from Mr Handbag,
it was not unusual to see hundreds of cards pursuing single rares. In NCL
such trades [except under present conditions where cards are filthy cheap]
strike me as un-likely... especially in the cases of uncommons where 12 would
be a uesful number. As I have said before the point is largely moot
as large numbers are not entering the game [here at least].
I would be hard pressed to argue your conclusion about which gives the
better deck - for that one situation. Add up your sums to buy this number of
commons for each common card. We stand at 4's and 4's and 4's. You seem to
be advocating a move to financial Jyhad to support a wide range of decks.
This would immediately support Mr. Suitcase who has already demonstrated
a much greater desire to pursue Jyhad financially...
> >> D) In your dreams.
> >
> >Many suggest gentlemanly play, and evolved gamemanship as restraining
> factors
> >in the non-play of degenerate decks. Even without needing to cite such a
> >weak, but prominent argument common to both sides, the arrival of such
> cards
> >as Protected Resources and Archon Investigation made S&B degeneracy
> >much less
>
> Let me explain this to you, just once, 'cause I'm tired of hearing it:
> "Stealth and Bleed IS NOT degenerate."
I agree 100%, but as defending the alledged point that 'easy-cheesy [which
I took to mean degenerate, and had been inserted by a NCLer]
S&B decks where curtailed by 4CL' was part of my specifications for $x,
you must note that it now seems a little harsh to tell me it was a trick
question. You will therefore forgive me if a simply replace the word
'degeneracy' with the phrase 'easy-cheesy strategy', which paraphrases the
oroginal point, and retains my original meaning.
'"Even without needing to cite such a weak, but prominent argument
common to both sides [gentlemanly play], the arrival of such cards
as Protected Resources and Archon Investigation made S&B easy-cheesy
strategy much less effective.'" This is true in both 4CL and NCL.
So, yes I agree with you that 4CL doesn't curb S&B degeneracy, because even
if there was such a thing it long ago became a non-issue. You'll see below
that I had already made the point that 4CL doesn't 'tame' S&B any more
than NCL.
> Trust me on this. I play S&B sometimes when I play Jyhad in a NCL> group. I am not guaranteed to sweep the table.[snip S&B dege..erm easy-
cheesy'
>
> >of a head-ache (whilst admittedly conferring a 'must have' cachet on these
> >cards). The fact remains that we want to win in intriguing and 'cool' ways
> >just as much as you do and will similarly try new ideas... just try playing
> >pure Ravnos in 4CL with no Sabbat. 4CL doesn't tame S&B anymore than NCL
> >does, unless of course you are gambling on that counter strategy , and the
> >random draw of the game may see you sandwhiched between rush and
> politics...
> >oh dear.
>
> 4CL doesn't tame S&B at all. NCL makes it another deck, with probably
> a 1 in 5 chance of winning at a 5 person table, same as any other well
> constructed and well played strategy.
>
Ditto. With the reference to NCL replaced with 'Protected Resources, Archon
Investigation'.
> >> Remember folks, there's a $50 bounty for a literate article that
> rebuts
> >> Pro-NL counter arguments A-D without simply repeating Pro-CL arguments
> >> A-D. Easy money. I'm good for it.
>
> By the way, any Pro-CL rebuttal of the Pro-NL arguments that starts with
> "S&B is degenerate" is not going to get any money from me, 'cause it's
> not an adequate rebuttal.
My mistake, but the point D) was added by a NCL, and did seem to imply that
was the argument.
>
> -Mark Langsdorf
> Jyhad Archivist
> http://www.io.com/~mlangsdo/RPGs/Jyhad/
>
>
Bank account details available on request.
artaxerxes
the monocled 4CL'er
[ quoted text not captured ]
In article <78o0se$n0i$1...@nnrp1.dejanews.com>,
artax...@my-dejanews.com wrote:
> Even given proxies, it still does not address the point that 4CL in many
> circumstances 'encourages' the use of secondary cards in a creative fashion.
> Whereas your proxies suggest; NCL'ers are obsessed with card multiples, and
> would rather resort to proxies than play the game as Garfield intended with
> the cards you have at hand, limited by your own resources and trading.
No one I've ever played any sort of CCG with has allowed proxies. The
whole point of CCG's is basically pitting what you can make of your
collection against what another guy can make of his collection. With
proxies, that element is removed. JOL is an interesting case. For me,
it's an interesting test bed for strategy feasability, but otherwise
I could take it or leave it.
> >Mark Langsdor wrote:
> > No, we claim that the 4CL makes any imbalanced cards more of a
> > swing factor.
> > Say I've got my weenie potence deck. [snip - 'conjured' scenario
> that pre-supposes the NCL limit response to deck X is the only viable
> response, which is unavailable in 4CL...]. Therefore, I'm dead.
> > Bigger swing effect.> You must agree that your response was patronising in the extreme. It seemed
> to be based on the assumption that we are playing a game where you have
> off-handedly noticed a killer strategy that we 4CLers would be unable to
> counter [or even to of though of ourselves].
Actually, I believe the point he is trying to make is that cards like
RtI take specific preparation (preparing for bleed isn't the same as
preparing for RtI). If you aren't ready for an RtI when it comes, you
are dead. You could have maybe taken a 6 point or higher bleed, but
not a 10 or higher bleed which RtI usually is. The as-written RtI is
the same problem under NL as it is under CL. That is, unless you are
specifically prepared for that card when it comes, you are dead.
> Ultimately you fail to address the point about trading. Cards that weren't
> rare under the 4CL were literally thrown at extracting rares from Mr Handbag,
> it was not unusual to see hundreds of cards pursuing single rares. In NCL
> such trades [except under present conditions where cards are filthy cheap]
> strike me as un-likely... especially in the cases of uncommons where 12 would
> be a uesful number. As I have said before the point is largely moot
> as large numbers are not entering the game [here at least].
Nope, not un-likely. I've often traded players with smaller collections
several commons, uncommons, or vampires for that single rare I wanted.
Under your system, once Mr. Handbag has benefited from Mr. Suitcase, how
many more times does he need to make such trades before he has all the
commons he can ever need, especially under CL?
> I would be hard pressed to argue your conclusion about which gives the
> better deck - for that one situation. Add up your sums to buy this number of
> commons for each common card. We stand at 4's and 4's and 4's. You seem to
> be advocating a move to financial Jyhad to support a wide range of decks.
>
> This would immediately support Mr. Suitcase who has already demonstrated
> a much greater desire to pursue Jyhad financially...
Mr. Suitcase has a similar advantage under CL as NL. However, under
CL, his advantage is greater, especially if the difference between collection
sizes is smaller. What I mean is, if Mr. Suitcase has 4 commons and 3
comparable rare, how likely is he to trade one of those 3 comparable rares
to Mr. Handbag?
> question. You will therefore forgive me if a simply replace the word
> 'degeneracy' with the phrase 'easy-cheesy strategy', which paraphrases the
> oroginal point, and retains my original meaning.
I can certainly accept that. :)
> '"Even without needing to cite such a weak, but prominent argument
> common to both sides [gentlemanly play], the arrival of such cards
> as Protected Resources and Archon Investigation made S&B easy-cheesy
> strategy much less effective.'" This is true in both 4CL and NCL.
I don't know who said this, but I disagree. Archon Investigation to
a certain extent because of it's deterrent, but Protected Resources
definitely doesn't. I've only seen 1 in the 3+ years it's been in
circulation.
> So, yes I agree with you that 4CL doesn't curb S&B degeneracy, because even
> if there was such a thing it long ago became a non-issue. You'll see below
> that I had already made the point that 4CL doesn't 'tame' S&B any more
> than NCL.
But many would say that S&B loses its balance with the other main
strategies under 4CL. There are multitudes of stealth cards and lots
of bleed cards. A 4CL actually forces a S&B deck to be a little better
by being a little more diversified in card selection.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
artax...@my-dejanews.com wrote:
>
[clip]
> I must admit I hadn't considered proxies, or the even more sensible arena of
> JOL where Mr. Suitcase might only have tha advantage of knowing what some
> cards look like... However, in the case of Tournament play, which I have
> always felt is the thrust of the NCL argument, this is forbidden [LSJ?].
Proxies are not allowed in tournaments.
--
Robert Goudie, Chairman rrgo...@earthlink.net
Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net
_________________________________________________________________
The Official Vampire: the Eternal Struggle Players Organization
<Somewhat in response to LSJ's post>
Back in the day I argued these points for First Strike (much of
what has been said in this thread). That was also the days when
we had a spotty rules team. Now that we have an active rules team
who obviously aren't afraid to make changes to the game (7/7 anyone?)
why is the idea of altering the timing of First Strike reprehensible?
Of all the things that players may or may not agree with about Jyhad,
the one thing many people would agree upon is that First Strike is
underpowered for what it should be.
Personally, I can live with the fact that Strike:Combat Ends can beat
a First Strike. And per Noal's musing, Dodge is a strike card.
And yes, to borrow from Magic:TG.. Every Magic player knows what
First Strike is from that game, and many newcomers to V:TES will
more than likely be coming from that group. It would be a better
transition for NEWB's if game terms are kept as similar as possible.
Can you give me an example of how allowing First Strke pre-empting
a Dodge somehow puts Jyhad out of whack? It certainly would be a
more well received rule change than some others..
Bernie Bresnahan
Michigan Jyhad League
On Wed, 27 Jan 1999 20:44:08 GMT, Dhar...@yahoo.com wrote:
>a pliant or insubstantial form. Spiritual Intervention and Preternatural
>Evasion is based on foreknowledge of events. Riposte (a misspelling of
>ripost...let's hear it for WotC editors) is based on a critical strike
>(I suppsose).
Nit-picky totally unrelated point on:
Riposte (the correct spelling) is a fencing term which generally
consists of a block that leads -immediately- into a counterstrike - a
block that has been made in such a way to facilitate an immediate
counterstrike, instead of a purely defensive block.
Why it's an S:CE card I have no idea. Their spelling is accurate...
but their word choice makes my teeth grind. To have an accurate name,
this card could be dodge with additional strike at inferior for 1
blood, and dodge with a press and First Strike next round at superior
for same. (both demonstrating superior combat speed in that you are
able to defend -and- counterattack in the same action.) But then
again, this card -does- come from the same editors who named a +hand
damage card Torn Signpost. =)
Nit-picky totally unrelated point off.
[ quoted text not captured ]
Noal>Riposte (a misspelling of ripost...let's hear it for WotC editors)
Noal> is based on a critical strike (I suppsose).
Derek> Nit-picky totally unrelated point on:
Derek>
Derek> Riposte (the correct spelling) is a fencing term which generally
Incorrect. Ripost is the fencing term. Riposte has nothing to do with
fencing. Now watch me get nit-picky. *grin*
From Webster's Revised Unabridged Dictionary (1913) (web1913)
Ripost \Ri*post"\, n. [F. riposte.] 1. In fencing, a return thrust after a
parry.
2. A quick and sharp refort; a repartee. --J. Morley.
From WordNet (r) 1.6 (wn)
riposte n : a reply to a question or remark (especially a witty or critical
one); "it brought a sharp rejoinder from the teacher" [syn: {rejoinder},
{retort}, {return}, {comeback}] v : answer back
[syn: {retort}, {come back}, {repay}, {return}, {rejoin}]
> consists of a block that leads -immediately- into a counterstrike - a
> block that has been made in such a way to facilitate an immediate
> counterstrike, instead of a purely defensive block.
> Why it's an S:CE card I have no idea.
Agreed. I could see it as a First Strike card much easier than a S:CE.
> Their spelling is accurate...but their word choice makes my teeth grind.
As noted above, the spelling is incorrect. However...
> To have an accurate name,
> this card could be dodge with additional strike at inferior for 1
> blood, and dodge with a press and First Strike next round at superior
> for same. (both demonstrating superior combat speed in that you are
> able to defend -and- counterattack in the same action.)
I would agree with this. Their choice of title for this card leaves much
to be desired.
> But then again, this card -does- come from the same editors who named
> a +hand damage card Torn Signpost. =)
Amen brother. *grin*
Noal
--
"Is my ponytail doing anything for you?"
-Wally, "Jan 19 Dilbert" (by Scott Adams)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <36aff873...@news.mich.com>,
ber...@mich.com wrote:
> Can you give me an example of how allowing First Strke pre-empting
> a Dodge somehow puts Jyhad out of whack? It certainly would be a
> more well received rule change than some others..
Makes equipment even more generally worthless as stealing and
destroying become much easier?
Makes the Assamites too powerful? Not likely, but a possiblity. :)
More than likely, they would be brough on par with the other combat
oriented clans.
As it currently stands, First Strike only does you any good if the
other guys actually trying to hit you back rather than run away (S:CE)
or get out of the way (dodge).
Cards affected:
Backstab - Moves towards being really useful. Still requires a block.
Blessing of Durga Syn - Chimerstry steal with first strike
Canine Horde - If they are at long range with a weapon, they probably
already aren't going to dodge.
Fast Hands - Celerity steal with first strike
Muddled Vampire Hunter - Would improve slightly
Shattering Blow - Potence destroy with first strike
Silence of Death - First strike with hand or melee. Since Assamites are
generally better at long range, I don't see it helping them a ton.
And that's it. Are there any real benefits from changing how First
Strike works in the rule book? Not really other than possibly eliminating
some confusion. Perhaps the words First Strike should be chandged to
First Attack. Then you don't have any sensical problems. :)
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
On Wed, 27 Jan 1999 21:36:14 GMT, artax...@my-dejanews.com wrote:
Several layers of quotations snipped by me - a bunch of different
people have posted in this thread.
>> >> D) Balances out easy-cheesy decks like Stealth and Bleed.
>>
>> [In answer to an earlier question in this thread, this a Pro-CL argument
>> that is demonstratively wrong].>
>This particular point, D) was inserted by a NCL'er. Whilst there may be a
>perception that 4CL cite this as an end to 'degenerate S&B', as Mr L points
>out there is no such thing. I would suggest that the NCL'er who posted point
>D) however beleived entirley the opposite, hence my use of the term, but more
>on that below.
Card Limit advocates USED to cite this as one of the good things that
CL brought to the game. It was one of the easier ones to disprove.
But just in case someone who hadn't been around wanted to bring it
up... it's only fair to list -all- the arguments that have been aimed
at your side in the past.
>> >8-12 in the first place). However, in the situation where there is no
>> >standard second tier card, a 'creative solution' is -demanded-.
>>
>> Well, for you, maybe. I just put some more Immortal Grapples in my
>> deck if I need them, and proxy them if I don't have them.>
>I must admit I hadn't considered proxies, or the even more sensible arena of
> JOL where Mr. Suitcase might only have tha advantage of knowing what some
>cards look like... However, in the case of Tournament play, which I have
>always felt is the thrust of the NCL argument, this is forbidden [LSJ?].
Proxies are forbidden in tournament play, yes. =) Not to mention the
wack 40% - 60% card back limit is still in force, which I suppose I
understand but find it can be a real pain. Conveniently, the Sabbat
reprinted enough identical cards with Vampire backs. =)
>Even given proxies, it still does not address the point that 4CL in many
>circumstances 'encourages' the use of secondary cards in a creative fashion.
>Whereas your proxies suggest; NCL'ers are obsessed with card multiples, and
>would rather resort to proxies than play the game as Garfield intended with
>the cards you have at hand, limited by your own resources and trading.
I believe that very few NCLers use proxies, actually. I've only seen
our group use proxies to play cards from a set they didn't buy - and
usually only 2 or 3 of one specific card, and no more. Which is not
unreasonable in my eyes, since there -are- some handy cards that came
out of other sets that aren't so easy to get anymore. I've never seen
anyone proxy anything like 12 Kine Dominance, though - that's just
silly. I've never used proxies in a deck, myself, even though I only
have 9 Immortal Grapples and would really really REALLY like to have
12 since that sort of deck really -needs- 12. I just figured "well,
i'll grab on to people less, i spose." and went with it. It was close
enough.
I don't see how 4CL encourages a creative use of secondary cards,
frankly. Consider all the posts regarding BO v. Awe and the problems
it causes under a 6CL... How do you make a vote deck that can
consistently pass its own votes under a 4CL? Titles? those come out
slow. If other people are bringing out titles too, you go nowhere.
Praxis Seizures? You can't have more than 4 in your deck - so you
won't always get them when you need them... which is early on.
Justicars? better hope nobody is using that clan too, or you could be
voted down right quick, AND the same problem as Praxis Seizures - not
to mention you can only do it once. You -NEED- 12 'gain vote'
modifiers to be sure of having your early votes passed, and
potentially your later votes once other titles have shown up on the
table. Under 4CL, your option is: 4BO, 4Awe, 4 Business Pressure,
and Business Pressure is really just crap. There isn't any creativity
involved there... just desperation.
>> No, we claim that the 4CL makes any imbalanced cards more of a
>> swing factor.
>> Say I've got my weenie potence deck. [snip - 'conjured' scenario>that pre-supposes the NCL limit response to deck X is the only viable
>response, which is unavailable in 4CL...]. Therefore, I'm dead.>> Bigger swing effect.>
>You must agree that your response was patronising in the extreme. It seemed
>to be based on the assumption that we are playing a game where you have
>off-handedly noticed a killer strategy that we 4CLers would be unable to
>counter [or even to of though of ourselves]. If that was the case, ie there
>was an un-assailable deck type then I wouldn't still be interested in Jyhad.
I wonder just how strong weenie Presence bleed IS when facing 4CL
decks... let's see... social charm, legal manipulations, media
influence, enchant kindred, entrancement, intimidation, and
propaganda. That's roughly equivalent to Mr. Wampler's 30 Social
Charm deck - 28 cards. Now for the combat defense - 4 Majesty, 4
Staredown, 4 Catatonic Fear, 4 generic Dodge maybe. 4 Blood Dolls
will eventually give you someone you can make hunt every turn for you.
4 Tribute to the Masters are a must for this deck. 4 Delaying Tactics
to stop Ancilla Empowerment. 4 Presence Masters to take advantage of
the superiors as necessary. There's a 60 card deck right there. Swap
out those 4 Dodge for 4 Effective Managements as well, and maybe rip
out the 4 Propaganda for 4 Info Highways, since 2 blood is expensive.
Either stick 4 Misdirections in just at random, or swap out for
something else - maybe the Presence masters.
The crypt: every presence weenie of 3 or less that you can cram in
there. Duplicates of the 1-caps.
I dunno. This deck is sufficiently ugly under NCL, where you can
always pile on the Wakes, Deflections or Rat's Warnings as a defense.
I'm not sure HOW i'd defend against this deck under 4CL - I think
you'd be forced to use Justine or Atonement, and if I MUST include a
card or vampire in every deck to defend, something is wrong with the
system.
In other words, there may BE a nearly unassailable deck under 4CL -
that becomes defensible under NCL without completely sacrificing the
purpose of the deck.
> The decks you have described are of course strong strategies, and have had
>their moments of prominence. They are liklely to appear agian in an evolved
their moment of prominence is continuing as we speak. the weenie
bleed deck is alive and well, and will continue to be alive and well
for a long time.
>form given the cyclic nature of Jyhad. Decks evolve to be robust against any
>repeatedly played strategy. Since the pure strategy you advocate is
>unsustainable in 4CL doesn't mean 4CL limit is poor, it just means you are
>fixated on showing that the systems encourage differing strategies, but note,
>if that wasn't the case there would be no reason to prefer one enviroment
>over the other. Please do not try to show how bad 4CL is by saying, once
>again, that an effective strategy in NCL doesn't work... such things are
>obvious.
It's not that 4CL encourages DIFFERENT strategies - it doesn't! It's
that 4CL has FEWER strategies... when you go from NL to 4CL and start
losing effective strategies to deal with things, eventually your decks
all end up looking the same. Why should I be forced to put Wakes and
intercept in my combat decks because a creative option is not
available? Look at it this way. A deck is behind me that will bleed
me heavily at stealth. The obvious solutions are: intercept the
stealth, or bounce the bleed. The less obvious (creative) solutions
are: gain more pool than he can bleed. oust my prey first (move
fast)... and "Go beat up the vampires before they can take actions
against me." A 4CL removes at least one creative solution, and pushes
me more towards using the common intercept or bounce instead of
building a deck whose offense and defense are interchangeable.
>> Nope. I can purchase Govern the Unaligned and Lost In Crowds in
>> sets of 30 for basically the cost of postage, or buy another box for 7 and
>> get more of them than I need. GtU + LiC is roughly equivalent to Dominate
>> Kine, which will run me maybe a dollar apiece. Sure, the difference isn't
>> much, but when you multiply that against every common/rare equivalence,
>> it starts to get expensive. (And worse if the rare in question is only
>> available in Sabbat, where the rares are expensive. $2 for 20 Bewitching
>> Orations or $15+ for 4 Awes? Which investment gives me a better deck?)>
>Having bought no Sabbat I will limit the comments to my experience.
>
>Kine Dominance requires merely dom, you combo requires dom+obf.
>This addresses issues of Crypt efficiency, now I must have obf.
>It also require double the deck space, before I even start considering
>obfustcate skill cards [working on the assumption that if Kine Dominance
>is important to my deck I am dominate clan sans obfuscate. Instead
>easily I could add some Bonding which require DOM which is certainly not rare,
>or Dominate Kine (which I suspect is).
Oh, goodness. Malkavians have obf + dom out the wazoo. Crypt
efficiency of this particular combination is not very much in
question. A brief search reveals that 29 different vampires have some
form of obfuscate AND some form of dominate, and 12 of them are
Malkavian. Compare this to another common sneak and bleed
(Dominate/Protean), where only 15 vampires have at least dom/pro and
the most common clan is the Gangrel... with 4 vamps.
Kine Dominance is a 2-cost action-bleed of 2 at +1 stealth, by the
way. Govern the Unaligned + Lost in Crowds is a 1-cost action-bleed
of 3 at +1 or +2 stealth, depending on whether you have big or little
OBF. It may require more space, but frankly, it's more effective by
leaps and bounds since you can bring out smaller vampires who have to
hunt less often since they aren't paying very much blood. For Kine
Dominance, you MUST have a 4-cap vampire or he can only do it once
before he has to hunt or gain blood in some way. For GtU + LiC...
well... that same 4-cap, Roland Bishop, can do it 4 times instead of
2, and is bleeding for 1 extra bleed every action at the same stealth.
Worth it in the library space investment? You betcha. It's not just
the cards in your deck, it's whether you can PLAY them.
>Ultimately you fail to address the point about trading. Cards that weren't
>rare under the 4CL were literally thrown at extracting rares from Mr Handbag,
>it was not unusual to see hundreds of cards pursuing single rares. In NCL
>such trades [except under present conditions where cards are filthy cheap]
>strike me as un-likely... especially in the cases of uncommons where 12 would
>be a uesful number. As I have said before the point is largely moot
>as large numbers are not entering the game [here at least].
And it's a damn good thing that such trades were unlikely - I dislike
seeing people trick new players (as Mr. Handbags normally are very
new) out of cards that they may wish they had later. I am about to
GIVE away two boxfuls of commons, uncommons, and some rares to a local
Mr. Handbag, and depending on which rare he needs I can probably give
him some of those too. (I only have 9 Immortal Grapples. I can't
give those away - they all live in one of my decks.)
Present conditions aren't likely to change. Jyhad cards are going to
remain filthy cheap for a long time. I'm not actually sure what the
point about trading you were going to make is, by the way.
>I would be hard pressed to argue your conclusion about which gives the
>better deck - for that one situation. Add up your sums to buy this number of
>commons for each common card. We stand at 4's and 4's and 4's. You seem to
>be advocating a move to financial Jyhad to support a wide range of decks.
most 4CLers advocate that 'more creativity is required to play under
4CL'. I submit that by permitting a wider range of decks, more
creativity is being encouraged since some truly wack ideas can be
brought forth. (The 35-cryptic mission deck. the Betrayer deck.)
>This would immediately support Mr. Suitcase who has already demonstrated
>a much greater desire to pursue Jyhad financially...
and a 4CL supports Mr. Suitcase even more, who under a 4CL has a much
less difficult time getting 4 of every card he needs.
>> 4CL doesn't tame S&B at all. NCL makes it another deck, with probably
>> a 1 in 5 chance of winning at a 5 person table, same as any other well
>> constructed and well played strategy.>
>Ditto. With the reference to NCL replaced with 'Protected Resources, Archon
>Investigation'.
Under 4CL, i suspect you require Protected Resources and Archon
Investigation to deal with a properly made S&B. Under NCL, there are
significantly more means besides just using those two cards.
>> By the way, any Pro-CL rebuttal of the Pro-NL arguments that starts with
>> "S&B is degenerate" is not going to get any money from me, 'cause it's
>> not an adequate rebuttal.>
>My mistake, but the point D) was added by a NCL, and did seem to imply that
>was the argument.
as mentioned above, and repeated here because it was a long way above,
Point (D) has been tried before and therefore needs to be included for
form's sake.
[ quoted text not captured ]
On Wed, 27 Jan 1999 20:44:08 GMT, Dhar...@yahoo.com said:
LSJ> Not likely, since it isn't a problem (or, if it is a problem, it isn't
LSJ> severe enough to warrant such a change).
Dharzhak> Depends on who you ask. Based on a close examination of the
Dharzhak> cards, I'd argue that First Strike should be resolved before
Dharzhak> Dodge but after S:CE
Agree with your comments on the S:CE game world effects (i.e. an
attacker must overcome Majesty etc in order to attack), so on second
thought having S:CE beat First Strike is more-or-less logical. Also
agree with you that First Strike should beat dodge.
I know it's a minor point (like LSJ said), but it still *is* a
point. As a counterpoint to the "it's such a small thing that it's not
worth the bother to change it" argument, one could also say that
*since* it's such a small point, changing it would involve minor
effort and would make quite a few players happy. Change a few lines in
the rule book, issue a new Rules Team Ruling.
Essentially, it would make Muddles a bit more scary against weenie
decks (IMHO a good thing) and give Assamites and other clans with
celerity a weapon against dodge by using Silence of Death / Backstab
(IMHO also a good thing).
Personally, I *do* know that the "dodge beats First Strike" rule
causes a major "huh?" factor for new players. Having S:CE as the only
special class of strikes would help, IMHO.
//Petri
Ok, since this is a point that interests me and our local play group,
I'd like to see how everyone else feels about the issue of First
Strike.
Let's try this: everyone who has an opinion on this issue please fill
out the checkboxes below and email your opinion to me. I'll collect
the votes and summarize everything sometime next week.
LSJ: don't panic, I'm not trying to stage a "change the rules!" coup
or anything :). I'm just curious as to what the general consensus is
on this matter - and you might be, too.
//Petri
- - - -
In my opinion:
[ ] The current rules of S:CE and Dodge both beating First Strike is
fine, don't change anything.
[ ] The current rule is a bit weird, but not worth the bother to
change.
[ ] The rules should be modified so that First Strike beats Dodge (but
not S:CE).
[ ] The rules should be modified so that First Strike beats both S:CE
and Dodge.
[ ] First Strike should immediately kill anything enywhere! Kill!
Kill! Kill! (ok, ignore this one :)
Other comments:
In article <7x90enn0...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> In my opinion:
>
> [ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
>> [x] The current rule is a bit weird, but not worth the bother to> change.
>
> [ ] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
>
> [ ] The rules should be modified so that First Strike beats both S:CE
> and Dodge.
>
> [ ] First Strike should immediately kill anything enywhere! Kill!
> Kill! Kill! (ok, ignore this one :)
>
> Other comments:
The net gain isn't worth changing what's already there. It sounds more
like changing for the sake of changing rather than any kind of in game
issues. Perhaps a re-wording of "First Strike" to "First Attack."
[ quoted text not captured ]
ber...@mich.com wrote:
> Back in the day I argued these points for First Strike (much of
> what has been said in this thread). That was also the days when
> we had a spotty rules team. Now that we have an active rules team
> who obviously aren't afraid to make changes to the game (7/7 anyone?)
> why is the idea of altering the timing of First Strike reprehensible?
It is not "reprehensible". It is merely not warranted. And change
must be warranted to be implemented.
> Of all the things that players may or may not agree with about Jyhad,
> the one thing many people would agree upon is that First Strike is
> underpowered for what it should be.
>
> Personally, I can live with the fact that Strike:Combat Ends can beat
> a First Strike. And per Noal's musing, Dodge is a strike card.
>
> And yes, to borrow from Magic:TG.. Every Magic player knows what
> First Strike is from that game, and many newcomers to V:TES will
> more than likely be coming from that group. It would be a better
> transition for NEWB's if game terms are kept as similar as possible.
>> Can you give me an example of how allowing First Strke pre-empting
> a Dodge somehow puts Jyhad out of whack? It certainly would be a
> more well received rule change than some others..
Can you give me an example of how the rules the way they are (and
have always been) somehow puts VTES out of whack? That is
necessary for change. Just because a change doesn't produce
an unbalancing effect isn't a sufficient reason to make a change.
cf. Concealed Weapon.
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
>
> LSJ> To strike, your fist (or other strike element) must traverse the
> LSJ> distance from you to your opponent. When striking with First Strike,
> LSJ> either your traverse that distance faster (e.g., Fast Hands) or
> LSJ> you attack from a position/vantage point that allows your strike
> LSJ> to connect before your opponent can connect his strike to you
> LSJ> (e.g., Back Stab).
>
> This would logically be because your reactions and speed are quicker.
Well, because your speed is quicker, yes. Celerity and all.
> LSJ> When Dodging, however, you are not attempting to get your strike
> LSJ> from here to there. You are simply moving out of the way of the
> LSJ> incoming strike.
>
> If someone is trying to get out of the way of an attack that moves faster
> than they are able to (Fast Hands)
The attack moves faster than they do, but they have to cover a
much shorter distance - the point of the attck. So even at their
"slower" speed, they can manage to get out of the way in time.
> or an attack they don't know is coming
> (Silence of Death) or an attack from a superior vantage point (Back Stab),
> they are still unlikely to be successful in avoiding the strike. I don't see
> why First Strike vs. Dodge doesn't take this into effect since Dodge is
> _still_ just a strike.
Right. Just a strike that protects the dodger from the opposing
strike, regardless of the opposing strike's speed. I still don't see
why the people who argue against this don't take this into account.
> If you don't believe me, try to dodge a bullet.
Improper argument. Try moving out of the way just as your
opponent attempts to pull the trigger. Much easier (esp.
for an immortal).
> LSJ> When ending combat, the situation is much the same.
>
> Not really. S:CE strikes are usually due to some pre-emptive power.
OK. So long as we both agree that S:CE should preclude First Strike.
> Evasion is based on foreknowledge of events. Riposte (a misspelling of
> ripost...let's hear it for WotC editors) is based on a critical strike
> (I suppsose).
Riposte is the proper spelling, according to Webster' II New Riverside
University Dictionary.
And I have no idea how that (riposte) is supposed to produce a
combat ends effect. But there it is. :-)
> LSJ> It doesn't mean "surprise attack" (see above).
> LSJ> That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
> LSJ> dodge and S:CE.
>
> Blessing of Durga Syn (an illusion) and Silence of Death are both arguably
> based on "surprise attack".
For Silence of Death, sure. Durga Syn, not so much, but arguably so.
(It could just be a distracting tactic).
I suppose the card designers just used the First Strike effect to
simulate the surprise attack for Silence of Death, because attempting
to do so by other means (like Hidden Lurker) was considered too
complicated (or too powerful?). It seems like a Hidden-Lurker-style
effect would have been more appropriate for Silence of Death. As
it is, Silence of Death can give you a "surprise attack" on your
additional strikes in the round (oh, big surprise there) or even
on the second or later rounds. So the "surprise attack" explanation
still fails for the current implementation of Silence of Death.
> LSJ> Try using "real world" terms that work to convey the official
> LSJ> operation. Certainly using terms like "surprise attack" when
> LSJ> descibing First Strike can lead to confusion.
>
> If you know the basis for the cards, I don't see how you could
> argue that the 2 cards above aren't based on surprise attack.
OK. And the implementation could've modelled that better. But
(by opting to use the S:CE mechanic, among other things), it didn't.
> LSJ> Not likely, since it isn't a problem (or, if it is a problem, it isn't
> LSJ> severe enough to warrant such a change).
>> Depends on who you ask. Based on a close examination of the> cards, I'd argue that First Strike should be resolved before Dodge
> but after S:CE
Based on a close examination of the cards and rulebooks (throughout
the ages), I'd argue that First Strike is right the way it is
(and maybe some of the cards should've used a different mechanic,
but it's a little late for that now - and certainly no reason to
change the mechanic those cards use to match their particular
slant).
[ quoted text not captured ]
Derek S. Ray wrote:
> artax...@my-dejanews.com wrote:
> >I must admit I hadn't considered proxies, or the even more sensible arena of
> > JOL where Mr. Suitcase might only have tha advantage of knowing what some
> >cards look like... However, in the case of Tournament play, which I have
> >always felt is the thrust of the NCL argument, this is forbidden [LSJ?].
>
> Proxies are forbidden in tournament play, yes. =) Not to mention the
> wack 40% - 60% card back limit is still in force, which I suppose I
The "wack" 40% - 60% rule is not "in force" by the DCI - it is an
optional rule that individual tournament coordinators can choose
to use. If they choose to use it, that fact must be advertised
before the tournament. If it is not announced before the tourney,
then it is not in force. [DCI 2.1.1]
For the complete set of official DCI rules, see the URL below:
http://www.wizards.com/DCI/VTES_Rules.html[ quoted text not captured ]
> Present conditions aren't likely to change. Jyhad cards are going to
> remain filthy cheap for a long time.
Snif... Not in Europe (at least in France). And the shipping costs make
buying from American retainers even more expensive...
L~R :(
Derek S. Ray wrote in message
<2A5CC5C7CA40E766.21525868...@library-proxy.airnews.ne
t>...
>On Wed, 27 Jan 1999 21:36:14 GMT, artax...@my-dejanews.com wrote:
>
>Several layers of quotations snipped by me - a bunch of different
>people have posted in this thread.
The comments in >>> and >>> >> are mine, by the way.
I'd like to thank artaxerxes for trying to win my bounty. Could
you write up your arguments as a single, clean article that I can
easily post to my webpage? I'm willing to work with you on this -
like go through my own page, figure out a short list of NCL
arguments, and mail them to you. As it is, this is the right idea,
but I'm not willing to cut and snip and edit your post to make a
single coherent article. (When I did that with Robert Goudie, two
years later he comes back and tells me I took his comments out
of context. =) ).
>>> >> D) Balances out easy-cheesy decks like Stealth and Bleed.
>>>
>>> [In answer to an earlier question in this thread, this a Pro-CL argument
>>> that is demonstratively wrong].>>
>>This particular point, D) was inserted by a NCL'er. Whilst there may be a
>>perception that 4CL cite this as an end to 'degenerate S&B', as Mr L
points
>>out there is no such thing. I would suggest that the NCL'er who posted
point
>>D) however beleived entirley the opposite, hence my use of the term, but
more
>>on that below.>
>Card Limit advocates USED to cite this as one of the good things that
>CL brought to the game. It was one of the easier ones to disprove.
>But just in case someone who hadn't been around wanted to bring it
>up... it's only fair to list -all- the arguments that have been aimed
>at your side in the past.
Right. Uhm, by the way, the "NCL'er who posted point D)" and
Mr. L. would be the same person: me.
>>Even given proxies, it still does not address the point that 4CL in many
>>circumstances 'encourages' the use of secondary cards in a creative
fashion.
>>Whereas your proxies suggest; NCL'ers are obsessed with card multiples,
and
>>would rather resort to proxies than play the game as Garfield intended
with
>>the cards you have at hand, limited by your own resources and trading.>>I don't see how 4CL encourages a creative use of secondary cards,
>frankly. Consider all the posts regarding BO v. Awe and the problems
>it causes under a 6CL... How do you make a vote deck that can
>consistently pass its own votes under a 4CL? Titles? those come out
>slow. If other people are bringing out titles too, you go nowhere.
>Praxis Seizures? You can't have more than 4 in your deck - so you
>won't always get them when you need them... which is early on.
>Justicars? better hope nobody is using that clan too, or you could be
>voted down right quick, AND the same problem as Praxis Seizures - not
>to mention you can only do it once. You -NEED- 12 'gain vote'
>modifiers to be sure of having your early votes passed, and
>potentially your later votes once other titles have shown up on the
>table. Under 4CL, your option is: 4BO, 4Awe, 4 Business Pressure,
>and Business Pressure is really just crap. There isn't any creativity
>involved there... just desperation.
Right.
And as someone else pointed out, I don't put cards in my deck to look
at the pretty pictures. I put them in to win. Why should I need to add a
second type of card, that doesn't do what I want as well as I'd like, when
I have 5 more of the first type that work better?
>>> No, we claim that the 4CL makes any imbalanced cards more of a
>>> swing factor.
>>> Say I've got my weenie potence deck. [snip - 'conjured' scenario>>that pre-supposes the NCL limit response to deck X is the only viable
>>response, which is unavailable in 4CL...]. Therefore, I'm dead.>>> Bigger swing effect.>>
>>You must agree that your response was patronising in the extreme. It
seemed
>>to be based on the assumption that we are playing a game where you have
>>off-handedly noticed a killer strategy that we 4CLers would be unable to
>>counter [or even to of though of ourselves]. If that was the case, ie
there
>>was an un-assailable deck type then I wouldn't still be interested in
Jyhad.
Sorry. I really don't mean to be patronizing. Ever. At all. I don't
agree with you. That doesn't mean I think you're less intelligent
than me.
>[Snip example 4CL presence deck][ quoted text not captured ]
Right. Okay.
When a NCL'er says "card limits also limit deck variety" he doesn't mean
the number of decks you can build. He means the number of viable decks
is reduced. Under the original Jyhad rules and a 4CL, S&B dominates so
heavily that all other decks need to include Bounce or Intercept. That, in
turn, destroys all low-stealth decks, because everyone can block a 1
stealth action. So the problem just gets worse.
>>> Nope. I can purchase Govern the Unaligned and Lost In Crowds in
>>> sets of 30 for basically the cost of postage, or buy another box for 7
and
>>> get more of them than I need. GtU + LiC is roughly equivalent to
Dominate
>>> Kine, which will run me maybe a dollar apiece. Sure, the difference
isn't
>>> much, but when you multiply that against every common/rare equivalence,
>>> it starts to get expensive. (And worse if the rare in question is only
>>> available in Sabbat, where the rares are expensive. $2 for 20
Bewitching
>>> Orations or $15+ for 4 Awes? Which investment gives me a better deck?)>>
>>Having bought no Sabbat I will limit the comments to my experience.
>>
>>Kine Dominance requires merely dom, you combo requires dom+obf.
>>This addresses issues of Crypt efficiency, now I must have obf.
>>It also require double the deck space, before I even start considering
>>obfustcate skill cards [working on the assumption that if Kine Dominance
>>is important to my deck I am dominate clan sans obfuscate. Instead
>>easily I could add some Bonding which require DOM which is certainly not
rare,
>>or Dominate Kine (which I suspect is).
Sigh. I want a Malk deck that can bleed consistently. I build a
Obf/Dom
crypt. I throw in Lost in Crowds, Faceless Night, Govern the Unaligned,
and so on. But that's only 28 cards, and I think I need more S&B than
that. I still have plenty of Lic, FN, GtU, CtG, Bon, Thr, and Con, but no
other modifiers unless I buy them. So under a 4CL, I need to buy
Kine Dominance.
Kine Dominance isn't really any better than GtU + LiC. Maybe a little
more effecient in the library space, but I have plenty of that. So why are
you telling me my deck is unbalanced when I put in 5 GtU and 5 LiC but
not when I put in 4 GtU, 4 LiC, and 1 KD?
(Sorry, Derek, you missed the boat on the response).
[snip some stuff I'm not interested in]
>>I would be hard pressed to argue your conclusion about which gives the
>>better deck - for that one situation. Add up your sums to buy this number
of
>>commons for each common card. We stand at 4's and 4's and 4's. You seem
to
>>be advocating a move to financial Jyhad to support a wide range of decks.>
>most 4CLers advocate that 'more creativity is required to play under
>4CL'. I submit that by permitting a wider range of decks, more
>creativity is being encouraged since some truly wack ideas can be
>brought forth. (The 35-cryptic mission deck. the Betrayer deck.)
I *hate* the arguments toward creativity and fun. Address them or not
as you please, but they are *not* counting for the required rebuttals for
the bounty.
I'm going to pull in a bunch of artaxerxes original arguments at this time.
Excuse me...
>>> Trust me on this. I play S&B sometimes when I play Jyhad in a NCL
>>> group. I am not guaranteed to sweep the table.[snip S&B dege..erm easy-
>>>cheesy'>>>>I agree 100%, but as defending the alledged point that 'easy-cheesy [which
>>I took to mean degenerate, and had been inserted by a NCLer]
>>S&B decks where curtailed by 4CL' was part of my specifications for $x,
>>you must note that it now seems a little harsh to tell me it was a trick
>>question. You will therefore forgive me if a simply replace the word
>>'degeneracy' with the phrase 'easy-cheesy strategy', which paraphrases the
>>oroginal point, and retains my original meaning.
No, I don't think I will forgive you. I chose degenerate for a reason.
S&B is degenerate under a 4CL, as there are few counters to it. It is
easily a game winning strategy. A lot of original advocates for the 4CL
claimed that the 4CL prevented the degeneracy of S&B. Most of the NCL
counter-arguments shattered that claim.
You can rebut the NCL counter-arguments, or concede them, or
state that the original claim was wrong and that the 4CL does not
hamper S&B.
>>'"Even without needing to cite such a weak, but prominent argument
>>common to both sides [gentlemanly play], the arrival of such cards
>>as Protected Resources and Archon Investigation made S&B easy-cheesy
>>strategy much less effective.'" This is true in both 4CL and NCL.
AI and PR are mostly unnecessary in NCL, because there are better
counters to S&B. Counters that most decks will include automatically, as
part of their strategy, because they have to assume that someone at the
table will be bleeding. (The specific style of counter - rush, intercept,
bounce,
race, or gain - depends on the deck, of course).
Also, in terms of deck variety and keeping the cost down: you claim that
the best way to keep S&B from breaking the game is for everyone to stick
4 uncommons and 4 rares in every non-intercept, non-S&B deck they
have? My card collection is stored in 4+ boxes, but have neither of those
cards, and it would cost me easily $100 to buy enough new VtES boxes
to reliably get a copy of each of them. That's a big investment, to me,
in a game that I don't spend that much money on anymore. How is that
helping keeping the costs down and the decks varied?
>>So, yes I agree with you that 4CL doesn't curb S&B degeneracy, because
even
>>if there was such a thing it long ago became a non-issue. You'll see
below
>>that I had already made the point that 4CL doesn't 'tame' S&B any more
>>than NCL.
Okay. NCL tames S&B degeneracy, and so does PR and AI in 4CL decks.
Is that the correct statement?
>>> By the way, any Pro-CL rebuttal of the Pro-NL arguments that starts
with
>>> "S&B is degenerate" is not going to get any money from me, 'cause it's
>>> not an adequate rebuttal.>>
>>My mistake, but the point D) was added by a NCL, and did seem to imply
that
>>was the argument.>
>as mentioned above, and repeated here because it was a long way above,
>Point (D) has been tried before and therefore needs to be included for
>form's sake.
Oh, my head.
Let me try that again: any argument that starts "under NCL, S&B is
degenerate"
is not an adequate rebuttal. I need to think before I write. =)
[ quoted text not captured ]
> Under the original Jyhad rules and a 4CL, S&B dominates so
> heavily that all other decks need to include Bounce or Intercept. That, in
> turn, destroys all low-stealth decks, because everyone can block a 1
> stealth action. So the problem just gets worse.
In my experience S&B isn't an issue any more. It's sooo cheesy you
simply don't play it. We play intercept to pound other vamps and we
virtually never bounce anything.
Call it social pressure if you like, or spontaneous support of the
game's interest; the result is the same.
L~R
On Thu, 28 Jan 1999 05:28:05 -0800, LSJ <vte...@wizards.com> wrote:
>Can you give me an example of how the rules the way they are (and
>have always been) somehow puts VTES out of whack? That is
>necessary for change. Just because a change doesn't produce
>an unbalancing effect isn't a sufficient reason to make a change.
>cf. Concealed Weapon.
<slightly off topic>
turn 1: I recruit the Muddled Vampire Hunter.
turn 2: The Muddled Vampire Hunter rushes you.
- Before range, he plays Concealed Weapon and Ivory Bow.
- It is to be hoped that you have S:CE or Dodge. =)
There are a lot of other allies for whom it would be a really rotten
surprise if they could pull a weapon out of their butt, but he's
probably the most annoying.
Shame, that. Disciplineless Concealed Weapon would probably be good
on vampires.
[ quoted text not captured ]
Derek S. Ray wrote:
> LSJ <vte...@wizards.com> wrote:
> >Just because a change doesn't produce
> >an unbalancing effect isn't a sufficient reason to make a change.
> >cf. Concealed Weapon.
>
> <slightly off topic>
For that, you should alter the subject line (see this message).
> turn 1: I recruit the Muddled Vampire Hunter.
This would actually be a minimum of turn 2, unless you used
Malkvaina Dementia on your first turn to grab the Malk.
> turn 2: The Muddled Vampire Hunter rushes you.
> - Before range, he plays Concealed Weapon and Ivory Bow.
(Reminder to readers just joining us: Concealed Weapon
requires obfuscate, so Muddles cannot play it. This thread
is examining the house rule of "Concealed Weapon doesn't
require obfuscate" and the effect it would have on the game)
> - It is to be hoped that you have S:CE or Dodge. =)
Or the ability to prevent one point of damage (sideslip,
random fortitude card, etc.). In which case you just poke
him in the eye and watch him die.
On top of that, I don't see using two extra cards (one
of which is unique) to do 1 agg instead of 4 normal as
overly powerful at all.
Also, many of the people who suggest/use this house rule
include a "the weapon must be non-unique" clause on it,
since the Ivory Bow is already near the top of the
usefulness/cost balance ratio.
> There are a lot of other allies for whom it would be a really rotten
> surprise if they could pull a weapon out of their butt, but he's
> probably the most annoying.
He's typically annoying even without that ability :-).
But hardly broken in either case.
[ quoted text not captured ]
Lambach wrote in message <36B09AD4...@opium.fr>...
"> Mark Langsdorf said:"
Please do not cut attributions. It took me a minute to realize you
were responding to me.
>> Under the original Jyhad rules and a 4CL, S&B dominates so
>> heavily that all other decks need to include Bounce or Intercept. That,
in
>> turn, destroys all low-stealth decks, because everyone can block a 1
>> stealth action. So the problem just gets worse.>> In my experience S&B isn't an issue any more. It's sooo cheesy you
>simply don't play it. We play intercept to pound other vamps and we
>virtually never bounce anything.
>
> Call it social pressure if you like, or spontaneous support of the
>game's interest; the result is the same.
I call it an example of 4CL introducing degeneracy into the game.
The result is the same: a viable deck building strategy gets snuffed
because it becomes too effective because the counters are too
ineffective.
In my experience, under NCL, S&B isn't cheesy. It's an exciting and
difficult deck to win with. There are so many viable defenses - bounce,
rush, intercept, race, or gain - that you have to have a good deck and
good skills in order to win. There has to be the right balance between
stealth (to get around intercept), defense (to prevent Rush decks from
torporing all your vampires) and bleed (to drain the other guy), and if
it's too far off for the decks of your predator and prey, you don't get
anywhere.
I don't think eliminating a perfectly good deck design is in the game's
interest. I'm curious as to why some people want to make the game's
tournament rules more biased toward degeneracy.
-Mark Langsdorf
Jyhad Archivist
http://www.io.com/~mlangsdo/RPGs/Jyhad
PS - Lambach, I think there are some other posts of yours I need to
respond to. I plan to respond to them, as soon as they arrive on my
server. Usenet propagation sucks.
Dhar...@yahoo.com wrote:
> Noal>Riposte (a misspelling of ripost...let's hear it for WotC editors)
> Noal> is based on a critical strike (I suppsose).> Derek> Riposte (the correct spelling) is a fencing term which generally
>
> Incorrect. Ripost is the fencing term. Riposte has nothing to do with
> fencing. Now watch me get nit-picky. *grin*
>
> From Webster's Revised Unabridged Dictionary (1913) (web1913)
> Ripost \Ri*post"\, n. [F. riposte.] 1. In fencing, a return thrust after a
> parry.
> 2. A quick and sharp refort; a repartee. --J. Morley.
>
> From WordNet (r) 1.6 (wn)
> riposte n : a reply to a question or remark (especially a witty or critical
> one); "it brought a sharp rejoinder from the teacher" [syn: {rejoinder},
> {retort}, {return}, {comeback}] v : answer back
> [syn: {retort}, {come back}, {repay}, {return}, {rejoin}]
Time to get an updated dictionary, I guess. English is a living
language.
Neither my 1984 dictionary (Webster's II New Riverside) nor the
Merriam-Webster on-line dictionary (http://www.m-w.com/dictionary.htm)
have listings for "ripost". (I've actually never known any reference
to "ripost" until you cited the 1913 one.)
Both have entries for "riposte" which include both the fencing
usage and the verbal usage. For example, the on-line entry:
Main Entry: ri搆oste
Pronunciation: ri-'pOst
Function: noun
Etymology: French, modification of Italian risposta, literally, answer, from rispondere to respond, from Latin respondEre
Date: 1707
1 : a fencer's quick return thrust following a parry
2 : a retaliatory verbal sally : RETORT
3 : a retaliatory maneuver or measure
- riposte verb
Anyway, even if "ripost" is acceptable, clearly the editors at WotC
cannot be blamed for using "riposte".
> > consists of a block that leads -immediately- into a counterstrike - a
> > block that has been made in such a way to facilitate an immediate
> > counterstrike, instead of a purely defensive block.
> > Why it's an S:CE card I have no idea.
>
> Agreed. I could see it as a First Strike card much easier than a S:CE.
>> > To have an accurate name,
> > this card could be dodge with additional strike at inferior for 1
> > blood, and dodge with a press and First Strike next round at superior
> > for same. (both demonstrating superior combat speed in that you are
> > able to defend -and- counterattack in the same action.)
>
> I would agree with this. Their choice of title for this card leaves much
> to be desired.
Agreed. But hopefully we can also agree that it is below the threshhold
for errata.
> > But then again, this card -does- come from the same editors who named
> > a +hand damage card Torn Signpost. =)
>
> Amen brother. *grin*
This issue has been examined before. It is quite possible that the card
editors intended Torn Signpost to give a strike option, not a bonus to
strength. This argument is helped by the way the card text was rewritten
in VTES. Just because the card was ruled to give a bonus to strength
doesn't mean the card editors made a mistake.
[ quoted text not captured ]
> In my experience, under NCL, S&B isn't cheesy. It's an exciting and
> difficult deck to win with. There are so many viable defenses - bounce,
> rush, intercept, race, or gain - that you have to have a good deck and
> good skills in order to win.
What you qualify "defenses" vs S&B I call "other tactics".
Actually,
this applies to rush, gain, race. These represent a way of winning by
themselves, not just a defense vs S&B. These are still perfectly viable
in 4CL (and do show up quite often in our games.)
L~R
PS: I don't know what you mean by "cutting attributions". On my
news
reader my message appears as a reply to yours, and I can't figure out
how to configure Netscape to add these nifty "John Brown wrote in
message vkhjsdfbg65463#e15..." lines.
PPS: If any of the above sentences appear to make no sense to you, then
a possible explanation might be that I'm drunk. Sorry all ;~>
On Thu, 28 Jan 1999 11:57:16 -0800, LSJ <vte...@wizards.com> wrote:
>Derek S. Ray wrote:>> LSJ <vte...@wizards.com> wrote:
>> >Just because a change doesn't produce
>> >an unbalancing effect isn't a sufficient reason to make a change.
>> >cf. Concealed Weapon.
>>
>> <slightly off topic>>
>For that, you should alter the subject line (see this message).
I should, but i'm stupid and don't often remember to. =)
>> turn 1: I recruit the Muddled Vampire Hunter.>
>This would actually be a minimum of turn 2, unless you used
>Malkvaina Dementia on your first turn to grab the Malk.
Yep. But believe it or not, I tend to have a flaw on details - I
don't normally concern myself with exactly when it happens, it's just
that in a game at some point, a sequence of turns could happen like
this, and so it's convenient to label them "turn 1" and "turn 2".
although I suspect the clarification is handy for those who don't
follow the NG constantly.
>> turn 2: The Muddled Vampire Hunter rushes you.
>> - Before range, he plays Concealed Weapon and Ivory Bow.>
>(Reminder to readers just joining us: Concealed Weapon
>requires obfuscate, so Muddles cannot play it. This thread
>is examining the house rule of "Concealed Weapon doesn't
>require obfuscate" and the effect it would have on the game)
>>> - It is to be hoped that you have S:CE or Dodge. =)>
>Or the ability to prevent one point of damage (sideslip,
>random fortitude card, etc.). In which case you just poke
>him in the eye and watch him die.
Well, yes. He is kinda fragile. But I don't typically let him rush
people who have Fortitude-inclusive decks (early on in a game this is
somewhat of a crapshoot, as who KNOWS what Marlene, the Infernalist is
going to be using?), and Sideslip we don't see much of for some
reason. Not sure why, it's a good card.
>On top of that, I don't see using two extra cards (one
>of which is unique) to do 1 agg instead of 4 normal as
>overly powerful at all.
not overly powerful in the sense of doing 1 agg, but overly powerful
in the sense of that a deck not specifically guarding against this
(with Fortitude or Sideslip) has no means of preventing someone from
Rushing them every turn and either sending someone to torpor or making
them burn an S:CE/Dodge card. That's part of the reason I use him in
a couple decks - as a means, much like Beast but not quite as
combat-effective, of efficiently burning through S:CE and Dodge cards.
Granted, many decks pile on S:CE and Dodge until their eyes turn blue,
but. =)
>Also, many of the people who suggest/use this house rule
>include a "the weapon must be non-unique" clause on it,
>since the Ivory Bow is already near the top of the
>usefulness/cost balance ratio.
I'd certainly use this rule, since otherwise the Tzimisce will also
lug out the Femur of Toomler on you, and the Tzimisce aren't exactly
hurting as a clan. In fact, if Concealed Weapon ever got onto the
"review for errata" list, i'd push for non-unique since there -are- a
number of unique "toy" weapons that are a pretty wicked surprise.
>> There are a lot of other allies for whom it would be a really rotten
>> surprise if they could pull a weapon out of their butt, but he's
>> probably the most annoying.>
>He's typically annoying even without that ability :-).
as i've noted from the glares of predator and prey as they carefully
leave someone with 4 or more blood untapped every turn. =) (Or tap
out and Wake. Although having a Malk play Cloak the Gathering on his
rush action would be entertaining.... hmm.)
>But hardly broken in either case.
I wouldn't call him broken right now at all. If First Strike beat
Dodge, he'd be 'good'. If Concealed Weapon were disciplineless, he'd
be "very good". I just wonder overall about the possibility of abuse
of a disciplineless CW, since later expansions obviously took into
consideration that OBF was required to 'sneak' a weapon out when they
designed weapons. Muddles makes a good example for "in fifteen
seconds, I can point out one situation that could really suck if you
can't prevent damage... now imagine what someone who spent a couple
hours figuring out a way to abuse CW could do." =)
[ quoted text not captured ]
I put my answer below.
Unfortunately, my actual feelings on the issue is to make First Strike come
before Dodge and to make S:CE either:
1) a pre-strike card - thus entering what would essentially be a new phase
into combat, and changing the rules of combat. OR
2) a first-strike card itself (First Strike: Combat Ends). It would take
precedence when first strikes are simultaneous but would be beaten
by double first strikes.
Please note: I fully understand that both of the above are unworkable, I'm
just musing here.
I FULLY support any effort to make first strike come before Dodge (this
would be of great benefit to the Assamites - especially against Potence or
Weapon based combat decks).
The rushing Hasina would think twice about attacking that swarthy looking
fellow down at the bazaar.....
Petri Wessman wrote:
>
> Ok, since this is a point that interests me and our local play group,
> I'd like to see how everyone else feels about the issue of First
> Strike.
>
> Let's try this: everyone who has an opinion on this issue please fill
> out the checkboxes below and email your opinion to me. I'll collect
> the votes and summarize everything sometime next week.
>
> LSJ: don't panic, I'm not trying to stage a "change the rules!" coup
> or anything :). I'm just curious as to what the general consensus is
> on this matter - and you might be, too.
>
> //Petri
>
> - - - -
>> In my opinion:
>
> [ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
>> [ ] The current rule is a bit weird, but not worth the bother to
> change.
>
> [x] The rules should be modified so that First Strike beats Dodge (but[ quoted text not captured ]
On Thu, 28 Jan 1999 12:55:12 -0800, LSJ <vte...@wizards.com> said:
>> > But then again, this card -does- come from the same editors who named
>> > a +hand damage card Torn Signpost. =)
>>
>> Amen brother. *grin*
LSJ> This issue has been examined before. It is quite possible that
LSJ> the card editors intended Torn Signpost to give a strike option,
LSJ> not a bonus to strength. This argument is helped by the way the
LSJ> card text was rewritten in VTES. Just because the card was ruled
LSJ> to give a bonus to strength doesn't mean the card editors made a
LSJ> mistake.
...and on top of that, I've always understood the Torn Signpost to be
a symbolic meaning, as in "he is now so strong that he can rip
singposts with his bare hands", as opposed to the more boringly
literal "I take a physical signpost and beat someone with it". *I* think
that's what the designers meant with this card :)
//Petri
Joshua Duffin wrote:
> in the absence of a compelling game-balance argument...I think we're
> pretty much out of luck on this one.
Let's see if I can tackle this issue. Readers be warned. This post may
take a while and is likely to be about as intersting to read as Bills of
Congress from 1872.
To begin with, please note the fact that while the original VTES book does
say, "A "dodge"...prevents the effect of the opponent's strike that round,
even if the opponent's strike was delivered with First Strike," there was
no such statement in the Jyhad rulebook. And as has been pointed out in
the past, there were many problems in the translation from Jyhad to VTES.
However, both books do say, "The damage inflicted by a minion with First
Strike is resolved before the strike of the opposing minion begins," and
can be used as a basis to declare that First Strike _does_ happen before
S:CE and Dodges.
When I examined the cards that gave First Strike and Dodge, I examined
them based on effect and opportunity cost. The cost of opportunity can
be summed up by the following factors: Inf./Sup. Discipline Requirement,
Blood Cost, Restrictions of Usage, and Additional Benefits. I found that
the cost of opportunity of First Strike was much higher (almost 3 times
as much) than the cost of opportunity of Dodges. The fact that a Dodge
can cancel most of the strikes that you may get from a First Strike leads
me to believe that there is a serious game balance issue...esp. when you
consider that _any_ minion can use Dodge and very few minions can use
First Strike.
Restrictions of Usage includes the following: DNR (do not replace until
combat has ended), Equip (requires the opposing minion to have
equipment), Weapon (requires equipment to be a weapon), Close (must
be at close range), Blocking (must be blocking minion) and SL (Strike
Limit) (places additional limits on the type of strike the minion is
allowed).
Additional Benifits offset the cost of opporttunity and include: Press
(additional press) Strike (additional strike) and Steal (opponent gets
to keep stolen equipment). Destroying equipment was not included
because the pool loss from the burned equipment is often less than
the blood (and pool) loss from a damaged, torporized or burned minion.
The headers will be abbreviations for: Discipline (inf=1, sup=2), Blood
Cost, Restrictions (1 for every restriction on it use), Benefits (1 for
every additional effect), Total and Notes. The points from Benefits will
be subtracted from the total. Notes will have an abbreviation of the
Restrictions and Benefits. At the end there will be a summary.
(please note that if the columns don't line up, you need to change your
font)
First Strikes:
Name | Disc | B.C.| Rest | Ben | Total | Notes
-------------------------------------------------------------------------
Canine Horde | 2 | 0 | 2 | 0 | 4 | equip, SL
-------------------------------------------------------------------------
Back Stab | 1 | 2 | 1 | 0 | 4 | block
-------------------------------------------------------------------------
Back Stab(s) | 2 | 2 | 1 | (1) | 4 | block, strike
-------------------------------------------------------------------------
Fast Hands | 2 | 1 | 4 | (1) | 6 | equip, weapon,
| | | | | | close, SL, steal
-------------------------------------------------------------------------
Blessing Durga Syn | 2 | 2 | 3 | (1) | 6 | eqip, close,
| | | | | | SL, steal
-------------------------------------------------------------------------
Shattering Blow | 2 | 0 | 3 | 0 | 5 | equip, close, SL
-------------------------------------------------------------------------
Silence of Death | 1 | 1 | 2 | 0 | 4 | close, SL
-------------------------------------------------------------------------
Silence of Death(s)| 2 | 1 | 2 | (1) | 4 | close, SL, mnvr
-------------------------------------------------------------------------
Muddled Vamp Hntr | 0 | 2pl | 2 | (2) | 2 | ally, clan
| | | | | | 4dmg, rush
-------------------------------------------------------------------------
average (out of 9) | 1.56 | 1.22| 2.22 | 0.67| 4.33 |
-------------------------------------------------------------------------
Dodges:
Name | Disc | B.C.| Rest | Ben | Total | Notes
-------------------------------------------------------------------------
Dodge | 0 | 0 | 1 | 0 | 1 | DNR
-------------------------------------------------------------------------
Primal Instinct | 1 | 1 | 0 | 0 | 2 |
-------------------------------------------------------------------------
Read Intentions | 2 | 0 | 0 | 0 | 2 |
-------------------------------------------------------------------------
Acrobatics | 2 | 1 | 0 | (1) | 2 | strike
-------------------------------------------------------------------------
Preternat'l Evasion| 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Sideslip | 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Side Strike | 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Vampiric Speed | 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Vampiric Speed(s) | 2 | 0 | 0 | (1) | 1 | press
-------------------------------------------------------------------------
Spiritual Interv'n | 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Fade From View | 2 | 1 | 0 | 0 | 3 |
-------------------------------------------------------------------------
Quick Exit | 2 | 0 | 0 | 0 | 2 |
-------------------------------------------------------------------------
Arms of the Abyss | 2 | 0 | 0 | (1) | 1 | strike
-------------------------------------------------------------------------
Staredown | 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Form of Mist | 1 | 0 | 0 | 0 | 1 |
-------------------------------------------------------------------------
Plasmic Form | 2 | 1 | 0 | 0 | 3 |
-------------------------------------------------------------------------
average (out of 16)| 1.38 | 0.25| 0.06 | 0.19| 1.50 |
-------------------------------------------------------------------------
Noal McDonald
Michigan Jyhad League
--
"Is my ponytail doing anything for you?"
-Wally, "Jan 19 Dilbert" (by Scott Adams)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Petri Wessman wrote:
> Ok, since this is a point that interests me and our local play group,
> I'd like to see how everyone else feels about the issue of First
> Strike.
>
> Let's try this: everyone who has an opinion on this issue please fill
> out the checkboxes below and email your opinion to me. I'll collect
> the votes and summarize everything sometime next week.
>> [*] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
If someone wants to do a statistical analysis of S:CE, be my guest.
The one I did of Dodge and First Strike took two days.
Noal
[ quoted text not captured ]
In article <7x90enn0...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
[posted and emailed]
> In my opinion:
>
> [ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
>> [x] The current rule is a bit weird, but not worth the bother to
> change.
>
> [ ] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
>> [ ] The rules should be modified so that First Strike beats both S:CE
> and Dodge.
>
> [ ] First Strike should immediately kill anything enywhere! Kill!
> Kill! Kill! (ok, ignore this one :)
>
> Other comments:
I think it might make sense for First Strike to beat Dodge. However,
because there are so few First Strike-granting cards, and their
application is so limited, I don't think it's really worthwhile to
issue errata/rules changes to make that happen. Also because (partly
due to the minimal number of FS cards) there's no evidence of game
imbalance being caused by FS behaving the way it does.
Josh
not quite an errata minimalist, but playing the part
[ quoted text not captured ]
LSJ wrote:
> Time to get an updated dictionary, I guess. English is a living
> language.
*nods*
The definitions I posted were from the Websters on-line gateway server.
> Anyway, even if "ripost" is acceptable, clearly the editors at WotC
> cannot be blamed for using "riposte".
Besides, there's so much other stuff we can blame them for.
*grin*
> > > To have an accurate name,
> > > this card could be dodge with additional strike at inferior for 1
> > > blood, and dodge with a press and First Strike next round at superior
> > > for same. (both demonstrating superior combat speed in that you are
> > > able to defend -and- counterattack in the same action.)
> >
> > I would agree with this. Their choice of title for this card leaves much
> > to be desired.
>
> Agreed. But hopefully we can also agree that it is below the threshhold
> for errata.
heh. It's _way_ below the threshold for rewriting the card.
> This issue has been examined before. It is quite possible that the card
> editors intended Torn Signpost to give a strike option, not a bonus to
> strength. This argument is helped by the way the card text was rewritten
> in VTES. Just because the card was ruled to give a bonus to strength
> doesn't mean the card editors made a mistake.
Hey, if you want to change it to a strike, you got my vote. *grin*
Noal McDonald
Michigan Jyhad League
--
"Is my ponytail doing anything for you?"
-Wally, "Jan 19 Dilbert" (by Scott Adams)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>Ok, since this is a point that interests me and our local play group,
>I'd like to see how everyone else feels about the issue of First
>Strike.>Let's try this: everyone who has an opinion on this issue please fill>In my opinion:>[ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
[X] The current rule is a bit weird, but not worth the bother to
change.
>[ ] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).>[ ] The rules should be modified so that First Strike beats both S:CE
> and Dodge.>[ ] First Strike should immediately kill anything enywhere! Kill!
> Kill! Kill! (ok, ignore this one :)>Other comments:
Regards,
R. David Zopf
guenh...@mindspring.com
Atom Weaver and V:EKN Prince of Charlotte, NC
In article <36B0CEB0...@wizards.com>, LSJ <vte...@wizards.com> wrote:
>Dhar...@yahoo.com wrote:
[Debate about Ripost vs Riposte snipped]
>Anyway, even if "ripost" is acceptable, clearly the editors at WotC
>cannot be blamed for using "riposte".
For a bit of random trivia...
Riposte is the version of the word I've always seen in fencing circles
(I teach a little bit) -- tournaments, books, etc. It's a French
and/or Italian word meaning "Attack after a parry" (It's definitly
not a counterattack).
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
Lambach wrote in message <36B11F8A...@opium.fr>...
>> In my experience, under NCL, S&B isn't cheesy. It's an exciting and
>> difficult deck to win with. There are so many viable defenses - bounce,
>> rush, intercept, race, or gain - that you have to have a good deck and
>> good skills in order to win.>
> What you qualify "defenses" vs S&B I call "other tactics".
>Actually, this applies to rush, gain, race. These represent a way of
winning by
>themselves, not just a defense vs S&B. These are still perfectly viable
>in 4CL (and do show up quite often in our games.)
Well, I'd call them other strategies, really. But they are also
defenses,
in a way. My weenie blood gain deck deals with combat decks by
having so many minions that a combat deck can't possibly torpor them
all in a turn. It deals with bleed decks by gaining more blood each turn
than a bleed deck can bleed, and it tries to outvote other vote decks.
Strategy, sure.
My point is that if these other tactics are so viable, why is S&B so
much more viable that you call it "cheesy" or "degenerate"? Under
NCL, it's a basic strategy. A little easier to put together, maybe, but
just as hard to win with.
> PS: I don't know what you mean by "cutting attributions". On my
>news reader my message appears as a reply to yours, and I can't figure out
>how to configure Netscape to add these nifty "John Brown wrote in
>message vkhjsdfbg65463#e15..." lines.
Hmmm... okay. On most newsreaders, when you reply to a message,
it prints the "Joe Blow wrote in message" stuff. Some people then
remove that stuff, which is known as cutting attributions.
I can't tell you how to get Netscape to reply correctly, but I think it
should be able to. In the meantime, you may want to do it manually,
by saying "Mark Langsdorf wrote:" or whatever.
-Mark Langsdorf
Jyhad Archivist
http://www.io.com/mlangsdo
>In my opinion:
>
>[ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
>>[ ] The current rule is a bit weird, but not worth the bother to> change.
>
>[ ] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
>>[x] The rules should be modified so that First Strike beats both S:CE
> and Dodge.
[x] The Rules should be modified so that First Strike beats S:CE, but
does _not_ beat dodge.
It's hardly a neccesary change, but it would increase the variety of
combat decks possible. Right now you're pretty much limited to Pot
based Immortal Grapple, due to the effectiveness of S:CE. Sure,
there are other ways to make somewhat effective combat decks,
but they all have serious weaknesses.
It would also have the side effect of making all those things that
IG hoses more viable (weapons, Discipline strikes, etc.) This is
similarily why I think FS shouldn't beat dodge (although First Striking
Decks will have Celerity, and can probably simply get extra strikes).
This is the kind of change I'd ussually leave for a house rule,
but then again it's rare that you can get (I suspect) so much
improvement from such a simple change (Of course, it sucks that
the relavent cards are Rare). The lack of variety in combat, and
the power of some of the trump cards has turned several people
I know off the game.
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> To begin with, please note the fact that while the original VTES book does
> say, "A "dodge"...prevents the effect of the opponent's strike that round,
> even if the opponent's strike was delivered with First Strike," there was
> no such statement in the Jyhad rulebook. And as has been pointed out in
The Jyhad rules state that the Dodge "negates the effect
of the opponent's strike that round" without making a special
exception for a strike done with First Strike.
> the past, there were many problems in the translation from Jyhad to VTES.
And that there were many ambiguities/errors in the Jyhad (as well as VTES)
rulebook. A valud explanation is that the (redundant) fact that Dodge
beats First Strike was simply omitted, intentionally or not.
> However, both books do say, "The damage inflicted by a minion with First
> Strike is resolved before the strike of the opposing minion begins," and
> can be used as a basis to declare that First Strike _does_ happen before
> S:CE and Dodges.
Except the S:CE explicitly states that it beats First Strike and
Dodge. And dodge explicitly states that it negates the effect of
the opponent's strike. Since it doesn't make any special provision
for not negating a First Strike, that can (and is) used as a basis
for the current rule.
> When I examined the cards that gave First Strike and Dodge, I examined
> them based on effect and opportunity cost. The cost of opportunity can
> be summed up by the following factors: Inf./Sup. Discipline Requirement,
> Blood Cost, Restrictions of Usage, and Additional Benefits. I found that
> the cost of opportunity of First Strike was much higher (almost 3 times
> as much) than the cost of opportunity of Dodges. The fact that a Dodge
> can cancel most of the strikes that you may get from a First Strike leads
> me to believe that there is a serious game balance issue...esp. when you
> consider that _any_ minion can use Dodge and very few minions can use
> First Strike.
Very nice evaluation [snipped], but the handling of the conclusion is
not so clear-cut.
The opportunity cost of the dodges should be less than the opportunity
cost of the First Strike. This is because of the difference between
defense and offense.
For instance, the opportunity cost of intercept is less than the
opportunity cost of stealth for this very reason. While some
cards have direct comparisons, LostInCrowds :: EnhancedSenses, there
are no equivalent comparisons for effects like Mr. Winthrop, a
Raven Spy, or KRCG News Radio. For instance, the closest thing to
Raven Spy (a non-unique retainer that requires a discpline) is
the Marijava Ghoul. The Ghoul costs an extra blood and is only good
on a specified discipline's actions (rather than requiring that
discipline in the first place - a more lenient restriction).
This is also why there is no direct antithesis for Ascendance.
And why Consanguinous Condemnation doesn't have the exact opposite
effect of Consanguinous Boon (indeed, it has a *much* lesser
effect).
[ quoted text not captured ]
>[ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
>
>[ ] The current rule is a bit weird, but not worth the bother to
> change.
>
>[ ] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
>>[ ] The rules should be modified so that First Strike beats both S:CE
> and Dodge.
>>[ ] First Strike should immediately kill anything enywhere! Kill!
> Kill! Kill! (ok, ignore this one :)
>
[x] none of the above. Errata it so that First Strike hits everything
first regardless of dodge or s:ce, then errata every card with dodge or s:ce
to say dodge with first strike or s:ce with first strike hehehhehehe
Ok... seriously, I think that first strike should beat out a dodge, but not
s:ce, although I also don't feel it really matters enough to warrant any
changes, things have been fine the way they are I feel in this department.
I've yet to play a game where first strike has been such an integral part of
the game.
Vince
Petri Wessman wrote:
> Ok, since this is a point that interests me and our local play group,
> I'd like to see how everyone else feels about the issue of First
> Strike.
>
> Let's try this: everyone who has an opinion on this issue please fill> out the checkboxes below and email your opinion to me. I'll collect
> the votes and summarize everything sometime next week.
>> LSJ: don't panic, I'm not trying to stage a "change the rules!" coup
> or anything :). I'm just curious as to what the general consensus is
> on this matter - and you might be, too.
>
> //Petri
>
> - - - -
>
> In my opinion:
>> [ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.
>
> [ ] The current rule is a bit weird, but not worth the bother to
> change.
>
> [ ] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
>> [x] The rules should be modified so that First Strike beats both S:CE> and Dodge.
>
> [ ] First Strike should immediately kill anything enywhere! Kill!
> Kill! Kill! (ok, ignore this one :)
>> Other comments:
>In my opinion:
>
>[ ] The current rules of S:CE and Dodge both beating First Strike is
> fine, don't change anything.>[ ] The current rule is a bit weird, but not worth the bother to change.
[X] The rules should be modified so that First Strike beats Dodge (but
not S:CE).
>[ ] The rules should be modified so that First Strike beats both S:CE> and Dodge.
>
>[ ] First Strike should immediately kill anything enywhere! Kill!
> Kill! Kill! (ok, ignore this one :)
>
Other comments:
If we ever did get another full expansion for V:TES it would be better
to at least get a vote of consensus now.
The current rulebook doesn't have to change, but if/when they do print
a new book & a new expansion it might make a difference. Assuming
WOTC had their playtesters actually reading these discussions..
Sounds like some of the tunes around here would change if a common
First Strike card was put into circulation.
On Sat, 30 Jan 1999 16:26:24 GMT, ber...@mich.com wrote:
>Other comments:
>
>If we ever did get another full expansion for V:TES it would be better
>to at least get a vote of consensus now.
>
>The current rulebook doesn't have to change, but if/when they do print
>a new book & a new expansion it might make a difference. Assuming
>WOTC had their playtesters actually reading these discussions..
>
>Sounds like some of the tunes around here would change if a common
>First Strike card was put into circulation.
Even without changing the way First Strike reacts between S:CE and
Dodge, I'd be *so* in favor of a Celerity card granting First Strike -
perhaps something like:
Sucker Punch - 2 blood
inferior: This vampire gets First Strike for this strike.
superior: This vampire gets First Strike for ALL his strikes this
round.
Which would present some rules confusion, but the Assamites can
already do this - does First Strike when applied to additional strikes
still come after the opponent's initial strike? Or would a vampire
playing the superior version of this card and a Blur be able to strike
3 times before his opponent even got to hit once? that would seem a
little overpowered, though expensive... but if first strike applied to
additional strikes hits AFTER the opponent's initial strike, the
superior version of this card is useless except against other Celerity
decks generating additional strikes. Blah. =) I'd still like to see
an unqualified First Strike card from Celerity though, to re-add it to
the game a little.
[ quoted text not captured ]
In article <78ntqm$k8o$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> LSJ> To strike, your fist (or other strike element) must traverse the
> LSJ> distance from you to your opponent. When striking with First Strike,
> LSJ> either your traverse that distance faster (e.g., Fast Hands) or
> LSJ> you attack from a position/vantage point that allows your strike
> LSJ> to connect before your opponent can connect his strike to you
> LSJ> (e.g., Back Stab).
>
> This would logically be because your reactions and speed are quicker.
Right.
>
> LSJ> When Dodging, however, you are not attempting to get your strike
> LSJ> from here to there. You are simply moving out of the way of the
> LSJ> incoming strike.
>
> If someone is trying to get out of the way of an attack that moves faster
> than they are able to (Fast Hands) or an attack they don't know is coming
> (Silence of Death) or an attack from a superior vantage point (Back Stab),
> they are still unlikely to be successful in avoiding the strike. I don't see
> why First Strike vs. Dodge doesn't take this into effect since Dodge is
> _still_ just a strike.
I can understand that dodge negates the opposing strike if played _at the
same time_, but not when the opposing strike is played with first strike.
FS means that the strike is resolved first. Then the dodge comes. Since the
other strike has already been resolved, no effect.
>
> If you don't believe me, try to dodge a bullet.
Not very likely. Not Even Ninjas (and there may be some in the RPG or LARP)
can do it easily. :)
>
> LSJ> When ending combat, the situation is much the same.
>
> Not really. S:CE strikes are usually due to some pre-emptive power.
Anyone playing the RPG or LARP will agree.
>
> In the LARP, Majesty is an aura of immense charismatic power and
> anyone within the range of the aura must try to overcome this aura
> before being able to attack. Even if you have Super-Duper (tm)
> Celerity and Quietus, you still have to overcome the aura first.
>
> Most of the other S:CE cards are based on similar effects. Catatonic
> Fear, Staredown, Eyes of the Serpent and Mercy for the Weak are
> also based on extreme charismatic power and intimidation. Earth Meld,
> Form of Mist, Mummify, Rapid Change and Shadow Body are based on
> a pliant or insubstantial form. Spiritual Intervention and Preternatural
> Evasion is based on foreknowledge of events. Riposte (a misspelling of
> ripost...let's hear it for WotC editors) is based on a critical strike
> (I suppsose).>
> LSJ> It doesn't mean "surprise attack" (see above).
> LSJ> That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
> LSJ> dodge and S:CE.
HL and Psyche have different mechanics than FS.
>
> Blessing of Durga Syn (an illusion) and Silence of Death are both arguably
> based on "surprise attack".
>
> LSJ> Try using "real world" terms that work to convey the official
> LSJ> operation. Certainly using terms like "surprise attack" when
> LSJ> descibing First Strike can lead to confusion.
>
> If you know the basis for the cards, I don't see how you could
> argue that the 2 cards above aren't based on surprise attack.
>
> LSJ> Not likely, since it isn't a problem (or, if it is a problem, it isn't
> LSJ> severe enough to warrant such a change).
>
> Depends on who you ask. Based on a close examination of the
> cards, I'd argue that First Strike should be resolved before Dodge
> but after S:CE
Yes, that is my opinion also.
1. S:CE
2. FS
3. Dodge and other strikes
Carl
(VEKN Prince of Vienna)
[ quoted text not captured ]
In article <78qc7v$n4p$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
>
> And that's it. Are there any real benefits from changing how First
> Strike works in the rule book? Not really other than possibly eliminating
> some confusion. Perhaps the words First Strike should be chandged to
> First Attack. Then you don't have any sensical problems. :)
>
Mike, Mike.
IMO FS should get more attention. If the ruling is changed, then there
would be more FS cards in the next expansion, as the cards would actually
be useful. I guess that's the point.
Carl
(VEKN Prince of Vienna)
PS: Du hast meine letzte post nicht gelesen, gell? :)
[ quoted text not captured ]
In article <7x90enn0...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> Ok, since this is a point that interests me and our local play group,
> I'd like to see how everyone else feels about the issue of First
> Strike.
>
> Let's try this: everyone who has an opinion on this issue please fill
> out the checkboxes below and email your opinion to me. I'll collect
> the votes and summarize everything sometime next week.
>
> LSJ: don't panic, I'm not trying to stage a "change the rules!" coup
> or anything :). I'm just curious as to what the general consensus is
> on this matter - and you might be, too.
>
> //Petri
>
> - - - -
>> In my opinion:
>
[ ] The current rules of S:CE and Dodge both beating First Strike is
fine, don't change anything.
[ ] The current rule is a bit weird, but not worth the bother to
change.
[x] The rules should be modified so that First Strike beats Dodge (but
not S:CE).
[ ] The rules should be modified so that First Strike beats both S:CE
and Dodge.
[ ] First Strike should immediately kill anything enywhere! Kill!
Kill! Kill! (ok, ignore this one :)
[ quoted text not captured ]
>
>Yes, that is my opinion also.
>
>1. S:CE
>2. FS
>3. Dodge and other strikes
>>Carl
>(VEKN Prince of Vienna)
>
I second this opinion.
David McCarty
Prince of South Haven.
In my opinion:
[ ] The current rules of S:CE and Dodge both beating First Strike is
fine, don't change anything.
[ ] The current rule is a bit weird, but not worth the bother to
change.
[x] The rules should be modified so that First Strike beats Dodge (but
not S:CE).
[ ] The rules should be modified so that First Strike beats both S:CE
and Dodge.
[ ] First Strike should immediately kill anything enywhere! Kill!
Kill! Kill! (ok, ignore this one :)
My vote
Dave M.
Derek S. Ray wrote:
> Even without changing the way First Strike reacts between S:CE and
> Dodge, I'd be *so* in favor of a Celerity card granting First Strike -
> perhaps something like:
>
> Sucker Punch - 2 blood
>
> inferior: This vampire gets First Strike for this strike.
> superior: This vampire gets First Strike for ALL his strikes this
> round.
>
> Which would present some rules confusion, but the Assamites can
> already do this - does First Strike when applied to additional strikes
> still come after the opponent's initial strike? Or would a vampire
> playing the superior version of this card and a Blur be able to strike
> 3 times before his opponent even got to hit once?
No rules confusion. See 6.4.3.3.
[ quoted text not captured ]
>> In my opinion:> [x] The rules should be modified so that First Strike beats Dodge (but
> not S:CE).
This is the selection that most people seem to be in favor of, but
really gets me. This rule would essentially do nothing (except
making Muddles a little better)! Dodges are already quite weak
in the metagame, and are rarely used -- occasionally if the card
provides another use. Furthermore, decks using discipline cards
to give first strike will probably have extra strikes, and so
hose dodges fairly well already.
Dodges don't need to be weakened, and weakening a very underused card has
little effect. Making a change to the core rules that has essentially
no effect just seems like a bad idea to me, and not even one worth
considering.
Now, if First Strike beat S:CE, that would actually have some _real_
effect.
[ quoted text not captured ]
In article <7955j1$ni9$1...@news.NERO.NET>,
phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> >> In my opinion:
> > [x] The rules should be modified so that First Strike beats Dodge (but
> > not S:CE).
>
> This is the selection that most people seem to be in favor of, but
> really gets me. This rule would essentially do nothing (except
> making Muddles a little better)! Dodges are already quite weak
> in the metagame, and are rarely used -- occasionally if the card
> provides another use. Furthermore, decks using discipline cards
> to give first strike will probably have extra strikes, and so
> hose dodges fairly well already.
Well, that depends on the style of play within the differnt groups
In my groups dodges are very common, and not weak. Few players use
ultra-hard-hitting combat decks around here, so IG is not often seen.
For me it makes sense to strengthten FS. This is also true if you
consider possible new FS cards in future exp. (one should never give
up hope! :)
>
> Dodges don't need to be weakened, and weakening a very underused card has
> little effect. Making a change to the core rules that has essentially
> no effect just seems like a bad idea to me, and not even one worth
> considering.
>
> Now, if First Strike beat S:CE, that would actually have some _real_
> effect.
Carl
(VEKN Prince of Vienna)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
CPilh...@bhak12.ac.at wrote:
> > LSJ> It doesn't mean "surprise attack" (see above).
> > LSJ> That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
> > LSJ> dodge and S:CE.
>
> HL and Psyche have different mechanics than FS.
That's the point, yeah (well, for HL at any rate - not sure how Psyche
got into the discussion - it doesn't seem to be a surprise attack in
concept or in execution).
To elaborate on/belabor the point:
HL is written to be a surprise attack, that much is clear from the
concept and execution (card text). First Strike lacks both the name
and the instruction to make it a "surprise attack" - it is simply a
fast attack - faster than the "normal" attack (but not faster than
Dodge or Combat Ends).
Some cards that perhaps are "surprise attacks" in concept (Noal
mentioned Silence of Death) used (perhaps unwisely) the First
Strike mechanic to implement the concept. FS doesn't do as good a
job at modeling a "surprise attack" as Hidden Lurker's card text
does.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <796p7q$sbe$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at> wrote:
>In article <7955j1$ni9$1...@news.NERO.NET>,
[my lead in snipped]
>Well, that depends on the style of play within the differnt groups
>In my groups dodges are very common, and not weak. Few players use
>ultra-hard-hitting combat decks around here, so IG is not often seen.
>For me it makes sense to strengthten FS. This is also true if you
>consider possible new FS cards in future exp. (one should never give
>up hope! :)
Huh. People use combat decks that are seriously affected by dodge?
What do these combat decks do about S:CE? Or do you just mean that
decks focused on combat aren't seen often? If so, and people aren't playing
very combat heavy decks, just what are people bothering to dodge?
I must be missing your perspective entirely here, since I don't
think I have a deck that would be helped with the addition of dodges,
nor one that is particularily hindered facing a dodge (out of perhaps
a dozen different decks I've got).
[ quoted text not captured ]
In article <796r2b$c8b$1...@news.NERO.NET>,
phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> Huh. People use combat decks that are seriously affected by dodge?
> What do these combat decks do about S:CE? Or do you just mean that
[snip]
> I must be missing your perspective entirely here, since I don't
> think I have a deck that would be helped with the addition of dodges,
> nor one that is particularily hindered facing a dodge (out of perhaps
> a dozen different decks I've got).
IIRC, Jasper, the environment in Vienna is CL. Which would explain why
dodges are effective.
Xian
"they look at you funny when you attack things like a hungry mountain
lion on crack" --greensea
[ quoted text not captured ]
In article <796r2b$c8b$1...@news.NERO.NET>,
phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> In article <796p7q$sbe$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at>
wrote:
> >In article <7955j1$ni9$1...@news.NERO.NET>,
>
> [my lead in snipped]
>
> >Well, that depends on the style of play within the differnt groups
> >In my groups dodges are very common, and not weak. Few players use
> >ultra-hard-hitting combat decks around here, so IG is not often seen.
> >For me it makes sense to strengthten FS. This is also true if you
> >consider possible new FS cards in future exp. (one should never give
> >up hope! :)
>> Huh. People use combat decks that are seriously affected by dodge?
> What do these combat decks do about S:CE? Or do you just mean that> decks focused on combat aren't seen often? If so, and people aren't playing
> very combat heavy decks, just what are people bothering to dodge?
The decks are not focused on combat (well, not all). S:CE is not often
used. Mainly FoM in defensive intercept decks to get the crucial
intercept retainers and equipment. Some games are played NL, some with
CL. In CL S:CE is not common, so its effect is not dictating the games.
(i.e. players dont have to adjust using lots of IG).
More often than not dodges are used to circumvent nasty equipment
(Ivory bow, for example). I'd say the S:CE-Dodge ratio is 40-60.
So in our evironment, FS would count.
> I must be missing your perspective entirely here, since I don't
> think I have a deck that would be helped with the addition of dodges,
> nor one that is particularily hindered facing a dodge (out of perhaps
> a dozen different decks I've got).
Yeah, maybe you miss it, but that's ok. I can understand groups with
serious S:CE problems using lots of IG, and not understanding why
someone bothers for FS, as it is beaten by S:CE.
Let me make this clear: I don't consider FS an option to battle S:CE.
And I don't think it should be one. It should only beat dodges *not
deliverd with FS*!
Carl
(VEKN Prince of Vienna)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <79734r$4v7$1...@nnrp1.dejanews.com>,
xi...@waste.org (Xian) wrote:
> In article <796r2b$c8b$1...@news.NERO.NET>,
> phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
>
> > Huh. People use combat decks that are seriously affected by dodge?
> > What do these combat decks do about S:CE? Or do you just mean that> [snip]> > I must be missing your perspective entirely here, since I don't
> > think I have a deck that would be helped with the addition of dodges,
> > nor one that is particularily hindered facing a dodge (out of perhaps
> > a dozen different decks I've got).
>> IIRC, Jasper, the environment in Vienna is CL. Which would explain why
> dodges are effective.
This is not entirely true anymore. Beginning with this year, our regular
league consists of different formats:
NL Standard
4CL Standard
NL Sabbat-only
4CL Sabbat-only
NL Basic-set
4CL Basic-set
We are using both styles of play. This gives our player a challenge,
as they have to adapt and rebuild their decks.
[ quoted text not captured ]
In article <796t2p$vh2$1...@nnrp1.dejanews.com>,
vte...@wizards.com (LSJ) wrote:
> CPilh...@bhak12.ac.at wrote:
> > > LSJ> It doesn't mean "surprise attack" (see above).
> > > LSJ> That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
> > > LSJ> dodge and S:CE.
> >
> > HL and Psyche have different mechanics than FS.
>
> That's the point, yeah (well, for HL at any rate - not sure how Psyche
> got into the discussion - it doesn't seem to be a surprise attack in
> concept or in execution).
>
> To elaborate on/belabor the point:
>
> HL is written to be a surprise attack, that much is clear from the
> concept and execution (card text). First Strike lacks both the name
> and the instruction to make it a "surprise attack" - it is simply a
> fast attack - faster than the "normal" attack (but not faster than
> Dodge or Combat Ends).
Why do you think that a dodge is "faster" than a normal attack, or even
an attack with FS?
Fact is: if a vampire is in combat with another one, and the first has
Celerity and the other hasn`t, then the cel-guy *is* faster using his
discipline. (In RPG terms, the cel-guy could perform x actions in a
combat round, where x is his celerity level (rather blood he spends),
the other one gets only 1 action.)
This means cel-guy can strike the other so fast, he cannot react in time.
This again means he cannot dodge in time, because defending is not
by any means faster then attacking.
In VTES terms: FS is mostly (with 2 or 3 exceptions) a cel ability.
(i.e. Fast hands, Backstab). FS can mean two differnt things:
1. the defender is too slow to react in time, so the strike hits, regardless
of the defenders strike response. (which could be even a dodge)
2. the defender is surprised (attacked from behind or whatever), and cannot
react in time, as he doesn't see the danger coming until it's too late.
In VTES, FS represents both! (Think of Fast Hands and Silence of Death)
FS is a concept, and there is no reason, why a minion should be able
to dodge a first strike. From a real-world view this is not right.
It would be different, if the dodger would dodge with first strike, too.
Then his dodge would again have effect against the FS.
>
> Some cards that perhaps are "surprise attacks" in concept (Noal
> mentioned Silence of Death) used (perhaps unwisely) the First
> Strike mechanic to implement the concept. FS doesn't do as good a
> job at modeling a "surprise attack" as Hidden Lurker's card text
> does.
Leave HL out of this discussion. It has nothing to do with FS. We
are confusing things here. HL is a special designed card, just for
VTES. It represents nothing in VTM-terms.
[ quoted text not captured ]
On Wed, 03 Feb 1999 13:40:44 GMT, CPilh...@bhak12.ac.at said:
CPilhatsch> In VTES terms: FS is mostly (with 2 or 3 exceptions) a cel ability.
CPilhatsch> (i.e. Fast hands, Backstab). FS can mean two differnt things:
CPilhatsch> 1. the defender is too slow to react in time, so the
CPilhatsch> strike hits, regardless of the defenders strike
CPilhatsch> response. (which could be even a dodge)
CPilhatsch> 2. the defender is surprised (attacked from behind or
CPilhatsch> whatever), and cannot react in time, as he doesn't see
CPilhatsch> the danger coming until it's too late.
CPilhatsch> In VTES, FS represents both! (Think of Fast Hands and
CPilhatsch> Silence of Death) FS is a concept, and there is no reason,
CPilhatsch> why a minion should be able to dodge a first strike. From
CPilhatsch> a real-world view this is not right.
...
CPilhatsch> Leave HL out of this discussion. It has nothing to do with
CPilhatsch> FS. We are confusing things here. HL is a special designed
CPilhatsch> card, just for VTES. It represents nothing in VTM-terms.
I agree. There is no game-world excuse for the way FS currently works
(which is very unintuitive).
Yes, there are only a few first-strike cards currently, but is FS were
made into a useful ability then we might see some interesting FS cards
in the new VTES cards (whether promos or another expansion). Besides,
I'm still in the opinion that *since* it's such a small detail *and*
it's a detail that causes a lot of confusion - especially among new
players - this would be a good time to change the rules regarding
FS. As long as there is no printed, officially distributed rules
document, changing a minor rule is not a hassle. Compared to the 7/7
rulings, this would be minor (and would make a lot of people happy).
P.S. My local game store just told me that WotC is out of the Sabbat
expanion - and consequently the price of Sabbat boosters went
up. What, has the reprint of the Sabbat also sold out? Is this the
same game that some people at WotC said isn't selling? :)
//Petri
On Wed, 03 Feb 1999 13:51:33 GMT, CPilh...@bhak12.ac.at said:
CPilhatsch> Let me make this clear: I don't consider FS an option to
CPilhatsch> battle S:CE. And I don't think it should be one. It
CPilhatsch> should only beat dodges *not deliverd with FS*!
Yeah, if both minions have First Strike then everything should cancel
out.
//Petri
CPilh...@bhak12.ac.at wrote:
> vte...@wizards.com (LSJ) wrote:
> > CPilh...@bhak12.ac.at wrote:
> > > > LSJ> It doesn't mean "surprise attack" (see above).
> > > > LSJ> That's what Hidden Lurker mimics - and Hidden Lurker *does* thwart
> > > > LSJ> dodge and S:CE.
> > >
> > > HL and Psyche have different mechanics than FS.
> >
> > That's the point, yeah (well, for HL at any rate - not sure how Psyche
> > got into the discussion - it doesn't seem to be a surprise attack in
> > concept or in execution).
> >
> > To elaborate on/belabor the point:
> >
> > HL is written to be a surprise attack, that much is clear from the
> > concept and execution (card text). First Strike lacks both the name
> > and the instruction to make it a "surprise attack" - it is simply a
> > fast attack - faster than the "normal" attack (but not faster than
> > Dodge or Combat Ends).
>
> Why do you think that a dodge is "faster" than a normal attack, or even
> an attack with FS?
Because it resolves before a normal attack or even an attack with FS.
If you're looking for the "real world" explanation, allow me to
rephrase the point that I've made more than once in this thread:
It is easier to move the short distance from where the opposing strike
will land to where it won't than it is to cover the distance from where
your fist is to where your opponent's head is (or used to be).
distance = speed * time
time = distance / speed
Fist Strike increases the speed.
But the distance to be traversed by the dodger is much less
than the distance to be traversed by the striker. So the time
it takes the dodger to get out of the way is still less than
the time it takes the First Striker to complete his strike.
> Fact is: if a vampire is in combat with another one, and the first has
> Celerity and the other hasn`t, then the cel-guy *is* faster using his
> discipline. (In RPG terms, the cel-guy could perform x actions in a
> combat round, where x is his celerity level (rather blood he spends),
> the other one gets only 1 action.)
> This means cel-guy can strike the other so fast, he cannot react in time.
> This again means he cannot dodge in time, because defending is not
> by any means faster then attacking.
If you say so. I don't play the RPG.
The rules of the card game don't support that interpretation.
I'm sure there are many other examples of where the rules of
the card game do not match the rules of the RPG.
> In VTES terms: FS is mostly (with 2 or 3 exceptions) a cel ability.> (i.e. Fast hands, Backstab). FS can mean two differnt things:
>> 1. the defender is too slow to react in time, so the strike hits, regardless
> of the defenders strike response. (which could be even a dodge)
>
> 2. the defender is surprised (attacked from behind or whatever), and cannot
> react in time, as he doesn't see the danger coming until it's too late.
It actually means (only):
*. the attacker is moving faster than normal.
This doesn't mean the defender is too slow to react at all - but
that he is too slow to connect with his own strike against the
attacker, if that was his intention, until after his opponent's
strike connects. But the defender is still capable of moving. If
the defender chooses "dodge" as his move, then the amount of
movement required is so small that he is still successful in
getting out of the way by the time the attacker's strike reaches
the spot where its target used to be.
> In VTES, FS represents both! (Think of Fast Hands and Silence of Death)
> FS is a concept, and there is no reason, why a minion should be able
> to dodge a first strike. From a real-world view this is not right.
No. It represents speed only. Some cards have used it (First Strike)
to attempt to simulate a surprise attack. Some other cards used
a more appropriate mechanic to simulate a surprise attack (since First
Strike doesn't do a good job simulating a surprise attack - since
it wasn't designed to).
> It would be different, if the dodger would dodge with first strike, too.
> Then his dodge would again have effect against the FS.
So pretend that every dodge actually says "with First Strike" if
that'll help the rules make sense to you.
> > Some cards that perhaps are "surprise attacks" in concept (Noal
> > mentioned Silence of Death) used (perhaps unwisely) the First
> > Strike mechanic to implement the concept. FS doesn't do as good a
> > job at modeling a "surprise attack" as Hidden Lurker's card text
> > does.
>> Leave HL out of this discussion. It has nothing to do with FS. We
> are confusing things here. HL is a special designed card, just for> VTES. It represents nothing in VTM-terms.
HL was designed to simulate a surprise attack. It did not use the
First Strike mechanic to do so because the First Strike mechanic is
not suited for that sort of use.
First Strike is for speed, not surprise. Which is why Dodge "beats"
First Strike.
When the discussion involves the concept of surprise attack, Hidden
Lurker is appropriate for the discussion. (Psyche, on the other
hand, ...). If you'd like to leave HL out of the discussion, then
simply leave surprise attack out of the discussion - neither one
has anything to do with First Strike.
[ quoted text not captured ]
Petri Wessman wrote:
> I agree. There is no game-world excuse for the way FS currently works
> (which is very unintuitive).
Yes, there is. The dodger moves out of the way before the
faster-than-normal strike gets to connect.
> Yes, there are only a few first-strike cards currently, but is FS were
> made into a useful ability then we might see some interesting FS cards
> in the new VTES cards (whether promos or another expansion).
Which is no more or less true than if the First Strike mechanic
remains as it is.
> Besides,
> I'm still in the opinion that *since* it's such a small detail *and*
> it's a detail that causes a lot of confusion - especially among new
> players - this would be a good time to change the rules regarding
It doesn't cause that much confusion - a quick check of the rules
normally sets people straight. Of course, if the newbie is learning
from a friend (rather than from the rules) and the friend is
confused about how First Strike works and/or explains it with
terms like "surprise attack" (which are not found in the rules and
may give people the wrong impression of First Strike), then the
newbie may get confused, yes.
> FS. As long as there is no printed, officially distributed rules
> document, changing a minor rule is not a hassle.
Ah, but there is. The printed rulebook that was distributed with
every V:TES starter deck is very clear on the interaction between
Dodge and First Strike [8.3]
> Compared to the 7/7
> rulings, this would be minor (and would make a lot of people happy).
So would a change to concealed weapon.
But there is a lot of errata already, and neither the First Strike
mechanic nor the Concealed Weapon situation is unbalancing. So they
remain as they are.
[ quoted text not captured ]
>Fact is: if a vampire is in combat with another one, and the first has
>Celerity and the other hasn`t, then the cel-guy *is* faster using his
>discipline. (In RPG terms, the cel-guy could perform x actions in a
>combat round, where x is his celerity level (rather blood he spends),
>the other one gets only 1 action.)
>This means cel-guy can strike the other so fast, he cannot react in time.
>This again means he cannot dodge in time, because defending is not
>by any means faster then attacking.
>
You cannot use the RPG in this case because the rule of dodges *does* apply
in the WW system. Regardless of another character's celerity rating, you
can always dodge if you have the capability to and while unlikely, you can
outdodge a vampire with a rating of 5 in celerity (meaning 5+1 actions per
your one) in a single round without a single level of celerity. The other
thing to remember is that first strike is in no way connected to Celerity
anyway, looking at first strike cards will see that most don't rely on
celerity(m. vampire hunter for example).
Also dodge is described as taking the time to get out of the way of
another's action for the round. You're implying that even if combat range is
determined as close, that the 2 vampires are locked solid together in combat
when that isn't true(except in the case of IG which is a card combat action
for close combat). The difference is that despite the inability to move out
of range your vampire spent his time getting out of the strike of your
opponent, not running up to the other vampire, screaming in his face and
running away expecting not to get hit.
As for the response to long range combat and guns at any range, the
representation here is that your vampire found a very good place to dodge
behind to get out of the line of fire. This is the similar representation
in the RPG itself when at any range, the dodge becomes easier when in
cluttered areas where there are plenty of places to get behind. Your
playing of a dodge card of any type means your vampire was able to get to
cover instead of sticking around to fight.
S:CE is a different case, in the RPG relating to the case of Majesty, the
ability is consistently active(although the effectiveness is different at
different times and to different vampires). The game version prevents any
vampire from attacking unless they overcome the Majesty of the vampire. The
card game version is a representation of this in that the other particular
vampire is adversely affected by the majestied vampire, and thus would not
be able to have ever made an attack. The discipline cards in the card game
are representations of effective uses of their vampiric abilities. The
vampires ALWAYS have their abilites and can use them, but without them using
them effectively they don't add up to much(and would provide too powerful of
abilities, imagine if Majesty was permanent how powerful it would be).
Vince
In article <799k91$bof$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at> wrote:
>In article <796r2b$c8b$1...@news.NERO.NET>,
[snip]
>> I must be missing your perspective entirely here, since I don't
>> think I have a deck that would be helped with the addition of dodges,
>> nor one that is particularily hindered facing a dodge (out of perhaps
>> a dozen different decks I've got).>>Yeah, maybe you miss it, but that's ok. I can understand groups with
>serious S:CE problems using lots of IG, and not understanding why
>someone bothers for FS, as it is beaten by S:CE.
>>Let me make this clear: I don't consider FS an option to battle S:CE.
>And I don't think it should be one. It should only beat dodges *not
>deliverd with FS*!
I guess what I'm missing is why people don't use S:CE. Combat decks
can be quite dangerous, and if they can't deal with S:CE, S:CE shuts
them down completely. If people get hosed by combat, they naturally
include S:CE, and then combat decks I would think naturally
progress to deal with S:CE.
Is there some sort of post phase that I'm missing where decks don't
bother to use S:CE for fear of things like IG, and so people start
using S:CE again!?
[ quoted text not captured ]
Jasper Phillips wrote:
>
> In article <799k91$bof$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at> wrote:
> >In article <796r2b$c8b$1...@news.NERO.NET>,
>
> [snip]
>
> >> I must be missing your perspective entirely here, since I don't
> >> think I have a deck that would be helped with the addition of dodges,
> >> nor one that is particularily hindered facing a dodge (out of perhaps
> >> a dozen different decks I've got).
> >
> >Yeah, maybe you miss it, but that's ok. I can understand groups with
> >serious S:CE problems using lots of IG, and not understanding why
> >someone bothers for FS, as it is beaten by S:CE.
> >
> >Let me make this clear: I don't consider FS an option to battle S:CE.
> >And I don't think it should be one. It should only beat dodges *not
> >deliverd with FS*!
>
> I guess what I'm missing is why people don't use S:CE. Combat decks
> can be quite dangerous, and if they can't deal with S:CE, S:CE shuts
> them down completely. If people get hosed by combat, they naturally
> include S:CE, and then combat decks I would think naturally
> progress to deal with S:CE.
>
> Is there some sort of post phase that I'm missing where decks don't
> bother to use S:CE for fear of things like IG, and so people start
> using S:CE again!?
That's exactly what happens. Decks that rely on S:CE during combat
rarely have any secondary defenses. If you have heavy S:CE in your
deck, why bother with 8 skin of steel or 6 presses to end, etc. This
gives the combat deck designer something to hang his hat on. S:CE is so
prevalent in tournaments that I have made several combat decks that
specifically target them. Sure, I've got no manuevers to ensure my IG
will be available but I can count on the fact that the S:CE deck
probably won't be manuevering. When the S:CE players adjust and start
playing with Obedience, Damage Prevention, Heavy Manuevers or their own
combat decks, that's when I put away the S:CE killers for a while. The
meta-game in action!
Robert Goudie
rrgo...@earthlink.net
http://madnessnetwork.hexagon.net
In article <36B8E405...@earthlink.net>,
Robert Goudie <rrgo...@earthlink.net> wrote:
>Jasper Phillips wrote:>>
>> Is there some sort of post phase that I'm missing where decks don't
>> bother to use S:CE for fear of things like IG, and so people start
>> using S:CE again!?>
>That's exactly what happens. Decks that rely on S:CE during combat
>rarely have any secondary defenses. If you have heavy S:CE in your
>deck, why bother with 8 skin of steel or 6 presses to end, etc. This
>gives the combat deck designer something to hang his hat on. S:CE is so
>prevalent in tournaments that I have made several combat decks that
>specifically target them. Sure, I've got no manuevers to ensure my IG
>will be available but I can count on the fact that the S:CE deck
>probably won't be manuevering. When the S:CE players adjust and start
>playing with Obedience, Damage Prevention, Heavy Manuevers or their own
>combat decks, that's when I put away the S:CE killers for a while. The
>meta-game in action!
I guess I've always found IG so easy to cycle (not to mention that
it's press is also good versus maneuvers, fortitude, and non-potence
combat) that I never pull it out of my combat decks.
[ quoted text not captured ]
In article <7x3e4n3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On Wed, 03 Feb 1999 13:40:44 GMT, CPilh...@bhak12.ac.at said:
>> CPilhatsch> [snipped]>
> I agree. There is no game-world excuse for the way FS currently works
> (which is very unintuitive).
>> Yes, there are only a few first-strike cards currently, but is FS were
> made into a useful ability then we might see some interesting FS cards> in the new VTES cards (whether promos or another expansion). Besides,> I'm still in the opinion that *since* it's such a small detail *and*
> it's a detail that causes a lot of confusion - especially among new
> players - this would be a good time to change the rules regarding> FS. As long as there is no printed, officially distributed rules> document, changing a minor rule is not a hassle. Compared to the 7/7> rulings, this would be minor (and would make a lot of people happy).
I assume you are right on this one. Little effort to change the rule.
But: it has a straightening effect on the overall-rules outline.
What I mean is:
Instead of making an exception to the rules per se ("Dodge: cancels
even strikes with FS"), it makes the strike-resolution smoother.
You wouldn't have to make an exception, as it is otherwise clear from
the rules that "FS resolves before a strike not dealt with FS".
This is far more straightforward then the current ruling.
It would be easier to teach (as there is no "wait, actually you have
to bear in mind that...") and I guess it would make a *lot* of people
happy. Including me. ;)
> P.S. My local game store just told me that WotC is out of the Sabbat
> expanion - and consequently the price of Sabbat boosters went
> up. What, has the reprint of the Sabbat also sold out? Is this the
> same game that some people at WotC said isn't selling? :)
Same here in Vienna. Sabbat is available at our local store (only one
store still sells VTES, but this one with steadily increasing success).
They are able to provide Sabbat, even though the wholesaler has run
out of displays.
That's very important for us, as we are totally fond of small Sabbat
sealed games with friends. (Each of us buys some boosters, we build
decks and play for ante. No additional cards from our private stock,
just the cards from the boosters. If one deck gets too strong in the
course of a bunch of games, we start all over again. Huge fun!)
I guess that Sabbat will be available for a long time. It's just that
WotC seems to have sold all its stock to wholesalers and retailers.
There must still be plenty of Sabbat to buy.
[ quoted text not captured ]
On Wed, 03 Feb 1999 08:41:51 -0800, LSJ <vte...@wizards.com> said:
LSJ> It doesn't cause that much confusion - a quick check of the rules
LSJ> normally sets people straight. Of course, if the newbie is
LSJ> learning from a friend (rather than from the rules) and the
LSJ> friend is confused about how First Strike works and/or explains
LSJ> it with terms like "surprise attack" (which are not found in the
LSJ> rules and may give people the wrong impression of First Strike),
LSJ> then the newbie may get confused, yes.
Ummm... this is not the case here, I can assure you. Just about
*every* new player that I've played with has thought that First Strike
works differently than it does. It has nothing to do with the person
teaching being confused, it has to do with what a person normally
assumes the english words "first strike" to mean :)
First Strike is such a rare capability that I rarely remember to
mention it when teaching the game to newbies. They run into it later
(in the form of Muddles, Fast Hands etc) and become a bit confused
until someone explains things. Then they usually say "that's stupid",
someone else says "yup, but that's the rules", and then play
continues.
//Petri
In article <36B87A2D...@wizards.com>,
LSJ <vte...@wizards.com> wrote:
> CPilh...@bhak12.ac.at wrote:
> > vte...@wizards.com (LSJ) wrote:
> > > CPilh...@bhak12.ac.at wrote:
> > > > > LSJ>
(snipped)
> > Why do you think that a dodge is "faster" than a normal attack, or even
> > an attack with FS?
>
> Because it resolves before a normal attack or even an attack with FS.
Yes, but only according to the rules in effect at the moment. It's
only, because of one additional sentence in the Dodge paragraph.
(Which was not there in Jyhad)
>
> If you're looking for the "real world" explanation, allow me to
> rephrase the point that I've made more than once in this thread:
>
> It is easier to move the short distance from where the opposing strike
> will land to where it won't than it is to cover the distance from where
> your fist is to where your opponent's head is (or used to be).
>
> distance = speed * time
> time = distance / speed
>
> Fist Strike increases the speed.
= more distance OR less time
> But the distance to be traversed by the dodger is much less
> than the distance to be traversed by the striker. So the time
> it takes the dodger to get out of the way is still less than
> the time it takes the First Striker to complete his strike.
The fact that the distance to move out of the strike is less than
the attackers attack distance is covered by the effect that a dodge
cancels the opponents strike. No argument here. But a strike with
FS is dealt at such a speed (you remember: more speed=less time) that
a normal dodge is too slow (ineffective) against the speed-freak.
It would be speedy enough again, if the dodger uses FS, too.
>
> > Fact is: if a vampire is in combat with another one, and the first has
> > Celerity and the other hasn`t, then the cel-guy *is* faster using his
> > discipline. (In RPG terms, the cel-guy could perform x actions in a
> > combat round, where x is his celerity level (rather blood he spends),
> > the other one gets only 1 action.)
> > This means cel-guy can strike the other so fast, he cannot react in time.
> > This again means he cannot dodge in time, because defending is not
> > by any means faster then attacking.
>
> If you say so. I don't play the RPG.
> The rules of the card game don't support that interpretation.
> I'm sure there are many other examples of where the rules of
> the card game do not match the rules of the RPG.
>
> > In VTES terms: FS is mostly (with 2 or 3 exceptions) a cel ability.
> > (i.e. Fast hands, Backstab). FS can mean two differnt things:
> >
> > 1. the defender is too slow to react in time, so the strike hits, regardless
> > of the defenders strike response. (which could be even a dodge)
> >
> > 2. the defender is surprised (attacked from behind or whatever), and cannot
> > react in time, as he doesn't see the danger coming until it's too late.
>
> It actually means (only):
>
> *. the attacker is moving faster than normal.
In VTES it seems to mean both. But that's not the point.
>
> This doesn't mean the defender is too slow to react at all - but
> that he is too slow to connect with his own strike against the
> attacker, if that was his intention, until after his opponent's
> strike connects. But the defender is still capable of moving. If
> the defender chooses "dodge" as his move, then the amount of
> movement required is so small that he is still successful in
> getting out of the way by the time the attacker's strike reaches
> the spot where its target used to be.
>
> > In VTES, FS represents both! (Think of Fast Hands and Silence of Death)
> > FS is a concept, and there is no reason, why a minion should be able
> > to dodge a first strike. From a real-world view this is not right.
>
> No. It represents speed only. Some cards have used it (First Strike)
> to attempt to simulate a surprise attack. Some other cards used
> a more appropriate mechanic to simulate a surprise attack (since First
> Strike doesn't do a good job simulating a surprise attack - since
> it wasn't designed to).
This may be true, but the cards still exist. Or do you want them
to change accordingly?????
>
> > It would be different, if the dodger would dodge with first strike, too.
> > Then his dodge would again have effect against the FS.
>
> So pretend that every dodge actually says "with First Strike" if
> that'll help the rules make sense to you.
Why should I pretend that?
Ok, for simplicity, lets say that there are only two speed levels:
normal and fast. (As the game mechanic suggests)
Strikes with fast speed resolve before strikes with normal speed.
All strikes are at normal speed by default. (We leave S:CE out of
the discussion, as we don't dispute them)
So a dodge against a strike, both with normal speed, has effect.
If both strikes are at fast speed, one is a dodge, the other a strike,
dodge is effective.
If only the other strike is fast, and dodge normal, then the dodge would
havne no effect.
Carl
(VEKN Prince of Vienna)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <79c03b$9pl$1...@nnrp1.dejanews.com>,
CPilh...@bhak12.ac.at wrote:
> In article <7x3e4n3...@termiitti.akumiitti.fi>,
> Petri Wessman <or...@termiitti.akumiitti.fi> wrote:> > Yes, there are only a few first-strike cards currently, but is FS were
> > made into a useful ability then we might see some interesting FS cards
> > in the new VTES cards (whether promos or another expansion). Besides,
> > I'm still in the opinion that *since* it's such a small detail *and*
> > it's a detail that causes a lot of confusion - especially among new
> > players - this would be a good time to change the rules regarding
> > FS. As long as there is no printed, officially distributed rules
> > document, changing a minor rule is not a hassle. Compared to the 7/7
> > rulings, this would be minor (and would make a lot of people happy).> I assume you are right on this one. Little effort to change the rule.
> But: it has a straightening effect on the overall-rules outline.
> What I mean is:
>
> Instead of making an exception to the rules per se ("Dodge: cancels
> even strikes with FS"), it makes the strike-resolution smoother.
> You wouldn't have to make an exception, as it is otherwise clear from
> the rules that "FS resolves before a strike not dealt with FS".
> This is far more straightforward then the current ruling.
> It would be easier to teach (as there is no "wait, actually you have
> to bear in mind that...") and I guess it would make a *lot* of people
> happy. Including me. ;)
My problem with making First Strike beat Dodge but not S:CE is that
it seems to me the effect wouldn't be worth the effort of making the
change. I mean, even though it might not be much effort, if FS still
didn't beat S:CE, it would still be a nearly worthless combat effect,
because S:CE is widely used compared to Dodge (in all the tournies
I've seen). And if there isn't even game-world/RPG justification for
making FS beat S:CE, then as far as I'm concerned we might as well leave
FS to rot on the same pile as Concealed Weapon. The mechanic still won't
be interesting enough if all it does is beat Dodge, to me.
Josh
I know, it's callous... just like Willow...
[ quoted text not captured ]
Jasper Phillips wrote:
> I guess what I'm missing is why people don't use S:CE. Combat decks
> can be quite dangerous, and if they can't deal with S:CE, S:CE shuts
> them down completely. If people get hosed by combat, they naturally
> include S:CE, and then combat decks I would think naturally
> progress to deal with S:CE.
There are often cases when one would rather dodge than S:CE. For
example, the dodge-additional strike-Disarm combo. Another example
would be a deck that uses retainers and other environmental factors
to inflict damage while the vampire dodges.
> Is there some sort of post phase that I'm missing where decks don't
> bother to use S:CE for fear of things like IG, and so people start
> using S:CE again!?
*shrug* I don't know about that, but I'm mostly concerned about the
cost and effect issue of First Strike since it's a very pricy effect for such
a low impact on combat. It amazes me that LSJ and/or the Rules Team
has a problem with making a change on First Strike when people largely
favor the idea, but has little problem with making and defending changes
that few people like. I would urge LSJ to put this on the Rules Team
docket to at least consider the idea before dismissing it out of hand.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
[ quoted text not captured ]
LSJ wrote:
> > Why do you think that a dodge is "faster" than a normal attack, or even
> > an attack with FS?
>
> Because it resolves before a normal attack or even an attack with FS.
Under current rules, true. However, since we are discussing _changing_
the rules, using the current rules as a defense is silly.
> Fist Strike increases the speed.
> But the distance to be traversed by the dodger is much less
> than the distance to be traversed by the striker. So the time
> it takes the dodger to get out of the way is still less than
> the time it takes the First Striker to complete his strike.
First off, First Strike isn't necessarily about faster speed. In the
cases that it is about superior speed, a vampire with celerity is
going to be moving so fast that the opposing vampire can't
focus on him, much less dodge him.
> If you say so. I don't play the RPG.
Since the card game _is_ based on it, you probably should at
least familiarize yourself with it.
> The rules of the card game don't support that interpretation.
Again, using the rules to defend the rules is circular logic.
> I'm sure there are many other examples of where the rules of
> the card game do not match the rules of the RPG.
Okay. Name one card game where the rules of the do not try
to maintain the flavor of the RPG that it's based on.
> It actually means (only):
>
> *. the attacker is moving faster than normal.
Really? If I use a Canine Horde, I'm moving faster? Last time I
checked, Silence of Death was a zone of silence, not an increase
of speed.
> But the defender is still capable of moving. If
> the defender chooses "dodge" as his move, then the amount of
> movement required is so small that he is still successful in
> getting out of the way by the time the attacker's strike reaches
> the spot where its target used to be.
This is so ludicrous that its beyond me why you stick to this.
Read the LARP rules. Please go do it now. Then come back
and say this. If a vampire with superior celerity tries to hit
a vampire, the faster vampire gets to resolve his strike before
the vampire can react, much less dodge. Your average vampire
without Celerity in VTM has the same reaction time as a human.
> No. It represents speed only.
This is blatantly untrue. Try to dodge a pack of dogs.
> So pretend that every dodge actually says "with First Strike" if
> that'll help the rules make sense to you.
This is so fucking stupid that I can't even believe that you would
suggest it. A vampire cannot dodge something that moves much
faster than it in the RPG or LARP, so I don't see why its the case
here. Why not go so far as to allow multiple dodges in a round
without multiple strikes?
> HL was designed to simulate a surprise attack. It did not use the
> First Strike mechanic to do so because the First Strike mechanic is
> not suited for that sort of use.
...and what makes you so sure of this? Talk to Mr. Garfield lately?
> First Strike is for speed, not surprise. Which is why Dodge "beats"
> First Strike.
Say it with me, "Silence of Death."
[ quoted text not captured ]
LSJ wrote:
> Petri Wessman wrote:
> > I agree. There is no game-world excuse for the way FS currently works
> > (which is very unintuitive).
>> Yes, there is. The dodger moves out of the way before the
> faster-than-normal strike gets to connect.
First off, you already admitted to not being familiar with the rules of the
RPG and LARP. Trying to say that there is a game-world reason without
knowing the game rules is pretty much talking out of your ass. Go try to
dodge a bullet. That's how fast a vampire with superior Celerity moves. A
vampire without an equal or higher level of Celerity will not be able to keep
up with the other. It's that simple. You cannot get out of the way of an
strike that moves faster than you can see.
> Ah, but there is. The printed rulebook that was distributed with
> every V:TES starter deck is very clear on the interaction between
> Dodge and First Strike [8.3]
It's also clear about aggravated damage and the Golden Rule of Card
Ownership, but you don't seem to have a problem with changing those.
> But there is a lot of errata already, and neither the First Strike
> mechanic nor the Concealed Weapon situation is unbalancing. So they
> remain as they are.
I disagree and I've shown in minute detail why. The First Strike effect
is unbalanced towards being to weak for its cost.
[ quoted text not captured ]
CPilh...@bhak12.ac.at wrote:
> LSJ <vte...@wizards.com> wrote:
> > CPilh...@bhak12.ac.at wrote:
> > > vte...@wizards.com (LSJ) wrote:
> > > > CPilh...@bhak12.ac.at wrote:
> > > > > > LSJ>
>
> (snipped)
>
> > > Why do you think that a dodge is "faster" than a normal attack, or even
> > > an attack with FS?
> >
> > Because it resolves before a normal attack or even an attack with FS.
>
> Yes, but only according to the rules in effect at the moment. It's
Which is the way the rules have always been.
> only, because of one additional sentence in the Dodge paragraph.> (Which was not there in Jyhad).
Right. In Jyhad, Dodge simply "negates the effect of the
opponent's strike". Note the lack of any sort of exception
for First Strike. The rules didn't change the effect - they
simply clarified a point about which many people had questions.
This point has been made before.
> > If you're looking for the "real world" explanation, allow me to
> > rephrase the point that I've made more than once in this thread:
> >
> > It is easier to move the short distance from where the opposing strike
> > will land to where it won't than it is to cover the distance from where
> > your fist is to where your opponent's head is (or used to be).
> >
> > distance = speed * time
> > time = distance / speed
> >
> > Fist Strike increases the speed.
>
> = more distance OR less time
>
> > But the distance to be traversed by the dodger is much less
> > than the distance to be traversed by the striker. So the time
> > it takes the dodger to get out of the way is still less than
> > the time it takes the First Striker to complete his strike.
>
> The fact that the distance to move out of the strike is less than
> the attackers attack distance is covered by the effect that a dodge
> cancels the opponents strike. No argument here. But a strike with
> FS is dealt at such a speed (you remember: more speed=less time) that
> a normal dodge is too slow (ineffective) against the speed-freak.
It decreases the time, yes. But the time to dodge (which has not
been decreased) is still less than the newly-decreased time to
strike. The normal dodge is still fast enough (effective) against
the speed-freak.
> It would be speedy enough again, if the dodger uses FS, too.
It would remain speedy enough, yes.
[ quoted text not captured ]
Some cards exist which could've been written better, yes.
Some of them use the First Strike mechanic.
Some of them don't.
None of them unbalance the game, so there is no compelling
reason to increase the errata list to alter the situation
(either by altering the rules or the cards themselves).
> > > It would be different, if the dodger would dodge with first strike, too.
> > > Then his dodge would again have effect against the FS.
> >
> > So pretend that every dodge actually says "with First Strike" if
> > that'll help the rules make sense to you.
>
> Why should I pretend that?
So that the rules (as they have always been) regarding Dodge and
First Strike will make sense to your conception of First Strike.
> Ok, for simplicity, lets say that there are only two speed levels:
> normal and fast. (As the game mechanic suggests)
>
> Strikes with fast speed resolve before strikes with normal speed.
> All strikes are at normal speed by default. (We leave S:CE out of
> the discussion, as we don't dispute them)
Also leave out Dodge (as the rules indicate).
The speed levels in question only apply to strikes that attempt
to connect to the opponent.
> So a dodge against a strike, both with normal speed, has effect.
No, it is at "dodge speed" - actually it is at normal speed but
has so little to do that the normal speed allows it to resolve
almost immediately (before a connect-with-the-opponent strike
done at either fast or normal speed).
> If both strikes are at fast speed, one is a dodge, the other a strike,
> dodge is effective.
True.
> If only the other strike is fast, and dodge normal, then the dodge would
> havne no effect.
No. The dodge (having so little to do) still resolves first.
If the point hasn't been made clearly enough already (which is
hard to believe), let me break down exactly what I mean in
physics terms (none of this is necessary - the explanations that
have been given and the rules themselves are clear enough):
D: Distance. S: Speed.
D (for punch) = X
D (for dodge) = Y (Y = X/4, e.g.)
S (normal) = N
S (fast) = F (F = 2N, e.g.)
Time to dodge = Y/N = X/4N
Time to punch = X/N ; Y/N = X/4N < X/N : dodge wins.
Time to punch with first strike = X/F = X/2N; Y/N = X/4N < X/2N : dodge wins
Of course, you can choose different ratios, even some that lead to
the conclusion that First Strike beats Dodge. But that would just
mean the ratios were inappropriate for the illustration, since Dodge
does beat First Strike (in a manner similar to the one illustrated
with the ratios above).
If that explanation doesn't clear it up for you, then just
take the rules at their word: Dodge beats First Strike.
Futher repetition of the points made would serve no purpose.
[ quoted text not captured ]
On Thu, 04 Feb 1999 14:49:07 GMT, Dhar...@yahoo.com said:
Dharzhak> Jasper Phillips wrote:
>> I guess what I'm missing is why people don't use S:CE. Combat decks
>> can be quite dangerous, and if they can't deal with S:CE, S:CE shuts
>> them down completely. If people get hosed by combat, they naturally
>> include S:CE, and then combat decks I would think naturally
>> progress to deal with S:CE.
Dharzhak> There are often cases when one would rather dodge than
Dharzhak> S:CE. For example, the dodge-additional strike-Disarm
Dharzhak> combo. Another example would be a deck that uses retainers
Dharzhak> and other environmental factors to inflict damage while the
Dharzhak> vampire dodges.
Yup. I see quite a lot of dodge in our local play group, especially
with weenie decks without Presence. The dodge + additional strike
combo is another frequent flyer.
>> Is there some sort of post phase that I'm missing where decks don't
>> bother to use S:CE for fear of things like IG, and so people start
>> using S:CE again!?
Dharzhak> *shrug* I don't know about that, but I'm mostly concerned
Dharzhak> about the cost and effect issue of First Strike since it's a
Dharzhak> very pricy effect for such a low impact on combat. It
Dharzhak> amazes me that LSJ and/or the Rules Team has a problem with
Dharzhak> making a change on First Strike when people largely favor
Dharzhak> the idea, but has little problem with making and defending
Dharzhak> changes that few people like. I would urge LSJ to put this
Dharzhak> on the Rules Team docket to at least consider the idea
Dharzhak> before dismissing it out of hand.
Yeah, seconded. I'm also a bit puzzled. I'd understand dismissing at
idea if the rules had been set in stone for N years, but since we've
seen a *lot* of changes lately, with quite a few of the changes done
simply because many people thought they were good ideas - *not*
because they were needed in any absolute sense. Oh, quite a few of the
recent rulings *were* needed, the game is much more balaced now - but
that's not the point.
With all respect towards LSJ, to me it looks like this is a change
that LSJ doesn't personally think is necessary (as opposed to the N
rule changes that he thought were necessary) so he won't even consider
it. Since so far something like 80% of the people who have posted here
and who have responded to my survey have been in favor of changing the
FS rules - isn't that a basis for at least considering it seriously?
Or does LSJ and/or the Rules Team have the stance that all of the
other recent changes to game rules / errata / whatever have been
*absolutely* necessary and were done only to stop the game from
breaking (as seems to be the argument for not changing FS)?
I can understand being opposed to changing Concealed Weapon, as that's
only a single card. This is a class of cards, quite a different thing.
//Petri
On Thu, 04 Feb 1999 15:29:02 GMT, Dhar...@yahoo.com said:
>> Ah, but there is. The printed rulebook that was distributed with
>> every V:TES starter deck is very clear on the interaction between
>> Dodge and First Strike [8.3]
Dharzhak> It's also clear about aggravated damage and the Golden Rule
Dharzhak> of Card Ownership, but you don't seem to have a problem with
Dharzhak> changing those.
Yup. This selective leaning on "but the rule book says A and B"
bothers me, too. As Noal said, there didn't seem to be any tears shed
over changing how aggra damage works - a change which a LOT of people
resisted. Here we have a case which the majority of players seem to
agree on - why is changing this not even worthy of consideration when
so much else seems to have been?
If we go by the "what the makers of the game intended" argument that
you've used before, by reading the Jyhad rule book and cards it could
equally well be argued that the makers of the game intended First
Strike to beat all non-S:CE strikes - which would be the logical
conclusion. Since the Jyhad rules don't say one way or the other, this
is just as valid as the opposite viewpoint.
This leaved the V:TES rulebook Dodge addition of "including First
Strike" as just a Rules Team ruling. And we all know how well-informed
and coherent the rules team was at that time, and what other
elightened rulings were made. :}
>> But there is a lot of errata already, and neither the First Strike
>> mechanic nor the Concealed Weapon situation is unbalancing. So they
>> remain as they are.
Dharzhak> I disagree and I've shown in minute detail why. The First
Dharzhak> Strike effect is unbalanced towards being to weak for its
Dharzhak> cost.
I also disagree. And LSJ, please stop comparing this to Concealed
Weapon. That's one single card, this is a rule mechanic. Big
difference.
As to why change (besides the "most players seem to support it"
argument): it would give the Assamites a small boost as a combat
clan. Not big, but any boost is still a boost. Anyone who thinks the
Assamites are currently the powerful combat clan they should be please
raise your hand.
//Petri
Dhar...@yahoo.com wrote:
> Jasper Phillips wrote:
> > Is there some sort of post phase that I'm missing where decks don't
> > bother to use S:CE for fear of things like IG, and so people start
> > using S:CE again!?
>> *shrug* I don't know about that, but I'm mostly concerned about the
> cost and effect issue of First Strike since it's a very pricy effect for such> a low impact on combat.
I addressed that issue (cost/effect) when you raised it.
I didn't see your response, however.
> It amazes me that LSJ and/or the Rules Team
> has a problem with making a change on First Strike when people largely
> favor the idea, but has little problem with making and defending changes
> that few people like. I would urge LSJ to put this on the Rules Team
> docket to at least consider the idea before dismissing it out of hand.
Does it also amaze you that no errata has been issued implementing
a Card Limit? People "largely" like card limits as much as they do
altering the rules on Dodge, as far as I can tell.
But, since both card limits and first-strike-beats-dodge do not match
the intention of the game nor do they promote game balance (criteria
for issuing errata, criteria which I thought you had agreed with in
the past), such errata is not issued.
If your group prefers to play with errata implementing a Card Limit
or with errata that changes the order of strike resolution, then use
that errata as a house rule. But unless the errata serves to correct
an unbalancing situation or restore the original intention of a rule
or card, that errata won't be issued. Even some errata that meets
one or both of the criteria mentioned doesn't get issued (when the
effect of the errata isn't great enough to warrant the change - like
Concealed Weapon).
I fail to see how applying a uniform guideline for issuing errata
after careful study of the issues can be seen as "dismissing it
out of hand".
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> LSJ wrote:
> > > Why do you think that a dodge is "faster" than a normal attack, or even
> > > an attack with FS?
> >
> > Because it resolves before a normal attack or even an attack with FS.
>> Under current rules, true.
Under the rules from inception to date.
> However, since we are discussing _changing_
> the rules, using the current rules as a defense is silly.
He asked what made me think that dodge was faster. I answered.
What's the problem?
> > Fist Strike increases the speed.
> > But the distance to be traversed by the dodger is much less
> > than the distance to be traversed by the striker. So the time
> > it takes the dodger to get out of the way is still less than
> > the time it takes the First Striker to complete his strike.
>> First off, First Strike isn't necessarily about faster speed. In the
> cases that it is about superior speed, a vampire with celerity is
> going to be moving so fast that the opposing vampire can't
> focus on him, much less dodge him.
Dodge beats First Strike.[6.4.5] So apparently, the opposing vampire
can dodge him.
> > If you say so. I don't play the RPG.
>> Since the card game _is_ based on it, you probably should at
> least familiarize yourself with it.
Why? Would it help me understand the rules of the card game any
better? It would seem that that is not the case.
The card game can and does stand on its own, rules and all.
> > The rules of the card game don't support that interpretation.
>> Again, using the rules to defend the rules is circular logic.
I wasn't defending the rules. I simply noted that the rules
didn't support a particulat interpretation. Indicating that
that particular interpretation is not the one modelled by the
rules. Not circular. Very simple and direct.
> > I'm sure there are many other examples of where the rules of
> > the card game do not match the rules of the RPG.
>> Okay. Name one card game where the rules of the do not try
> to maintain the flavor of the RPG that it's based on.
Hmm. I tell you I don't play the RPG and you ask for me to
give some example from the RPG. Now who's being silly?
> > It actually means (only):
> >
> > *. the attacker is moving faster than normal.
>> Really? If I use a Canine Horde, I'm moving faster?
No. In that case the attack is moving faster. That's
pretty obvious. But thanks for bringing it up.
The new, improved meaning:
* the attack is moving faster than normal.
> Last time I
> checked, Silence of Death was a zone of silence, not an increase
> of speed.
Right, which is why that card should have used a different
mechanic than First Strike, since First Strike fails to
properly mimic that zone of silence. As I've said before.
Please follow the thread.
> > But the defender is still capable of moving. If
> > the defender chooses "dodge" as his move, then the amount of
> > movement required is so small that he is still successful in
> > getting out of the way by the time the attacker's strike reaches
> > the spot where its target used to be.
>> This is so ludicrous that its beyond me why you stick to this.
> Read the LARP rules. Please go do it now. Then come back
> and say this. If a vampire with superior celerity tries to hit
> a vampire, the faster vampire gets to resolve his strike before
> the vampire can react, much less dodge. Your average vampire
> without Celerity in VTM has the same reaction time as a human.
Not in the card game. Dodge beats First Strike. [6.4.5]
> > No. It represents speed only.
>> This is blatantly untrue. Try to dodge a pack of dogs.
So that card made use of a mechanic that didn't quite
fit. It (the First Strike mechanic) still works rather
well for that card.
How that card uses First Strike to achieve its effect doesn't
change what the First Strike mechanic effectively represents.
> > So pretend that every dodge actually says "with First Strike" if
> > that'll help the rules make sense to you.
>> This is so [bleep]ing stupid that I can't even believe that you would
> suggest it.
I said "if that'll help". You obviously don't think it will help,
so please feel free not to use that suggestion.
> A vampire cannot dodge something that moves much
> faster than it in the RPG or LARP, so I don't see why its the case
> here.
Because it's in the rules. [6.4.5]. Just like it always has been.
> Why not go so far as to allow multiple dodges in a round
> without multiple strikes?
Because that violates the rules. (Just like it always has).
> > HL was designed to simulate a surprise attack. It did not use the
> > First Strike mechanic to do so because the First Strike mechanic is
> > not suited for that sort of use.
>> ...and what makes you so sure of this? Talk to Mr. Garfield lately?
Since Dodge beats First Strike, it follows that First Strike is
not well suited for use in modeling a surprise attack. No need to
talk to Garfield to see this plain fact. Since Hidden Lurker's name
implies a surprise attack and its card text does such a good job
of modelling a surprise attack (by not allowing a Dodge, e.g.)
it can be assumed that the designers intended for it to do so.
But you are free to assume that the designers stumbled across
both the card name and card text by Dumb Luck, of course.
You have agreed with this assertion (that First Strike, being
beaten by a Dodge, fails to properly model a surprise attack).
If you have changed your mind (and now think that First Strike,
still as always being beaten by Dodge, adequately models a surprise
Attack), then we can stop arguing.
> > First Strike is for speed, not surprise. Which is why Dodge "beats"
> > First Strike.
>> Say it with me, "Silence of Death."
Silence of Death.
Now, say it with me: "Dodge beats First Strike".
(and if you like, think "Silence of Death should've used a
different mechanic" while you say it).
I don't see the reason why you keep bringing up points that
I've already supplied responses to.
[ quoted text not captured ]
<Dhar...@yahoo.com> wrote:
> LSJ wrote:>> If you say so. I don't play the RPG.> Since the card game _is_ based on it, you probably should at least
> familiarize yourself with it.
[...]
> This is so ludicrous that its beyond me why you stick to this. Read
> the LARP rules. Please go do it now. Then come back and say this.
We have:
The RPG rules
The LARP rules
The CCG rules
None of these are based on any of the others. They are all set in the
same world, though. Playing the CCG and making CCG rulings have no
requirement of familiarity, previous use, or awareness of the
existence of the other two systems.
But if you insist that they all must agree, why don't you go get the
LARPers to change their rules to agree with the CCG?
Hunter
In article <79cdjm$kua$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> LSJ wrote:
> > If you say so. I don't play the RPG.
>> Since the card game _is_ based on it, you probably should at
> least familiarize yourself with it.
Playing and be familiar with are two different things. I'm sure
LSJ is familiar with the RPG because that's what the card game
does. As a Jyhad player, if a person picked up the main V:tM
book, they would already be familiar with how a lot of things are.
> > I'm sure there are many other examples of where the rules of
> > the card game do not match the rules of the RPG.
>> Okay. Name one card game where the rules of the do not try
> to maintain the flavor of the RPG that it's based on.
Sabbat Threat against a Sabbat-only deck, ditto for Camarilla Threat
Independent vampires not capable of becoming Princes without
joining Camarilla
There are no inferior and superiors to discipline abilities, ie. you
either have the ability to Form of Mist or you don't.
Assamite blood is just as toxic to non-Assamites as vice versa
No one should be able to diablerize an Assamite.
Why Dread Gaze and Awe give you votes is beyond me....
In other words, there are several.
> > But the defender is still capable of moving. If
> > the defender chooses "dodge" as his move, then the amount of
> > movement required is so small that he is still successful in
> > getting out of the way by the time the attacker's strike reaches
> > the spot where its target used to be.
>> This is so ludicrous that its beyond me why you stick to this.
> Read the LARP rules. Please go do it now. Then come back> and say this. If a vampire with superior celerity tries to hit
> a vampire, the faster vampire gets to resolve his strike before
> the vampire can react, much less dodge. Your average vampire
> without Celerity in VTM has the same reaction time as a human.
In the table top, the only thing Celerity does is give you more
actions in a round; rounds aren't necessarily just combat.
In the LARP, the system is similar (I can't remember specifically).
I think it allows you to move faster and/or have more challenges.
For our situation (combat and dodges), you aren't going to strike
before a person get's a chance to dodge, but you will have more
strikes than they have dodges unless they also have Celerity or,
in tabletop, start splitting dice and give themselves a lower
chance to dodge.
> This is so fucking stupid that I can't even believe that you would
> suggest it. A vampire cannot dodge something that moves much> faster than it in the RPG or LARP, so I don't see why its the case
> here.
Umm, you can always try to dodge if you have dice. Celerity in
the LARP and tabletop don't directly make you do a specific thing
faster but rather do more things in the same amount of time. Yes,
I know that doesn't make sense, but that's how it works.
> Why not go so far as to allow multiple dodges in a round
> without multiple strikes?
Unfortunately, we just have Dodge. You either Dodge or you don't.
If there were "worse" dodges and chances to hit, we'd be able to
dodge more than once a round without additional strikes.
> "Excuse me. Are you a yuppie?"
> -woman at a gas station in Detroit
Must have been the hair. :)
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
In article <7xu2x2c...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> As to why change (besides the "most players seem to support it"
> argument):
Most players participating in this discussion seem to support it.
As far as getting the opinions of the actual players out there,
we're far from representative of most.
> it would give the Assamites a small boost as a combat
> clan. Not big, but any boost is still a boost.
Very, very small boost. S:CE is still a bigger killer than Dodge.
> Anyone who thinks the
> Assamites are currently the powerful combat clan they should be please
> raise your hand.
Al-Ashrad and Thetmes kick butt by themselves. Too bad a deck using
only one vampire would suck. :)
[ quoted text not captured ]
LSJ wrote:
> I addressed that issue (cost/effect) when you raised it.
> I didn't see your response, however.
Really? I missed it. I'll have to go back and look later.
> Does it also amaze you that no errata has been issued implementing
> a Card Limit? People "largely" like card limits as much as they do
> altering the rules on Dodge, as far as I can tell.
BWAHAHAHAHAHAHA!!!!! Are you reading the same newsgroup I am?!?
Last time I checked, only Vince was advocating card limits for tournaments.
I certainly do not and neither does the majority of the regular posters.
> But, since both card limits and first-strike-beats-dodge do not match
> the intention of the game nor do they promote game balance
I disagree with your assessment of first-strike-beats dodge...not to mention
your insistence of putting cider in my orange juice. A card or effect doesn't
have to be overpowered for it to affect game balance. If it's too weak, game
balance can be tilted the other way. I certainly disagree with your
assessment of the "intention of the game" since you haven't even read the
rules of the game that it's based on.
> If your group prefers to play with errata implementing a Card Limit
> or with errata that changes the order of strike resolution, then use
> that errata as a house rule.
We do. However, none of the people in my local playgroup seek to
impose card limits on tournaments because it does not make sense to
do so for several reasons already covered over the last few weeks.
(and years)
> But unless the errata serves to correct
> an unbalancing situation or restore the original intention of a rule
> or card, that errata won't be issued.
I'd argue that First Strike is unbalanced towards being too weak.
Besides, if this is the case, why was WWEF issued errata? That
made no sense whatsoever. It's my opinion that you are letting
your personal feeling about issues affect your decision about
what goes before the rules team and what doesn't.
> Even some errata that meets
> one or both of the criteria mentioned doesn't get issued (when the
> effect of the errata isn't great enough to warrant the change - like
> Concealed Weapon).
...or WWEF? *smirk*
> I fail to see how applying a uniform guideline for issuing errata
> after careful study of the issues can be seen as "dismissing it
> out of hand".
Because you have clearly failed to apply it uniformly.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7xu2x2c...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On Thu, 04 Feb 1999 15:29:02 GMT, Dhar...@yahoo.com said:
>
[Noal also wrote]
>> First off, you already admitted to not being familiar with the rules of the
>> RPG and LARP. Trying to say that there is a game-world reason without
>> knowing the game rules is pretty much talking out of your ass.
>> Go try to
>> dodge a bullet. That's how fast a vampire with superior Celerity moves. A
>> vampire without an equal or higher level of Celerity will not be able to keep
>> up with the other. It's that simple. You cannot get out of the way of an
>> strike that moves faster than you can see.
Note that combat is already very much metaphorical. How long would it
take a 'damn he's fast' celeritous vampire to beat up some wimp with
nothing but a little dominate? The dom weenie might not even get a
strike off, right? But if the Cel vamp Blurs to simulate his astounding
speed, he still has to take the Dom vamp's normal-speed hit before any
of his extra strikes take effect.
Suppose you have a .44 magnum. You can try to shoot people with it.
Unless you are awfully damn good with it, you will not hit them all
that often from any distance, especially if they are also shooting at
you. But in Jyhad, if two combatants each have .44s and shoot them
at each other, they will both take two points of damage at long range.
Also (as seems to be usual) there seems to be some disagreement on how
the RPG rules work. Someone else said that it could be possible (if
unlikely) for a no-celerity vampire to dodge all X of Mr Lots Of Celerity's
speedy attacks in VTM.
[LSJ]
>>> But there is a lot of errata already, and neither the First Strike
>>> mechanic nor the Concealed Weapon situation is unbalancing. So they
>>> remain as they are.
[Noal again]
>I disagree and I've shown in minute detail why. The First Strike effect
>is unbalanced towards being to weak for its cost.
I agree.
[blatant controversial statement time]
So is Dodge.
How many Dodges do you see getting played that do nothing but Dodge?
Only the disciplineless 'do not replace' one, right? And that one is
used because there are some vamps/allies that have no better options
but need combat defense, right?
How much does Vampiric Speed get played around your way? Read Intentions?
Usually for a Dodge to get used much, it has to either not require a
discipline or else have some really good other effects.
What about Concealed Weapon? Anyone ever play that? How about
Sacre Coeur Cathedral? Arcanum Investigator?
My reading of the big obstacle in the way of changing First Strike is
that it amounts to errata to make wallpaper cards better. The general
theory, as far as I've seen, has always been that it is more useful
toward balancing the game to depower overpowered cards than it is
to improve relatively weak ones.
[Petri wrote]
> Yup. This selective leaning on "but the rule book says A and B"
> bothers me, too. As Noal said, there didn't seem to be any tears shed
> over changing how aggra damage works - a change which a LOT of people
> resisted. Here we have a case which the majority of players seem to
> agree on - why is changing this not even worthy of consideration when
> so much else seems to have been?
>
> If we go by the "what the makers of the game intended" argument that
> you've used before, by reading the Jyhad rule book and cards it could
> equally well be argued that the makers of the game intended First
> Strike to beat all non-S:CE strikes - which would be the logical
> conclusion. Since the Jyhad rules don't say one way or the other, this
> is just as valid as the opposite viewpoint.
>
> This leaved the V:TES rulebook Dodge addition of "including First
> Strike" as just a Rules Team ruling. And we all know how well-informed
> and coherent the rules team was at that time, and what other
> elightened rulings were made. :}
Yeah, sort of. But the 'ruling' ('clarification' maybe) that Dodge
beat First Strike preceded the printing of the VTES rulebook, as I recall.
> I also disagree. And LSJ, please stop comparing this to Concealed
> Weapon. That's one single card, this is a rule mechanic. Big
> difference.
I'm sorry, I just can't help bringing Concealed Weapon into every
underpowered-cards discussion I see. ;-)
> As to why change (besides the "most players seem to support it"> argument): it would give the Assamites a small boost as a combat
> clan. Not big, but any boost is still a boost. Anyone who thinks the> Assamites are currently the powerful combat clan they should be please
> raise your hand.
Umm, Aye. Have you seen Assamites doing their Bum's Rush/lots of Flashes/
lots of Taste of Death action? Did you not think it was an effective
combat angle? They don't have Immortal Grapple, sure, but they do have
Psyche, and they also have long-range combat (and lots of maneuvers) to
make them liable to beat IG decks. As far as I've seen, what holds the
Assamites back is a lack of enough good vampires, not a lack of good
combat cards.
Josh
always caught in the middle
[ quoted text not captured ]
LSJ wrote:
> > However, since we are discussing _changing_
> > the rules, using the current rules as a defense is silly.
>
> He asked what made me think that dodge was faster. I answered.
> What's the problem?
If you can't see the problem with using the rules to justify the rules,
I can't answer this. What I can do is gape at you for asking this
question.
> Dodge beats First Strike.[6.4.5] So apparently, the opposing vampire
> can dodge him.
*shakes head*
Maybe I should refer to you as Mr. Brickwall from here on out.
> > > If you say so. I don't play the RPG.
> >
> > Since the card game _is_ based on it, you probably should at
> > least familiarize yourself with it.
>
> Why? Would it help me understand the rules of the card game any
> better? It would seem that that is not the case.
I doubt that there is anybody who would agree with you at this point.
> The card game can and does stand on its own, rules and all.
After how many pages of errata? Clearly your record shows that
what you do and what you say are inconsistent.
> > > I'm sure there are many other examples of where the rules of
> > > the card game do not match the rules of the RPG.
> >
> > Okay. Name one card game where the rules of the do not try
> > to maintain the flavor of the RPG that it's based on.
>
> Hmm. I tell you I don't play the RPG and you ask for me to
> give some example from the RPG. Now who's being silly?
I'm not the one who brought it up in the first place. You said,
"I'm sure there are many other examples of where the rules of
the card game do not match the rules of the RPG." If you're
sure, then name one.
> > Really? If I use a Canine Horde, I'm moving faster?
>
> No. In that case the attack is moving faster. That's
> pretty obvious. But thanks for bringing it up.
Superior Animalism improves the speed of the dogs?!?!?
BWAHAHAHAHAHA!!!!!
*looks in barrel of fish*
*takes aim with shotgun*
> > Last time I
> > checked, Silence of Death was a zone of silence, not an increase
> > of speed.
>
> Right, which is why that card should have used a different
> mechanic than First Strike, since First Strike fails to
> properly mimic that zone of silence. As I've said before.
> Please follow the thread.
*shakes head* Should've, could've, didn't. If you've ever read
the rules of the LARP, you'd know that First Strike beating a dodge
makes more sense with this card than not allowing the opposing
vampire any strikes whatsoever.
>> This is so ludicrous that its beyond me why you stick to this.
>> Read the LARP rules. Please go do it now. Then come back
>> and say this. If a vampire with superior celerity tries to hit
>> a vampire, the faster vampire gets to resolve his strike before
>> the vampire can react, much less dodge. Your average vampire
>> without Celerity in VTM has the same reaction time as a human.>
> Not in the card game. Dodge beats First Strike. [6.4.5]
Polly wanna cracker? Squawk!
C'mon. You can do better than this. Try to put some thought into it.
> > This is blatantly untrue. Try to dodge a pack of dogs.
>
> So that card made use of a mechanic that didn't quite
> fit. It (the First Strike mechanic) still works rather
> well for that card.
It amazes me how so many of the First Strike cards don't "quite
fit." Perhaps your understanding of First Strike isn't as good
as you think it is.
> > A vampire cannot dodge something that moves much
> > faster than it in the RPG or LARP, so I don't see why its the case
> > here.
>
> Because it's in the rules. [6.4.5]. Just like it always has been.
Here. Let's play a game of Where's Waldo? Can you find the
circular logic? I sure can.
> > Why not go so far as to allow multiple dodges in a round
> > without multiple strikes?
>
> Because that violates the rules. (Just like it always has).
Who are you and what did you do with the real LSJ? Are you
his kid pretending to be him?
> > ...and what makes you so sure of this? Talk to Mr. Garfield lately?
>
> Since Dodge beats First Strike, it follows that First Strike is
> not well suited for use in modeling a surprise attack.
If First Strike _did_ beat Dodge, it would be well suited.
In fact, all of those cards that don't "quite fit" would fit
just fine.
> No need to talk to Garfield to see this plain fact.
I wonder how many people would agree at this point.
> Since Hidden Lurker's name
> implies a surprise attack and its card text does such a good job
> of modelling a surprise attack
What about Fast Reactions? *grin*
> You have agreed with this assertion (that First Strike, being
> beaten by a Dodge, fails to properly model a surprise attack).
Agreed.
> If you have changed your mind (and now think that First Strike,
> still as always being beaten by Dodge, adequately models a surprise
> Attack), then we can stop arguing.
However, since I haven't changed my mind that First Strike should
beat a Dodge and then would adequately model a suprise attack,
making First Strike both useful and consistent, I guess we'll
continue arguing. *sips coffee* *grin*
> > Say it with me, "Silence of Death."
>
> Silence of Death.
>
> Now, say it with me: "Dodge beats First Strike".
> (and if you like, think "Silence of Death should've used a
> different mechanic" while you say it).
*shakes head*
Dodge be...bea...b..b..bea..b...
Sorry. Can't do it.
Of course, if First Strike beats Dodge, Silence of Death would be
fine and happy in the Smurf Village again.
> I don't see the reason why you keep bringing up points that
> I've already supplied responses to.
Because your responses have been inconsistent, used circular
logic or just plain displayed a lack of knowledge of the game
that Jyhad is based on and why First Strike _should_ beat
dodge.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <79d3rb$a57$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> *shakes head* Should've, could've, didn't. If you've ever read
> the rules of the LARP, you'd know that First Strike beating a dodge
> makes more sense with this card than not allowing the opposing
> vampire any strikes whatsoever.
Noal, I'm going to have to shoot you down now that I'm home. In the
LARP and table-top primary rulebooks (I don't have any supplements, so
it is possible that there might be an alternate rule that is akin to
First Strike), there is nothing like first strike.
In tabletop, Celerity gives you extra actions. In each turn, a vampire
with Celerity may spend one blood to get as many extra actions as they
have dots, or points, in Celerity. You don't get to do things before
other people, you just get to do more things.
In the LARP, you get abilities rather than dots. However, they also
only give you extra actions. Equal levels of Celerity cancel each
other out. Higher levels vs. lower levels adjust to the difference.
Alacrity - If you know a physical threat is coming, you can use this
to take a preemptive action. Examples given are drawing a gun of your
own, moving out of the path of a falling object, and so on. By this,
I take it to mean that you can't use it for a preemptive strike, or
what would be a First Strike.
The other Celerity abilities aren't even close.
Swiftness - You can make an immediate second attack after your current.
Rapidity - You can make two extra actions, otherwise like Swiftness.
Fleetness - Three extra actions.
First Strike is purely a CCG notion borrowing the term from Magic.
What it really should have been called was First Attack.
In tabletop, if you've still got dice, you can always try to roll a
dodge. You get dice to roll depending on your skills. (_very_ simplified)
In the LARP, you always get to try to dodge if you've got the actions.
This is all taken from "Laws of the Night," the LARP rules reference and
"Vampire: the Masquerade," the tabletop rulebook.
So now that the whole RPG/LARP argument has been shot down, can we move
on just spouting opinions back and forth rather than supposed fact? :)
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
(part 1 of 2)
Noal wrote:
"I doubt that there is anybody who would agree with you at this point."
I would agree with him. What does or does not occur in the RPG has zero
bearing on what happens in Jyhad, the CCG. Yes, Jyhad is based on VTM, other
than that, VTM has zero bearing on Jyhad. Using examples from VTM to justify
what does or does not work in Jyhad is pointless. Jyhad is already miles away
from VTM, and trying to bring the two closer together will do nothing but
compromise the quality of Jyhad. They are two completely different games.
They use completely different mechanics. The similarities are completely
cosmetic. That is all. There are currently two (if not 3 or 4) Babylon 5
based games. It would be just as silly to justify making certain cards in the
B5 CCG work in a certain way because of something that happens in the B5
tactical space combat game.
"Superior Animalism improves the speed of the dogs?!?!?
BWAHAHAHAHAHA!!!!!
*looks in barrel of fish*
*takes aim with shotgun*"
No. Superior Animalism causes the card to have a different effect. At
inferior, it does 1R damage. At superior, it destroys equipment with first
strike. There aren't actually any dogs...
Peter D Bakija
PD...@aol.com
"Occasionally I'm callous
and strange"
-Willow Rosenberg
(part 2 of 2)
Noal wrote:
"*shakes head* Should've, could've, didn't. If you've ever read
the rules of the LARP, you'd know that First Strike beating a dodge
makes more sense with this card than not allowing the opposing
vampire any strikes whatsoever."
Again, what does or does not happen in the RPG has zero impact on what happens
in Jyhad. They are different games. With different rules. And different
mechanics.
"If First Strike _did_ beat Dodge, it would be well suited.
In fact, all of those cards that don't "quite fit" would fit
just fine."
As has been pointed out repeatedly, making First Strike beat Dodge would be
pointless. As it is, Dodge is a substandard ability. Dodge is not an adaquate
defense. Anyone who would rely on Dodge as their combat defense would use S:CE
instead, or a completely different form of combat defense. Dodge is completely
inadequate combat defense. Against a deck with multiple strikes, it is
pointless. Against decks with pressess, it is pointless. The only combat deck
that Dodges are even slightly effective against is a Gangrel deck, and if the
Gangrel don't have close to infinite presses available, they are playing a
badly designed Gangrel deck. The only dodges that are worth playing are those
non-discipline ones by minions with no other choice, or by offensive Cel combat
decks that want to avoid repraisal from their victims. If the implication here
is that if First Strike beat Dodge, somehow, somewhere, someone's combat
ability will become improved, I must say you are incorrect. First Strike is
weak. Dodge is weak. Making one weak effect cancel out another weak effect
does nothing to improve combat as a whole. If the hope is to make the
Assamites better, it won't. Psyche, pressess, and additional strikes already
quite a number on Dodges. Getting FS to beat dodge as well simply won't
improve their combat ability.
"However, since I haven't changed my mind that First Strike should
beat a Dodge and then would adequately model a suprise attack,
making First Strike both useful and consistent, I guess we'll
continue arguing. *sips coffee* *grin*"
But to what end? I completely disagree that making FS beat Dodge would make FS
more useful.
The general consensus and current theory states that only cards that are too
powerful are worth fixing. Cards that are weak have no negative effect on the
play environment (they only have a negative effect on space in one's card
holding boxes). Everyone agrees that keeping errata to a minimum is a good
idea. A good way to do this is to not fix cards that are weak, as they aren't
important to fix (as they do not have a negative impact on the game as a
whole), and once you open the can of worms that is fixing weak cards, there is
a pretty long line of cards waiting to be fixed.
"Because your responses have been inconsistent, used circular
logic or just plain displayed a lack of knowledge of the game
that Jyhad is based on and why First Strike _should_ beat
dodge."
His logic is clear. The rules say that FS does not beat dodge. The RPG has
zero bearing on the rules of Jyhad. There is no good reason to change the
rules on FS. Thus, they are not changed.
[ quoted text not captured ]
In article <79cc0v$jd4$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>Jasper Phillips wrote:>> I guess what I'm missing is why people don't use S:CE. Combat decks
>> can be quite dangerous, and if they can't deal with S:CE, S:CE shuts
>> them down completely. If people get hosed by combat, they naturally
>> include S:CE, and then combat decks I would think naturally
>> progress to deal with S:CE.>>There are often cases when one would rather dodge than S:CE. For
>example, the dodge-additional strike-Disarm combo. Another example
>would be a deck that uses retainers and other environmental factors
>to inflict damage while the vampire dodges.
Well, but if you try to use dodge offensively, then _you_ get screwed
by S:CE. Your only recourse is Psyche, and that just doesn't cut it.
I can think of no defensive reason why you'd rather dodge than S:CE,
and dodges just make for a poor offense.
Hmmm, I suppose you could Thoughts Betrayed, Arms of the Abyss with
the Lasombra, at least in theory (The main problem being that you'd
need huge vampires -- You'd be better off with the marginal Gangrel
Potence).
>> Is there some sort of post phase that I'm missing where decks don't
>> bother to use S:CE for fear of things like IG, and so people start
>> using S:CE again!?>
>*shrug* I don't know about that, but I'm mostly concerned about the
>cost and effect issue of First Strike since it's a very pricy effect for such>a low impact on combat. It amazes me that LSJ and/or the Rules Team>has a problem with making a change on First Strike when people largely
>favor the idea, but has little problem with making and defending changes
>that few people like. I would urge LSJ to put this on the Rules Team
>docket to at least consider the idea before dismissing it out of hand.
I think that's quite an unfair characterization. In my view most people
liked the changes they made, and furthermore most of the ones that
didn't were CL advocates -- people who aren't using the official rules
anyway.
I find it hard to knock him for sticking to attempting to fix only
broken cards, and not make wallpaper more effective. There are
certainly some cases where I wish he'd go a little further (like
when I argue that non-unique weapons and allies should uniformly
cost 1 less ;-) ), but those cases would likely piss of way more
people than they'd please.
[ quoted text not captured ]
In article <79d3rb$a57$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> LSJ wrote:
> > He asked what made me think that dodge was faster. I answered.
> > What's the problem?
>
> If you can't see the problem with using the rules to justify the rules,
> I can't answer this. What I can do is gape at you for asking this
> question.
I don't know. I understand that it seems weird that LSJ seems to have been
using circular logic or using the rules to justify the rules, but I believe
that the primary point is that (I believe Josh said something similar) if
something is wallpaper, issuing *more* errata to try to help it is counter-
productive. Even in this case. Yes, I agree that it might be nice if First
Strike beat Dodge, but it appears to be less than worthwhile to go about doing
that.
[re RPG]
> > Why? Would it help me understand the rules of the card game any
> > better? It would seem that that is not the case.
>
> I doubt that there is anybody who would agree with you at this point.
I agree with LSJ on this one. You don't *need* to be familiar with the RPG
(although I am rather familiar with it myself) to play the game, or make
decisions about the rules. People are getting confused about a card game
which is trying to abstractly represent a certain setting or world, if you
will. I believe that I tended to bitch about this when I jumped on the ng a
few years back. Flavor *isn't* everything. It's nice when the RPG and the
CCG coincide, but not at all necessary.
Example(s): In the RPG, every vampire with Presence doesn't have access to
Majesty. In the CCG, in theory, every vampire with Presence *does* have
access to Majesty. Canine Horde: In the CCG, it gets you some damage, or
destroys something. In the RPG, you can tell animals to go attack someone,
but I'll be damned if I can figure out how you're going to tell a couple of
*dogs*, for cryin' out loud, how to destroy a freakin' assault rifle!
Hmm...what else...what else...Dread Gaze. RPG, it scares someone away from
you. I'm still not sure exactly how it gets you votes in the CCG. 'I scared
a bunch of people away from where the referendum was being held! The Brujah
take the vote!' I could probably go on for a while.
RPG != CCG, nor should it. RPG is *flavor* for the CCG, and any time they
can interact is cool. But is ***illogical*** to try to make anything that
works in the RPG apply to the CCG. 2 different systems.
> > The card game can and does stand on its own, rules and all.
>
> After how many pages of errata? Clearly your record shows that
> what you do and what you say are inconsistent.
Noal, you're showing inconsistencies as well. Errata minimization vs. waaaaay
changing First Strike. I've been playing just as long as most of you have
(i.e. since it hit the shelves, since I couldn't move my sorry ass 90 miles to
get to GenCon...), and I've never been under the impression that First Strike
didn't beat Dodge. It is an unnecessary change which moves away from the
original (as interpreted by the disciples...hehe) situation in the game. Most
of the recent changes have been towards Jyhad rulings, i.e. aggravated damage.
I do not see how you feel LSJ is being horribly inconsistent.
> > > > I'm sure there are many other examples of where the rules of
> > > > the card game do not match the rules of the RPG.
> > >
> > > Okay. Name one card game where the rules of the do not try
> > > to maintain the flavor of the RPG that it's based on.
> >
> > Hmm. I tell you I don't play the RPG and you ask for me to
> > give some example from the RPG. Now who's being silly?
Whoops. LSJ missed something here. The original challenge was to 'Name one
card *game* where the rules of the [CCG] do not try to maintain the flavor of
the RPG that it's based on.'
Problem #1 for challenger. Jyhad does *try* to maintain the flavor of the
RPG, but as Josh mentioned, abstraction is often necessary.
Problem #2, I cannot think of another CCG/RPG off the top of my head. Mythos
is not (don't play it, though I should, perhaps...) based on the RPG, but on
Lovecraft's novels. Shadowfist was created before the RPG was made. I'm not
sure if Spellfire should count...isn't it more of a 'spend your money to get
good cards' game than a CCG? Hmm...I know very little about Doomtown or
L5R...but I can't think of an RPG they're based on. Rage was screwed up from
the beginning...it attempts to maintain the flavor, sort of, but I would argue
that combat isn't the *only* thing in the RPG, which is what most of the (1st
edition, can't speak about 2nd time around) CCG was about.
> I'm not the one who brought it up in the first place. You said,
> "I'm sure there are many other examples of where the rules of
> the card game do not match the rules of the RPG." If you're
> sure, then name one.
Done above...I *know* I can think up more. Flavor is really really good, but
not the overriding factor for the game. Smooth play is.
> *shakes head* Should've, could've, didn't. If you've ever read
> the rules of the LARP, you'd know that First Strike beating a dodge
> makes more sense with this card than not allowing the opposing
> vampire any strikes whatsoever.
Again, I don't think it's valid to bring in a separate rules system to compare
with. I could see it either way. Why the LARP rules instead of the RPG rules
for Silence of Death? <checks books...> Poo. Can't find Laws of the Night.
They're basically the same, IIRC.
> Polly wanna cracker? Squawk!
> C'mon. You can do better than this. Try to put some thought into it.
Noal. Chill. You're getting a little too irate.
> It amazes me how so many of the First Strike cards don't "quite
> fit." Perhaps your understanding of First Strike isn't as good
> as you think it is.
Or perhaps the card designers were thinking of Magic when they created the
cards, and thought the mechanic worked the same. Mistakely.
> > > A vampire cannot dodge something that moves much
> > > faster than it in the RPG or LARP, so I don't see why its the case
> > > here.
> >
> > Because it's in the rules. [6.4.5]. Just like it always has been.
>
> Here. Let's play a game of Where's Waldo? Can you find the
> circular logic? I sure can.
Wait a minute. I don't know who put the point above LSJ's about a vampire
not being able to dodge a faster moving <foo> than it in the RPG, but this is
obviously not true. Dodge bullets, dodge lots of stuff, dodge celeritous
vampire. Someone tried to say that a celeritous vampire is faster in the
RPG, which is technically true, but the RPG still represents it abstractly by
saying 'everyone gets 1 action at the same time...after that, vampires with
celerity get x additional actions, where x is the level of their celerity.'
If you want a first strike mechanice, you'd have to introduce initiative or
something like the Judge Dredd RPG action system into the game. Dodges do
happen in the RPG. You can even get more actions by splitting up your dice
pool. Enough to equal the number of actions of a celeritous vampire.
Difficult, yes. Unlikely, yes. Definitely possible.
Also, consider that a celeritous vampire is not necessarily really *using* his
celerity unless he uses a card that says 'additional strike' I mean...is he
taking an extra action to get First Strike? Whoops. Sorry...RPG stuff...I'll
stop.
> > Since Hidden Lurker's name
> > implies a surprise attack and its card text does such a good job
> > of modelling a surprise attack
>
> What about Fast Reactions? *grin*
My theory? The person with Fast Reactions had some sort of precognitive
vision of their friend getting hurt, and shows up at a surprising moment to
nail their tormentor. Works for me...
> However, since I haven't changed my mind that First Strike should
> beat a Dodge and then would adequately model a suprise attack,
> making First Strike both useful and consistent, I guess we'll
> continue arguing. *sips coffee* *grin*
Cool...'continue swimming naked' But calm down a little...
Xian...damn this DN sig thing...I am *not* typing out that bit from 1984 every
single time I post...
[ quoted text not captured ]
<I snipped it all - so sue me>
Jasper, what newsgroup were you reading after the 7/7 rulings were
issued? There was a brick ton of people (myself included) that came
out of the woodwork to voice our dissention.
I got EXTREMELY tired of seeing posts which include statements like
"Most people" or "The majority". These are self serving words used
without basis.
My perception of that period of time was a number of players
expressing dissatisfaction, and then being dismissed out of hand.
Which appears to still be the norm today.
I would like to embrace the errata and decisions of the rules team,
but cannot in good conscience. I find quite a few rulings to be self
servient, rules loopholes encouraged, complete card re-writes, and a
rules team that obviously could care less about what others think
outside of their esteemed clique.
Every arguement & flame session I see here just strengthens my opinon.
I don't like coming across as the bad guy, but all the BS that goes on
here really gets under my skin (ask Noal how I get after being on the
newsgroup).
So for now, I have the Michigan Jyhad League. We'll play by our
rules, not by yours. The rules we use are not house rules, and so far
not 1 person of the 40+ on my list has voiced any note of dissention
over our current errata/clarifications which have been made to date.
Done ranting for now,
Bernie Bresnahan
Michigan Jyhad League "Justicar"
"Every man is my superiour in that I may learn from him"
Note to Peter: Dude, I totally respect your opinions but find it hard
to believe that you could think that the RPG has no bearing on the
CCG. I'm not a big Vampire RPG guy, but I don't see how you can so
casually dismiss the source material the game is based on.
In article <36B9AFD6...@wizards.com>,
LSJ <vte...@wizards.com> wrote:
> > only, because of one additional sentence in the Dodge paragraph.
> > (Which was not there in Jyhad).
>
> Right. In Jyhad, Dodge simply "negates the effect of the
> opponent's strike". Note the lack of any sort of exception
> for First Strike. The rules didn't change the effect - they
> simply clarified a point about which many people had questions.
NO. Dodge is a strike. It has been a strike even in Jyhad. The dodge
does not resolve until any other strike resolves, too. That is in
the resolve strike phase. OK?
With FS, your resolve strike phase is resolved before the others.
At the time the "negates opponents strike" effect comes into play,
the opposing minion has already resolved his strike.
Even when resolving a strike, we have to stick to the rules.
> It decreases the time, yes. But the time to dodge (which has not
> been decreased) is still less than the newly-decreased time to
> strike. The normal dodge is still fast enough (effective) against
> the speed-freak.
Again NO. The time to dodge depends on what to dodge. You cannot
simply assume that a dodge is always faster than an attack!
It may be true sometimes, but on the whole it involves the same
effort to attack.
> > > So pretend that every dodge actually says "with First Strike" if
> > > that'll help the rules make sense to you.
> >
> > Why should I pretend that?
>
> So that the rules (as they have always been) regarding Dodge and
> First Strike will make sense to your conception of First Strike.
NO. Jyhad worked different. They (NOT Garfield) changed that with VTES.
See above.
>
> > Ok, for simplicity, lets say that there are only two speed levels:
> > normal and fast. (As the game mechanic suggests)
> >
> > Strikes with fast speed resolve before strikes with normal speed.
> > All strikes are at normal speed by default. (We leave S:CE out of
> > the discussion, as we don't dispute them)
>
> Also leave out Dodge (as the rules indicate).
NO. We are talking about changing (possibly) current VTES rulings.
So we have to take dodge into our discussion.
>
> The speed levels in question only apply to strikes that attempt
> to connect to the opponent.
NO. You have to consider the *relative* speed levels of the
combatants!
>
> > So a dodge against a strike, both with normal speed, has effect.
>
> No, it is at "dodge speed" - actually it is at normal speed but
> has so little to do that the normal speed allows it to resolve
> almost immediately (before a connect-with-the-opponent strike
> done at either fast or normal speed).
Where do you get the concept of a seperate "dodge-speed" from?
There is nothing about that in the rules. Drop that silly
assumption! NOW! ;)
>
> > If both strikes are at fast speed, one is a dodge, the other a strike,
> > dodge is effective.
>
> True.
>
> > If only the other strike is fast, and dodge normal, then the dodge would
> > havne no effect.
>
> No. The dodge (having so little to do) still resolves first.
I'm getting a bit angry now. Are you currently in any sort of
fighting class? Have you ever practised combat skills? NO?
Then please stop assuming things which are generally not true.
As said above, there may be times where you have little to do
to dodge, but more often than not, it depends on relative speed
(remember Einstein?) and the type of attack to be dodged.
> If the point hasn't been made clearly enough already (which is
> hard to believe), let me break down exactly what I mean in
> physics terms (none of this is necessary - the explanations that
> have been given and the rules themselves are clear enough):
>
> D: Distance. S: Speed.
>
> D (for punch) = X
> D (for dodge) = Y (Y = X/4, e.g.)
> S (normal) = N
> S (fast) = F (F = 2N, e.g.)
>
> Time to dodge = Y/N = X/4N
> Time to punch = X/N ; Y/N = X/4N < X/N : dodge wins.
> Time to punch with first strike = X/F = X/2N; Y/N = X/4N < X/2N : dodge wins
BAH. Mr Mathematician, you are X/4 and 2N are figures chosen by you.
They by no means can be real. We don't know their speed. We only know
that FS has a faster speed than normal strikes (Which would include
dodge, as it is yet a strike).
> If that explanation doesn't clear it up for you, then just
> take the rules at their word: Dodge beats First Strike.
> Futher repetition of the points made would serve no purpose.
Sigh. I know that the rules currently work the way you say.
I would like to see that change. I merely argument for a change!
[ quoted text not captured ]
In article <79do01$r4a$1...@nnrp1.dejanews.com>, Xian <xi...@waste.org> wrote:
>In article <79d3rb$a57$1...@nnrp1.dejanews.com>,
> Dhar...@yahoo.com wrote:
[snip]
>Lovecraft's novels. Shadowfist was created before the RPG was made. I'm not
>sure if Spellfire should count...isn't it more of a 'spend your money to get
>good cards' game than a CCG? Hmm...I know very little about Doomtown or
>L5R...but I can't think of an RPG they're based on. Rage was screwed up from
>the beginning...it attempts to maintain the flavor, sort of, but I would argue
>that combat isn't the *only* thing in the RPG, which is what most of the (1st
>edition, can't speak about 2nd time around) CCG was about.
This is a rather large tangent, and I'll probably get smacked, but...
As I understand it the Shadowfist world and rpg were largely done before
the card game itself, even though the cardgame was published first.
The background is actually pretty cohesive, despite what one would
think from a casual glance at the cards.
Doomtown is based upon Deadlands.
Rage 2 is far superior to Rage 1 (i.e. it's fairly well balanced).
I've on occasion thought about running a rpg using Rage 2 as the
combat mechanics. It's faster and has a hell of alot more color,
while keeping pretty much all of the flavor. When you get down to it combat
is really the core of the Rage rpg as well as the cardgame: Sure
you can do alot of neat things in the Umbra, etc., but it all comes
down to beating down the enemy.
[no back to your regularily scheduled flame-fest]
>> I'm not the one who brought it up in the first place. You said,
>> "I'm sure there are many other examples of where the rules of
>> the card game do not match the rules of the RPG." If you're
>> sure, then name one.>
>Done above...I *know* I can think up more. Flavor is really really good, but
>not the overriding factor for the game. Smooth play is.
Heh, can anyone name a cardgame where the rules _do_ match
the relavent roleplaying game? I can't think of a single one.
[ quoted text not captured ]
In article <36ba74f9...@news.mich.com>, <ber...@mich.com> wrote:
><I snipped it all - so sue me>
>
>Jasper, what newsgroup were you reading after the 7/7 rulings were
>issued? There was a brick ton of people (myself included) that came
>out of the woodwork to voice our dissention.
>
>I got EXTREMELY tired of seeing posts which include statements like
>"Most people" or "The majority". These are self serving words used
>without basis.
Ah yes. You now it really helps when you keep things in context, rather
than snipping the context. If you go back you'll notice Noal asserting
that few people liked the rules changes; I merely voiced my (counter)
opinion that I had thought most people liked the rules, if you don't
count CL advocates.
But anyway, that wasn't the point. My point was I thought that LSJ
was quite consistant.
>My perception of that period of time was a number of players
>expressing dissatisfaction, and then being dismissed out of hand.
>Which appears to still be the norm today.
*Shrug* I remember many people having bits of the rules they didn't
like (you can't please everyone, or even anyone entirely if you
try for consensus), with the only people against the changes
entirely admiting they :
1. didn't think there were any over powered cards
2. didn't care if there were overpowered cards
3. _liked_ overpowered cards
4. thought that overpowered cards should be "fixed" with a card limit.
The only people who's viewpoints were dismissed that I recall held
one of those, IMHO untenable positions. Admitedly I found that
particular thread to get tiring rather quickly, and stopped reading,
as I thought the changes were for the most part good.
>I would like to embrace the errata and decisions of the rules team,
>but cannot in good conscience. I find quite a few rulings to be self
>servient, rules loopholes encouraged, complete card re-writes, and a
>rules team that obviously could care less about what others think
>outside of their esteemed clique.
I didn't find this at all. Self serving? That's a pretty ludicrous
accusation. I can't think of anything I'd call a rules loophole.
I also think that a _very_ good job was done rewriting cards (even
if I don't agree personally with every change, I don't think anyone
could do a better job), and I think that the "rules clique" did
a good job of listening, as most of the changes were indeed suggested
on this very newsgroup.
>Every arguement & flame session I see here just strengthens my opinon.
>
>I don't like coming across as the bad guy, but all the BS that goes on
>here really gets under my skin (ask Noal how I get after being on the
>newsgroup).
Usenet's like that. I'd wager that everyone that posts here gets
the same way from time to time (I know I do; you can generally
tell when I just drop out of a thread).
>So for now, I have the Michigan Jyhad League. We'll play by our
>rules, not by yours. The rules we use are not house rules, and so far
>not 1 person of the 40+ on my list has voiced any note of dissention
>over our current errata/clarifications which have been made to date.
Ahhhh, so _you_ would be the official rules maker? Such hypocrisy!
How is this any different from what LSJ's done?
>Note to Peter: Dude, I totally respect your opinions but find it hard
>to believe that you could think that the RPG has no bearing on the
>CCG. I'm not a big Vampire RPG guy, but I don't see how you can so
>casually dismiss the source material the game is based on.
Peter has defended his point very well here, and repeatedly. The rpg
is a good source for theme material (hell, the straight rules aren't
adhered to by any of the GMs I know), but there are already so many
differences between the two that you can hardly justify something
as a good idea just because it works in the rpg.
[ quoted text not captured ]
Ok, since LSJ seems to be incapable of justifying the "Dodge beats
First Strike" rule except with "the rules say so", here's my take on
what "First Strike" means:
<tadaa>
A First Strike is a strike that happens before the other minion can
react to this. In game-world terms, this can either be because of
superior speed (Fast Hands), horde tactics (Dog Pack) or surprise
attack (Silence of Death).
In other words, there are multiple game-world reasons for the First
Strike effect. Celerity, surprise, etc. The effect (i.e. game
mechanic) remains the same.
//Petri
In article <79crq7$2ku$1...@hiram.io.com>,
jhun...@dillinger.io.com (J. Hunter Johnson) wrote:
> <Dhar...@yahoo.com> wrote:
> > LSJ wrote:> >> If you say so. I don't play the RPG.
>
> > Since the card game _is_ based on it, you probably should at least
> > familiarize yourself with it.
>> [...]>
> > This is so ludicrous that its beyond me why you stick to this. Read
> > the LARP rules. Please go do it now. Then come back and say this.
>> We have:
> The RPG rules
> The LARP rules
> The CCG rules
>
> None of these are based on any of the others. They are all set in the
> same world, though. Playing the CCG and making CCG rulings have no
> requirement of familiarity, previous use, or awareness of the
> existence of the other two systems.
>
> But if you insist that they all must agree, why don't you go get the
> LARPers to change their rules to agree with the CCG?
I think what he really meant was, that in the LARP and RPG the rules
are different, but they represent the same. Same applies to the CCG
rules.
The CCG rules were specifically designed to translate things like
vampiric disciplines, genereations, combat abilities into the
card game. Of course the mechanics are different. But when I use e.g.
Protean in the CCG, I have the the impression that it basically the
same as in the RPG or LARP. That's what this all is about.
And IMO, the dodge beating the FS in the CCG is not at all the way
it works in the RPG or LARP. (I mean the effects are not the same.)
When speaking about the CCG-rules, it is a good thing to know what they
*represent* in the RPG/LARP. After all, VTES is explicitely based on
V:TM!
[ quoted text not captured ]
In article <79d0v7$79e$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
> In article <79cdjm$kua$1...@nnrp1.dejanews.com>,> Dhar...@yahoo.com wrote:
> > LSJ wrote:
> > > If you say so. I don't play the RPG.
> >
> > Since the card game _is_ based on it, you probably should at
> > least familiarize yourself with it.
>> Playing and be familiar with are two different things. I'm sure
> LSJ is familiar with the RPG because that's what the card game
> does. As a Jyhad player, if a person picked up the main V:tM
> book, they would already be familiar with how a lot of things are.
>> > > I'm sure there are many other examples of where the rules of
> > > the card game do not match the rules of the RPG.
> >> > Okay. Name one card game where the rules of the do not try
> > to maintain the flavor of the RPG that it's based on.
>> Sabbat Threat against a Sabbat-only deck, ditto for Camarilla Threat
> Independent vampires not capable of becoming Princes without
> joining Camarilla
> There are no inferior and superiors to discipline abilities, ie. you
> either have the ability to Form of Mist or you don't.
> Assamite blood is just as toxic to non-Assamites as vice versa
> No one should be able to diablerize an Assamite.
> Why Dread Gaze and Awe give you votes is beyond me....
>> In other words, there are several.
Mike, I think he meant other CCG's. Others (like Middle Earth) are
also trying to be true to their origin (i.e. RPG).
That was what he wanted to bring across... :)
>
> > > But the defender is still capable of moving. If
> > > the defender chooses "dodge" as his move, then the amount of
> > > movement required is so small that he is still successful in
> > > getting out of the way by the time the attacker's strike reaches
> > > the spot where its target used to be.
> >> > This is so ludicrous that its beyond me why you stick to this.
> > Read the LARP rules. Please go do it now. Then come back> > and say this. If a vampire with superior celerity tries to hit
> > a vampire, the faster vampire gets to resolve his strike before
> > the vampire can react, much less dodge. Your average vampire
> > without Celerity in VTM has the same reaction time as a human.
>> In the table top, the only thing Celerity does is give you more
> actions in a round; rounds aren't necessarily just combat.
> In the LARP, the system is similar (I can't remember specifically).
> I think it allows you to move faster and/or have more challenges.
It's that way: If you are not fast enough to react the way you do,
the gamesmaster informs you that you tried to evade, but took the
hit nonetheless. Believe me, I had several run-ins with *fast*
vampires. (Ouch) :)
[ quoted text not captured ]
Sigh.
Ok, to avoid quoting millions of postings, here are some condensed
opinions:
a) Circular logic isn't a useful argument, nor is repeating "it's in
the rules" when we are discussing the validity of those very same
rules. Especially when the subject in question *is not* in the
original game rules.
b) On the other hand, modeling everything after the RPG/LARP isn't
very useful either when we're talking about CCG rules.
c) People are talking about "minimizing the errata", and giving that
as a reason why an apperently popular change shouldn't be
made. Let's examine that argument for a second.
The current online rules document effectively doesn't matter. What
matters is the validity of the printed rules booklets and the total
resulting pile of errata. Now, the V:TES rulebook is essentially
the most useless (read: out-of-date) rule document at the moment,
since the massive LSJ changes have mostly been back towards the
Jyhad rules. So, the closest *printed* rules document that we have
are the original Jyhad rules.
Now, it turns out that those rules don't mention one way or the
other on the matter at hand. So no damage there. Also no change in
the complexity of the rules, in fact they would simplify a bit. No
additional "errata" is needed, just a withdrawal of a V:TES rule
interpretation.
So, on the plus side we have a change that would make the rules a
bit more comprehensible and give a small boost to a class of cards
(*not* just one card, note). The ONLY drawback I see is that it
requires a new version of the online rulebook and a Rules Team
Ruling to go with it.
Now, I fully understand the reluctance to change a card just to
make it useful, and if this was one card I wouldn't bother to
argue.
But: we're talking about a class of cards, with possible new cards
being issued by WotC in the future. IMHO, the benefits of doing
this now by far outweigh the disadvantages. I think we all want to
make this into the best game it can be. IMHO this is one (small)
step in that direction. Having the rules "make sense" is important,
especially when teaching the game to newbies.
It seems that the majority would be in favor of this change, going by
news/email messages and the opinion of the players we have here in
Finland. Of course, judging any sort of general player opionion is
more-or-less impossible - but this is an indication of *something*.
The reasons I've heard so far as to why NOT make the change are:
1) Too minor to be worth changing (DISAGREE, as I've outlined above).
2) Changes shouldn't be make just to make a card useful (AGREE in
general when we're talking about single cards, DiSAGREE in this
case).
3) Would result in yet more errata (mostly DISAGREE, see above).
4) LSJ thinks Dodges are always faster in game-world terms (DISAGREE
with LSJ's interpretation of what First Strike means, and think
making Dodges into a special case makes the rules unnecessarily
complicated).
5) LSJ says Dodges beat First Strike because the (V:TES and current)
rules say "Dodges beat First Strike". (DISAGREE, duh. "We can't
change the rules because the rules say so". Kafka would be proud :).
In short: I understand LSJ's reluctance in this matter, but don't
agree with the reasons he has put forth. At the very least, this
ruling should be taken into consideration the next time a Rules Team
Rulings document needs to be issued.
//Petri
In article <79d1m1$7u2$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
> In article <7xu2x2c...@termiitti.akumiitti.fi>,
> Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>
> > As to why change (besides the "most players seem to support it"
> > argument):
>> Most players participating in this discussion seem to support it.
> As far as getting the opinions of the actual players out there,
> we're far from representative of most.
We don't you make a survey, like the last time? I think you did
a good job. :)
You could even have some of my collected European e-mail addresses....
>
> > it would give the Assamites a small boost as a combat
> > clan. Not big, but any boost is still a boost.
>> Very, very small boost. S:CE is still a bigger killer than Dodge.
Depends on environment and playstyle.
>
> > Anyone who thinks the
> > Assamites are currently the powerful combat clan they should be please
> > raise your hand.
>> Al-Ashrad and Thetmes kick butt by themselves. Too bad a deck using
> only one vampire would suck. :)
Yes, the two are good. But the clan itself sucks. It is a shame, in
the RPG and LARP, everybody fears the Assamites (rightfully!) and
in VTES.... :(
[ quoted text not captured ]
In article <79d1sf$81o$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
[ quoted text not captured ]
It certainly seems to be that way....
[ quoted text not captured ]
On Thu, 04 Feb 1999 10:25:48 -0800, LSJ <vte...@wizards.com> said:
>> It amazes me that LSJ and/or the Rules Team
>> has a problem with making a change on First Strike when people largely
>> favor the idea, but has little problem with making and defending changes
>> that few people like. I would urge LSJ to put this on the Rules Team
>> docket to at least consider the idea before dismissing it out of hand.
LSJ> Does it also amaze you that no errata has been issued
LSJ> implementing a Card Limit? People "largely" like card limits as
LSJ> much as they do altering the rules on Dodge, as far as I can
LSJ> tell.
What!?! Waiter, can I have the same thing that guy in the corner is
smoking, please?
In short: bullshit.
<calms down>
Either you're deliberately trying to build straw men, or you haven't
been following this newsgroup.
First of all, the vast majority here have been against any sort of
card limits. Or I've been reading a different news group than you.
Secondly, all of the arguments for CL have been eloquently disproved,
many many times. The arguments for making this change have in no way
been disproved, except by you quoting the rules as a reason the rules
can't be changed.
It's clear that you personally don't like this change. On the other
hand, it's pretty clear that most people *do* like this change. Quite
different from the CL case, as you well know.
In addition, CL cripples the game. This does nothing of the sort - or
can you give me a *game* reason why this would be a good idea. Not a
"I don't like it" reason or a "rthe current rules say..." reason, but
a game play reason? I'd be interested to hear one.
LSJ> But, since both card limits and first-strike-beats-dodge do not
LSJ> match the intention of the game nor do they promote game balance
LSJ> (criteria for issuing errata, criteria which I thought you had
LSJ> agreed with in the past), such errata is not issued.
Bullshit. Excuse me, but something is shiming through quite clearly
here. You talk about the "do not match the intention of the game". HOW
DO YOU KNOW? By reading the Jyhad rules and by reading the Jyhad
cards, I stringly suspect that Garfield meant for FS to trump all
non-s:ce strikes. Yes, including dodge.
This has a very strong "I know the intention of this game" smell to
it. In the past I've mostly agreed with the rulings, but this is
starting to give credibility to the argument that the rules shouldn't
be at the whim of a single person. You clearly don't like this
idea. Fine. A *lot* of us clearly do. Now tell us precisely why doing
this change would be bad for the game.
Relying on "criteria for issuing errata" is not an acceptaly agrument,
since there has been a strong double standard in these so-called
criteria.
LSJ> I fail to see how applying a uniform guideline for issuing errata
LSJ> after careful study of the issues can be seen as "dismissing it
LSJ> out of hand".
But you aren't applying a uniform guideline here. You're continually
referring to a "guideline" of not changing single cards that don't
break the game - yet you've done that, numerous times. On top of that,
this is a rule mechanic, not some single card.
Please explain why this change would be bad for the game. Or admit
that you won't consider it because you personally don't like it. As
other people have pointed out, this is not *your* game, even though
you've done a lot of good things for it.
//Petri
On 5 Feb 1999 01:01:12 GMT, phil...@tx.ENGR.ORST.EDU (Jasper Phillips) said:
Jasper> I think that's quite an unfair characterization. In my view
Jasper> most people liked the changes they made, and furthermore most
Jasper> of the ones that didn't were CL advocates -- people who aren't
Jasper> using the official rules anyway.
Not that simple. I liked most of the changes, but hated some others
(the "let's complicate the game" aggra rules).
Jasper> I find it hard to knock him for sticking to attempting to fix
Jasper> only broken cards, and not make wallpaper more
Jasper> effective.
Ummm... this is a rules mechanic, not a single card. Big
difference. Having wallpaper cards is acceptable. Having confusing and
wallpaper rule sections is not excusable, IMHO, especially when a fix
is simple.
//Petri
On Fri, 05 Feb 1999 05:01:04 GMT, ber...@mich.com said:
bernieb> I got EXTREMELY tired of seeing posts which include
bernieb> statements like "Most people" or "The majority". These are
bernieb> self serving words used without basis.
bernieb> My perception of that period of time was a number of players
bernieb> expressing dissatisfaction, and then being dismissed out of
bernieb> hand. Which appears to still be the norm today.
I wouldn't be that harsh. I personally like most (not all) of the
current rulings, and understand that LSJ and the Rules Team cannot
please everybody.
However, in the current matter is looks like LSJ's personal opinion is
clouding matters. So far I can confidently talk about a "majority"
here, since I've kept track of the opinions. Something like 75-85% of
the people who have voiced an opinion on this matter think this
minor section of the rules should be changed.
Now, if someone could give me a reason why the change would be bad for
game play, I'll gladly shut up. So far I haven't heard one. On the
other hand, lots of people have commented on how it would slightly
improve game play, and make the rules more comprehensible.
What I *have* heard are rationalizations that amount to "it's too much
of a bother and I don't personally like the idea". This is not a valid
argument, at least to me. Anything that is beneficial to the game is
something that should be pursued IMHO.
So, the players seem to think this would be a good idea, and it would
slightly help balance game play - not much, but slightly. Now, each
RTR so far has contained changes that weren't absolutely necessary to
game play or balance, but which were "nice, small improvements". How
is this different? Until someone convinces me otherwise, the only
reason I see is that LSJ doesn't like this idea. With most people on
this newsgroup FOR the idea, this sets a nasty precedent unless
someone comes up with an explanation of why this change would be bad
for the game.
I'm listening.
//Petri
mboh...@shout.net wrote:
> Noal, I'm going to have to shoot you down now that I'm home. In the
> LARP and table-top primary rulebooks (I don't have any supplements, so
> it is possible that there might be an alternate rule that is akin to
> First Strike), there is nothing like first strike.
Look up Alacrity in the LARP rules. Also look up Silence of Death.
I don't have the LARP rules here at work for obvious reasons.
> Alacrity - If you know a physical threat is coming, you can use this
> to take a preemptive action. Examples given are drawing a gun of your
> own, moving out of the path of a falling object, and so on. By this,
> I take it to mean that you can't use it for a preemptive strike, or
> what would be a First Strike.
*brow furrows*
I'm quite sure Alacrity can be used for a preemptive strike.
I'll have to check my LARP book when I get home.
Noal
[ quoted text not captured ]
Jasper Phillips wrote:
> >So for now, I have the Michigan Jyhad League. We'll play by our
> >rules, not by yours. The rules we use are not house rules, and so far
> >not 1 person of the 40+ on my list has voiced any note of dissention
> >over our current errata/clarifications which have been made to date.
>
> Ahhhh, so _you_ would be the official rules maker? Such hypocrisy!
> How is this any different from what LSJ's done?
Jasper, befoore screaming "hypocrisy!" you might want to know
what the hell you're talking about first. The MJL has a rules team
made up of 5 people, two of which are Bernie and me, from the
various playgroups in Michigan. Bernie has one vote just like the
other four of us on all issues. The decisions made are used in all
MJL-sponsored tournaments.
Noal McDonald
Michigan Jyhad League
[ quoted text not captured ]
xi...@waste.org (Xian) wrote:
> Dhar...@yahoo.com wrote:
> > LSJ wrote:> > > [Noal wrote:]
> > > > [LSJ wrote:]> > > > > I'm sure there are many other examples of where the rules of
> > > > > the card game do not match the rules of the RPG.
> > > >
> > > > Okay. Name one card game where the rules of the do not try
> > > > to maintain the flavor of the RPG that it's based on.
> > >
> > > Hmm. I tell you I don't play the RPG and you ask for me to
> > > give some example from the RPG. Now who's being silly?
>
> Whoops. LSJ missed something here. The original challenge was to 'Name one
> card *game* where the rules of the [CCG] do not try to maintain the flavor of
> the RPG that it's based on.'
Ah. Right you are. My statement was that there were examples of the
rules of the card game (that is, of VTES) do not match the rules of
the RPG (that is, of VTM).
I didn't notice that Noal changed it to "one card game" and "try to match"
and "flavor" when before the topic was not about "flavor" or "trying"
but of a specific failure of this specific game to match a specific rule.
Obviously, VTES "tries to match" the "flavor" of VTM.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html[ quoted text not captured ]
On Fri, 05 Feb 1999 13:13:29 GMT, Dhar...@yahoo.com said:
Dharzhak> mboh...@shout.net wrote:
>> Noal, I'm going to have to shoot you down now that I'm home. In the
>> LARP and table-top primary rulebooks (I don't have any supplements, so
>> it is possible that there might be an alternate rule that is akin to
>> First Strike), there is nothing like first strike.
Dharzhak> Look up Alacrity in the LARP rules. Also look up Silence of
Dharzhak> Death. I don't have the LARP rules here at work for obvious
Dharzhak> reasons.
[with the disclaimer that this has gone off on a tangent and I don't
personally think the RPG or LARP rules have *that* much to do with the
CCG...]
But since I *do* have the LARP rules here at work - I'm one of the
narrators in the Helsinki Chronicles (big WoD LARP,
http://www.akumiitti.fi/~orava/Vampire for the curious)... :)
Alacrity in the LARP rules gives you the possibility for a preemptive
action. Silence of Death gives you a 1-second surprise factor (which
amounts to a first strike, usually). This from "Laws of the Night".
//Petri
In article <79emrt$jf6$1...@nnrp1.dejanews.com>,
CPilh...@bhak12.ac.at wrote:
> We don't you make a survey, like the last time? I think you did
> a good job. :) You could even have some of my collected European
> e-mail addresses....
Unfortunately, we didn't get our goals. At least 100 people, half
on-line, half off-line. Of the 1030 addresses we collected, we
randomly sampled 300 of those. Each respondent was to return their
results along with those of an off-line couterpart. There were
72 on-line and 34 off-line results.
The statistical margin of error would have been too high. And as
most people don't look at the margin of error on survey results
anyway, useless arguments would have started up once again even
though most if not all of the questions would have inconclusive
results.
> > Very, very small boost. S:CE is still a bigger killer than Dodge.
>
> Depends on environment and playstyle.
Actually, no, it doesn't. S:CE prevents you from getting any chance.
Against Dodge, you can play additional strikes or press. After all,
if they're dodging, they probably won't be doing anything too nasty
second round.
> Yes, the two are good. But the clan itself sucks. It is a shame, in
> the RPG and LARP, everybody fears the Assamites (rightfully!) and
> in VTES.... :(
Silence of Death should have been an action modifier adding +1 stealth
at inferior and not allowing an opposing minion in combat to have their
first strike.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
>
> LSJ wrote:
> > > However, since we are discussing _changing_
> > > the rules, using the current rules as a defense is silly.
> >
> > He asked what made me think that dodge was faster. I answered.
> > What's the problem?
>
> If you can't see the problem with using the rules to justify the rules,
> I can't answer this. What I can do is gape at you for asking this
> question.
Please follow the thread. I wasn't justifying the rule.
I was answering the question "Why do I think Dodge beats First Strike?"
> > Dodge beats First Strike.[6.4.5] So apparently, the opposing vampire
> > can dodge him.
>
> *shakes head*
> Maybe I should refer to you as Mr. Brickwall from here on out.
Eloquent as ever.
> > > > If you say so. I don't play the RPG.
> > >
> > > Since the card game _is_ based on it, you probably should at
> > > least familiarize yourself with it.
> >
> > Why? Would it help me understand the rules of the card game any
> > better? It would seem that that is not the case.
>
> I doubt that there is anybody who would agree with you at this point.
And I believe they would. Your supposed knowledge of the game
VTES is based on doesn't seem to help you understand the rules
on Dodge vs. First Strike. Indeed, quite the opposite.
But, since you asked so nicely, I checked the games VTES is
based on. From the CD-ROM V:TM book, page 223:
Any time someone attacks the character, he has the option of
dodging ... simply by declaring "Dodge!" before the opponent
makes an attack roll.
There is no reference to First Strike in that book, nor the
Player's Guide.
> > The card game can and does stand on its own, rules and all.
>
> After how many pages of errata? Clearly your record shows that
> what you do and what you say are inconsistent.
That's a different argument.
Errata is issued to aid balance, restore intention of the designer
(insofar as that can be determined), or simplify the rules (cf.
ammo timing).
I suppose if there was no possible "explanation" for Dodge beating
First Strike, then that fact would be suspect. But there is, as I
have reiterated time and again in this thread.
> > > > I'm sure there are many other examples of where the rules of
> > > > the card game do not match the rules of the RPG.
> > >
> > > Okay. Name one card game where the rules of the do not try
> > > to maintain the flavor of the RPG that it's based on.
> >
> > Hmm. I tell you I don't play the RPG and you ask for me to
> > give some example from the RPG. Now who's being silly?
>
> I'm not the one who brought it up in the first place. You said,
> "I'm sure there are many other examples of where the rules of
> the card game do not match the rules of the RPG." If you're
> sure, then name one.
I can be sure without having an example in mind. That comes from
an understanding of the nature of the two/three games.
But, since you asked so nicely, here's a few:
* A vampire who finds Golconda can be controlled by another
(or the same) Methuselah later in the game.
* (I've heard): A 13th generation vampire in torpor would remain
there for many years (in terms of the card game: for the rest
of the game).
* A Caitiff could not become a Prince.
* (I've heard) Burning Wrath requires more than just Potence.
You're the one who claims to know the rules of the RPG/LARP - why
do I have to do this work for you? - I'm the Net.Rep for VTES,
not VTM.
> > > Really? If I use a Canine Horde, I'm moving faster?
> >
> > No. In that case the attack is moving faster. That's
> > pretty obvious. But thanks for bringing it up.
>
> Superior Animalism improves the speed of the dogs?!?!?
> BWAHAHAHAHAHA!!!!!
> *looks in barrel of fish*
> *takes aim with shotgun*
No.
> > > Last time I
> > > checked, Silence of Death was a zone of silence, not an increase
> > > of speed.
> >
> > Right, which is why that card should have used a different
> > mechanic than First Strike, since First Strike fails to
> > properly mimic that zone of silence. As I've said before.
> > Please follow the thread.
>
> *shakes head* Should've, could've, didn't. If you've ever read
> the rules of the LARP, you'd know that First Strike beating a dodge
> makes more sense with this card than not allowing the opposing
> vampire any strikes whatsoever.
The LARP has no such reference that I can find. It says (to the
contrary) any strike can be dodged.
Not that the rules of the LARP/RPG have anything to do with VTES -
the VTES rules are independent (and perfectly clear on this point).
> >> This is so ludicrous that its beyond me why you stick to this.
> >> Read the LARP rules. Please go do it now. Then come back
> >> and say this. If a vampire with superior celerity tries to hit
> >> a vampire, the faster vampire gets to resolve his strike before
> >> the vampire can react, much less dodge. Your average vampire
> >> without Celerity in VTM has the same reaction time as a human.
> >
> > Not in the card game. Dodge beats First Strike. [6.4.5]
>
> Polly wanna cracker? Squawk!
> C'mon. You can do better than this. Try to put some thought into it.
I have. See the myriad of "real world" (not: LARP-based) explanations
that I have given that you keep ignoring.
I quote the rule, someone asks for an explanation.
I give an explanation, someone complains that I'm making it up.
> > > This is blatantly untrue. Try to dodge a pack of dogs.
> >
> > So that card made use of a mechanic that didn't quite
> > fit. It (the First Strike mechanic) still works rather
> > well for that card.
>
> It amazes me how so many of the First Strike cards don't "quite
> fit." Perhaps your understanding of First Strike isn't as good
> as you think it is.
Then we'll have to disagree.
I don't think your understanding of Dodge is as good as you think
it is.
> > > A vampire cannot dodge something that moves much
> > > faster than it in the RPG or LARP, so I don't see why its the case
> > > here.
> >
> > Because it's in the rules. [6.4.5]. Just like it always has been.
>
> Here. Let's play a game of Where's Waldo? Can you find the
> circular logic? I sure can.
Then by all means, do so.
When you play the game, you do so accoring to the rules.
That is not circular. It is inherent and direct.
> > > Why not go so far as to allow multiple dodges in a round
> > > without multiple strikes?
> >
> > Because that violates the rules. (Just like it always has).
>
> Who are you and what did you do with the real LSJ? Are you
> his kid pretending to be him?
The real LSJ didn't read/cite/quote the rules?
> > > ...and what makes you so sure of this? Talk to Mr. Garfield lately?
> >
> > Since Dodge beats First Strike, it follows that First Strike is
> > not well suited for use in modeling a surprise attack.
>
> If First Strike _did_ beat Dodge, it would be well suited.
> In fact, all of those cards that don't "quite fit" would fit
> just fine.
In that case, why would Scorpion Sting not be a "First Strike"?
> > No need to talk to Garfield to see this plain fact.
>
> I wonder how many people would agree at this point.
Hmm. Quite a few, since it is so obvious, I'd guess.
> > Since Hidden Lurker's name
> > implies a surprise attack and its card text does such a good job
> > of modelling a surprise attack
>
> What about Fast Reactions? *grin*
What about them? *grin*
Please make a point or drop the thread.
The repeated no-content statement are merely clutter.
> > You have agreed with this assertion (that First Strike, being
> > beaten by a Dodge, fails to properly model a surprise attack).
>
> Agreed.
>
> > If you have changed your mind (and now think that First Strike,
> > still as always being beaten by Dodge, adequately models a surprise
> > Attack), then we can stop arguing.
>
> However, since I haven't changed my mind that First Strike should
> beat a Dodge and then would adequately model a suprise attack,
> making First Strike both useful and consistent, I guess we'll
> continue arguing. *sips coffee* *grin*
OK.
> > > Say it with me, "Silence of Death."
> >
> > Silence of Death.
> >
> > Now, say it with me: "Dodge beats First Strike".
> > (and if you like, think "Silence of Death should've used a
> > different mechanic" while you say it).
>
> *shakes head*
> Dodge be...bea...b..b..bea..b...
> Sorry. Can't do it.
> Of course, if First Strike beats Dodge, Silence of Death would be
> fine and happy in the Smurf Village again.
But it doesn't.
> > I don't see the reason why you keep bringing up points that
> > I've already supplied responses to.
>
> Because your responses have been inconsistent, used circular
> logic or just plain displayed a lack of knowledge of the game
> that Jyhad is based on and why First Strike _should_ beat
> dodge.
No circular logic.
If you ask for the rule, I'll give you the rule.
If you ask for an explanation, I'll give you an explanation.
If you ask to make the game rules match exactly the LARP, I'll
say that the two games are independent and you should play
the one whose rules you prefer (as you understand them).
If some cards don't seem to match the rules, it doesn't necessarily
mean that the rules are in error. It is easier to correct the
few wayward cards than alter the rules, but even such correction
would only be done if the result warranted the change.
[ quoted text not captured ]
Petri Wessman wrote:
>
> Ok, since LSJ seems to be incapable of justifying the "Dodge beats
> First Strike" rule except with "the rules say so",
Aw, I'm hurt. :-)
Odd that you could've missed all the various rephrasings of the
explanation that I've given. Perhaps you should switch news servers.
> here's my take on
> what "First Strike" means:
>
> <tadaa>
>
> A First Strike is a strike that happens before the other minion can
> react to this. In game-world terms, this can either be because of
> superior speed (Fast Hands), horde tactics (Dog Pack) or surprise
Dog Pack has nothing to do with First Strike.
I believe you mean Canine Horde.
> attack (Silence of Death).
>
> In other words, there are multiple game-world reasons for the First
> Strike effect. Celerity, surprise, etc. The effect (i.e. game
> mechanic) remains the same.
>
> //Petri
--
[ quoted text not captured ]
On Fri, 05 Feb 1999 05:40:21 -0800, LSJ <vte...@wizards.com> said:
LSJ> Petri Wessman wrote:
>>
>> Ok, since LSJ seems to be incapable of justifying the "Dodge beats
>> First Strike" rule except with "the rules say so",
LSJ> Aw, I'm hurt. :-)
:)
LSJ> Odd that you could've missed all the various rephrasings of the
LSJ> explanation that I've given. Perhaps you should switch news
LSJ> servers.
Hmmm... either they haven't arrived here yet (the local news server
*is* slow), or I haven't understood them to be explanations. I've seen
various "dodge is faster then a First Strike" articles with a bunch of
pseudo-physics. If that's what you mean please try again. Even with my
fairly limited martial arts skills, I know quite well that some things
you just don't dodge, whether because you don't see them coming, are
busy with other things, or are simply slower. Most of the black belts
I've sparred with effectively have First Strike on me - they're simply
so good and so fast that they leave you no time to react... and with
Jyhad we're talking about magical cones of silence (Silence of Death),
speed-enhanced attacks (Fast Hands, Backstab), and suchlike.
>> A First Strike is a strike that happens before the other minion can
>> react to this. In game-world terms, this can either be because of
>> superior speed (Fast Hands), horde tactics (Dog Pack) or surprise
LSJ> Dog Pack has nothing to do with First Strike.
LSJ> I believe you mean Canine Horde.
Yup.
//Petri
On Fri, 05 Feb 1999 13:40:48 GMT, Dhar...@yahoo.com said:
Dharzhak> Jasper Phillips wrote:
>> >So for now, I have the Michigan Jyhad League. We'll play by our
>> >rules, not by yours. The rules we use are not house rules, and so far
>> >not 1 person of the 40+ on my list has voiced any note of dissention
>> >over our current errata/clarifications which have been made to date.
>>
>> Ahhhh, so _you_ would be the official rules maker? Such hypocrisy!
>> How is this any different from what LSJ's done?
Dharzhak> Jasper, befoore screaming "hypocrisy!" you might want to
Dharzhak> know what the hell you're talking about first. The MJL has
Dharzhak> a rules team made up of 5 people, two of which are Bernie
Dharzhak> and me, from the various playgroups in Michigan. Bernie has
Dharzhak> one vote just like the other four of us on all issues. The
Dharzhak> decisions made are used in all MJL-sponsored tournaments.
Which begs the question: who is on the current Jyhad Rules Team
(besides LSJ)? What's the protocol that they follow? Who has how many
votes? Why do we rarely see any discussion about new rule changes here
on the Net before we're handed a Rules Team Ruling on that change?
In other words, what is the group of people responsible for changes to
this game, and where do they discuss things?
//Petri
CPilh...@bhak12.ac.at wrote:
> LSJ <vte...@wizards.com> wrote:
> > Right. In Jyhad, Dodge simply "negates the effect of the
> > opponent's strike". Note the lack of any sort of exception
> > for First Strike. The rules didn't change the effect - they
> > simply clarified a point about which many people had questions.
>
> NO. Dodge is a strike. It has been a strike even in Jyhad. The dodge
> does not resolve until any other strike resolves, too. That is in
> the resolve strike phase. OK?
Not exactly. Apparently the rulebook writers intended for Dodge to
negate the opponents strike without resolving. Which caused (and
continues to cause) quite a bit of confusion.
The "pat" answer is that it (Dodge) resolves before First Strike.
But in actuality (as I've said several times before), it simply
negates the opposing strike without regard to when it resolves,
since it always negates the opposing strike (just like, as I've
just learned, it does in VTM).
Or at least, that's how it worked in Jyhad.
That method was too convoluted/confusing, so in V:TES the bit
about the effect of Dodge vs. First Strike was put explicitly
into the rules, and then it didn't matter how or when or if
the Dodge actually "resolved".
> With FS, your resolve strike phase is resolved before the others.
Your strike is resolved before the other strike, yes.
Unless the other strike was a Combat Ends.
And the effect(s) of your strike's resolution is/are negated
if the opposing minion has select a Dodge.
> At the time the "negates opponents strike" effect comes into play,
> the opposing minion has already resolved his strike.
> Even when resolving a strike, we have to stick to the rules.
Such as they are. But your strike's effects on the dodging minion
are negated - that is the effect of the dodge.
> > It decreases the time, yes. But the time to dodge (which has not
> > been decreased) is still less than the newly-decreased time to
> > strike. The normal dodge is still fast enough (effective) against
> > the speed-freak.
>
> Again NO. The time to dodge depends on what to dodge. You cannot
> simply assume that a dodge is always faster than an attack!
> It may be true sometimes, but on the whole it involves the same
> effort to attack.
OK. The explanation was merely an attempt to illustrate how the
rules as they are work in concept. The explanation is not flawed.
There are other explanations that match the rules as you would
like them to be. Those explanations are also not flawed.
But, since the rules as they exist are not unbalanced and are
not non-sensical and are not shown to violate the original
design, they stay as they are.
> > > > So pretend that every dodge actually says "with First Strike" if
> > > > that'll help the rules make sense to you.
> > >
> > > Why should I pretend that?
> >
> > So that the rules (as they have always been) regarding Dodge and
> > First Strike will make sense to your conception of First Strike.
>
> NO. Jyhad worked different. They (NOT Garfield) changed that with VTES.
> See above.
They could've worked different, based on some reading of the rules.
But the could've (and did) work the same based on a different, equally
valid, reading of the rules. As affirmed by the Design Team on 22-DEC-1994.
This the DTR isn't a contradition of the rules, and the net result's
concet is not unreasonable, and the net result is not unbalancing, there
is no reason to overturn it (esp. since doing so would only be possible
via the addition of errata).
> > > Ok, for simplicity, lets say that there are only two speed levels:
> > > normal and fast. (As the game mechanic suggests)
> > >
> > > Strikes with fast speed resolve before strikes with normal speed.
> > > All strikes are at normal speed by default. (We leave S:CE out of
> > > the discussion, as we don't dispute them)
> >> > The speed levels in question only apply to strikes that attempt
> > to connect to the opponent.
>
> NO. You have to consider the *relative* speed levels of the
> combatants!
And the relative effort/distance required.
> > > So a dodge against a strike, both with normal speed, has effect.
> >
> > No, it is at "dodge speed" - actually it is at normal speed but
> > has so little to do that the normal speed allows it to resolve
> > almost immediately (before a connect-with-the-opponent strike
> > done at either fast or normal speed).
>
> Where do you get the concept of a seperate "dodge-speed" from?
> There is nothing about that in the rules. Drop that silly
> assumption! NOW! ;)
I don't get a concept of a separate "dodge-speed", as I said.
That was merely a useful tool to illustrate my point of
normal-dodge beats even fast-aggression.
> > > If both strikes are at fast speed, one is a dodge, the other a strike,
> > > dodge is effective.
> >
> > True.
> >
> > > If only the other strike is fast, and dodge normal, then the dodge would
> > > havne no effect.
> >
> > No. The dodge (having so little to do) still resolves first.
>
> I'm getting a bit angry now. Are you currently in any sort of
> fighting class? Have you ever practised combat skills? NO?
> Then please stop assuming things which are generally not true.
Please offer concrete corrections.
> As said above, there may be times where you have little to do
> to dodge, but more often than not, it depends on relative speed
> (remember Einstein?) and the type of attack to be dodged.
?!
I *was* taking into account the relative speeds. I also was taking
into account the relative distances involved.
Einstein's Relativity has almost no bearing on the events in question.
Even Super Celerity doesn't begin to approach "relativistic speeds".
A "two trains" problem, while depending on the relative speeds of the
trains in question to one another, has nothing to do with Einstein's
relativity unless the trains are moving at large fractions of C
(to each other or to an observer in question).
> > If the point hasn't been made clearly enough already (which is
> > hard to believe), let me break down exactly what I mean in
> > physics terms (none of this is necessary - the explanations that
> > have been given and the rules themselves are clear enough):
> >
> > D: Distance. S: Speed.
> >
> > D (for punch) = X
> > D (for dodge) = Y (Y = X/4, e.g.)
> > S (normal) = N
> > S (fast) = F (F = 2N, e.g.)
> >
> > Time to dodge = Y/N = X/4N
> > Time to punch = X/N ; Y/N = X/4N < X/N : dodge wins.
> > Time to punch with first strike = X/F = X/2N; Y/N = X/4N < X/2N : dodge wins
>
> BAH. Mr Mathematician, you are X/4 and 2N are figures chosen by you.
As I said in the section you clipped. So?
> They by no means can be real. We don't know their speed. We only know
> that FS has a faster speed than normal strikes (Which would include
> dodge, as it is yet a strike).
The rules clearly indicate that FS is beaten by Dodge,so I chose
ratios to illustrate how that could be - ratios that showed dodge
moving at "normal" speed beating an aggressive strike moving at
"fast" speed.
The ratios were chosen for the express purpose of illustrating
the rules. As I said. And the ratios are not unreasonable.
As you say: We don't know their speed.
We only know that Dodge beats First Strike.
> > If that explanation doesn't clear it up for you, then just
> > take the rules at their word: Dodge beats First Strike.
> > Futher repetition of the points made would serve no purpose.
>
> Sigh. I know that the rules currently work the way you say.
> I would like to see that change. I merely argument for a change!
The arguments I've seen simply show how "First Strike beats Dodge"
is not unreasonable. Which I do not dispute.
They fail to show how "Dodge beats First Strike" is any of:
* contrary to (a possible) original intention
* unbalancing
* unreasonable
* worth the errata to change
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Noal wrote:
> Peter wrote:>> There aren't actually any dogs...>
>So why's it called Canine Horde?
>
"A rose by any other name would smell just as sweet."
The card could be called Janitorial Mishap. Net effect:
no change. The problem is that you're trying to introduce
flavor where the difficulty is in mechanics. First Strike
vs. Dodge is a mechanics problem, not a flavor problem.
If Canine Horde were called Janitorial Mishap, that would
be a flavor problem.
In any case, the RPG and CCG don't follow each other very
well at all, anymore. If they did, the Assamites would be able
to diablerize, the Gangrel would no longer be Camarilla, and
the Tremere Antitribu just wouldn't exist anymore. Heck, most
of the CCG's Princes, Archbishops, Cardinals, Prisci, and
Inner Circle would have to renamed, probably with new art
and disciplines, etc.
If you'd like to fight problems in mechanics, leave the discussion
to the mechanics.
John Baker
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On Thu, 04 Feb 1999 10:25:48 -0800, LSJ <vte...@wizards.com> said:
> LSJ> But, since both card limits and first-strike-beats-dodge do not
> LSJ> match the intention of the game nor do they promote game balance
> LSJ> (criteria for issuing errata, criteria which I thought you had
> LSJ> agreed with in the past), such errata is not issued.
>> [bleep]. Excuse me, but something is shiming through quite clearly> here. You talk about the "do not match the intention of the game". HOW
> DO YOU KNOW? By reading the Jyhad rules and by reading the Jyhad
> cards, I stringly suspect that Garfield meant for FS to trump all
> non-s:ce strikes. Yes, including dodge.
After reading the Jyhad rules and the Jyhad cards, I strongly suspect the
designers (Garfield incl.) did not.
> This has a very strong "I know the intention of this game" smell to
Likewise.
> it. In the past I've mostly agreed with the rulings, but this is
> starting to give credibility to the argument that the rules shouldn't
> be at the whim of a single person. You clearly don't like this
> idea. Fine. A *lot* of us clearly do. Now tell us precisely why doing> this change would be bad for the game.
Please tell me precisely why this change is *warranted*.
> Relying on "criteria for issuing errata" is not an acceptaly agrument,
> since there has been a strong double standard in these so-called
> criteria.
Oh?
> LSJ> I fail to see how applying a uniform guideline for issuing errata
> LSJ> after careful study of the issues can be seen as "dismissing it
> LSJ> out of hand".
>
> But you aren't applying a uniform guideline here. You're continually
> referring to a "guideline" of not changing single cards that don't
> break the game - yet you've done that, numerous times. On top of that,
> this is a rule mechanic, not some single card.
The guideling is: balance, intent, simplicity/reasonableness (in that order).
Obviously the change to Kalinda was not a balance issue.
> Please explain why this change would be bad for the game. Or admit
> that you won't consider it because you personally don't like it. As
> other people have pointed out, this is not *your* game, even though
> you've done a lot of good things for it.
I have considered it. I haven't found/heard a suitable justification for
the change, that's all.
If you personally don't like the rule, that's fine.
But that's not a reason to issue errata.
[ quoted text not captured ]
In article <79eqkg$meu$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Peter wrote:
> > There aren't actually any dogs...
>
> So why's it called Canine Horde?
Same reason Torn Signpost is called Torn Signpost. ;-) ;-) ;-)
How come you can Decapitate someone and have them only take 3 damage?
Or 1 if you were previously Disarmed... 0 if your opponent played a
Song of Serenity...
The card game is *just a card game*. Cards do *what they say* not *what
they sound like they should do*. Regardless of whether the name for
a card happens to be similar to (or the same as) the name for an ability
in the role playing game, the live action game, or my Aunt Edna's personal
dialect, those things have *zero* bearing on how things work in the card
game. Do you need to be in a gymnasium to play Acrobatics? Do you need
to be in a cave to play Aid from Bats? If you play Day Operation, what
exactly is Mariel Lady Thunder doing hanging around awake Deflecting you?
For that matter, how does Telepathy help you Counter someone's Hacking
your Computers?
Josh
snark snark snark
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> LSJ wrote:
> > But, since both card limits and first-strike-beats-dodge do not match> > the intention of the game nor do they promote game balance
>> I certainly disagree with your> assessment of the "intention of the game" since you haven't even read the
> rules of the game that it's based on.
I mean "the intention of the designers of this game" - not of some
other game. My assessment of the "intention of the designers of
this game" comes from the original rulebook:
Dodge: The Dodge strike card deals no damage, but it negates the
effect of the opponent's strike that round. [Jyhad rules: 15.3]
And from the ruling affirming/clarifying that entry from the rulebook
issued very early in the game's life (this game, not some other):
Dodge will cancel a first strike. [Design Team: 22-DEC-1994]
> > But unless the errata serves to correct
> > an unbalancing situation or restore the original intention of a rule
> > or card, that errata won't be issued.
>
> I'd argue that First Strike is unbalanced towards being too weak.
> Besides, if this is the case, why was WWEF issued errata?
Because it was too powerful in the cost/effect arena. That debate
was covered ad nauseum in early 1995.
> That
> made no sense whatsoever. It's my opinion that you are letting
> your personal feeling about issues affect your decision about
> what goes before the rules team and what doesn't.
My job as net.rep is to filter this newsgroup for issues/ideas
to put before the RT. My opinions are necessarily part of that
filtering process.
> > Even some errata that meets
> > one or both of the criteria mentioned doesn't get issued (when the
> > effect of the errata isn't great enough to warrant the change - like
> > Concealed Weapon).
>
> ...or WWEF? *smirk*
WwEF met the criterion of being overly powerful, and was fixed
accordingly. *smirk*
> > I fail to see how applying a uniform guideline for issuing errata> > after careful study of the issues can be seen as "dismissing it> > out of hand".
>
> Because you have clearly failed to apply it uniformly.
Ah. You were simply using "out of hand" inappropriately for "after
careful consideration", eh?
Your "clearly" is perhaps affected by your own "personal opinion
about issues".
[ quoted text not captured ]
In article <79escv$nt9$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Jasper Phillips wrote:>> >So for now, I have the Michigan Jyhad League. We'll play by our
>> >rules, not by yours. The rules we use are not house rules, and so far
>> >not 1 person of the 40+ on my list has voiced any note of dissention
>> >over our current errata/clarifications which have been made to date.
>>
>> Ahhhh, so _you_ would be the official rules maker? Such hypocrisy!
>> How is this any different from what LSJ's done?>>Jasper, befoore screaming "hypocrisy!" you might want to know
>what the hell you're talking about first. The MJL has a rules team
>made up of 5 people, two of which are Bernie and me, from the
>various playgroups in Michigan. Bernie has one vote just like the
>other four of us on all issues. The decisions made are used in all
>MJL-sponsored tournaments.
I've heard at length what the Michigin league is like, but I don't
see how it's relavent.
Faulting someone else for being on a group making official rules, and
then presuming to do the same thing oneself is hypocrisy, by
definition.
[ quoted text not captured ]
In article <7xn22t3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>
>What I *have* heard are rationalizations that amount to "it's too much
>of a bother and I don't personally like the idea". This is not a valid
>argument, at least to me. Anything that is beneficial to the game is
>something that should be pursued IMHO.
Keeping Needless, effectively pointless errata to a minimum is a decent
goal, IMHO. Once you start changing the core rules to adjust the
balance between weak sets of cards, you've got a precedent to change
just about anything.
I know if I were making rules changes, I'd be loath to touch such a change,
unless I really was sure it would signifigantly improve the game.
[ quoted text not captured ]
In article <7xpv7p3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>On 5 Feb 1999 01:01:12 GMT, phil...@tx.ENGR.ORST.EDU (Jasper Phillips) said:
>
>Jasper> I think that's quite an unfair characterization. In my view
>Jasper> most people liked the changes they made, and furthermore most
>Jasper> of the ones that didn't were CL advocates -- people who aren't
>Jasper> using the official rules anyway.
>
>Not that simple. I liked most of the changes, but hated some others
>(the "let's complicate the game" aggra rules).
True, I was mostly responding to the assertion that very few people
liked them.
>Jasper> I find it hard to knock him for sticking to attempting to fix
>Jasper> only broken cards, and not make wallpaper more
>Jasper> effective.
>
>Ummm... this is a rules mechanic, not a single card. Big
>difference. Having wallpaper cards is acceptable. Having confusing and
>wallpaper rule sections is not excusable, IMHO, especially when a fix
>is simple.
Fair enough, although I don't see it the same way.
[ quoted text not captured ]
On Fri, 05 Feb 1999 05:33:45 -0800, LSJ <vte...@wizards.com> said:
LSJ> Dhar...@yahoo.com wrote:
>>
>> LSJ wrote:
nn>> > > However, since we are discussing _changing_
>> > > the rules, using the current rules as a defense is silly.
>> >
>> > He asked what made me think that dodge was faster. I answered.
>> > What's the problem?
>>
>> If you can't see the problem with using the rules to justify the rules,
>> I can't answer this. What I can do is gape at you for asking this
>> question.
LSJ> Please follow the thread. I wasn't justifying the rule.
LSJ> I was answering the question "Why do I think Dodge beats First Strike?"
Hmmm. Really? Here's the relevant snippet:
......
> > Why do you think that a dodge is "faster" than a normal attack, or even
> > an attack with FS?
>
> Because it resolves before a normal attack or even an attack with FS.
......
In other words, Noal (I think) is asking why dodge is faster than any
other attack, and you answer "because it resolves first".
In other words, the answer to the question "Why do I think Dodge beats
First Strike?" is "because it does", according to you.
>> > Dodge beats First Strike.[6.4.5] So apparently, the opposing vampire
>> > can dodge him.
>>
>> *shakes head*
>> Maybe I should refer to you as Mr. Brickwall from here on out.
LSJ> Eloquent as ever.
...which doesn't answer Noal's point. Referring to the rules in order
to justify those same rules is not answering anybody, it's avoiding
answering.
>> > Why? Would it help me understand the rules of the card game any
>> > better? It would seem that that is not the case.
>>
>> I doubt that there is anybody who would agree with you at this point.
LSJ> And I believe they would. Your supposed knowledge of the game
LSJ> VTES is based on doesn't seem to help you understand the rules
LSJ> on Dodge vs. First Strike. Indeed, quite the opposite.
No, it really doesn't help, since those "rules" seem quite illogical
and based on interpretations of what First Strike means. I also
seriously contest your idea that anything can be dodged. Try going
against someone on a tatami and dodging all their blows. You'll
quickly find that dodging is *slower* than attacking, since you have
to see the attack coming before you can begin to dodge it (unless you
use guesswork). Reaction time does count.
Yes, that digresses into the "real world" much more than I'd like when
discussing card game rules, but you're the one who dragged piles of
pseudo-physics into this (with the intention of intimidating people
with math, one presumes). No dice. As a soon-to-be M.Sc, I can also
give you math if you want it. :)
LSJ> But, since you asked so nicely, I checked the games VTES is
LSJ> based on. From the CD-ROM V:TM book, page 223:
LSJ> Any time someone attacks the character, he has the option of
LSJ> dodging ... simply by declaring "Dodge!" before the opponent
LSJ> makes an attack roll.
LSJ> There is no reference to First Strike in that book, nor the
LSJ> Player's Guide.
...sigh. Since you're referring to the RPG, let's do the same. I don't
have the V:TM CD-ROM handy, but I do have a copy of the new Revised
Edition Rules. Let's see:
Yes, you can *try to* dodge (p.210). What you left out is that it
(like almost everything) is only an attempt, and needs a Dex + Dodge
skill check. Dodge is only possible when there is room to
maneuver. So yes, a combatant can try to dodge. But isn't an
auto-success or anything like that, like you've tried to make is seem
in your quote.
Also, the dodge success is compared to the attacker's roll. In other
words, the better the attacker, the harder it is to dodge. Attacks
made with surprise make dodging even harder (or impossible, in most
cases).
As to there not being "First Strike" in V:TM... no, not under that
name, no. However, there are a multitude of ways of getting a first
strike effect: the Ambush combat meneuver, gaining surprise, etc. In
other words, First Strike does exist in V:TM, just not under that
name.
>> > The card game can and does stand on its own, rules and all.
>>
>> After how many pages of errata? Clearly your record shows that
>> what you do and what you say are inconsistent.
LSJ> That's a different argument.
LSJ> Errata is issued to aid balance, restore intention of the designer
LSJ> (insofar as that can be determined), or simplify the rules (cf.
LSJ> ammo timing).
Exactly. IMHO this would do all 3.
- Helps balance in making First Strike usable. Combat avoidance is
currently stronger and easier than combat, anything that helps
combat get around that is a boost towards balance.
- I would make the case that Garfield intended First Strike to be
resolved first (as per the name).
- In addition, this would simplyify the rules a bit, leaving out the
artificial separate resolution step for Dodge.
LSJ> I suppose if there was no possible "explanation" for Dodge beating
LSJ> First Strike, then that fact would be suspect. But there is, as I
LSJ> have reiterated time and again in this thread.
You have not iterated anything besides these:
1) The (VTES, not Jyhad) rules say that Dodge beats FS, so it does.
2) Dodge is intrinsically faster than any attack.
Both of these are ridiculous arguments. If you've stated some other
reason for the current ruling, I've probably missed it.
>> > > Okay. Name one card game where the rules of the do not try
>> > > to maintain the flavor of the RPG that it's based on.
>> >
>> > Hmm. I tell you I don't play the RPG and you ask for me to
>> > give some example from the RPG. Now who's being silly?
>>
>> I'm not the one who brought it up in the first place. You said,
>> "I'm sure there are many other examples of where the rules of
>> the card game do not match the rules of the RPG." If you're
>> sure, then name one.
[here I pseudo-agree with LSJ that taking the RPG into too much
consideration is not exactly helpful, but...]
LSJ> I can be sure without having an example in mind. That comes from
LSJ> an understanding of the nature of the two/three games.
LSJ> But, since you asked so nicely, here's a few:
LSJ> * A vampire who finds Golconda can be controlled by another
LSJ> (or the same) Methuselah later in the game.
And a burned vampire suddenly reappearing in the game. Both of these
are due to the nature of the CCG beast - but both *can* be explained
in-game. Golconda is a fragile state, you can revert back to your
vampiric nature (or so some say :), and a burned vampire... wasn't
burned after all, he faked his death! *grin*
LSJ> * (I've heard): A 13th generation vampire in torpor would remain
LSJ> there for many years (in terms of the card game: for the rest
LSJ> of the game).
Nope, the other way around. A 13th gen would awaken pretty soon, but
an old-generation vampire would sleep for a long time. A 6th gen might
well sleep for decades.
(LSJ: in case you don't know: in the RPG, generations are in reverse
order of strength. That is, 13th gen is the "youngest" while the 4th
and 5th gens comprise the Methuselahs. 3rd gen are the mythical
Antideluvians. 2nd gen is... gone, one hopes).
LSJ> * A Caitiff could not become a Prince.
More or less true.
LSJ> * (I've heard) Burning Wrath requires more than just Potence.
Yup, it's a Brujah clan speciality, and (afaik) requires Potence and
some other discipline (Celerity?).
>> > > Really? If I use a Canine Horde, I'm moving faster?
>> >
>> > No. In that case the attack is moving faster. That's
>> > pretty obvious. But thanks for bringing it up.
>>
>> Superior Animalism improves the speed of the dogs?!?!?
>> BWAHAHAHAHAHA!!!!!
>> *looks in barrel of fish*
>> *takes aim with shotgun*
LSJ> No.
Meaning?
"No, the attack is not moving faster" (contradicting yourself)
"No, that's not what I meant" (that's what you quite clearly *wrote*)
"No, don't shoot me" (healthy self-preservation instinct :)
>> > > Last time I
>> > > checked, Silence of Death was a zone of silence, not an increase
>> > > of speed.
>> >
>> > Right, which is why that card should have used a different
>> > mechanic than First Strike, since First Strike fails to
>> > properly mimic that zone of silence. As I've said before.
>> > Please follow the thread.
So you think that Muddles has First Strike because he's supernaturally
fast, not because he has the ability and the knowhow to ambush
vampires (i.e. surprise attack)?
Your definition of what the maker(s) of the game meant with First
Strike does not hold water, sorry.
>> *shakes head* Should've, could've, didn't. If you've ever read
>> the rules of the LARP, you'd know that First Strike beating a dodge
>> makes more sense with this card than not allowing the opposing
>> vampire any strikes whatsoever.
LSJ> The LARP has no such reference that I can find. It says (to the
LSJ> contrary) any strike can be dodged.
Nope. As acting narrator in a big LARP chronicle, I think I know what
I'm talking about.
Like in the RPG, you can *attempt* to dodge any normal strike. This
results in a test, it's in no way an auto-success.
And many effects in the LARP give a First Strike effect, just as in
the RPG (surprise, supernatural speed, etc).
LSJ> Not that the rules of the LARP/RPG have anything to do with VTES -
LSJ> the VTES rules are independent (and perfectly clear on this point).
Yes, I agree with your first sentence.
As to the second: it's the *validity* of the current rules in that
regard that we're discussing here. Is that so hard to understand?
And the *original* game rules (Jyhad) are anything but clear on the
point of FS vs Dodge. In fact, like I've said before, according to the
Jyhad rules having First Strike beat dodge is just as valid an
interpretation as the current one.
>> >> This is so ludicrous that its beyond me why you stick to this.
>> >> Read the LARP rules. Please go do it now. Then come back
>> >> and say this. If a vampire with superior celerity tries to hit
>> >> a vampire, the faster vampire gets to resolve his strike before
>> >> the vampire can react, much less dodge. Your average vampire
>> >> without Celerity in VTM has the same reaction time as a human.
>> >
>> > Not in the card game. Dodge beats First Strike. [6.4.5]
>>
>> Polly wanna cracker? Squawk!
>> C'mon. You can do better than this. Try to put some thought into it.
LSJ> I have. See the myriad of "real world" (not: LARP-based) explanations
LSJ> that I have given that you keep ignoring.
You have given us NADA that makes any real-world sense, either in a
common sense or a basic physics viewpoint.
Your claim that all attacks can be dodged by anyone is plainly
ridiculous, both in the real world and in the supernatural one that
this game is simulating.
>> > > This is blatantly untrue. Try to dodge a pack of dogs.
>> >
>> > So that card made use of a mechanic that didn't quite
>> > fit. It (the First Strike mechanic) still works rather
>> > well for that card.
>>
>> It amazes me how so many of the First Strike cards don't "quite
>> fit." Perhaps your understanding of First Strike isn't as good
>> as you think it is.
LSJ> Then we'll have to disagree. I don't think your understanding of
LSJ> Dodge is as good as you think it is.
LSJ, since a good part of the First Strike effects don't fit into the
mold of how you think first strike works, perhaps... just perhaps,
your interpretation is wrong, hmmm?
It's a bit more logical than saying "oh well, Silence of Death doesn't
fit and Canine Horde doesn't fit and Muddles doesn't fit but..."
>> > > A vampire cannot dodge something that moves much
>> > > faster than it in the RPG or LARP, so I don't see why its the case
>> > > here.
>> >
>> > Because it's in the rules. [6.4.5]. Just like it always has been.
>>
>> Here. Let's play a game of Where's Waldo? Can you find the
>> circular logic? I sure can.
LSJ> Then by all means, do so.
Argh. LSJ, are you really this dense or are you just trying to avoid
commenting. Once again from the choir: "quoting current rules to
justify those same current rules is not valid".
And no, LSJ, it hasn't "always been in the rules". Check the original
game rulebook, since you're so fond of telling us how the game was
originally intended to be played.
LSJ> When you play the game, you do so accoring to the rules.
LSJ> That is not circular. It is inherent and direct.
Sigh... yes, playing a game by the rules of that game is not
circular. You are quite right. Have a cookie.
But that's not what we were talking about.
See above for "quoting current rules..." text if you're still confused
about this.
>> > > ...and what makes you so sure of this? Talk to Mr. Garfield lately?
>> >
>> > Since Dodge beats First Strike, it follows that First Strike is
>> > not well suited for use in modeling a surprise attack.
Parse error, does not compute.
Let me get this straight. You're saying that the current rule
interpretation proves that the current rule implementation is valid?
Hnh?
What Noal was asking, I believe, was how do you presume to know so
well what the maker of the game intended, unless you're spoken to
Mr. Garfield about this?
>> If First Strike _did_ beat Dodge, it would be well suited.
>> In fact, all of those cards that don't "quite fit" would fit
>> just fine.
LSJ> In that case, why would Scorpion Sting not be a "First Strike"?
...because the original V:TES-era Rules Team had screwed up, and
demolished the First Strike concept. If FS had worked the way it was
supposed to in Jyhad, Scorpion Sting would have been a FS (see, I too
can make sweeping presumptions about the intention of
Mr.Garfield. Without facts, they're just as relevant as LSJ's
presumptions).
>> > No need to talk to Garfield to see this plain fact.
>>
>> I wonder how many people would agree at this point.
Ok, another "let's get this straight": you're saying that there's no
need to talk to Garfield in order to find out how he meant Dodge vs FS
to work.
Wow. What would be the basis of this divine knowledge, if it isn't
from the designer of the game? If you're arguing that the Rules
Team that made the "Dodge beats FS" ruling were knowledgable of how
the game was "intended to work", why have you yourself overtuned so
many of their rules and gone back to the Jyhad rules? Hmmm?
LSJ> Hmm. Quite a few, since it is so obvious, I'd guess.
Since the majority of people on this group think quite the opposite
vis the Dodge vs FS thingy, this must be some new meaning of the word
"obvious" that I haven't run into before.
>> > Since Hidden Lurker's name
>> > implies a surprise attack and its card text does such a good job
>> > of modelling a surprise attack
>>
>> What about Fast Reactions? *grin*
LSJ> What about them? *grin*
LSJ> Please make a point or drop the thread.
LSJ> The repeated no-content statement are merely clutter.
He does have a point. How does Fast Reactions fit into your surprise
attack theory?
>> > You have agreed with this assertion (that First Strike, being
>> > beaten by a Dodge, fails to properly model a surprise attack).
>>
>> Agreed.
>>
>> > If you have changed your mind (and now think that First Strike,
>> > still as always being beaten by Dodge, adequately models a surprise
>> > Attack), then we can stop arguing.
>>
>> However, since I haven't changed my mind that First Strike should
>> beat a Dodge and then would adequately model a suprise attack,
>> making First Strike both useful and consistent, I guess we'll
>> continue arguing. *sips coffee* *grin*
LSJ> OK.
IMHO, having First Strike beat Dodge would enable FS to model a
surprise attack, *in addition to other things*. Like I posted in
another message, my own interpretation of FS is that it has a whole
range of game-world reasons behind the effect (some surprise, some
speed, some horde tactics). This would enable both some FS cards and
the HL to model game-world surprise attacks. What's wrong with that?
>> Of course, if First Strike beats Dodge, Silence of Death would be
>> fine and happy in the Smurf Village again.
LSJ> But it doesn't.
Yes, that's the point. A LOT of us thinks that it should, and that
this would be both a viable and a justified change.
>> > I don't see the reason why you keep bringing up points that
>> > I've already supplied responses to.
>>
>> Because your responses have been inconsistent, used circular
>> logic or just plain displayed a lack of knowledge of the game
>> that Jyhad is based on and why First Strike _should_ beat
>> dodge.
LSJ> No circular logic.
<involuntary giggling>
LSJ> If you ask for the rule, I'll give you the rule.
LSJ> If you ask for an explanation, I'll give you an explanation.
No, you quote the rules as explanations of the same rule. If that
doesn't fit under the description of circular logic, nothing does.
LSJ> If you ask to make the game rules match exactly the LARP, I'll
LSJ> say that the two games are independent and you should play
LSJ> the one whose rules you prefer (as you understand them).
This one I agree with. With the caveat that *where possible*, the card
game should model the RPG and "common sense", in order to make the
rules more comprehendable.
For instance, it would be a perfectly valid game mechanic for a card
type called "First Strike" to be resolved last, after everything
else. It would also be horribly confusing, and cause no end of
confusion and grief.
When someone asks "why does First Strike resolve last?", a mythical
game rules person might well reply "Because it does [see rule
6.9.6]". One might also imagine that the vast majority of players
would find such an answer highly insufficent.
LSJ> If some cards don't seem to match the rules, it doesn't
LSJ> necessarily mean that the rules are in error. It is easier to
LSJ> correct the few wayward cards than alter the rules, but even such
LSJ> correction would only be done if the result warranted the change.
Here the change is simple and one that just about everyone else seems
to agree on. And remember that this would fix the whole mechanic, with
no need for any card errata or other such grief. If the rules seem to
be broken, why is it so impossible to consider changing them?
And why on earth would changing a small rule mechanic be harder than
correcting a few wayward cards, as you imply in the above? I thought
it was just the opposite, per-card changes are the ones that are
causing people grief. This change needs ABSOLUTELY NO card-specific
errata, and no card text change. Do you really think that this is the
harder option? Most players hate card errata.
//Petri
On Fri, 05 Feb 1999 14:41:19 GMT, mboh...@shout.net said:
>> > Very, very small boost. S:CE is still a bigger killer than Dodge.
>>
>> Depends on environment and playstyle.
mbohlman> Actually, no, it doesn't.
Agree with this, S:CE is the stronger effect. But we still see a lot
of dodge over here, since not all clans have access to S:CE. Without
S:CE or Fortitude, Dodge is your second-best option for combat defense
for a non-combat clan.
mbohlman> Silence of Death should have been an action modifier adding
mbohlman> +1 stealth at inferior and not allowing an opposing minion
mbohlman> in combat to have their first strike.
Yes. But the point is that there already is a mechanic for this sort
of thing in the rules (FS). FS works perfectly well if you allow it to
do its thing (resolve before anything except S:CE).
//Petri
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> LSJ <vte...@wizards.com> said:
> LSJ> Odd that you could've missed all the various rephrasings of the
> LSJ> explanation that I've given. Perhaps you should switch news
> LSJ> servers.
>
> Hmmm... either they haven't arrived here yet (the local news server
> *is* slow), or I haven't understood them to be explanations. I've seen
> various "dodge is faster then a First Strike" articles with a bunch of
> pseudo-physics. If that's what you mean please try again. Even with my
> fairly limited martial arts skills, I know quite well that some things
> you just don't dodge, whether because you don't see them coming, are
> busy with other things, or are simply slower.
If you require the assumption that there are some things that you
cannot dodge, then naturally there will be some things you cannot
dodge. No explanation that begins with that assumption can
illustrate otherwise.
"Assume X. Show Not-X." is a difficult proposition.
In VTES, there are things you cannot dodge: the strikes in the first
round of a Hidden Lurker attack, superior Scorpion Sting, and
additional strikes of your opponent in excess of your own additional
strike, to name a few.
However, in VTES, you can Dodge a strike done with First Strike
for the most part. With that assumption, my pseudo-physics (which
are real physics, BTW - while the numbers and ratios chosen may not
seem realistic to you, they are not unreasonable.) serve to illustrate
a *possible* "real world" explanation/concept. That is all.
> Most of the black belts
> I've sparred with effectively have First Strike on me - they're simply
> so good and so fast that they leave you no time to react... and with
> Jyhad we're talking about magical cones of silence (Silence of Death),
> speed-enhanced attacks (Fast Hands, Backstab), and suchlike.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Noal wrote:
"So why's it called Canine Horde?"
Hmm. Apparently you missed the point of that statement (I guess the lack of
inflection had something to do with it). There are no dogs because it is a
card game. There are no actual dogs involved. Only cards. The only reason
dogs are involved is because the card is called Canine Horde. Nothing is going
faster. Having ANI makes the card do something different than if you have ani.
What is actually happening? Who cares. If you would like to imagine that
there is a horde of dogs eating someones flamethrower really fast, by all
means, do so. However, the _why_ of any particular card is always limited to
"because that is what the card and the rules say". Which brings me back to
First Strike. You could invent billions and billions of reasons based on
physics, RPGs, hand to hand combat theory, whatever, as to why First Strike
should beat Dodge. These don't, however, give any more precidence to the idea
that in Jyhad, First Strike should beat Dodge. The only rational for changing
cards or rules should be "Does it improve the game?".
Will changing FS to beat dodge improve the game? I would say no. I would say
changing FS to beat dodge would have almost zero effect on actual game play.
It would not improve anyone's position in the food chain (i.e. it isn't going
to make the Assamites any better). It would open up a huge can of worms that
is currently closed (if you are going to fix First Strike cards, are you going
to fix Disguised Weapon? Chainsaw? Werewolf Pack? Hellhound?...) and is best
left that way. Sure, it might make more "sense" when viewed through the eye of
reality. That eye, however, loses any sort of weight when you start shuffling
cards.
Peter D Bakija
PD...@aol.com
"Occasionally I'm callous
and strange"
-Willow Rosenberg
In article <79f28j$t3d$1...@nnrp1.dejanews.com>,
vte...@wizards.com (LSJ) wrote:
> CPilh...@bhak12.ac.at wrote:> > I'm getting a bit angry now. Are you currently in any sort of
> > fighting class? Have you ever practised combat skills? NO?
> > Then please stop assuming things which are generally not true.
>
> Please offer concrete corrections.
Actually, I'll offer another item for the defense. Aikido.
Aikido is truly self-defense martial art. If you follow it
strictly, you can't do anything to the other guy until he tries
something on you. This is because you use his own energy against
him.
Begin rough summary of aikido legend...
The legend of aikido is that the founder knew a very good sword
fighter or hand-to-hand martial artist. The other fighter talked
about how good he was and how he could take down anyone. Well,
the aikido master said that he could knock the fighter down
without ever touching him. The fighter took his bet, and they
fought. The founder never touched him even though the fighter
kept attacking. Eventually, the fighter collapsed from exhaustion,
making the founder the winner.
End summary...
Of course, most practioners of aikido never get this good. They
actually have to touch the other person, but they still use
little of their own energy to neutralize their attacker.
As Dodge negates a strike, I look at it like aikido. Rather
than getting hit with that 6 damage strike, you step aside and
push the attack away from your body.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
On Fri, 05 Feb 1999 15:21:03 GMT, vte...@wizards.com (LSJ) said:
LSJ> The "pat" answer is that it (Dodge) resolves before First Strike.
LSJ> But in actuality (as I've said several times before), it simply
LSJ> negates the opposing strike without regard to when it resolves,
LSJ> since it always negates the opposing strike (just like, as I've
LSJ> just learned, it does in VTM).
...and, as you'll learn once you read my previous post, it actually
does not in V:TM :)
IN other words, you can try to dodge, yes, and *if it succeeds* it
negates the opposing strike. But in quite a few cases analogous to the
Jyhad First Strike you don't get the option to dodge at all).
LSJ> Or at least, that's how it worked in Jyhad.
LSJ> That method was too convoluted/confusing, so in V:TES the bit
LSJ> about the effect of Dodge vs. First Strike was put explicitly
LSJ> into the rules, and then it didn't matter how or when or if
LSJ> the Dodge actually "resolved".
>> With FS, your resolve strike phase is resolved before the others.
LSJ> Your strike is resolved before the other strike, yes.
LSJ> Unless the other strike was a Combat Ends.
LSJ> And the effect(s) of your strike's resolution is/are negated
LSJ> if the opposing minion has select a Dodge.
This is in your opinion less confusing than having First Strike
resolve before the other normal strikes? Wow. I begin to understand
why you defended the new agga damage rules as simple and easy to
understand, even though they caused headaches even for expericed
players.
In what way is the following difficult?
1) Resolve S:CE
2) Resolve First Strikes
3) Resolve all others
>> Again NO. The time to dodge depends on what to dodge. You cannot
>> simply assume that a dodge is always faster than an attack!
>> It may be true sometimes, but on the whole it involves the same
>> effort to attack.
LSJ> OK. The explanation was merely an attempt to illustrate how the
LSJ> rules as they are work in concept. The explanation is not flawed.
LSJ> There are other explanations that match the rules as you would
LSJ> like them to be. Those explanations are also not flawed.
Ummm... nope. Your description of dodges always being faster than
strikes is simply false, no matter what viewpoint you look at it from.
LSJ> But, since the rules as they exist are not unbalanced and are
LSJ> not non-sensical and are not shown to violate the original
LSJ> design, they stay as they are.
1) The FS mechanic is unbalanced, making the rules also a bit
unbalanced towards combat defense.
2) The are eminently non-sensical. There is no sensible reason why
something called "first strike" shold resolve after certain other
strikes.
3) You have zero proof that the rules do not violate Mr. Garfield's
original design for First Strike.
>> > > > So pretend that every dodge actually says "with First Strike" if
>> > > > that'll help the rules make sense to you.
>> > >
>> > > Why should I pretend that?
>> >
>> > So that the rules (as they have always been) regarding Dodge and
>> > First Strike will make sense to your conception of First Strike.
>>
>> NO. Jyhad worked different. They (NOT Garfield) changed that with VTES.
>> See above.
LSJ> They could've worked different, based on some reading of the
LSJ> rules. But the could've (and did) work the same based on a
LSJ> different, equally valid, reading of the rules. As affirmed by
LSJ> the Design Team on 22-DEC-1994.
Exactly. And we're saying that that Design Team made a wrong call,
like thay have on so many other things.
"Our" interpretation of FS gives a nice meaning to all the FS
cards. Your interpretation requires card text rewrites and semantic
wrangling and things like "this should not have been an FS card".
Which makes our interpretation of the original game intent a bit more
plausible. Not to mention that this is a fix that people want for game
balance reasons, not for any mythical "Mr Garfield's Vision" reasons.
LSJ> This the DTR isn't a contradition of the rules, and the net
LSJ> result's concet is not unreasonable, and the net result is not
LSJ> unbalancing, there is no reason to overturn it (esp. since doing
LSJ> so would only be possible via the addition of errata).
Actually, no. It would require a small change in the online rule book
and a Rules Team notice of a reversal of an old Design Team
ruling. This has nothing to do with "errata", as such, since we're in
no way playing by the V:TES rules anymore (the current rules are
*much* closer to Jyhad).
LSJ> I don't get a concept of a separate "dodge-speed", as I said.
LSJ> That was merely a useful tool to illustrate my point of
LSJ> normal-dodge beats even fast-aggression.
But it doesn't. Not in real life, not in the RPG.
>> > > If both strikes are at fast speed, one is a dodge, the other a strike,
>> > > dodge is effective.
>> >
>> > True.
Yup. If both are done as a First Strike, then the dodge should
naturally beat the other strike.
>> > > If only the other strike is fast, and dodge normal, then the dodge would
>> > > havne no effect.
>> >
>> > No. The dodge (having so little to do) still resolves first.>> I'm getting a bit angry now. Are you currently in any sort of
>> fighting class? Have you ever practised combat skills? NO?
>> Then please stop assuming things which are generally not true.
LSJ> Please offer concrete corrections.
We are. Repeatedly.
I've practiced Jiu-Jitsu, Aikido and Taijutsu so far. I'm far from any
sort of expert, but I do feel at least qualified to comment on this.
My real world experience tells me that dodging something that is
moving faster than you can react, or that you don't see coming, is not
possible.
Our suggested reversal of the old Dodge/FS ruling would IMHO bring
both abilities (FS and Dodge) into line with both the real world and
the RPG. Making the rules a bit easier to understand, and helping game
balance a bit.
>> > If the point hasn't been made clearly enough already (which is
>> > hard to believe), let me break down exactly what I mean in
>> > physics terms (none of this is necessary - the explanations that
>> > have been given and the rules themselves are clear enough):
>> >
>> > D: Distance. S: Speed.
>> >
>> > D (for punch) = X
>> > D (for dodge) = Y (Y = X/4, e.g.)
>> > S (normal) = N
>> > S (fast) = F (F = 2N, e.g.)
>> >
>> > Time to dodge = Y/N = X/4N
>> > Time to punch = X/N ; Y/N = X/4N < X/N : dodge wins.
>> > Time to punch with first strike = X/F = X/2N; Y/N = X/4N < X/2N : dodge wins
>>
>> BAH. Mr Mathematician, you are X/4 and 2N are figures chosen by you.
LSJ> As I said in the section you clipped. So?
>> They by no means can be real. We don't know their speed. We only
>> know that FS has a faster speed than normal strikes (Which would
>> include dodge, as it is yet a strike).
Yup. In your formulas you have chosen values that make dodge faster,
so or course the formulas say that. Insert some other values, and they
say something else. Totally null arguement.
(especially since your "physics" don't have anything to do with real
combat).
LSJ> The rules clearly indicate that FS is beaten by Dodge,so I chose
LSJ> ratios to illustrate how that could be - ratios that showed dodge
LSJ> moving at "normal" speed beating an aggressive strike moving at
LSJ> "fast" speed.
Yes. The rules say that dodge beats FS, so you chose values that match
to that. Hello? Tune in to Reality FM.
Circular. Argument.
Which word don't you understand, or are you unclear on the concept?
In academic life, a professor would shred you for trying such
"proofs".
LSJ> The ratios were chosen for the express purpose of illustrating
LSJ> the rules. As I said. And the ratios are not unreasonable.
LSJ> As you say: We don't know their speed.
LSJ> We only know that Dodge beats First Strike.
<frustration growing>
But that's PRECISELY what we don't know, and in fact very much
disagree on!
>> Sigh. I know that the rules currently work the way you say.
>> I would like to see that change. I merely argument for a change!
LSJ> The arguments I've seen simply show how "First Strike beats Dodge"
LSJ> is not unreasonable. Which I do not dispute.
LSJ> They fail to show how "Dodge beats First Strike" is any of:
LSJ> * contrary to (a possible) original intention
A reading of the original Jyhad rules, a look at the cards, and
some though about what something called "First Strike" would mean
gives strong reason to doubt that the current ruling was the original
intent. But no, I don't *know*. Neither do you.
LSJ> * unbalancing
It makes FS rairly useless, thus ruling out a combat option
vs. Dodges. This adds to the rules unbalance towards combat defense
combat offense.
Changing the previous ruling would IMHO add to game balance, yes.
LSJ> * unreasonable
It is unreasonable for a variety of real-world and RPG reasons, which
we're outlined above and in previous articles.
LSJ> * worth the errata to change
Since the change needed is a minor revision in the rule book and a
Rules Team ruling reversal, I think it's well worth the change, since
as a net effect it makes a whole class of cards useful.
//Petri
On 5 Feb 1999 16:07:25 GMT, pd...@aol.com (PDB6) said:
PDB6> Will changing FS to beat dodge improve the game? I would say no.
PDB6> I would say changing FS to beat dodge would have almost zero
PDB6> effect on actual game play.
Very small change, agreed, but still change, *especially* in the ease
of explaining the rules to new people.
PDB6> It would not improve anyone's position in the food chain
PDB6> (i.e. it isn't going to make the Assamites any better).
Ummm... yes it would. Both Backstab and Silence of Death would give
them ability to take out weenies without fear of dodges. In short, it
would make them slightly better.
PDB6> It would open up a huge can of worms that is currently closed
PDB6> (if you are going to fix First Strike cards, are you going to
PDB6> fix Disguised Weapon? Chainsaw? Werewolf Pack? Hellhound?...)
Those are single cards. This is a part of the rules. Very big
difference. In addition, this requires NO card
errata. Zero. Zip. Nada.
//Petri
On Fri, 05 Feb 1999 15:35:51 GMT, vte...@wizards.com (LSJ) said:
>> [bleep]. Excuse me, but something is shiming through quite clearly
>> here. You talk about the "do not match the intention of the game". HOW
>> DO YOU KNOW? By reading the Jyhad rules and by reading the Jyhad
>> cards, I stringly suspect that Garfield meant for FS to trump all
>> non-s:ce strikes. Yes, including dodge.
LSJ> After reading the Jyhad rules and the Jyhad cards, I strongly
LSJ> suspect the designers (Garfield incl.) did not.
Yes. And I strongly suspect the opposite, and have IMHO equally valid
points for doing so. Which is my point: you don't *know*, I don't
*know*, so can we please stop referring to "what the game was meant to
be"?
>> This has a very strong "I know the intention of this game" smell to
LSJ> Likewise.
>> it. In the past I've mostly agreed with the rulings, but this is
>> starting to give credibility to the argument that the rules shouldn't
>> be at the whim of a single person. You clearly don't like this
>> idea. Fine. A *lot* of us clearly do. Now tell us precisely why doing
>> this change would be bad for the game.
LSJ> Please tell me precisely why this change is *warranted*.
Because it simplifies the rules and makes them conform to "common
sense", real life and the RPG in this regard.
Because it balances out a combat rule mechanic, bringing it more into
line with the other card types.
Because the required change is extremely small and does not need
card-specific errata, and does not conflict with the Jyhad rules.
>> But you aren't applying a uniform guideline here. You're continually
>> referring to a "guideline" of not changing single cards that don't
>> break the game - yet you've done that, numerous times. On top of that,
>> this is a rule mechanic, not some single card.
LSJ> The guideling is: balance, intent, simplicity/reasonableness (in
LSJ> that order).
LSJ> Obviously the change to Kalinda was not a balance issue.
Yup, I understand these guidelines and as such agree with them. In my
opinion, this change would be well within those guidelines, at least
if we are to judge the rulings you have issued as within those
guidelines.
>> Please explain why this change would be bad for the game. Or admit
>> that you won't consider it because you personally don't like it. As
>> other people have pointed out, this is not *your* game, even though
>> you've done a lot of good things for it.
LSJ> I have considered it. I haven't found/heard a suitable
LSJ> justification for the change, that's all.
Ok. We've tried to present you with justifications.
LSJ> If you personally don't like the rule, that's fine.
LSJ> But that's not a reason to issue errata.
Agree with that. But, like I said, the latest articles have attempted
to explain in detail why the change would be warranted, and why the
current ruling is illogical and confusion-causing.
//Petri
Petri Wessman wrote:
> Which begs the question: who is on the current Jyhad Rules Team
> (besides LSJ)? What's the protocol that they follow? Who has how many
> votes? Why do we rarely see any discussion about new rule changes here
> on the Net before we're handed a Rules Team Ruling on that change?
>
> In other words, what is the group of people responsible for changes to
> this game, and where do they discuss things?
The Rules Team for VTES is composed of people who will remain
anonymous. The RT has members from different play groups
from a total of three continents. The protocol is discussion
and playtesting among the members of the playgroups and
reports of findings via e-mail. The topics for discussion are
suggested by the Net.Rep (me). Ideas for playtesting are
culled from the newsgroup (by me) and/or suggested by the
members of the RT. Members of the RT are also free to add
their own topics of discussion (well, not at first since
we had a full itenerary already, but once the initial fixes
were out of the way).
No one has any votes. Changes come by consensus.
The topics come from one or more of: the newsgroup/mailinglist,
private e-mail to me, or members of the RT. Mostly from the
newsgroup. The solutions may be "rarely" seen on the newsgroup
prior to the RT post, but the problems are almost always
brought up on the newsgroup prior to being discussed by the RT.
Similar, I think, to the way the RT functioned before June 1998,
except that the current RT relies on e-mail for communication,
has a wider base of members than the old RT, and has more members
than the old RT.
The whole business of the RT is not required by WotC. It's
just a concept I carried over because it seems like a good idea.
To WotC, there is simply an "ultimate rules authority" for VTES.
They leave the details of arriving at rulings/errata to my discretion.
[ quoted text not captured ]
> Dodge: The Dodge strike card deals no damage, but it negates the
> effect of the opponent's strike that round. [Jyhad rules: 15.3]
>And from the ruling affirming/clarifying that entry from the rulebook
>issued very early in the game's life (this game, not some other):
> Dodge will cancel a first strike. [Design Team: 22-DEC-1994]
You know, you keep quoting the text of the rules and saying that
your reason for not changing the rules is because the rules are
quite clear in what it is saying. I (kind of) grant you that.
You also say that the reason that FS shouldn't be considered by
the RTR is because it is a negligable effect that if covered (albeit
not very clearly) by the rulebook.
Now, I remember that the rulebook was quite clear about the
Golden Rule of Card Ownership. However, you didn't find any
problem changing that rule, a change which now has a *huge*
impact on the game where before it was fairly neglible. This
is but one indication of the inconsistancies in what you determine
to be important enough to change. What? You got tired of
stealing other players locations/vamps only to have them go
away after they were ousted. Is that why you changed this rule?
GRoCO had such a small part to play in the overall scheme of
the game. Why are you so against the suggested change to
FS when you had no problem changing the Golden Rule. At
least the FS change will have a much smaller impact than the
Golden Rule change had.
a0
In article <7x679g4...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> mbohlman> Silence of Death should have been an action modifier adding
> mbohlman> +1 stealth at inferior and not allowing an opposing minion
> mbohlman> in combat to have their first strike.
>
> Yes. But the point is that there already is a mechanic for this sort
> of thing in the rules (FS). FS works perfectly well if you allow it to
> do its thing (resolve before anything except S:CE).
Then why not take the strict reading of First Strike? It should really
beat S:CE, too, as it obviously happens first. So, one person plays
S:CE, the other plays a FS. Resolve the FS and then combat ends.
It's the same logic that you're using to say that Dodge should not
beat first strike.
[ quoted text not captured ]
On Fri, 05 Feb 1999 11:08:43 GMT, Petri Wessman
<or...@termiitti.akumiitti.fi> wrote:
> Now, I fully understand the reluctance to change a card just to
> make it useful, and if this was one card I wouldn't bother to
> argue.
Really? It actually seems to only be two cards. Let's look at the
First Strike cards out there right now...
Muddled Vampire Hunter - ally, requires Malkavian
Canine Horde - Animalism, destroy equipment at range
Backstab - Celerity, only usable when blocking
Fast Hands - Celerity, steal weapon
Shattering Blow - Potence, destroy equipment
Silence of Death - Quietus, good for one round
Now... let's assume First Strike DID beat Dodge.
Muddles is a tiny bit more useful, but not much. His big problems are
still (a) having his Rush blocked by guys with 4 or more blood and (b)
S:CE. If it beat Dodge, he would certainly be quite the weeniebuster,
but that's a very narrow path of utility.
Canine Horde and Shattering Blow would be affected even less than
Muddles would - people with equipment are probably using the equipment
to protect themselves, not the Dodge. (ie. Leather Jacket as seen in
someone's weenie horde deck.)
Fast Hands wouldn't be affected at all. The only weapons our group
-ever- sees, except in "experimental toy" decks, are guns or a Sengir
Dagger maybe. If you have a gun, you're not doing "sideslip/blur",
you're using the maneuver to avoid damage and trying to shoot THREE
times. And you're certainly not disciplineless-dodging. As far as
Sengir Daggers, we don't commonly see those attached to Celerity decks
for some reason.
Backstab would be affected a little, since it's actually somewhat
likely that if you block someone they'll be using a Dodge to get out
of the way - but if I have Celerity, I don't need First Strike to beat
up on some guy who's relying on disciplineless Dodge. I just Blur and
pound him. Not to mention that Backstab qualifies as one of the more
worthless cards, IMO, for cost and circumstances - I can't see trying
to build an intercept deck around it figuring "sure, i'll equip an
ivory bow and use backstab with it to intercept my prey's actions and
send them to torpor!" ... Yuck.
Silence of Death would be the only card significantly affected by a
change in the First Strike rulings, since you can't exactly Blur when
using aggravated (taste of death) damage and may not have put very
many of those in your deck - the common Celerity counter to Dodge.
> But: we're talking about a class of cards, with possible new cards
> being issued by WotC in the future. IMHO, the benefits of doing
> this now by far outweigh the disadvantages. I think we all want to
> make this into the best game it can be. IMHO this is one (small)
> step in that direction. Having the rules "make sense" is important,
> especially when teaching the game to newbies.
The only -significant- benefit to be realized from altering the First
Strike rules would require that some sort of card be added to Celerity
to allow minions who AREN'T blocking to gain First Strike. Celerity
is a common enough discipline that such a card would effectively make
First Strike very much a part of the game again. THEN it could be
examined to see if First Strike really needed to beat Dodge or S:CE,
since it would actually have an impact on the game environment. (A
POT/CEL deck would become even more grim to face in combat, for
example.)
Want to fix Silence of Death? errata the card to, as someone else
said, be First Strike at inferior and "the opposing minion may select
no strike for his first strike this round" at superior. That -does-
make a lot more sense than altering the rules to effectively change
only one and a half cards.
>It seems that the majority would be in favor of this change, going by
>news/email messages and the opinion of the players we have here in
>Finland. Of course, judging any sort of general player opionion is
>more-or-less impossible - but this is an indication of *something*.
>
>The reasons I've heard so far as to why NOT make the change are:
>
>1) Too minor to be worth changing (DISAGREE, as I've outlined above).
i think i re-outlined this a little better above. agree IMO.
>2) Changes shouldn't be make just to make a card useful (AGREE in
> general when we're talking about single cards, DiSAGREE in this
> case).
it only really fixes Silence of Death - agree IMO
>3) Would result in yet more errata (mostly DISAGREE, see above).
Can't see this. it's one errata to the rulebook or one errata to the
Silence card. disagree IMO.
>4) LSJ thinks Dodges are always faster in game-world terms (DISAGREE
> with LSJ's interpretation of what First Strike means, and think
> making Dodges into a special case makes the rules unnecessarily
> complicated).
nah, this whole argument is because y'all are trying to relate it to
the real world, which is completely useless in this situation. =)
Throw this point out on BOTH yer parts and argue about the card game.
Yeesh. =) On a side note, yes, you CAN dodge faster than a strike
happens in the real world... Even if your opponent is an experienced
martial artist and you're not, you can always get out of the way of
the first one. You can't avoid the additional strikes he can cram
into the same flow of movement, though.... which also fits the game
pattern right now. =)
>5) LSJ says Dodges beat First Strike because the (V:TES and current)
> rules say "Dodges beat First Strike". (DISAGREE, duh. "We can't
> change the rules because the rules say so". Kafka would be proud :).
I'm not going here at all. =)
-- Derek
(replying by email? remove the nospam from my domain :)
In article <7xzp6s3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On 5 Feb 1999 16:07:25 GMT, pd...@aol.com (PDB6) said:> PDB6> It would not improve anyone's position in the food chain
> PDB6> (i.e. it isn't going to make the Assamites any better).
>
> Ummm... yes it would. Both Backstab and Silence of Death would give
> them ability to take out weenies without fear of dodges. In short, it
> would make them slightly better.
Actually, First Strike beating dodge is going to help the Assamites
almost zero. Why? Additional strikes. If someone dodges, you
additional strike. When things go well, you do a Blood Sweat, Blood
Sweat, Taste of Death. That's 3+3+2 aggravated which will burn any
vampire of 7 capacity or less provided these all land on target.
Against weenies, so what if they dodge? You Blur and hit them more.
First Strike would still only really do you good
> PDB6> It would open up a huge can of worms that is currently closed
> PDB6> (if you are going to fix First Strike cards, are you going to
> PDB6> fix Disguised Weapon? Chainsaw? Werewolf Pack? Hellhound?...)
>
> Those are single cards. This is a part of the rules. Very big
> difference. In addition, this requires NO card
> errata. Zero. Zip. Nada.
And it this errata would only affect exactly 7 cards. Seriously, is
it really worth it?
[ quoted text not captured ]
"AgentZero" <agen...@my-dejanews.com> wrote:
> Now, I remember that the rulebook was quite clear about the
> Golden Rule of Card Ownership. However, you didn't find any
> problem changing that rule, a change which now has a *huge*
> impact on the game where before it was fairly neglible. This
> is but one indication of the inconsistancies in what you determine
> to be important enough to change. What? You got tired of
> stealing other players locations/vamps only to have them go
> away after they were ousted. Is that why you changed this rule?
> GRoCO had such a small part to play in the overall scheme of
> the game. Why are you so against the suggested change to
> FS when you had no problem changing the Golden Rule. At
> least the FS change will have a much smaller impact than the
> Golden Rule change had.
That was an example of change for the third reason changes are
made: simplicity/concept.
The old version of the GRoCO violated the concept of control, resulting
in in-game oddness. Similar to the oddness perceived by some members
of this newsgroup caused by the interaction of Dodge and First Strike.
Unlike that oddness, however, the oddness created by the old GRoCO
had *no* possible in-game concept or explanation to match the
rule itself. That, coupled with the fact that the new GRoCO is sligtly
simpler and not unbalancing, is why that errata passed review.
(Note the complete absence of any possible in-game concept as opposed
to the Dodge/First Strike problem where a *possible* in-game concept
exists to match the rule. Not everyone agrees that that concept, as
clear and simple as it is, is possible.).
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7xzp6s3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On 5 Feb 1999 16:07:25 GMT, pd...@aol.com (PDB6) said:
>> PDB6> Will changing FS to beat dodge improve the game? I would say no.
> PDB6> I would say changing FS to beat dodge would have almost zero
> PDB6> effect on actual game play.
>
> Very small change, agreed, but still change, *especially* in the ease
> of explaining the rules to new people.
>> PDB6> It would not improve anyone's position in the food chain
> PDB6> (i.e. it isn't going to make the Assamites any better).
>
> Ummm... yes it would. Both Backstab and Silence of Death would give
> them ability to take out weenies without fear of dodges. In short, it
> would make them slightly better.
Backstab: Requires Celerity. Costs 2 blood. Gives First Strike for
one strike; at superior, you also get an additional strike.
Exactly how is this better for taking out dodging weenies than using
Blur: Requires Celerity, costs 1 blood, gives 1/2 additional strikes?
Silence of Death: Requires Quietus. Costs 1 blood. Gives FS for
remainder of round if you use hand or melee strikes. At superior you
also get a maneuver.
At least this one doesn't cost 2 blood. Still not better than Blur.
Can provide a maneuver to help with being at close for the hand or
melee action. However, being at long with Flash and using Taste of
Death has the same blood cost, and at superior you do have a press
if your victim Dodges. (And the Flash/Taste would send the victim
to torpor if they don't Dodge or prevent damage.)
> PDB6> It would open up a huge can of worms that is currently closed
> PDB6> (if you are going to fix First Strike cards, are you going to
> PDB6> fix Disguised Weapon? Chainsaw? Werewolf Pack? Hellhound?...)
>
> Those are single cards. This is a part of the rules. Very big
> difference. In addition, this requires NO card
> errata. Zero. Zip. Nada.
No, but it *is* a change to the rules, and one for a minor improvement
for all the cards involved except Muddles, who is *already* good even
without First Strike beating Dodge. And again, I don't think that
future First Strike cards would benefit that much from beating Dodge
either, because in the world of combat, Strike: Combat Ends is the
nine hundred pound gorilla, and if you can't deal with it, you just
plain suck.
Regarding the whole 'real world logic' thing, I'd just like to reiterate
that everything in the card game really is metaphorical and should not
be looked at too closely in 'real world' terms, because it will always
break down. Why does having Cats' Guidance let a vamp block more than
one action? Do the cats go out and get blood to keep him happy or
something? Why can people without Thaumaturgy use Wake With Evening's
Freshness? Why does a Saturday Night Special in the hands of some
random mortal always kill another mortal on the first shot?
In my view, Dodge shouldn't be looked at as physically dodging the
opponent's attack in very close quarters (as when sparring). If you
declare Dodge as your strike, it seems to me to reflect your vamp's
efforts to not be there when the other combatant tried to beat you up.
Maybe you hid around the corner. Maybe you were Behind Him! and snuck
off while he wasn't looking. Maybe you ducked behind a car when he shot
that .44 at you. Maybe you saw him ripping that Gate off its hinges
and made for the hills. Maybe you turned into Mist when you saw that
his Wrath was starting to Burn. Unless he's got you Immortally Grappled
or something, these are not unreasonable possibilities.
Josh
root root rooting for the home team
[ quoted text not captured ]
Petri wrote:
"Very small change, agreed, but still change, *especially* in the ease of
explaining the rules to new people."
I fail to see how saying "FS beats dodge" is any easier than saying "FS doesn't
beat dodge". What erroneous preconceptions people have about how something
should work based on their previous, unrelated knowledge has little bearing on
how a game should work. I play Titan. I used to play D+D. When I started
playing Titan, I didn't imediately assume that Trolls could regenerate in
Titan, just 'casue they could in D+D. Making Trolls in Titan regenerate
because they do in D+D is silly. Changing FS in Jyhad to work like it does in
another game is just as silly.
"Ummm... yes it would. Both Backstab and Silence of Death would give them
ability to take out weenies without fear of dodges. In short, it would make
them slightly better."
Slightly better in that they would have two extra cards that might be possibly
useful at their disposal, yes. However, to make an effective Assamite deck
currently, you need to be able to deal with S:CE, or your deck won't work. As
anything that can currently deal with S:CE can deal with Dodge, the Assamites
currently have no problem with Dodge. They can use Psyche, Additional Strikes,
and Pressess, all of which A) work perfectly well against dodge and B) fit into
a deck that can deal with S:CE. Removing some of these angles to include FS
cards as to be able to beat Dodge occasionally will do little more than
compromise the effectiveness of the Assamite deck.
"Those are single cards. This is a part of the rules. Very big
difference. In addition, this requires NO card errata. Zero. Zip. Nada."
Granted, but the reasoning is the same, and once you fix something because it
is too weak, you set a precident. If FS is changed, it would be done because
it is weak, not because it is too good. As has been pointed out before, it is
RT policy to only change things that are too good ("broken", "overpowered") to
make them more reasonable and consequently have less effect on the game
environment as a whole (cards or rules). It is not RT policy to improve things
that are weak so that they have more effect on the game environment as a whole.
[ quoted text not captured ]
>Actually, First Strike beating dodge is going to help the Assamites
>almost zero. Why? Additional strikes. If someone dodges, you
>additional strike. When things go well, you do a Blood Sweat, Blood
>Sweat, Taste of Death. That's 3+3+2 aggravated which will burn any
>vampire of 7 capacity or less provided these all land on target.
...all at the cost of 4 blood. 1 for the first Blood Sweat which can be
dodged, 1 for the Blur and 2 more for the other Blood Sweat and the
Taste of Death. And that's *if* you have all those cards in your hand.
However, if FS worked the way it is proposed, you can put a dodging
weenie (or any dodging minion) into torpor for 2 blood. And that means
alot to a clan that already has a difficult time with blood management.
>And it this errata would only affect exactly 7 cards. Seriously, is
>it really worth it?
7 now with possibly more in the future. And yes, in mine and several
others' opinions, it is worth it.
a0
>it is weak, not because it is too good. As has been pointed out before, it
is
>RT policy to only change things that are too good ("broken", "overpowered")
to
>make them more reasonable and consequently have less effect on the game
>environment as a whole (cards or rules).
Ok, then please explain to me what was 'broken' or 'overpowered' about
the Golden Rule of Card Ownership? It seems to me that was changed
to help out a class of cards (those that stole other players cards).
Whereas
before they were kind of useful, now they are even moreso.
a0
In article <79f831$qer$1...@oak.prod.itd.earthlink.net>,
"AgentZero" <agen...@my-dejanews.com> wrote:
> Now, I remember that the rulebook was quite clear about the
> Golden Rule of Card Ownership. However, you didn't find any
> problem changing that rule, a change which now has a *huge*
> impact on the game where before it was fairly neglible.
I'm inclined to disagree that it's a negligible effect. Prior to Ancient
Hearts, this was the case, but as far as I can tell, one of the biggest
reasons it was changed is because the rule as it stood, had a *huge* effect
on the Followers of Set. Assume you're playing a Corruption deck. You
primarily want to steal your prey's vampires. When you oust your prey, he
takes any vampires you've stolen with him. Net result: gain 6 pool, lose x
minions, many wasted actions.
In short, the Golden Rule of Card Ownership, unmodified, effectively
discouraged (almost disallowed) a whole game *strategy*. Changing First
Strike, while it would slightly (as I think Mike pointed out) improve combat
for some clans, is seen as not quite worthwhile, because it doesn't actively
hinder a specific strategy. Yes, it makes Assamites more likely to need to
resort to additional strikes, but hey...they were probably going to do that
anyway, right? And maybe a little more reliance on Psyche, but if you're not
using that in the first place, you're *asking* for pain.
In addition...(I'm not saying this is an argument in favor...I'm just
curious...) outside of JOL, are there really that many people who own enough
Silence of Death for it to make a difference? I have 1...I know there are
probably a number of people who have more...but how many more? I suppose it's
not like you're going to use Backstab in place of it, but still...
Xian
[ quoted text not captured ]
LSJ wrote:
> The Rules Team for VTES is composed of people who will remain
> anonymous.
Okay then. What criteria was used to select these fine volunteers?
(no sarcasm) What is the reason for anonymity? I strongly suspect
its to protect them from vicious bastards like myself? *grin*
> No one has any votes. Changes come by consensus.
...and if someone steadfastly disagrees with the stance of the majority?
I've found that if you wait for consensus on issues, you'll be waiting
until Hell, Cayman Islands freezes over. We use votes to come to
quick decisions regarding issues where everone either has strong
opinions preventing consensus or to determine whether debate is
needed. It took about .05 seconds for consensus on playing WWEF
as printed.
Other than that, it looks much how our rules team operates.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
[ quoted text not captured ]
> Any time someone attacks the character, he has the option of> dodging ... simply by declaring "Dodge!" before the opponent> makes an attack roll.
This is true. You always have this option. Even when your opponent in
combat has more actions in a round than you. In the RPG, if you have
capability of your character to perform more actions (via Celerity or
dividing your attention to multiple actions), you can always have an
oportunity to dodge. I have mentioned this in my other post.
>
>There is no reference to First Strike in that book, nor the>Player's Guide.
>
First strike in vampire would be equivalent to your opponent "botching" his
initiative or performing last though most actions can mostly be described as
simultaneous(keep in mind this is not a guidance system for the game, RPGs
technically have no set rules, just what the ST or GM says.). Often the
creation of surprise enables first strike. Celerity in V:TM has no bearing
on the order of combat, Celerity in VTM is akin to additional actions in
*this* card game, they are performed all 1st order actions are performed,
then all 2nd order, and 3rd until all characters have run out of
actions(just as in this system when all characters have run out of
additional strikes, that round esentially over.
>> > The card game can and does stand on its own, rules and all.
>>
>> After how many pages of errata? Clearly your record shows that
>> what you do and what you say are inconsistent.>>That's a different argument.
>>Errata is issued to aid balance, restore intention of the designer>(insofar as that can be determined), or simplify the rules (cf.>ammo timing).
Is Garfield actually making these decisions? Is there at least a team of
people making these decisions no matter what they are? If you aren't the
only person making these decisions, then I'd really like to see a list of
names of the people that are helping you to come to these conclusions. If
you are the only person making these decisions then WoTC should get you some
help because one person shouldn't be making the rules on his/her own.
>
>I suppose if there was no possible "explanation" for Dodge beating>First Strike, then that fact would be suspect. But there is, as I>have reiterated time and again in this thread.
I gave it already. Read my other post somewhere in this thread of
postings(Entitled First Strikes First:Incorrect use of the WW System It is
the intention that even at close range or long range there are ways to avoid
your opponent's attacks.
>> > > > I'm sure there are many other examples of where the rules of
>> > > > the card game do not match the rules of the RPG.
There are but you can't translate the rules from one game to the next.
Frankly I'm surprised how close they came to each other.
>> > > Okay. Name one card game where the rules of the do not try
>> > > to maintain the flavor of the RPG that it's based on.
This can't be determined because the terms such as "bleed" do not exist in
the WW system as they do in the card game. For instance, Conditioning in WW
is a type of slow and steady mind control. In the card game, this slow and
steadied control is used by the vampire in some way to cause a loss of
influence down the line on another Methuselah's power.
>I can be sure without having an example in mind. That comes from>an understanding of the nature of the two/three games.
>>But, since you asked so nicely, here's a few:
>>* A vampire who finds Golconda can be controlled by another> (or the same) Methuselah later in the game.
Bad Example:
Vampires that find Golconda can become "normal" again. Golconda is a state
of peace. The vampire doesn't actually die nor does it mean that he
>
>* (I've heard): A 13th generation vampire in torpor would remain> there for many years (in terms of the card game: for the rest> of the game).
Bad Example:
Time spent in torpor is in relation to their humanity (or path). The more
human they are the faster they awaken. There is no humanity rating in V:tES
so it cannot be evaluated.
>
>* A Caitiff could not become a Prince.
To some extent I would agree. But some caitiff consider themselves Caitiff
despite their tie to a real clan. V:tES is horrible at dealing with this.
Most of the older generation vampires(particularly the methuselahs) could be
considered
>
>* (I've heard) Burning Wrath requires more than just Potence.
Most of the cards you've created aren't even real named disciplines.
Particularly Potence, Fortitude and Celerity, all are level based with the
same name and effect(increased at each level of course Potence 2 is better
than Potence 1 for example) for each level of power. As for burning wrath,
I've never even heard of it but I believe from what it sounds like, that it
would be more of a ritual performed in accordance to potence that produces
the effect (if someone can tell me otherwise please let me know I really
have never even heard that this existed in the RPG). There is no ritual
rating either because it is an ability in the RPG(ability in the sence it is
a knowledge, not a power like a discipline) that is combined with a
discipline.
>
>You're the one who claims to know the rules of the RPG/LARP - why
>do I have to do this work for you? - I'm the Net.Rep for VTES,
>not VTM.
yep. People should really stop using VtM as an excuse for rulings with
VtES. They are two separate entities and cases can be found in favor of
some rulings and some rulings can be found in relation against rulings. In
the Case of First Strike, you lose when using V:tM
>>> > > Really? If I use a Canine Horde, I'm moving faster?
Um.... no. You (or your vampire for that matter, since he's the one that's
actually using it) isn't even the horde. Your kindred is summoning up a
horde of Canine(dogs and the such) to attack the opponent. Most dogs are
pretty fast when they're on the offensive. In Card Game terms it means that
either they were fast enough to allow you to escape or catch up to your
opponent (thus the press) or tear a gun or other piece of equipment away
from the opponent(likely faster than he can use it on you, in all
likelihood, if I were staring down a bunch of ravenous dogs coming at me,
I'd be shooting at them before aiming at my opponent, in this case the gun
is lost or destroyed in the middle of the attack). Now if I was running
like hell and managed to find a place to hide from the horde, I may have
saved my own hide and my gun as well. The problem no one sees with the game
is that combat doesn't stay very close all the time, even in the case of
hand to hand. Has anyone ever wondered why there are 2 manuevers on a deer
rifle when they tend to make bad combat weapons? It's because you can strike
from even further away causing your opponent to have to travel even further
to get to you enabling you to keep combat at distance easier. Everything
about this card game is simulated, and few players realize the immense
stories that are built up out of a single game.
>> >
>> > No. In that case the attack is moving faster. That's
>> > pretty obvious. But thanks for bringing it up.
>>
>> Superior Animalism improves the speed of the dogs?!?!?
No it just means you were able to call more dogs, or better ones.
>> > > Last time I
>> > > checked, Silence of Death was a zone of silence, not an increase
>> > > of speed.
which it is.
>> > Right, which is why that card should have used a different
>> > mechanic than First Strike, since First Strike fails to
>> > properly mimic that zone of silence. As I've said before.
>> > Please follow the thread.
It does when the opponent is efficiently using the silence to "surprise" his
opponent. First Strike in this case relates to surprise. ***note: not all
cases of First Strike are surprise as mentioned with the Canine horde
above***
>> *shakes head* Should've, could've, didn't. If you've ever read
>> the rules of the LARP, you'd know that First Strike beating a dodge
>> makes more sense with this card than not allowing the opposing
>> vampire any strikes whatsoever.
There is no First Strike in the LARP as far as I know it's a game of rock
paper scissors. The LARP is even more basic in comparison to the table top
RPG version. Please go somewhere else with this because LARP rules are
meant only for LARPing to make it fun to play in real time.
>The LARP has no such reference that I can find. It says (to the>contrary) any strike can be dodged.
I don't know the exact LARP rules, but the LARP evolved from the tabletop to
a game of rock paper scissors as I have said. ***Note: I really mean it is a
game of rock paper scissors, I'm not using it as a metaphor in any way***
>Not that the rules of the LARP/RPG have anything to do with VTES ->the VTES rules are independent (and perfectly clear on this point).
The card game was based on the effects and environment that WW created,
nothing more.
>> >> This is so ludicrous that its beyond me why you stick to this.
>> >> Read the LARP rules. Please go do it now. Then come back
>> >> and say this. If a vampire with superior celerity tries to hit
>> >> a vampire, the faster vampire gets to resolve his strike before
>> >> the vampire can react, much less dodge. Your average vampire
>> >> without Celerity in VTM has the same reaction time as a human.
Celerity has nothing to do with First Strike or ability to strike first(I'm
really getting tired of saying this). Speed of attack is equated to the
mental response of a character in WW. You can be the fastest vampire ever
in WW and be so slow witted you're not smart enough to act fast enough and
get rocked in combat. It is possible for a vamp with no Celerity to take
out a vamp with 5 Celerity (6 actions per turn in 2nd Edition WW rules),
providing the vampire without the Celerity won the initiative and torporized
or caused the final death of that vampire in one hit that connected before
the Celerity Vamp started his hurricane of attacks. It's also possible for
that Celerity less vampire to dodge ALL of those strikes if he is skilled
enough (something you can't do against an vampire with additional actions in
the card game)
>> > Not in the card game. Dodge beats First Strike. [6.4.5]
yep, I'm still not sure where I stand on the position though. I still offer
that many arguments people state are wrong the way things are presented.
>> Polly wanna cracker? Squawk!
>> C'mon. You can do better than this. Try to put some thought into it.
Rude comments prove nothing. Your argument has been the weakest thus far.
>I have. See the myriad of "real world" (not: LARP-based) explanations>that I have given that you keep ignoring.
Most I can agree with, some I don't. Real world is difficult to model.
That's why it is easier to take an already made model(the WW system) and
compare. Fortunately they agree with the system as is in almost every case.
>I quote the rule, someone asks for an explanation.
>I give an explanation, someone complains that I'm making it up.
Aren't you in some cases though?... they have to come from somewhere.
Pulled Fangs for instance as well as the ammo rules which aren't modelled by
the real world but as you have said make some balance to the game(I don't
agree).
>> > > This is blatantly untrue. Try to dodge a pack of dogs.
I have. You better find a place to hide quickly.
>> It amazes me how so many of the First Strike cards don't "quite
>> fit." Perhaps your understanding of First Strike isn't as good
>> as you think it is.
I think your interpretation of First Strike is skewed more than LSJ's
>Then we'll have to disagree.>I don't think your understanding of Dodge is as good as you think
>it is.
Disagreements happen. It's a fact of life. I think you two should kiss and
make up though. heheh :)
>> > > A vampire cannot dodge something that moves much
>> > > faster than it in the RPG or LARP, so I don't see why its the case
>> > > here.
Speed, speed, speed. Would you stop that. ok here's a case where speed
doesn't matter. I'm sitting right on a garbage dumpster when I spot you
trying to do something (your action). We go to combat, assuming with the WW
system that the acting vamp (you) chooses action and I get to see it I'd see
you summoning some big dogs. REalizing my gun aint worth $#!+ when I get
swarmed I dive into the dumpster and shut the lid until you're gone. Now
that's assuming I didn't take the gun out and start shooting (ie use the
manuever). If I had used the manuever it means I've drawn the gun at
distance and decided I'll try to open fire, but you called out your dogs
with take out the gun before I get a chance to start shooting at you because
I just noticed I've got a bigger problem with the dogs (quick note, gun
damage shouldn't be measured in the terms of one shot, I don't know of any
case where I'd fire one bullet before combat was over.
>> > Because it's in the rules. [6.4.5]. Just like it always has been.
Rules are there because they can be. If they weren't there would you even
know what first strike meant without it? What about dodge, or S:ce. What
do they entitle? Without the rules there'd be no way to win the game.
>> Here. Let's play a game of Where's Waldo? Can you find the
>> circular logic? I sure can.
Do you really want to get into circular logic, because your argument is full
of it.
>Then by all means, do so.>
>When you play the game, you do so accoring to the rules.
>>That is not circular. It is inherent and direct.
>
Got a point.
>> > > Why not go so far as to allow multiple dodges in a round
>> > > without multiple strikes?
This is something I thought should exist but never worked out when I tried
to come up with a system for it.
>> > Because that violates the rules. (Just like it always has).>> Who are you and what did you do with the real LSJ? Are you
>> his kid pretending to be him?
The real LSJ is a beaten corpse in the nevada desert. This LSJ is from
Mars, has three eyes, lives off of a diet of twinkies and pepsi. (Just
kidding no offense LSJ)
>The real LSJ didn't read/cite/quote the rules?>> > > ...and what makes you so sure of this? Talk to Mr. Garfield lately?
Garfield hasn't been involved with any of *his* games for awhile.
>> > Since Dodge beats First Strike, it follows that First Strike is
>> > not well suited for use in modeling a surprise attack.
It suits in some cases, some cases it doesn't. It's not one of those things
that is etched in stone that every case is this way any not another.
>> If First Strike _did_ beat Dodge, it would be well suited.
>> In fact, all of those cards that don't "quite fit" would fit
>> just fine.
could you please elaborate. You don't say how it would be fitting? My cases
seems more realistic to the cause of Dodge beating First Strike.
>In that case, why would Scorpion Sting not be a "First Strike"?>> > No need to talk to Garfield to see this plain fact.
Leave Garfield out of this, he's just a cat. All kidding aside Garfield has
nothing to do with the game at this point and that's probably for the best.
>> I wonder how many people would agree at this point.
I don't. Garfield didn't create the entire game on his own. He had a lot of
help and I'm sure that some of his original ideas didn't work best.
>
>Hmm. Quite a few, since it is so obvious, I'd guess.
>>> > Since Hidden Lurker's name
>> > implies a surprise attack and its card text does such a good job
>> > of modelling a surprise attack
It does nothing of the sort. It just implies that someone else was waiting
to get into a fight. Not all people opt for fighting by complete surprise
even if they could from a hidden spot.
>> What about Fast Reactions? *grin*
Fast Reactions Just doens't make any sense in the game to begin with other
than it being the opposite to Hidden Lurker in most senses.
>What about them? *grin*
Exactly
>
>Please make a point or drop the thread.>The repeated no-content statement are merely clutter.>> > You have agreed with this assertion (that First Strike, being>> > beaten by a Dodge, fails to properly model a surprise attack).
because not all cases of surprise are First Strike instances and vice versa.
>> Agreed.
ok if you want to agree with yourself that's fine.
>> > If you have changed your mind (and now think that First Strike,
>> > still as always being beaten by Dodge, adequately models a surprise
>> > Attack), then we can stop arguing.
It doesn't and it does as demonstrated. Fast Hands is a representation of
speed and Canine Horde could be of surprise or even a whole new category of
First Strike.
>> However, since I haven't changed my mind that First Strike should
>> beat a Dodge and then would adequately model a suprise attack,
>> making First Strike both useful and consistent, I guess we'll
>> continue arguing. *sips coffee* *grin*>OK.>> > > Say it with me, "Silence of Death."
>> >
>> > Silence of Death.
Wrong Argument..... wait that doens't sound like Silence of Death.
>> > Now, say it with me: "Dodge beats First Strike".
>> > (and if you like, think "Silence of Death should've used a
>> > different mechanic" while you say it).
Dodge doesn't beat First Strike.
>> *shakes head*
>> Dodge be...bea...b..b..bea..b...
>> Sorry. Can't do it.
Yep you can't because it's not true
>> Of course, if First Strike beats Dodge, Silence of Death would be
>> fine and happy in the Smurf Village again.>>But it doesn't.>>> > I don't see the reason why you keep bringing up points that
>> > I've already supplied responses to.
>>
>> Because your responses have been inconsistent, used circular
>> logic or just plain displayed a lack of knowledge of the game
>> that Jyhad is based on and why First Strike _should_ beat
>> dodge.
Circular logic. My Friend, pointing to a specific ruling isn't circular.
>No circular logic.>
>If you ask for the rule, I'll give you the rule.>If you ask for an explanation, I'll give you an explanation.>If you ask to make the game rules match exactly the LARP, I'll> say that the two games are independent and you should play> the one whose rules you prefer (as you understand them).
>>If some cards don't seem to match the rules, it doesn't necessarily
>mean that the rules are in error. It is easier to correct the
>few wayward cards than alter the rules, but even such correction>would only be done if the result warranted the change.
Ok.. that's what I got to say about that...
Vince
>Ok, then please explain to me what was 'broken' or 'overpowered' about
>the Golden Rule of Card Ownership? It seems to me that was changed
>to help out a class of cards (those that stole other players cards).
>Whereas
>before they were kind of useful, now they are even moreso.
I think the Golden Rule of Card ownership was changed to fit to realism.
Something you now have control over has nothing to do with who the physical
owner of the card is. Cards in play represent controlled cards. A vampire
someone steals control over should not leave play because of an ousted
methuselah. That vampire has no connection to that methuselah anymore(other
than that player owns that particular card).
You kind of answer yourself. It's not that it was broken or overpowered.
It was because it caused confusion in the way things were.
Vince
In article <ZjHu2.1239$hl1.1...@newshog.newsread.com>,
"AgentZero" <agen...@my-dejanews.com> wrote:
> >Actually, First Strike beating dodge is going to help the Assamites
> >almost zero. Why? Additional strikes. If someone dodges, you
> >additional strike. When things go well, you do a Blood Sweat, Blood
> >Sweat, Taste of Death. That's 3+3+2 aggravated which will burn any
> >vampire of 7 capacity or less provided these all land on target.> ...all at the cost of 4 blood. 1 for the first Blood Sweat which can be
> dodged, 1 for the Blur and 2 more for the other Blood Sweat and the
> Taste of Death. And that's *if* you have all those cards in your hand.
> However, if FS worked the way it is proposed, you can put a dodging
> weenie (or any dodging minion) into torpor for 2 blood. And that means
> alot to a clan that already has a difficult time with blood management.
Oops, I screwed up. Silence of Death only gives you FS with hand or
melee attacks. So you won't be spending blood on Blood Sweats and Tastes
of Death. You'll only be taking the damage or spending the blood for
Blur. And once again, who cares if a weenie dodges with its first
strike. If you are playing a really useful card against a deck that has
played dodges, why would you be using more when they will dodge most?
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Peter wrote:
> It is not RT policy to improve things that are weak so that> they have more effect on the game environment as a whole.
Hrm. Betcha Peter's one of the Rule Team members...*grin*
Not that that would be a bad thing. He's good people.
However, I do find it odd that Michigan doesn't have a Rules
Team member seeing as it has the 2nd largest Jyhad presence
in the U.S. And we're not all angry Irishmen like me. *grin*
Anyway...that's beside the point. My concern is if balance
is a primary criteria for errata, why isn't cards and effects
that are too weak for their cost looked at as well? I know
Concealed Weapon gets tossed in all the time, but to make
it a discipline-less card may make it too powerful and that
is clearly not the case in the First Strike vs. Dodge issue.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
On Fri, 05 Feb 1999 08:39:15 -0800, LSJ <vte...@wizards.com> said:
LSJ> The whole business of the RT is not required by WotC. It's
LSJ> just a concept I carried over because it seems like a good idea.
LSJ> To WotC, there is simply an "ultimate rules authority" for VTES.
LSJ> They leave the details of arriving at rulings/errata to my discretion.
Ok, thanks for the info. Well, we'll have to live with that. As long
as there is discussion, and one person doesn't determine what gets to
be discussed, it sounds ok. It's also a good thing that there are
people from different play groups - one single play group would be too
narrow a focus group.
Actually, I don't care one bit what WotC thinks, I care about this
game and about game balance :) I don't want anyone's private visions
become dominant for this game if the majority thinks they are a bad
idea - and yes, this includes my visions. :)
... and I still think FS should be changed. I dislike broken or
semi-broken rules (I like them a hell of a lot less than broken
individual cards).
//Petri
"Vince Johnson" wrote:
> I think the Golden Rule of Card ownership was changed to fit to realism.
Really? You believe that?
In light of the current thread, I very seriously doubt "realism" has any
bearing on RT decisions.
Noal
[ quoted text not captured ]
LSJ wrote:
> With that assumption, my pseudo-physics (which
> are real physics, BTW - while the numbers and ratios chosen may not
> seem realistic to you, they are not unreasonable.) serve to illustrate
> a *possible* "real world" explanation/concept. That is all.
Just tryin' to be a pain: :)
Your pseudo physics are actually cinetics, and hardly differ
from basic
arithmetics. Do you really believe dodging has to do with substracting
my
"movement time" from yours ? It's about seeing the attack come, reacting
quickly enough, knowing how to deflect a blow, how to twist your body so
that you absorbe a lesser impact...
L~R
Vince Johnson wrote:
>
> > Any time someone attacks the character, he has the option of
> > dodging ... simply by declaring "Dodge!" before the opponent
> > makes an attack roll.
>
> This is true. You always have this option. Even when your opponent in
> combat has more actions in a round than you. In the RPG, if you have
> capability of your character to perform more actions (via Celerity or
> dividing your attention to multiple actions), you can always have an
> oportunity to dodge. I have mentioned this in my other post.
Well, if we really are discussing the rpg mechanics (which is a bad
idea imho), you ought to realise that this "I yell Dodge!" opportunity
won't elp you in front of Mr Brujah. Simple example: Mr Brujah has three
dots in Celerity, and attacks with a pool of 7 dice. You don't have
Celerity, and your Dodge dice pool is 7 too. He can attack four times,
for a total of 28 dice. If you divide your 7 dice into four dodges,
you're still screwed.
You always have the option to attempt a dodge. But your total dodge
pool for this round is a constant. So when you're hit frequently enough
you can't dodge.
> LSJ >* (I've heard) Burning Wrath requires more than just Potence.>
> Most of the cards you've created aren't even real named disciplines.
> Particularly Potence, Fortitude and Celerity, all are level based with the
> same name and effect(increased at each level of course Potence 2 is better
> than Potence 1 for example) for each level of power. As for burning wrath,
> I've never even heard of it but I believe from what it sounds like, that it
> would be more of a ritual performed in accordance to potence that produces
> the effect (if someone can tell me otherwise please let me know I really
> have never even heard that this existed in the RPG). There is no ritual
> rating either because it is an ability in the RPG(ability in the sence it is
> a knowledge, not a power like a discipline) that is combined with a
> discipline.
It's one of the first three "rotes" (not sure this is the correct term)
ie multi-discipline powers. It's found in CB-Brujah. The three rotes are
the following:
Burning Wrath (Iconoclasts) < Cel ooo + Pot ooo >
= all brawling damage is aggravated
Scourge of Alecto (Idealists) < Cel oo Pre oooo >
= release their Beast upon opponent, causes damage and frenzy
Iron Heart (Individualists) < Pot ooo Pre ooo >
= resist Domonate, Presence & such, in yourself and in others
L~R
for some reason I thought the inferior of Canine horde was a press... I was
thinking of a completely different card altogether. Despite this it doesn't
change much of what I said. It's still dogs attacking your opponent.
Thanks
Vince
>Really? You believe that?
> In light of the current thread, I very seriously doubt "realism" has any
>bearing on RT decisions.
Did you read what I said?
It makes much more sense. Not to mention this is the basic rule in ANY card
game that cards you control are different than ones you own
Your Reply was a stab at the RT and has nothing to do with the question.
Vince
Noal wrote:
"Hrm. Betcha Peter's one of the Rule Team members...*grin*"
If only there was that much justice in the world :-)
"Not that that would be a bad thing. He's good people.
However, I do find it odd that Michigan doesn't have a Rules
Team member seeing as it has the 2nd largest Jyhad presence
in the U.S. And we're not all angry Irishmen like me. *grin*"
Thanks for the kind words :-)
How have you determined that you are the second largest Jyhad presence in the
U.S. Who is the first?
"Anyway...that's beside the point. My concern is if balance
is a primary criteria for errata, why isn't cards and effects
that are too weak for their cost looked at as well?"
It seems likely that they have been looked at. I am farily certain that it was
decided at some point, when the idea of errata was breached, that fixing weak
cards was just not worth it. In the name of keeping errata to a minimum, the
RT fixes cards that have a noticable negative impact on the game environment.
Cards that suck have zero impact on the game environment, as no one uses them,
and if they do, these cards don't compromise the balance of the game. Cards
that are too good, on the other hand, tend to dominate play and have a negative
effect on the game environment. Cards like ToRIII and RTI, for instance,
tended to completely warp a given environement (the competetive tournament
environment in particular) to the point of everyone being forced to either use
these specific cards or build decks to specifically deal with these specific
cards. Weak cards don't do this. They just get left out of decks. Thus,
fixing cards that are too good improves the game environment as a whole.
Fixing cards that suck just leads to tons and tons of extra, needless, errata.
"I know Concealed Weapon gets tossed in all the time, but to make
it a discipline-less card may make it too powerful and that
is clearly not the case in the First Strike vs. Dodge issue."
I'm iffy on the whole disciplineles CW issue. As to the FS vs Dodge issue,
personally, I really wouldn't care one way or the other if FS suddenly beat
dodge. I don't think it would improve the game (or be a particualr detriment,
either), I don't think it would have the effect that people hope it would, and
I simply don't think it is worth the effort, certainly if it means setting the
precident of "fixing things that suck".
[ quoted text not captured ]
>> This is true. You always have this option. Even when your opponent in
>> combat has more actions in a round than you. In the RPG, if you have
>> capability of your character to perform more actions (via Celerity or
>> dividing your attention to multiple actions), you can always have an
>> oportunity to dodge. I have mentioned this in my other post.>> Well, if we really are discussing the rpg mechanics (which is a bad
>idea imho), you ought to realise that this "I yell Dodge!" opportunity
>won't elp you in front of Mr Brujah. Simple example: Mr Brujah has three
>dots in Celerity, and attacks with a pool of 7 dice. You don't have
>Celerity, and your Dodge dice pool is 7 too. He can attack four times,
>for a total of 28 dice. If you divide your 7 dice into four dodges,
>you're still screwed.
>
I said first off that it is possible to
take him down before he attacks, which it is. It is also possible to dodge
all of those attacks by dividing your dice pool. And I said it's not likely
though I'm sure it happens. The point is that Celerity doesn't affect the
speed at which you begin attacks.
> You always have the option to attempt a dodge. But your total dodge
>pool for this round is a constant. So when you're hit frequently enough
>you can't dodge.
Yes it is in the sense that if you have a dodge 4 and dex 3 that you can use
up to 7 dice dodging for that round only. You do not get 7 dice everytime
you say "Dodge" in a round.
>
> It's one of the first three "rotes" (not sure this is the correct term)
>ie multi-discipline powers. It's found in CB-Brujah. The three rotes are
>the following:
>
> Burning Wrath (Iconoclasts) < Cel ooo + Pot ooo >
> = all brawling damage is aggravated>
> Scourge of Alecto (Idealists) < Cel oo Pre oooo >
> = release their Beast upon opponent, causes damage and frenzy
>
> Iron Heart (Individualists) < Pot ooo Pre ooo >
> = resist Domonate, Presence & such, in yourself and in others
>
> L~R
Basically rotes are predetermined abilities from combining other abilities
the way WW uses them. In response to what iswritten up there for them, WW
apparently doesn't have a clue because it
doesn't make any sense that it should combine with Celerity. But thank you
anyway.
Vince
ALso there was an error in my post. Canine Horde inferior is 1R which
doesn't change my argument much other than you actually damage the vamp in
combat instead of chasing down. All the same it doesn't affect the first
strike aspect of the card in my argument
In article <79fi2i$bek@simba>,
"Vince Johnson" <john...@tcnj.edu> wrote:
I'm snipping a lot, so everyone just deal.
> Is Garfield actually making these decisions? Is there at least a team of
> people making these decisions no matter what they are? If you aren't the
> only person making these decisions, then I'd really like to see a list of
> names of the people that are helping you to come to these conclusions. If
> you are the only person making these decisions then WoTC should get you some
> help because one person shouldn't be making the rules on his/her own.
LSJ explained about the Rules Team elsewhere, and I can understand wishes to
remain anonymous. Yes, other people are involved.
> As for burning wrath,
> I've never even heard of it but I believe from what it sounds like, that it
> would be more of a ritual performed in accordance to potence that produces
> the effect (if someone can tell me otherwise please let me know I really
> have never even heard that this existed in the RPG). There is no ritual
Brujah Clanbook. Along with 2 other powers, I believe Burning Wrath was a
power that Iconoclasts could learn. Hmm...the other two were (thought I had
the book, but alas, no...) Iron Will? and damn...something else. Well, I
know *someone* has the Brujah Clanbook & will answer this bit...
But it's basically a power you can buy if you have level X of potence. I
always thought it was dumb, but...
> yep. People should really stop using VtM as an excuse for rulings with
> VtES. They are two separate entities and cases can be found in favor of
> some rulings and some rulings can be found in relation against rulings. In
> the Case of First Strike, you lose when using V:tM
I agree with Vince on a number of the points he made in this post. VtM isn't
really a valid rule source...it's flavor. That's it. And he correctly
pointed out stuff about Celerity.
> >> *shakes head* Should've, could've, didn't. If you've ever read
> >> the rules of the LARP, you'd know that First Strike beating a dodge
> >> makes more sense with this card than not allowing the opposing
> >> vampire any strikes whatsoever.
>
> There is no First Strike in the LARP as far as I know it's a game of rock
> paper scissors. The LARP is even more basic in comparison to the table top
> RPG version. Please go somewhere else with this because LARP rules are
> meant only for LARPing to make it fun to play in real time.
Well...the first level of Celerity in the LARP is Alacrity, and it says:
"If you are aware of an upcoming physical threat, you may spend a blood trait
to preempt the actions with a physical action of your own. Some examples of
such threats include: melee attacks, falling objects, gunfire, oncoming cars
or thrown objects. Examples of preemptive actions are: drawing a gun of your
own, moving out of the path of a falling object, and so on. To preempt a for
using Alacrity, you must have a greater degree of Celerity."
So, it's sorta first strike, but *also* in the rules of the LARP, you wouldn't
really get to apply your damage either, unless you actually *won* the physical
confrontation. So it's kinda a moot point. Let's drop the whole thing about
bringing in other rules systems, okay?
> Aren't you in some cases though?... they have to come from somewhere.
> Pulled Fangs for instance as well as the ammo rules which aren't modelled by
> the real world but as you have said make some balance to the game(I don't
> agree).
Well...I agree with the rulings, but...I dunno. Pulled Fangs either way (1
agg, only 1 in a round; no agg) works for me, but really, the ammo rules are
good. I mean, what the hell is a Zip Gun IRL anyway? That just fucks me up.
Again, the Rules Team makes most of the decisions. LSJ I believe, just does
the 'clarifications' on his own. On the website, there's a list of what's
what.
[Noal wrote:]
> >> Who are you and what did you do with the real LSJ? Are you
> >> his kid pretending to be him?
>
> The real LSJ is a beaten corpse in the nevada desert. This LSJ is from
> Mars, has three eyes, lives off of a diet of twinkies and pepsi. (Just
> kidding no offense LSJ)
Hey!!! There's something wrong with drinking Pepsi?!?!?! (Although Jolt is
the superior beverage, IMNSHO...)
> >> I wonder how many people would agree at this point.
>
> I don't. Garfield didn't create the entire game on his own. He had a lot of
> help and I'm sure that some of his original ideas didn't work best.
Looking at my (recently acquired for $2 from ebay) copy of the screwy and
often questionable (regarding rules) _The Eternal Struggle: a Players Guide
to the Jyhad_, he mentions that there were about 3 versions before it was
released (named, oddly enough Alpha, Beta, and Gamma...) Initially, he
didn't like the concept of unique cards...there's more, but I won't go into
it...
Xian, still sig-less...
[ quoted text not captured ]
>> CPilh...@bhak12.ac.at wrote:
>> > I'm getting a bit angry now. Are you currently in any sort of
>> > fighting class? Have you ever practised combat skills? NO?
>> > Then please stop assuming things which are generally not true.
[replying through several other posts, but I didn't see the original post]
Um, are you actually trying to suggest _reality_ as the basis for
the combat setup in anything even remotely related to White Wolf?
I can't even think of one part of combat in the LARP, various rpgs,
or the card game, that is anything like real hand to hand combat...
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
In article <7xzp6s3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>On 5 Feb 1999 16:07:25 GMT, pd...@aol.com (PDB6) said:
>PDB6> It would not improve anyone's position in the food chain
>PDB6> (i.e. it isn't going to make the Assamites any better).
>>Ummm... yes it would. Both Backstab and Silence of Death would give
>them ability to take out weenies without fear of dodges. In short, it
>would make them slightly better.
Since when can't the Assamites take out dodging weenies? (heh, what
does that sound like out of context?) They have easy access to Flash,
Psyche, and Extra Strikes -- all of which hose dodge.
The Assamites don't really have trouble with Dodge, they have trouble
with S:CE. Majesty using weenies with presence for example.
[ quoted text not captured ]
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>>> Again NO. The time to dodge depends on what to dodge. You cannot
>>> simply assume that a dodge is always faster than an attack!
>>> It may be true sometimes, but on the whole it involves the same
>>> effort to attack.>LSJ> OK. The explanation was merely an attempt to illustrate how the
>LSJ> rules as they are work in concept. The explanation is not flawed.
>LSJ> There are other explanations that match the rules as you would
>LSJ> like them to be. Those explanations are also not flawed.>Ummm... nope. Your description of dodges always being faster than
>strikes is simply false, no matter what viewpoint you look at it from.
LSJ was trying to point out to you that the explanation was intended
to clarify how the mechanic works as it stands. To hopefully provide
you with an analogy that might suit you to see what the game mechanic
might represent. You are the one who is taking a mere illustration
and regarding it as the heart of the debate. Other illustrations have
been demonstrated, and you've rejected those, too. The problem seems
that you cling to the RPG as the crown ideal for how game mechanics in
V:TES *should* work. RPG style mechanics are just another
illustration, and can be fit to V:TES, or not. Arguing against an
analogy is fruitless, though.
>LSJ> I don't get a concept of a separate "dodge-speed", as I said.
>LSJ> That was merely a useful tool to illustrate my point of
>LSJ> normal-dodge beats even fast-aggression.>But it doesn't. Not in real life, not in the RPG.
Avast! Abandon ye all hope! Real life arguments abound in the
fantasy of your card games. ;-)
Correlation between games such as RPG's and CCG's aren't really viable
arguments for changing the way a game mechanic functions. RPGers have
a view of the CCG colored by their many exploits in that glorious
fantsy world. Versatile gamers will rejoice in differences between
these games, not dwell on them.
The reodering requested here doesn't help FS, or it's chief
beneficiary, the Assamites, nearly as much as either need.
>My real world experience tells me that dodging something that is
>moving faster than you can react, or that you don't see coming, is not
>possible.
<with the goofiness of the term "real world" in this usage firrmly in
mind>
I heartily dispute this point. Over 13 years in various martial arts,
with _lots_ of much faster opponents, I've managed to hold my own,
primarily through well structured defensive tactics. It is far and
away easier to hold a speedy opponent at bay than it is to actually
launch a counterattack of any magnitude. If you compare the
expenditure of effort on the part of the attack to that of my own,
you'll find much more economy in the defense. (See, you can tailor
the real world to your fantasy CCG world in any manner you choose.
Thats because one is a fictitious entity, but I'm not telling any of
you which is which ;-)>
>Our suggested reversal of the old Dodge/FS ruling would IMHO bring
>both abilities (FS and Dodge) into line with both the real world and
>the RPG. Making the rules a bit easier to understand, and helping game
>balance a bit.
(A "bit" of balance shouldn't be enough to change a game mechanic.)
Bringing a game "into line" with the real world is a subjective thing
(as alluded to in the above counter "argument". We can all imagine
the counter response, and the counter-counter etc. ad infinitum.
Neither side could reach a mutually satisfactory conclusion. The
reason for that is because the applicability of the real world on a
CCG is restrained only by the two arguers imagination. That's the
reason why we all sound so foolish when we try these arguments.
They're word games, at best)
Bringing the game "into line" with the RPG is a questionable pursuit,
as it only benefits those players who find themselves playing the game
as a consequence of their involvement in the RPG. I don't know what
fraction of the world Jyhad population came to it from that route (I
was the opposite, CCG first, then RPG), but the idea that being more
like the RPG somehow makes the CCG better doesn't ring true to anyone
who doesn't come from that shpere. I'm sure that a CCG that mimics a
favorite RPG to a tee would be appealing to the people with that
hobby, but the rest of the planet could honestly care less. From the
standpoint of game design, to stick so close to the mechanics of the
RPG would be either suicide, as you automatically limit your
prospective customer base immensely, or competely aribrary. On this
ground, mimicing the RPG, while not to be explicitly avoided, should
not be a goal that drives change to the games mechanics.
>>> Sigh. I know that the rules currently work the way you say.
>>> I would like to see that change. I merely argument for a change!>LSJ> The arguments I've seen simply show how "First Strike beats Dodge"
>LSJ> is not unreasonable. Which I do not dispute.>LSJ> * unbalancing>It makes FS rairly useless, thus ruling out a combat option
>vs. Dodges. This adds to the rules unbalance towards combat defense
>combat offense.
Hmm. I've only seen one other case where someone tried to justify
errata to raise the power of an existing card (Concealed Weapon to
skill-less). As I think about it, the reason may be because it is
much more difficult to determine how much to give back to a weak
tactic, and know that you've done the game any good, than it is to
knock down the power of an ovetly undercosted card, (to reign in it's
unbalancing effect without rendering it useless). I think you won't
find much support of the idea an underpowered tactic somehow makes
another tactic _more_ unbalanced. Most people will agree that, if you
want to solve the problem of combat defense being too powerul, you
should address combat defense, not First Strike.
>Changing the previous ruling would IMHO add to game balance, yes.
Only slighty, if at all. First Strike combat would still have to deal
with S:CE, when all this is said and done. S:CE is the only debatable
unbalancing factor to combat defense.
>LSJ> * unreasonable>It is unreasonable for a variety of real-world and RPG reasons, which
>we're outlined above and in previous articles.
You know where I'm at on this.
>LSJ> * worth the errata to change>Since the change needed is a minor revision in the rule book and a
>Rules Team ruling reversal, I think it's well worth the change, since
>as a net effect it makes a whole class of cards useful.
I seriously doubt that it will do so.
Regards,
R. David Zopf
guenh...@mindspring.com
Atom Weaver
In article <79fm76$fig$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>However, I do find it odd that Michigan doesn't have a Rules
>Team member seeing as it has the 2nd largest Jyhad presence
>in the U.S.
One would assume that this is because Michigan has chosen not to adopt
the rules set down by the Rules Team. If they had a member out of how
many people there are involved, and the same decisions were made, would
they play with them?
If yes, why not play with them now?
If no, why would you be allocated a place?
--
James Coupe (Prince of Mercia, England) And definitely *not* on the Rules Team
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net
In article <79dgmb$l75$1...@nnrp1.dejanews.com>, mboh...@shout.net writes
>Noal, I'm going to have to shoot you down now that I'm home. In the
>LARP and table-top primary rulebooks (I don't have any supplements, so
>it is possible that there might be an alternate rule that is akin to
>First Strike), there is nothing like first strike.
>
>In tabletop, Celerity gives you extra actions. In each turn, a vampire
>with Celerity may spend one blood to get as many extra actions as they
>have dots, or points, in Celerity. You don't get to do things before
>other people, you just get to do more things.
>
>In the LARP, you get abilities rather than dots. However, they also
>only give you extra actions. Equal levels of Celerity cancel each
>other out. Higher levels vs. lower levels adjust to the difference.
Hmm.... to an extent, Initiative models a First Strike style principle -
you hit first and choose last, seeing what other people have done. It's
not the same thing but it's about as close as I can think of.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net
In article <7x90ec5...@termiitti.akumiitti.fi>, Petri Wessman
<or...@termiitti.akumiitti.fi> writes
>LSJ> * (I've heard) Burning Wrath requires more than just Potence.
>>Yup, it's a Brujah clan speciality, and (afaik) requires Potence and
>some other discipline (Celerity?).
Indeed. Level three of both Potence and Celerity.
It's in Clanbook Brujah, I think.
[ quoted text not captured ]
In article <7xyamd3...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> Ok, since LSJ seems to be incapable of justifying the "Dodge beats
> First Strike" rule except with "the rules say so", here's my take on
> what "First Strike" means:
>
> <tadaa>
>
> A First Strike is a strike that happens before the other minion can
> react to this. In game-world terms, this can either be because of
> superior speed (Fast Hands), horde tactics (Dog Pack) or surprise
> attack (Silence of Death).
>
> In other words, there are multiple game-world reasons for the First
> Strike effect. Celerity, surprise, etc. The effect (i.e. game
> mechanic) remains the same.
>
> //Petri
>
As I think has been pointed out First Strike is not a suprise strike or fast
draw, merely one which resolves first. The suprise combat entry card which
renders your opponent unable to declare a strike is adequately covered by
other cards.
Dodge is a declaration on intent for that round, and works retroactively,
cancelling the effect of a strike. Even if you do not know from whence the
attack is coming you are performing, in the Star Trek parlance, evasive
manouvers. The original first strikes were used merely to remove weapons from
opponents hands Fast Hands et al., not to make a strike un-dogeable, and were
particularly amusing when the oponent had declared a strike with that targeted
weapon. The primary effect was to allow the strikes not to resolve
simultaneously, however dodge is 'retroactive', and it does not matter when i
resolves as long as it is during that (sub) round.
All that being said; the effect many wish to see in the game is already
reflected in suprise combat entry cards and as such we can suggest that the
intent of first strike (what was that myterious amulet?) was different to
these cards. First strike remains a useful, if not S:CE busting ability
artaxerxes
the monocled 4CL'er.
apologies for the absence of continued 4CL'er debate, i'lll dejanews the $100
article and post forthwith
[ quoted text not captured ]
>Um, are you actually trying to suggest _reality_ as the basis for
>the combat setup in anything even remotely related to White Wolf?
>I can't even think of one part of combat in the LARP, various rpgs,
>or the card game, that is anything like real hand to hand combat...
>
Agreed. But at the same time then everyone should stop complaining about
First Strike because V:tES is a game too and you cannot create a double
standard and expect it to hold.
Vince
>LSJ explained about the Rules Team elsewhere, and I can understand wishes
to
>remain anonymous. Yes, other people are involved.
Agreed and understandable.
>Well...the first level of Celerity in the LARP is Alacrity, and it says:
>
>"If you are aware of an upcoming physical threat, you may spend a blood
trait
>to preempt the actions with a physical action of your own. Some examples
of
>such threats include: melee attacks, falling objects, gunfire, oncoming
cars
>or thrown objects. Examples of preemptive actions are: drawing a gun of
your
>own, moving out of the path of a falling object, and so on. To preempt a
for
>using Alacrity, you must have a greater degree of Celerity."
>
>So, it's sorta first strike, but *also* in the rules of the LARP, you
wouldn't
>really get to apply your damage either, unless you actually *won* the
physical
>confrontation. So it's kinda a moot point. Let's drop the whole thing
about
>bringing in other rules systems, okay?
>
A friend of mine pointed this out to me last night. But at the same time
the LARP rules were developed after the tabletop RPG first edition rules
when they realized more people were playing the game in live action and the
system set up sucked to play as Live Action. That's besides the point of
this game other than to say that the LARP is an even worse source of
information to relate to this card game than the tabletop RPG.
>
>Well...I agree with the rulings, but...I dunno. Pulled Fangs either way (1
>agg, only 1 in a round; no agg) works for me, but really, the ammo rules
are
>good. I mean, what the hell is a Zip Gun IRL anyway? That just fucks me
up.
>Again, the Rules Team makes most of the decisions. LSJ I believe, just
does
>the 'clarifications' on his own. On the website, there's a list of what's
>what.
>
Ok. A Zip gun is a homemade gun basically and they're not the safest of
weapons (hence the damage to the user). Officially a zip gun could be any
fashioned firearm and could fire any type of ammo. But that really wasn't
what I was referring to, I was refering to the realism in the rules they
created for the ammo cards originally. I never understood how you could
determine after you've started taking shots that you had a specific ammo in
your gun. And as for the Tooth Pulling issue, ripping out a vampire's fangs
causes a shock to it's system (basically what Aggravated Damage is). You're
right though, it doesn't matter either way, but I think honestly think they
could have limited this card, for one thing limit it to one per vampire or
forget the damage and just send the vampire to torpor. In any case, it
really doesn't matter either way as you have said.
>[Noal wrote:]>> >> Who are you and what did you do with the real LSJ? Are you
>> >> his kid pretending to be him?
>>
>> The real LSJ is a beaten corpse in the nevada desert. This LSJ is from
>> Mars, has three eyes, lives off of a diet of twinkies and pepsi. (Just
>> kidding no offense LSJ)>
>Hey!!! There's something wrong with drinking Pepsi?!?!?! (Although Jolt
is
>the superior beverage, IMNSHO...)
We tried Jolt, but a hyper LSJ is not a happy LSJ.
>> >> I wonder how many people would agree at this point.
>>
>> I don't. Garfield didn't create the entire game on his own. He had a lot
of
>> help and I'm sure that some of his original ideas didn't work best.>
>Looking at my (recently acquired for $2 from ebay) copy of the screwy and
>often questionable (regarding rules) _The Eternal Struggle: a Players
Guide
>to the Jyhad_, he mentions that there were about 3 versions before it was
>released (named, oddly enough Alpha, Beta, and Gamma...) Initially, he
>didn't like the concept of unique cards...there's more, but I won't go into
>it...
Anyway, Thanks
Vince
>
>Hmm.... to an extent, Initiative models a First Strike style principle -
>you hit first and choose last, seeing what other people have done. It's
>not the same thing but it's about as close as I can think of.
>
It is as close as you're going to get. Realistically though, the fact that
the acting vamp chooses his strike first and the defender getting to see it
is closer to this style because in the tabletop most actions still are
considered to have happened simultaneously (especially if you are entirely
too into the game and use the timing issues like those presented in that
accursed Combat book that ruined every game I was ever in).
Vince
James Coupe skrev:
[ quoted text not captured ]
True. It is also a power only taught to Archons.
Maybe one could design some RPG inspired houserules...
Frederik
In article <79d3rb$a57$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> LSJ wrote:>> > However, since we are discussing _changing_
>> > the rules, using the current rules as a defense is silly.>> He asked what made me think that dodge was faster. I answered.
>> What's the problem?>If you can't see the problem with using the rules to justify the rules,
>I can't answer this. What I can do is gape at you for asking this
>question.
He's not using the rules to justify the rules. He's quoting the rules
to support an assertion about what the rules say. Throughout the thread,
people ask why Dodge beats First Strike. The only valid, useful response
to such a question is 'because the rules say so.'
>> > Since the card game _is_ based on it, you probably should at
>> > least familiarize yourself with it.>> Why? Would it help me understand the rules of the card game any
>> better? It would seem that that is not the case.>I doubt that there is anybody who would agree with you at this point.
I would agree with him. The CCG is *based* on the RPG, and it maintains
the general flavor of the RPG quite closely. Slavish adherence is neither
necessary nor desirable. I don't see anyone suggesting wholesale errata
to make the CCG match the substantial changes in V:rev (except for Legbiter's
suggestion, which was clearly marked as a variant).
>> The card game can and does stand on its own, rules and all.>After how many pages of errata? Clearly your record shows that
>what you do and what you say are inconsistent.
He meant without slavish reference to the RPG.
>I'm not the one who brought it up in the first place. You said,>"I'm sure there are many other examples of where the rules of>the card game do not match the rules of the RPG." If you're
>sure, then name one.
Deadlands: Doomtown captures the flavor of the RPG, but the mechanics
are quite different. Mythos CCG is quite Lovecrafty, but the mechanics
there flat-out contradict mechanics in the RPG. In both cases, the RPGs
are quite good, and so is Mythos CCG.
>> > Really? If I use a Canine Horde, I'm moving faster?>> No. In that case the attack is moving faster. That's>> pretty obvious. But thanks for bringing it up.>Superior Animalism improves the speed of the dogs?!?!?>BWAHAHAHAHAHA!!!!!
Inferior and Superior Canine Horde are separate effects. It takes dogs
less time to chew through/snatch away a weapon than to bite for 1 point of
damage. But it's a target attack requiring finer communication with the
critter, hence superior Animalism is required.
'Real-world' explanations of CCG or RPG rules is goofy. Were I you, I wouldn't
bother.
>> Right, which is why that card should have used a different
>> mechanic than First Strike, since First Strike fails to
>> properly mimic that zone of silence. As I've said before.
>> Please follow the thread.>If you've ever read>the rules of the LARP, you'd know that First Strike beating a dodge
>*shakes head* Should've, could've, didn't.
Okay, so first he has to be utterly familiar with the RPG, now the LARP?
Should he read the entire WW WoD fiction line too? This is bullshit.
>> Since Hidden Lurker's name
>> implies a surprise attack and its card text does such a good job
>> of modelling a surprise attack>What about Fast Reactions? *grin*
What about it? It's an Auspex analogue to Hidden Lurker. Did you have
a point of some sort?
gomi
--
you say they taught you how to read and write
yeah, they taught you how to count
i say they taught you how to buy and sell
your own body by the pound
In article <79f28j$t3d$1...@nnrp1.dejanews.com>,
vte...@wizards.com (LSJ) wrote:
> CPilh...@bhak12.ac.at wrote:
(snipped)
> > NO. Dodge is a strike. It has been a strike even in Jyhad. The dodge
> > does not resolve until any other strike resolves, too. That is in
> > the resolve strike phase. OK?
>
> Not exactly. Apparently the rulebook writers intended for Dodge to
> negate the opponents strike without resolving. Which caused (and
> continues to cause) quite a bit of confusion.
Please explain how you know what the writers intended. Would it be a big
problem to *ask* them? They must be alive yet.
>
> The "pat" answer is that it (Dodge) resolves before First Strike.
>
> But in actuality (as I've said several times before), it simply
> negates the opposing strike without regard to when it resolves,
> since it always negates the opposing strike (just like, as I've
> just learned, it does in VTM).
>
> Or at least, that's how it worked in Jyhad.
I beg to differ. IMO the designers wanted FS to beat everything
less than S:CE. As they did not include the sentence "beats even strikes
dealt with FS", and the way strikes resolve are clear, it is perfectly
understandable that it runs like this:
1. FS strikes resolve
2. normal strikes resolve. This includes dodges. For the designers
it was clear that a strike comes into effect when it resolves, so
dodge negates the opp. strike *as soon as the dodge is resolved*,
not at any earlier point in the round. It follows that a strike
dealt with FS is effective against a dodge as it resolves FIRST!
There was no additional sentence in Jyhad. Just the normal order of
resolving strikes.
LSJ, you have to proove that the designers wanted dodge to work like
it now does. The DTR that came later do not change this fact. Please
speak to Mr. Garfield, if that is possible. There must be a way to
get his attention.
Carl
(VEKN Prince of Vienna)
[ quoted text not captured ]
In article <79n0v2$49j$1...@nnrp1.dejanews.com>, CPilh...@bhak12.ac.at
writes
>I beg to differ. IMO the designers wanted FS to beat everything
>less than S:CE. As they did not include the sentence "beats even strikes
>dealt with FS", and the way strikes resolve are clear, it is perfectly
>understandable that it runs like this:
It is equally readable either way.
Whenever you get into situations like this, you have to work on some
things. For instance, when a card says something which is redundant
(reminder text) does that mean that a card without such a prohibition
doesn't suffer from that same restriction? e.g. Is the reminder text on
Telepathic Counter (V:TES) necessary? Would a card without that
reminder text still suffer from it, or would the requirement of it being
on Telepathic Counter mean that the lack of it over-ruled the rules?
(Golden Rule of Cards) Silly example, perhaps, but it happens.
Basically, in cases like this, brevity causes confusion where reminders
can be helpful, and that's the situation we're in now. Does the lack of
"reminder text" in the rules mean that Dodge should or shouldn't have
beaten First Strike since they can both be read as over-ruling the
other?
The original rulebook ruled that S:CE happened *now*, IIRC. First
Strike always beat normal strike, but not S:CE as I understand it.
The ambiguity comes in when Dodge says that it cancels the effect of the
opposing minions strike on this minion (hence not cancelling S:CE), but
does not reference the speed.
Does that lack of reference point either way? The lack of reference
*can* be taken as meaning that Dodge cancels the effects of the opposing
strike regardless of speed. Equally, it can be read as meaning that
First Strike gets in before it and so Dodge hasn't yet had a chance to
cancel that effect. However, given the fact that S:CE didn't have to
wait for resolution, it is eminently possible that Dodge didn't really
have to either. Again, though, it is possible the other way
If First Strike was intended to be a major part of the game, and a
normal speed dodge was intended to have been beaten by it, I would have
expected to see a foil such as:
Supernatural Speed
Celerity
Normal: Dodge
Superior: Dodge, with First Strike
The existence of such a card would, pretty much conclusively, have
indicated that a normal speed dodge was intended to be beaten by a first
strike, but then the superior would have beaten even a first strike.
We don't have such a card, so we don't have that guidance. BUT if First
Strike was intended to be a major part of the game, is it not
unreasonable to ask why, beyond S:CE, they did not include a specific
foil to it for dodges?
Again, though, we have only the rulesbook as "concrete" evidence, and
that can be read either way.
For my money, the limitedness of First Strike means that such a rules
change is unnecessary, really. Only, to my knowledge, Backstab and
Silence of Death allow you to activate it on your own (non-specific
strikes), and both of those pre-empt everything else (ie the choosing of
strikes), so you don't get the real impetus of thinking "Oh, but if I
dodge now, what happens if he plays First Strike? Shall I S:CE instead,
even though I would like to additional strike?" since it is in plain
view.
[ quoted text not captured ]
In article <79f24l$cv2$1...@news.NERO.NET>,
phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> In article <7xn22t3...@termiitti.akumiitti.fi>,
> Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> >
> >What I *have* heard are rationalizations that amount to "it's too much
> >of a bother and I don't personally like the idea". This is not a valid
> >argument, at least to me. Anything that is beneficial to the game is
> >something that should be pursued IMHO.
>
> Keeping Needless, effectively pointless errata to a minimum is a decent
> goal, IMHO. Once you start changing the core rules to adjust the
> balance between weak sets of cards, you've got a precedent to change
> just about anything.
>
> I know if I were making rules changes, I'd be loath to touch such a change,
> unless I really was sure it would signifigantly improve the game.
But there is no need to issue errata. The rulebook has to be adjusted by
altering a few sentences. No big deal, no errata.
[ quoted text not captured ]
In article <7x679g4...@termiitti.akumiitti.fi>,
Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> On Fri, 05 Feb 1999 14:41:19 GMT, mboh...@shout.net said:
>
> >> > Very, very small boost. S:CE is still a bigger killer than Dodge.
> >>
> >> Depends on environment and playstyle.
>
> mbohlman> Actually, no, it doesn't.
>
> Agree with this, S:CE is the stronger effect. But we still see a lot
> of dodge over here, since not all clans have access to S:CE. Without
> S:CE or Fortitude, Dodge is your second-best option for combat defense
> for a non-combat clan.
>
> mbohlman> Silence of Death should have been an action modifier adding
> mbohlman> +1 stealth at inferior and not allowing an opposing minion
> mbohlman> in combat to have their first strike.
>
> Yes. But the point is that there already is a mechanic for this sort
> of thing in the rules (FS). FS works perfectly well if you allow it to
> do its thing (resolve before anything except S:CE).
Yup. Listen to that man. He knows his stuff. <bows> :)
[ quoted text not captured ]
In article <19990205110725...@ng120.aol.com>,
pd...@aol.com (PDB6) wrote:
> Will changing FS to beat dodge improve the game? I would say no. I would say
> changing FS to beat dodge would have almost zero effect on actual game play.
> It would not improve anyone's position in the food chain (i.e. it isn't going
> to make the Assamites any better). It would open up a huge can of worms that
> is currently closed (if you are going to fix First Strike cards, are you going
> to fix Disguised Weapon? Chainsaw? Werewolf Pack? Hellhound?...) and is best
> left that way. Sure, it might make more "sense" when viewed through the eye
of
> reality. That eye, however, loses any sort of weight when you start shuffling
> cards.
>
You are not reading the posts, are you?
Look at Petri's precise points.
Altering FS is not a fix! It is a change in the rulebook. A small
one. There would be no other fixes of any cards, as with the
correction of a few sentences in said rules-booklet, no FS cards have
to be changed. They already are the way they need to be.
Please stop assuming that changing FS involves altering *any* cards.
That's wrong. All the FS remain as they are, only a small paragraph in
the rules has to be altered slightly. I'm sure you can follow me on this
one?
[ quoted text not captured ]
In article <79f85u$2i4$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
> In article <79f28j$t3d$1...@nnrp1.dejanews.com>,
> vte...@wizards.com (LSJ) wrote:
> > CPilh...@bhak12.ac.at wrote:
>> > > I'm getting a bit angry now. Are you currently in any sort of
> > > fighting class? Have you ever practised combat skills? NO?
> > > Then please stop assuming things which are generally not true.
> >> > Please offer concrete corrections.
>
> Actually, I'll offer another item for the defense. Aikido.
> Aikido is truly self-defense martial art. If you follow it
> strictly, you can't do anything to the other guy until he tries
> something on you. This is because you use his own energy against
> him.
>
> Begin rough summary of aikido legend...
> The legend of aikido is that the founder knew a very good sword
> fighter or hand-to-hand martial artist. The other fighter talked
> about how good he was and how he could take down anyone. Well,
> the aikido master said that he could knock the fighter down
> without ever touching him. The fighter took his bet, and they
> fought. The founder never touched him even though the fighter
> kept attacking. Eventually, the fighter collapsed from exhaustion,
> making the founder the winner.
> End summary...
>
> Of course, most practioners of aikido never get this good. They
> actually have to touch the other person, but they still use
> little of their own energy to neutralize their attacker.
>
> As Dodge negates a strike, I look at it like aikido. Rather
> than getting hit with that 6 damage strike, you step aside and
> push the attack away from your body.
>
> Mike
Mike, I know a guy who has practised Aikido for a long time. I know
therefore, that stepping aside by no means assures you that you
can evade an attack. You cannot automatically assume that you can
dodge everything, just because you learnt some sort of self defence.
OK, sorry, but I don't think that this is part of the main discussion
about FS.
[ quoted text not captured ]
In article <79feab$843$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
> In article <7x679g4...@termiitti.akumiitti.fi>,
> Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
>
> > mbohlman> Silence of Death should have been an action modifier adding
> > mbohlman> +1 stealth at inferior and not allowing an opposing minion
> > mbohlman> in combat to have their first strike.
> >
> > Yes. But the point is that there already is a mechanic for this sort
> > of thing in the rules (FS). FS works perfectly well if you allow it to
> > do its thing (resolve before anything except S:CE).
>> Then why not take the strict reading of First Strike? It should really
> beat S:CE, too, as it obviously happens first. So, one person plays
> S:CE, the other plays a FS. Resolve the FS and then combat ends.
>
> It's the same logic that you're using to say that Dodge should not
> beat first strike.
You are not quite right here. S:CE was already clear in Jyhad. It did
explicitely say that it beats even strikes with FS.
S:CE represents something other then FS: it means (in RPG or LARP terms)
that the opponent cannot attack you at all.
K?
Carl
[ quoted text not captured ]
In article <79fekq$8gb$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
> In article <7xzp6s3...@termiitti.akumiitti.fi>,> Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> > On 5 Feb 1999 16:07:25 GMT, pd...@aol.com (PDB6) said:
>
> > PDB6> It would not improve anyone's position in the food chain
> > PDB6> (i.e. it isn't going to make the Assamites any better).
> >
> > Ummm... yes it would. Both Backstab and Silence of Death would give
> > them ability to take out weenies without fear of dodges. In short, it
> > would make them slightly better.
>> Actually, First Strike beating dodge is going to help the Assamites
> almost zero. Why? Additional strikes. If someone dodges, you
> additional strike. When things go well, you do a Blood Sweat, Blood
> Sweat, Taste of Death. That's 3+3+2 aggravated which will burn any
> vampire of 7 capacity or less provided these all land on target.
>
> Against weenies, so what if they dodge? You Blur and hit them more.
> First Strike would still only really do you good
>
> > PDB6> It would open up a huge can of worms that is currently closed
> > PDB6> (if you are going to fix First Strike cards, are you going to
> > PDB6> fix Disguised Weapon? Chainsaw? Werewolf Pack? Hellhound?...)
> >
> > Those are single cards. This is a part of the rules. Very big
> > difference. In addition, this requires NO card
> > errata. Zero. Zip. Nada.
>
> And it this errata would only affect exactly 7 cards. Seriously, is
> it really worth it?
Yes. Rules are not to be made of stone. Let them evolve.
You guys always look at the game as a dead piece, trying
to keep it remains in good shape. That's nonsense, I guess
the game will soon get some new life. We need not to fear
(small) adjustments in the rules. If *anythin*, the game will
become better. Consider new FS cards in the future. As per
status quo, there would be never a new FS card; for what? The
actual FS concept is too weak.
Look at it that way: they dropped the paralyzing rule as they
changed from Jyhad to VTES. I think that was silly, as it had
been devised by Garfield to mimic the RPG. But they said
"it's too complicated, the players don't understand this".
Huh? It was an easy enough rule, as is FS as it was in Jyhad.
Perhaps we should drop FS and additional strikes altogether,
because, (if we can take it for granted) S:CE will always
and ever be used solely. So there is no need to dodge, to FS,
and to Additional. Now what?
Easier game. K, but then I can also play M:TG.
Sorry, I get a bit cynic nowadays.
Carl
(VEKN Prince of Vienna)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <79fuba$nhh$1...@news.NERO.NET>,
phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> >> CPilh...@bhak12.ac.at wrote:
> >> > I'm getting a bit angry now. Are you currently in any sort of
> >> > fighting class? Have you ever practised combat skills? NO?
> >> > Then please stop assuming things which are generally not true.
>> [replying through several other posts, but I didn't see the original post]
>> Um, are you actually trying to suggest _reality_ as the basis for
> the combat setup in anything even remotely related to White Wolf?
> I can't even think of one part of combat in the LARP, various rpgs,
> or the card game, that is anything like real hand to hand combat...
Nope, LSJ started this by generally saying that a dodge is always faster
than an attack. He did *not* say that in connection with the CCG, but
on a more general basis. I simply did not agree with him.
I think he abandoned that argument of his pretty soon, though.
[ quoted text not captured ]
In article <79p958$67$1...@nnrp1.dejanews.com>,
CPilh...@bhak12.ac.at wrote:
> In article <79fekq$8gb$1...@nnrp1.dejanews.com>,
> mboh...@shout.net wrote:> > And it this errata would only affect exactly 7 cards. Seriously, is
> > it really worth it?
>
> Yes. Rules are not to be made of stone. Let them evolve.
> You guys always look at the game as a dead piece, trying
> to keep it remains in good shape. That's nonsense, I guess
> the game will soon get some new life. We need not to fear
> (small) adjustments in the rules. If *anythin*, the game will
> become better. Consider new FS cards in the future. As per
> status quo, there would be never a new FS card; for what? The
> actual FS concept is too weak.
What, change for the sake of change? Stone is exactly what
rules are supposed to be made of. The Ten Commandments came
on stone tablets for a reason. ;-)
But seriously, the problem with changing FS as I see it is that
it would *still* be too weak even if it did beat Dodge. Dodge
is *already* a zillion times less good than Strike:Combat Ends.
Making it hosed by First Strike as well as everything else that
it loses to (but S:CE doesn't) serves no useful purpose. The only
benefit I can see is that, in the future, the designers might print
more cards with the words First Strike on them, thinking that they
would be good now. But in fact, they would most likely still suck.
> Look at it that way: they dropped the paralyzing rule as they
> changed from Jyhad to VTES. I think that was silly, as it had
> been devised by Garfield to mimic the RPG. But they said
> "it's too complicated, the players don't understand this".
> Huh? It was an easy enough rule, as is FS as it was in Jyhad.
It was silly to drop it. But that never stopped the card designers,
did it... (they printed Backstab under the FS loses to Dodge rules,
hmm?)
FS was just a bad idea in the first place - all it was good against
under the original rules was people who tried to hit you with damaging
strikes, but who would go to torpor if you hit them first. Even if it
beat Dodge, it would not be that useful a part of the combat arms race,
because the existing FS cards wouldn't be much improved by beating
Dodge. And if they wanted to make new FS cards that would be good
enough to use, they would probably have to be overpowered compared to
existing non-FS cards (ie directly escalating the combat arms race,
probably in favor of celerity).
> Perhaps we should drop FS and additional strikes altogether,
> because, (if we can take it for granted) S:CE will always
> and ever be used solely. So there is no need to dodge, to FS,
> and to Additional. Now what?
> Easier game. K, but then I can also play M:TG.
>
> Sorry, I get a bit cynic nowadays.
That's all right, we're all cynics here. ;-)
One of the bigger problems for FS to overcome is that the obvious
discipline for it (celerity) already has plenty of other cards
that do what FS could do, only better. (additional strikes, presses,
combat restarting.) Making FS just a little bit better (beating
Dodges) simply isn't worth the paper you'd print the change on.
Josh
head cynic
[ quoted text not captured ]
In article <79p3b6$rpt$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at> wrote:
>In article <79f24l$cv2$1...@news.NERO.NET>,
> phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
[Why I wouldn't make the changes was snipped, though not by me.]
>> I know if I were making rules changes, I'd be loath to touch such a change,
>> unless I really was sure it would signifigantly improve the game.>
>But there is no need to issue errata. The rulebook has to be adjusted by
>altering a few sentences. No big deal, no errata.
I don't follow you. How is an "adjustment" of the rulebook not effectively
errata? To me, errata is any change of already present components of the
game. Changing First Strike most definitly falls under this.
Anyway, you would definitly _still_ open up the whole can of worms of
issuing changes to make weak cards better. If First Strike, what's to
be changed next? This is the crux of why I wouldn't make such a change.
[ quoted text not captured ]
In article <79p73c$ueu$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at> wrote:
>Altering FS is not a fix! It is a change in the rulebook. A small
>one. There would be no other fixes of any cards, as with the
>correction of a few sentences in said rules-booklet, no FS cards have
>to be changed. They already are the way they need to be.
So, by the same token is it ok to change S:CE so that it's still possible
to press to continue combat afterward? Wouldn't take much of a rules change
at all...
Furthermore, it would actually have an effect (unlike the exceedingly
trivial effect of making First Strike beat dodge) -- IMHO A good effect
too, since it would deversify combat.
[ quoted text not captured ]
Gomi no Sensei wrote:
> He's not using the rules to justify the rules. He's quoting the rules
> to support an assertion about what the rules say. Throughout the thread,
> people ask why Dodge beats First Strike. The only valid, useful response
> to such a question is 'because the rules say so.'
*shakes head* Quite obviously, you do not understand the whole point
to the thread. Go back and read the volumes of e-mail again so that
you understand why "the rules say so" is not a valid response when we
are seeking to change the rules.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
[ quoted text not captured ]
Joshua Duffin wrote:
> But seriously, the problem with changing FS as I see it is that
> it would *still* be too weak even if it did beat Dodge. Dodge
> is *already* a zillion times less good than Strike:Combat Ends.
I disagree with this for a couple of reasons:
1) There are cases that it is preferable to dodge than to S:CE.
For example, a Tremere's first round would likely be dodge and
press to the second round. There's also the dodge/additional
strike/Disarm (or PF) combo.
2) All minions can use a Dodge. All of them. Even Allies.
All minions are not entitled to a S:CE. Most allies cannot do a S:CE
and the only S:CE that doesn't require a discipline is Mercy for the
Weak which is horribly conditional and expensive for its effect.
Noal
[ quoted text not captured ]
> rules are supposed to be made of. The Ten Commandments came
> on stone tablets for a reason. ;-)
No comment.
> But seriously, the problem with changing FS as I see it is that
> it would *still* be too weak even if it did beat Dodge. Dodge
> is *already* a zillion times less good than Strike:Combat Ends.
Granted. But more minions have access to Dodge than do S:CE.
> Making it hosed by First Strike as well as everything else that
> it loses to (but S:CE doesn't) serves no useful purpose.
What else does it lose to? Nothing that I can think of.
The only way you can get around a dodge right now is using:
Additional Strikes, Psyche (both of which are restricted to
Celerity, although there are a small handful of cards that
do grant an additional strike) and a Press. The only thing
that is accessable by anyone is the Press. I will grant you
that if a vamp can use FS then it's pretty good odds that it
can also additional strike, that's not always the case.
> benefit I can see is that, in the future, the designers might print
> more cards with the words First Strike on them, thinking that they
> would be good now. But in fact, they would most likely still suck.
Perhaps. Perhaps not.
> It was silly to drop it. But that never stopped the card designers,
> did it... (they printed Backstab under the FS loses to Dodge rules,
> hmm?)
Granted.
> strikes, but who would go to torpor if you hit them first. Even if it
> beat Dodge, it would not be that useful a part of the combat arms race,
> because the existing FS cards wouldn't be much improved by beating
> Dodge.
But improved nonetheless. The whole point was that changing it wouldn't
make it so overpowered as to break the game. Minor change=Minor effect
on game balance.
> And if they wanted to make new FS cards that would be good
> enough to use, they would probably have to be overpowered compared to
> existing non-FS cards (ie directly escalating the combat arms race,
> probably in favor of celerity).
Not true. Look at the FS cards we have now. Imagine that FS did
beat dodge. Would any of those FS cards be overpowered compared
to the existing non-FS cards?
Nope.
> That's all right, we're all cynics here. ;-)
Call me mr. jade.
> One of the bigger problems for FS to overcome is that the obvious
> discipline for it (celerity) already has plenty of other cards
> that do what FS could do, only better. (additional strikes, presses,
> combat restarting.) Making FS just a little bit better (beating
> Dodges) simply isn't worth the paper you'd print the change on.
Everyone keeps coming back to Celerity. Not all vamps/minions who
have access to FS have access to Celerity (unless you put a Cel
master on of course). Why restrict those who don't just because
there are some that do?
a0
[ quoted text not captured ]
<CPilh...@bhak12.ac.at> wrote:
> But there is no need to issue errata. The rulebook has to be
> adjusted by altering a few sentences. No big deal, no errata.
And how, pray tell, would the rulebook be adjusted without errata? Do
you know what an erratum is? It's a "corrigendum", which isn't so
clear, either, so we'll continue down this path: a "corrigendum" is an
"error in a printed work discovered after printing and shown with its
correction on a separate sheet". And *that* is exactly what your
adjustment by alteration is. Which, as has been stated ad nauseum, is
not warranted in this case.
Hunter
<CPilh...@bhak12.ac.at> wrote:
> In article <79fuba$nhh$1...@news.NERO.NET>,
> phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:>> Um, are you actually trying to suggest _reality_ as the basis for
>> the combat setup in anything even remotely related to White Wolf?
>> I can't even think of one part of combat in the LARP, various rpgs,
>> or the card game, that is anything like real hand to hand combat...> Nope, LSJ started this by generally saying that a dodge is always
> faster than an attack. He did *not* say that in connection with the
> CCG, but on a more general basis. I simply did not agree with him.
Wow, really? I would have sworn that I only saw that *in this
newsgroup*, which is directly connected to the CCG. But then, I guess
if you are compelled to cling to demonstrably incorrect mechanisms,
you have to take your points where you can invent them.
Hunter
Noal> However, I do find it odd that Michigan doesn't have a Rules
Noal> Team member seeing as it has the 2nd largest Jyhad presence
Noal> in the U.S.
James> One would assume that this is because Michigan has chosen not to adopt
James> the rules set down by the Rules Team. If they had a member out of how
James> many people there are involved, and the same decisions were made, would
James> they play with them?
Since the MJL isn't founded on the opinions of one person, I doubt the
outcome would have changed significantly. David McCarty was arguably
the most pro-LSJ rulings person in Michigan and he was one of the first
people to be put on the MJL rules team for a number of reasons. I personally
wanted him on there to be a balance against me. *grins at LSJ* If there
was to be a WotC rules team member from Michigan, I would have expected
it to be Dave.
> If yes, why not play with them now?
Since the answer isn't yes.... However, we don't play with them because
of nearly unanimous agreement throughout the region. Quite simply, most
Michigan players thought that a significant amount of the 7/7 rulings
sucked.
> If no, why would you be allocated a place?
Well, since LSJ's appointment (and Rules Team selection) was prior
to 7/7 which was the catalyst for the formation of the MJL in its
current form, this is a rather irrelevant question. Prior to 7/7 all of
the Michigan monthly tournaments were DCI sanctioned and we
were still fairly large then.
Not to mention that I assume a WotC rules team member doesn't have to
be the policy setting person for his area, just that there is a large group
of players with which playtesting and discussion of potential rules can
take place.
Since the MJL mailing list includes more than 40 players from at least 7
playgroups in the region, I would expect that we would be an ideal place
to playtest proposed rules, regardless if we want to use them in our
tournaments or not. It should be noted that we do use a significant
percentage of LSJ's rulings (i.e., the new ToRIII) and if we can be
convinced of the need for errata, it's probably a good ruling.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
pd...@aol.com (PDB6) wrote:
> How have you determined that you are the second largest Jyhad presence in the
> U.S. Who is the first?
The WotC "player registry" was a good inidicator.
I think the top 3 largest Jyhad presence by area is:
1) California (mostly, L.A.)
2) Michigan
3) New York
We've got more than 40 people on the MJL mailing list and another 20
or so players off the top of my head that aren't on the list that play
regularly and show up to tournaments. I don't know of another region
besides California that has at least 60 active players.
> Fixing cards that suck just leads to tons and tons of extra, needless, errata.
I'd be willing to say that there already exists some of that already. *grin*
But I do concede the point.
[ quoted text not captured ]
Jasper Phillips wrote:
> Anyway, you would definitly _still_ open up the whole can of worms of
> issuing changes to make weak cards better. If First Strike, what's to
> be changed next? This is the crux of why I wouldn't make such a change.
The same can be said for the opposite side of the coin. If you start issuing
changes to make strong cards weaker, what's to be changed next? Quite
a few people have already stated that a lot of the errata of the past went
too far. The "fix" to WWEF was IMO a really stupid one that made WWEF
completely useless and only serves to ensure that only Forced Awakening
will be used when one wants to use a wake.
If this is the crux, you should seriously examine any motives for changing
the text of _any_ card or rule.
What I don't understand is what people are afraid of by making weak
effects (FS) or cards stronger. Assuming the cure isn't worse than than
the disease, I don't see the problem. Making Concealed Weapon a
discipline-less card could make the card too strong, but I don't see how
this is the case with the FS vs. Dodge rule.
Many people have already stated that it wouldn't increase the power of FS
significantly, so it's not like it's going to throw the game out of whack and
make our lives wretched. It's a minor change that goes towards making the
effect of FS (and therefore, the game) more balanced. If you want balance,
you need to make the weak stronger, not just weaken the strong.
So far, the only convincing post by LSJ on the whole matter was an early one
where he stated that the game was balanced to favor defense rather than
offense. And I agree with him...completely. However, I'm not entirely
convinced that dodge isn't too cheap for its effect, specifically as it
relates to FS.
Other than that, the best post I've seen in support of keeping FS the way it
is was by James Coupe. It was a quite intelligent post (article
<79n0v2$49j$1...@nnrp1.dejanews.com>) that said that while the Jyhad book could
be interpreted to read either way on the issue, there was no card printed
with a "Dodge as First Strike" to support the "First Strike beats Dodge"
ideal.
Noal McDonald
[ quoted text not captured ]
In article <79po0n$dp5$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Joshua Duffin wrote:
> > But seriously, the problem with changing FS as I see it is that
> > it would *still* be too weak even if it did beat Dodge. Dodge
> > is *already* a zillion times less good than Strike:Combat Ends.
>> I disagree with this for a couple of reasons:
>
> 1) There are cases that it is preferable to dodge than to S:CE.
> For example, a Tremere's first round would likely be dodge and
> press to the second round. There's also the dodge/additional
> strike/Disarm (or PF) combo.
Okay, you're right. I should have said 'a zillion times less good
*as combat defense* than Strike: Combat Ends'. Dodge can be used
to win the combat arms race - as long as your opponent doesn't up
the ante by using additional strikes or Immortal Grapple or Scorpion
Sting on you.
(In my opinion, that sort of thing tends to be the final word in the
combat arms race, so Dodges are usually not put in combat decks as
first-tier cards. My Cel/Pot rush deck has I think about 3-5 Dodges
in it now (Acrobatics and Side Strike, both of which can provide additional
strikes as well); the most it's had is 7-9, with Sideslips thrown in as
well (for the attempt at Gangrel-beating via damage prevention).
Acrobatics/Disarm is great, but Torn Signpost/Disarm is roughly as good
and only takes one skill...)
> 2) All minions can use a Dodge. All of them. Even Allies.
> All minions are not entitled to a S:CE. Most allies cannot do a S:CE
> and the only S:CE that doesn't require a discipline is Mercy for the
> Weak which is horribly conditional and expensive for its effect.
This is also true. But all those minions would use S:CE instead of
Dodge if they could get it. People have actually used Mercy for the
Weak instead of disciplineless Dodge for this very reason.
Josh
blatant defender of the status quo
[ quoted text not captured ]
In article <79ppal$f0v$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:
[I wrote]
> > Making it hosed by First Strike as well as everything else that
> > it loses to (but S:CE doesn't) serves no useful purpose.
>
> What else does it lose to? Nothing that I can think of.
> The only way you can get around a dodge right now is using:
> Additional Strikes, Psyche (both of which are restricted to
> Celerity, although there are a small handful of cards that
> do grant an additional strike) and a Press. The only thing
> that is accessable by anyone is the Press. I will grant you
> that if a vamp can use FS then it's pretty good odds that it
> can also additional strike, that's not always the case.
Dodge loses, as you say, to additional strikes, presses, and
Scorpion Sting, none of which work against S:CE. It also loses
to the same things S:CE does, eg Immortal Grapple, Psyche, Fast
Reaction, Hidden Lurker.
The thing about pressing against Dodge is that everyone *does*
have access to presses already - in other words, there is no clan
that can't beat Dodge by using presses. So why does Dodge need to
also be beaten by First Strike?
Oh yes, there is in fact one thing that S:CE loses to but Dodge
doesn't: Dog Pack.
> > strikes, but who would go to torpor if you hit them first. Even if it
> > beat Dodge, it would not be that useful a part of the combat arms race,
> > because the existing FS cards wouldn't be much improved by beating
> > Dodge.
>
> But improved nonetheless. The whole point was that changing it wouldn't
> make it so overpowered as to break the game. Minor change=Minor effect
> on game balance.
But the ones we have would still suck - the usual arguments I've seen
are that a more powerful First Strike would make it more likely that
we would see *future* cards using First Strike that would be usable.
I don't think there's any real point in doing that when the designers
could perfectly well just use card text to achieve whatever effect
they wanted.
To me, there is also a presumptive case against making any change that
makes cards more powerful rather than less, because it is worse for the
game to create overpowered cards than to make powerful cards less good.
> > And if they wanted to make new FS cards that would be good
> > enough to use, they would probably have to be overpowered compared to
> > existing non-FS cards (ie directly escalating the combat arms race,
> > probably in favor of celerity).
>
> Not true. Look at the FS cards we have now. Imagine that FS did
> beat dodge. Would any of those FS cards be overpowered compared
> to the existing non-FS cards?
> Nope.
No, that's not what I meant. The FS cards we have now, which suck,
(note inflammatory opinion) would still suck if FS did beat Dodge.
What I was trying to say was that, if designers tried to make future
FS cards that would be worthwhile compared to existing combat cards
for their disciplines, they would run a serious risk of escalating
the combat arms race.
> Call me mr. jade.
Sure thing, Mr. Jade. (Better than Mr. Pink.)
> Everyone keeps coming back to Celerity. Not all vamps/minions who
> have access to FS have access to Celerity (unless you put a Cel
> master on of course). Why restrict those who don't just because
> there are some that do?
The only non-Celerity First Strike cards I'm aware of are Muddles
(no disciplines involved), Canine Horde (ani), Shattering Blow (pot),
Blessing of Durga Syn (chi), Silence of Death (qui).
All of these except Silence of Death and Muddles are anti-equipment
strikes. The advantage of having First Strike on them is that it
'beats' the opponent trying to use the weapon on you. Having it also
beat the opponent Dodging to try and protect the equipment would be
gravy, but would have little impact on the overall utility of the
cards.
Silence of Death is in-clan only for the Assamites, who also have
Celerity. Muddles is a Malkavian card, works on his own, and is a
good card without First Strike being any better than it is.
I would be surprised if the designers created many more First Strike
cards outside of Celerity, because their card ideas do generally seem
to follow the role-playing game, and as far as I know (which isn't
far) First Strike is mostly a Celerity-related concept.
Josh
skeptical about the wisdom of designers since dark sovereigns
(oh wait, since vtes actually)
[ quoted text not captured ]
CPilh...@bhak12.ac.at wrote:
>
> In article <79feab$843$1...@nnrp1.dejanews.com>,
> mboh...@shout.net wrote:
> > In article <7x679g4...@termiitti.akumiitti.fi>,> > Petri Wessman <or...@termiitti.akumiitti.fi> wrote:
> >
> > > mbohlman> Silence of Death should have been an action modifier adding
> > > mbohlman> +1 stealth at inferior and not allowing an opposing minion
> > > mbohlman> in combat to have their first strike.
> > >
> > > Yes. But the point is that there already is a mechanic for this sort
> > > of thing in the rules (FS). FS works perfectly well if you allow it to
> > > do its thing (resolve before anything except S:CE).
> >
> > Then why not take the strict reading of First Strike? It should really
> > beat S:CE, too, as it obviously happens first. So, one person plays
> > S:CE, the other plays a FS. Resolve the FS and then combat ends.
> >
> > It's the same logic that you're using to say that Dodge should not
> > beat first strike.
>
> You are not quite right here. S:CE was already clear in Jyhad. It did
> explicitely say that it beats even strikes with FS.
>
> S:CE represents something other then FS: it means (in RPG or LARP terms)
> that the opponent cannot attack you at all.
>
> K?
>
> Carl
>> -----------== Posted via Deja News, The Discussion Network ==----------
> http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own
I see that everyone is talking about Assamites and either Silence of
Death or Backstab. In my playing group, we adopted the first strike
beats dodge rule not because of Assamites but because we didn't find
normal that a dodge could avoid a Canine Horde, thus preventing weapons
from being destroyed freely.
--
___
(_ _ _ _ _ /
/__//)//)(//)(/(-(
(E-mail : Emmanue...@supaero.fr)
On Tue, 09 Feb 1999 18:54:32 GMT, Dhar...@yahoo.com wrote:
>The same can be said for the opposite side of the coin. If you start issuing
>changes to make strong cards weaker, what's to be changed next? Quite
>a few people have already stated that a lot of the errata of the past went
>too far. The "fix" to WWEF was IMO a really stupid one that made WWEF
>completely useless and only serves to ensure that only Forced Awakening
>will be used when one wants to use a wake.
<nitpick>
Wake/Deflect. Forced Awakening costs 2 blood for the same action - a
VERY common action.
Wake/Fast Reaction. Again, costs blood if you use Forced Awakening.
Wake/any +1 permanent intercept. Decks using +1 permanents, from what
I've seen, are usually doing it because they don't carry intercept
cards to add to the intercept - so they can't necessarily afford to
burn blood for failing.
I only use Forced Awakening when I -know- i'll succeed in the block.
(intercept decks) If I just want to have a guy attempt to block
something while tapped, I'll use Wake. Especially if I'm going to
wakey-bouncey.
</nitpick>
>If this is the crux, you should seriously examine any motives for changing
>the text of _any_ card or rule.
>
>What I don't understand is what people are afraid of by making weak
>effects (FS) or cards stronger. Assuming the cure isn't worse than than
>the disease, I don't see the problem. Making Concealed Weapon a
>discipline-less card could make the card too strong, but I don't see how
>this is the case with the FS vs. Dodge rule.
It's the same reason the MJL doesn't like to add errata - increasing
the # of errata without making worthwhile changes increases the
complexity of the game for a new player. Making FS beat Dodge would
improve one card significantly - Silence of Death. Backstab is
-still- a joke since additional strikes are quite effective in dealing
with Dodge. Muddles is -already- good - his biggest problem is S:CE,
not Dodge. And anyone with equipment (especially weapons) is not
playing Dodge to begin with.
[assorted snip - id like to ponder the defense over offense thing, but
later maybe]
>Other than that, the best post I've seen in support of keeping FS the way it
>is was by James Coupe. It was a quite intelligent post (article
><79n0v2$49j$1...@nnrp1.dejanews.com>) that said that while the Jyhad book could
>be interpreted to read either way on the issue, there was no card printed
>with a "Dodge as First Strike" to support the "First Strike beats Dodge"
>ideal.
And despite the several discipline-based cards that provide Dodge (and
some under Celerity, even more telling), none have that printed. This
by itself mostly just shows the intent of the original designers that
Dodge should beat First Strike as opposed to why it shouldn't be
changed, but it's still valuable to the whole issue.
-- Derek
(replying by email? remove the nospam from my domain :)
Carl wrote:
"You are not reading the posts, are you?"
Dude. This kind of prick-ishness gets you nowhere.
"Look at Petri's precise points. Altering FS is not a fix! It is a change in
the rulebook. A small one. There would be no other fixes of any cards, as with
the correction of a few sentences in said rules-booklet, no FS cards have to be
changed. They already are the way they need to be."
I understand that. However, it is an unneeded change, and the only possible
reason to impliment said change is to improve the ability that is First Strike,
consequently making said change a "fix". As no one has managed to present a
viable reason to make this change, I fail to see why it is good. The points I
have seen presented are:
1. "It makes learning the game easier." Please explain how. "FS doesn't beat
Dodge" is just as easy to say as "FS beats dodge". I am unconcerned if people
who play Magic think FS works in a particular way, as that isn't how it works
in Jyhad.
2. "It makes FS more useful". Not in any meaningful sense, as has been pointed
out at great length, Dodge has a very minimal impact on the game as a whole,
due to the power of S:CE. If this were a situation where people were arguing
for FS to beat S:CE, I might be behind you. This is not the case, and making
FS beat Dodge is pretty much pointless.
3. "It makes more sense". Sense leaves the arena of consideration as soon as
immortal demons of the night who feast on the blood of the living enters the
picture.
"Please stop assuming that changing FS involves altering *any* cards. That's
wrong. All the FS remain as they are, only a small paragraph in the rules has
to be altered slightly."
I am assuming nothing of the sort. I understand the process involved.
However, my point is no less valid. Changing FS in the rules can only be
justified by wanting to make FS more effective, and as such, that is "fixing"
something. As I am yet to be convinced that it would be in anyway beneficial
to the game as a whole, let alone even a bit worthwhile, I see no reason to
think it is a good idea.
"I'm sure you can follow me on this one?"
Please refer to my first scentence.
Peter D Bakija
PD...@aol.com
"Occasionally I'm callous
and strange"
-Willow Rosenberg
In article <79pupc$khl$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>Since the MJL mailing list includes more than 40 players from at least 7
>playgroups in the region, I would expect that we would be an ideal place
>to playtest proposed rules, regardless if we want to use them in our
>tournaments or not.
The point is, why should you set rules you do not intend to use?
If a MJL player had been on board for 7/7, and, due to "consensus", they
had been issued outright the same (ie 1 voice in a crowd was drowned
out), would you have played with them? I would guess "No", and then I
would question why on earth you should be consulted if you're not going
to play what you agree to come up with anyway. If "Yes" then why not
play it now?
If you were to become part of the Rules Team, I would have thought it
highly hypocritical of you if you were not to use it.
Also, your environment would not be ideal. Since your players, by the
nature of not using the "proper" rules, would not be tuned into the
interplay under current rules, they would not serve as effective
playtesters.
[ quoted text not captured ]
In article <79q093$lps$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Jasper Phillips wrote:>> Anyway, you would definitely _still_ open up the whole can of worms of>> issuing changes to make weak cards better. If First Strike, what's to
>> be changed next? This is the crux of why I wouldn't make such a change.>>The same can be said for the opposite side of the coin. If you start issuing
>changes to make strong cards weaker, what's to be changed next? Quite
>a few people have already stated that a lot of the errata of the past went
>too far. The "fix" to WWEF was IMO a really stupid one that made WWEF
>completely useless and only serves to ensure that only Forced Awakening
>will be used when one wants to use a wake.
Yes, but there is a rather significant difference. Evening out the power
of overpowered cards very definitely improves the game, and there are
far fewer overpowered cards than under-powered cards. Under-powered cards
simply have no effect upon the metagame -- it's as if they didn't exist.
You can improve under-powered cards, but once you do, why wouldn't you
improve all the other under-powered cards? It's frankly very easy to
stop fixing overpowered cards -- I think it's pretty much been done
(with the possible exception of Banishment, and RtI).
The WWEF fix was fine by me, and was discussed some time ago. It's
not one I would have done, but I can see the argument that cards
without cost shouldn't be part of Jyhad.
>If this is the crux, you should seriously examine any motives for changing
>the text of _any_ card or rule.
Yes, of course.
>What I don't understand is what people are afraid of by making weak
>effects (FS) or cards stronger. Assuming the cure isn't worse than than
>the disease, I don't see the problem. Making Concealed Weapon a
>discipline-less card could make the card too strong, but I don't see how
>this is the case with the FS vs. Dodge rule.
You'll note that I have backed a variety of changes. Fixing concealed
weapon, making allies/weapons cost 1 less, having presses affect S:CE,
making FS beat S:CE. Simple changes that I feel _would_ improve the game.
Generally I'm a fan of more sweeping changes.
However, this doesn't necessarily mean that I think they'd be a good
candidates for an official rules change.
>Many people have already stated that it wouldn't increase the power of FS
>significantly, so it's not like it's going to throw the game out of whack and
>make our lives wretched. It's a minor change that goes towards making the
>effect of FS (and therefore, the game) more balanced. If you want balance,
>you need to make the weak stronger, not just weaken the strong.
It's a minor change, so why bother? It also doesn't make the game better
balanced. It makes FS stronger, and dodge weaker. How is that better
balance. In short, it has basically no effect, and I frankly can't
see a reason to issue errata that does nothing.
>So far, the only convincing post by LSJ on the whole matter was an early one
>where he stated that the game was balanced to favor defense rather than
>offense. And I agree with him...completely. However, I'm not entirely
>convinced that dodge isn't too cheap for its effect, specifically as it
>relates to FS.
>>Other than that, the best post I've seen in support of keeping FS the way it
>is was by James Coupe. It was a quite intelligent post (article
><79n0v2$49j$1...@nnrp1.dejanews.com>) that said that while the Jyhad book could
>be interpreted to read either way on the issue, there was no card printed
>with a "Dodge as First Strike" to support the "First Strike beats Dodge"
>ideal.
I suppose. Such "interpretations of scripture" really don't mean much to me.
I'm simply opposed to making a fix that changes nothing but compound errata.
[ quoted text not captured ]
In article <79po0n$dp5$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Joshua Duffin wrote:>> But seriously, the problem with changing FS as I see it is that
>> it would *still* be too weak even if it did beat Dodge. Dodge
>> is *already* a zillion times less good than Strike:Combat Ends.>
>I disagree with this for a couple of reasons:
>
>1) There are cases that it is preferable to dodge than to S:CE.
>For example, a Tremere's first round would likely be dodge and
>press to the second round. There's also the dodge/additional
>strike/Disarm (or PF) combo.
A Tremere is far better of maneuvering and Theft of Vitaeing.
I see little reason for the Tremere to Dodge (although with access
to Thoughts Betrayed, they could effectively do it).
The Dodge/additional strike combo you mention isn't helped by this
fix either. If you have FS, you almost certainly (except Muddles)
have extra strikes to match their extra strikes. It wouldn't be
willing to put in expensive and very narrowly usefull FS strikes
for such a minor gain against something you can already deal with.
>2) All minions can use a Dodge. All of them. Even Allies.
>All minions are not entitled to a S:CE. Most allies cannot do a S:CE
>and the only S:CE that doesn't require a discipline is Mercy for the
>Weak which is horribly conditional and expensive for its effect.
Sure, dodges are easier to come by than S:CE. S:CE is still a zillion
times better.
Are you trying to imply that Dodges are so effective they deserve
to be made weaker?
[ quoted text not captured ]
In article <79ppal$f0v$1...@nnrp1.dejanews.com>,
<agen...@my-dejanews.com> wrote:
>> Making it hosed by First Strike as well as everything else that
>> it loses to (but S:CE doesn't) serves no useful purpose.>
>What else does it lose to? Nothing that I can think of.
>The only way you can get around a dodge right now is using:
>Additional Strikes, Psyche (both of which are restricted to
>Celerity, although there are a small handful of cards that
>do grant an additional strike) and a Press. The only thing
>that is accessable by anyone is the Press. I will grant you
>that if a vamp can use FS then it's pretty good odds that it
>can also additional strike, that's not always the case.
What it comes down to is that combat decks are pretty much required
to be able to deal with S:CE (and thus dodge too), and decks that
can't deal with dodge don't care.
In effect, against combat decks dodges are fairly useless, and against
non combat decks you don't need them.
[ quoted text not captured ]
In article <79pj70$he0$1...@hiram.io.com>,
[ quoted text not captured ]
Dear Mr. Hunter,
I assume you did not understand my posting in the first place. Let me
be so kind and reiterate it:
In this newsgroup, LSJ stated that a dodge (in real-world terms) is
*always* faster than any attack (in real-world terms) because "dodging
requires so little to do". LSJ did not *refer* to the CCG.
Please Mr. Hunter, I beg your pardon if I didn't choose my words
in an easy enough comprehensible way. I'm really sorry.
Carl
(C. P.olite)
[ quoted text not captured ]
On 9 Feb 1999 15:11:28 GMT, jhun...@dillinger-2.io.com (J. Hunter Johnson) said:
J> <CPilh...@bhak12.ac.at> wrote:
>> In article <79fuba$nhh$1...@news.NERO.NET>,
>> phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:>>> Um, are you actually trying to suggest _reality_ as the basis for
>>> the combat setup in anything even remotely related to White Wolf?
>>> I can't even think of one part of combat in the LARP, various rpgs,
>>> or the card game, that is anything like real hand to hand combat...>> Nope, LSJ started this by generally saying that a dodge is always
>> faster than an attack. He did *not* say that in connection with the
>> CCG, but on a more general basis. I simply did not agree with him.
J> Wow, really? I would have sworn that I only saw that *in this
J> newsgroup*, which is directly connected to the CCG. But then, I guess
J> if you are compelled to cling to demonstrably incorrect mechanisms,
J> you have to take your points where you can invent them.
Whatever the newsgroup, if you make blanket statements then you have
to be prepared to defend them. Don't imagine that the fact that this
is a specific CCG newsgroup acts in any way as a filter. I for one
understood one of LSJ's original arguments to be "you can always dodge
an attack" (not in any CCG-specific context). This I disagreed
with.
On a martial arts / budo tangent, you can usually *block* an
attack. That's different from dodging, which you can also do but which
is much harder due to human reaction speed.
//Petri
Noal> What I don't understand is what people are afraid of by making weak
Noal> effects (FS) or cards stronger. Assuming the cure isn't worse than than
Noal> the disease, I don't see the problem. Making Concealed Weapon a
Noal> discipline-less card could make the card too strong, but I don't see how
Noal> this is the case with the FS vs. Dodge rule.
Derek> It's the same reason the MJL doesn't like to add errata - increasing
Derek> the # of errata without making worthwhile changes increases the
Derek> complexity of the game for a new player.
Ho ho! Throwing my own ideology back in my face, eh? *grin*
Well done. I don't think that making First Strike beat Dodge would make
the game more complex for a new player...it may even make it more
intuitive. However, the printed rule book does say that Dodge beats
FS and we do tend to favor printed text whenever reasonable.
Noal McDonald
Michigan Jyahd League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Petri Wessman wrote:
> jhun...@dillinger-2.io.com (J. Hunter Johnson) said:> > <CPilh...@bhak12.ac.at> wrote:
> >> Nope, LSJ started this by generally saying that a dodge is always
> >> faster than an attack. He did *not* say that in connection with the
> >> CCG, but on a more general basis. I simply did not agree with him.
I didn't start that. Indeed, I didn't even say that. Obviously,
even in the CCG, there are attacks that cannot be dodged. It's
just that "First Strike" isn't the thing that makes an attack
not-dodgeable (cf. Scorpion Sting).
Someone asked for an explanation.
Their assumption was that a standard First Strike could not be
dodged (despite the rules). They wanted an explanation (real-world)
of how that wasn't true. I gave them one. Which I had to repeat
many times in more and more belabored terms, eventually dropping
into (as someone called it) "pseudo-physics", even though the
concept is an extremely simple version of standard "two-trains"
problems.
Nonetheless, the example I gave was not that "dodge is always faster
than an attack". It is that dodge, even if it has a lower speed
than the speedy "First Strike" attack, executes in less time because
it has less to do.
> J> Wow, really? I would have sworn that I only saw that *in this
> J> newsgroup*, which is directly connected to the CCG. But then, I guess
> J> if you are compelled to cling to demonstrably incorrect mechanisms,
> J> you have to take your points where you can invent them.
>
> Whatever the newsgroup, if you make blanket statements then you have
> to be prepared to defend them. Don't imagine that the fact that this
> is a specific CCG newsgroup acts in any way as a filter. I for one
> understood one of LSJ's original arguments to be "you can always dodge
> an attack" (not in any CCG-specific context). This I disagreed
> with.
Misunderstanding.
I said that the "faster strikes" (modelled by First Strike) were
still not fast enough to connect to a dodger. You can always dodge
a dodgeable attack. Standard strikes, even when modified by
First Strike, are dodgeable attacks.
The types of attacks that cannot be dodged are modelled by Scorpion
Sting, Hidden Lurker, etc.
> On a martial arts / budo tangent, you can usually *block* an
> attack. That's different from dodging, which you can also do but which
> is much harder due to human reaction speed.
# New tangent. Note to people who would later claim otherwise:
# I didn't start this one, either.
So maybe "Dodge" in the CCG incorporates these kinds of
"real-world" concepts (block/dodge/misc. defense) into the
simpler term "Dodge".
The V:TES glossary simply defines "Dodge" as "A strike that cancels
an opposing minion's strike." That could well include concepts
like blocking and parrying.
(Like "bleed" incorporates many different concepts - to be applied
as "needed" to make sense.)
If it does or doesn't, no matter. Even if it is just a standard
english "dodge", it is still sufficient to avoid the damage of
a standard First Strike.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
James Coupe wrote:
> The point is, why should you set rules you do not intend to use?
James, the rules team had been put in place prior to 7/7. Prior to
7/7, the MJL was using DCI rules and there's no way that anyone
could have forseen the ruckus that ensued prior to that date. The
question above is irrelevant. Period. You're attempting to cloud the
issue with things that have no bearing.
Prior to 7/7, the MJL (which was really nothing more than a mailing list
at the time) had about 30-some people on the mailing list, from several
play groups throughout the region. Even back then, we ran monthly
DCI sanctioned tournaments. AT THAT TIME, the environment would
have been ideal.
So...my question remains the same. Given that when the rules team was
formed, Michigan still had the 2nd largest Jyhad presence in the U.S.,
I find it odd that someone from Michigan wasn't asked to be on the Rules
Team. It also begs the question of, "What is the criteria of being a rules
team member?"
> If a MJL player had been on board for 7/7, and, due to "consensus", they
> had been issued outright the same (ie 1 voice in a crowd was drowned
> out), would you have played with them? I would guess "No", and then I
> would question why on earth you should be consulted if you're not going
> to play what you agree to come up with anyway. If "Yes" then why not
> play it now?
Hindsight is a wonderful thing, isn't it? Prior to 7/7 there was no indication
that the MJL in its present form was going to be formed.
If David, for example, was on the WotC rules team when 7/7 was issued,
would the MJL still have been formed? Quite probably since Bernie was
the driving force behind the formation of the mailing list and the post-7/7
formation of MJL. There was enough ill feelings that neccessitated its
formation as the alternative would have likely ended Jyhad playing in
Michigan. Interestingly enough, while groups that use WotC errata have
trouble keeping players, the MJL continues to grow.
Would David still have been asked to be on the MJL rules team? Most
definitely. Somebody had to balance out Ernie and I. *grin* However,
if David had continued to need people to playtest WotC rules, I'm sure
that he would not have lacked for volunteers to help him out.
> If you were to become part of the Rules Team, I would have thought it
> highly hypocritical of you if you were not to use it.
Me or the MJL? I never sought to become a WotC rules team member,
so I don't see the point of that. If you mean the group at large, you can
hardly hold a group of people responsible for the decisions of one person.
> Also, your environment would not be ideal.
I'd argue that at the time of the formation of the current rules team, we
were.
> Since your players, by the nature of not using the "proper" rules, would
> not be tuned into the interplay under current rules, they would not serve
> as effective playtesters.
Just because we don't use all the current rules in MJL tournaments doesn't
mean that we aren't "tuned into the interplay" or otherwise mystically
become stupid. I play and moderate games in JOL, which does use current
errata. Also, much of the WotC errata is used by MJL, just not all of it.
I would wager that the majority of MJL players could build a deck with WotC
errata and compete just as effectively as any of the people you play with.
Noal McDonald
MIchigan Jyhad League
[ quoted text not captured ]
holy crap, you skip a few days on the NG and you're suddenly 60 messages behind
on this thread...
anyway, I kinda skimmed through those 60 (or however many) messages,
including the "pseudo-physics" ones... and though I didn't have time
to fully read them, I have to comment on this one...
LSJ <vte...@wizards.com> wrote:
8<
>Nonetheless, the example I gave was not that "dodge is always faster
>than an attack". It is that dodge, even if it has a lower speed
>than the speedy "First Strike" attack, executes in less time because
>it has less to do.
while the dodge, whether or not it has a lower speed than the speedy
"First Strike" attack, and whether or not it executes in less time because
it has less to do, still has to be able to "see" the strike coming in order
to dodge it... which is where I think the first strike thing comes in...
IMO (which is, I know, contrary to actual rulings) first strike should
beat dodge because the whole "english language" concept of a
first strike is a strike that happens first, before the opposing minion
would have a chance to dodge out of the way.... speeds have nothing
to do with it, it's timing... so I think that first strikes should resolve, than
S:CE, then everything else....
granted, it's not a major point, first strike would still pretty much bite..
but if you went up to some random people on the street who didn't
know this wonderful game of ours and asked them "if you have a
regular strike, it can be dodged... if you have a 'first strike', would
that be negated by the same dodge??", the obvious answer just
based on the concepts presented by the english language would
be "no, because it is a FIRST STRIKE"...
anyway...
Bill
Bill Pyle
(wp...@mindspring.com)
In article <79sq7g$5tl$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
> James Coupe wrote:>> The point is, why should you set rules you do not intend to use?>
>James, the rules team had been put in place prior to 7/7. Prior to
>7/7, the MJL was using DCI rules and there's no way that anyone
>could have forseen the ruckus that ensued prior to that date. The
>question above is irrelevant. Period. You're attempting to cloud the
>issue with things that have no bearing.
No, I'm not.
You have expressed a desire to have an MJL presence on the Rules Team.
If you are given that presence on the rules team, by not following the
errata, you damage any credibility that team were to have.
Let us imagine a time in the future when another "7/7" is issued - very
controversial rulings based on, say, muck-ups in the new expansion
(hypothetically). If MJL had a presence in the Rules Team, would you
follow those rulings?
Again, if you don't, you would damage the credibility of the Rules Team.
You might not agree with the individual rulings, but to maintain
credibility, you would have to publicly support them.
Similarly if, now, you (being the MJL rep, rather than you, Noal) were
to sit on the Rules Team, not using the errata of that team would be
highly disrespectful and show contempt for a body you were attempting to
have influence over. And if you did change to using the rules, well,
why not change now?
I can't put it any simpler than that. If you wanted the place you
would, as I see it, have to use the Rules else there'd be no point.
You'd be creating official rules, and having a proper "say" in them, and
then just saying "Well, I don't like those crappy ones over there so
we're not using them, but you all have to use this one that I put
forward." To do that would be a snub to all those groups out there who
quite happily use 7/7 et al verbatim and who would carry on using the
official rules but who aren't part of the Rules Team even though, by
playing officially, they arguably have more "right" than an MJL player
would.
And, for the record, beyond LSJ, I know of no-one who is consulted by
the Rules Team. I have, on occasion, directly e-mailed LSJ with
thoughts on what appeared to be an imminent ruling (eg the reversal of
Strike: <something> Equipment) but beyond that, I have no direct
contact.
[ quoted text not captured ]
Why not take a bold step further and simply enforce that strikes
happen simultaniously (all others do). If my choice is to play
Strike:Combat Ends, the opposing vamp still does it's damage and
combat would end. Period.
Though it would probably weaken the card too much as then it would
only become an "ultimate press" to end combat.
Then the lowly dodge becomes stronger, and First Strike becomes truely
wicked.
This is not a proposal, just something to mull over..
Bernie
"Man I'm tired"
>In article <79p73c$ueu$1...@nnrp1.dejanews.com>, <CPilh...@bhak12.ac.at> wrote:>>Altering FS is not a fix! It is a change in the rulebook. A small
>>one. There would be no other fixes of any cards, as with the
>>correction of a few sentences in said rules-booklet, no FS cards have
>>to be changed. They already are the way they need to be.>>So, by the same token is it ok to change S:CE so that it's still possible
>to press to continue combat afterward? Wouldn't take much of a rules change
>at all...
>
>Furthermore, it would actually have an effect (unlike the exceedingly
>trivial effect of making First Strike beat dodge) -- IMHO A good effect
>too, since it would deversify combat.
>[ quoted text not captured ]
James Coupe wrote:
> You have expressed a desire to have an MJL presence on the Rules Team.
James, stop putting words in my mouth. I said I find it odd that there
wasn't a person from Michigan put on the rules team when it was formed.
In no way, shape or form have I stated or implied that someone from
MJL should be put on it NOW. I seriously doubt anyone from the MJL
would want to. You're entire line of argument is based on a false
assumption. Please start listening to what I'm saying rather than what
you want me to say.
Noal McDonald
Michigan Jyhad League
[ quoted text not captured ]
James Coupe wrote:
> Again, if you don't, you would damage the credibility of the Rules Team.
> You might not agree with the individual rulings, but to maintain
> credibility, you would have to publicly support them.
Coming back to your letter... What the HELL are you talking about?!?
Publicly support them? Nobody knows which people and from what
groups the rules team members are as it stands. The current rules team
members are anonymous...they don't publicly say anything as a RT
member, much less publicly support the rulings. *shakes head* Quit
talking out of your ass, James. Usually you say some pretty intelligent
things. This is not one of those times.
Noal
[ quoted text not captured ]
In article <79umcg$pro$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> James Coupe wrote:>> You have expressed a desire to have an MJL presence on the Rules Team.>
>James, stop putting words in my mouth. I said I find it odd that there
>wasn't a person from Michigan put on the rules team when it was formed.
>In no way, shape or form have I stated or implied that someone from
>MJL should be put on it NOW. I seriously doubt anyone from the MJL
>would want to. You're entire line of argument is based on a false
>assumption. Please start listening to what I'm saying rather than what
>you want me to say.
Noal, chill out. ;-)
I got the same impression from reading your posts as James -- I
certainly thought you implied that you thought someone from the MJL
should be on the official rules team. You weren't very clear on the
subject, IMHO. One's words aren't always taken the way one intends.
[ quoted text not captured ]
Jasper Phillips wrote:
> Noal, chill out. ;-)
*weak smile* Sorry. Life has been very frustrating lately. I'll spare you
all the details. Suffice it to say that house hunting sucks. *looks at mug*
...and I still haven't finished my morning coffee. *sips* Much better.
I'm just glad my temper isn't this bad in person. My apt. manager
would be dead and I'd be in jail. *wry grin*
> I got the same impression from reading your posts as James -- I
> certainly thought you implied that you thought someone from the MJL
> should be on the official rules team.
No...when I first made the comment, I said I found it odd that someone
from Michigan wasn't on it considering that at the time, we were
(and still are) the 2nd largest Jyhad presence in the U.S.
Putting someone on there now may serve a useful function to at see
how errata flies with us, but it's clearly not something that I'd expect to
see happen. If one or two people from MJL were part of the process,
it may or may not repair the rift in the viewpoints between LSJ & co.
and the MJL, but I wouldn't count on it. We're clearly a tough
audience to sell to.
> You weren't very clear on the subject, IMHO. One's words aren't
> always taken the way one intends.
With all of my obvious references to "at that time" and so forth, I
thought I was being abundantly clear. Hrm. *shrug*
Noal McDonald
Michigan Jyhad League
[ quoted text not captured ]
In article <79v5ln$7fk$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
Has DejaNews been acting funky for anyone else or is it just me?
> Putting someone on there now may serve a useful function to at see
> how errata flies with us, but it's clearly not something that I'd expect to
> see happen. If one or two people from MJL were part of the process,
> it may or may not repair the rift in the viewpoints between LSJ & co.
> and the MJL, but I wouldn't count on it. We're clearly a tough
> audience to sell to.
So what would it take to bring the MJL back into playing with all
the official errata and such? Obviously, people are never going to
agree with all the errata. It would obviously be much more productive
for the game as a whole if everyone played with the official rules
in any tournament (as far as game play and cards go, not things like
sealed vs. constructed).
From what I can gather, the major points of contention still existing
include:
RTI
Mind Rape
Fame
Pulled Fangs
WwEF
Any other bigs ones? I can't really imagine any of the other differences
being significant enough to want to use non-official rules rather than
the official rules and forego sanctioning, rankings, etc.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/[ quoted text not captured ]
mboh...@shout.net wrote:
> So what would it take to bring the MJL back into playing with all
> the official errata and such?
Since we're fairly well organized, tournaments are getting new players,
the mailing list is humming with activity... To be honest, I think the
damage is permanent. We're doing pretty good on our own.
> From what I can gather, the major points of contention still existing
> include:
> RTI
> Mind Rape
> Fame
> Pulled Fangs
> WwEF
>
> Any other bigs ones? I can't really imagine any of the other differences
> being significant enough to want to use non-official rules rather than
> the official rules and forego sanctioning, rankings, etc.
Since we we already have MJL sanctioned tournaments and MJL player
rankings (currently using the VEKN system) DCI tournaments really have
lost their shine. We get to do all the same things and we get to do it our
way. The players are happy because they have open access to the
people who make the rules and the people who make the rules do our
best to give the (truthful) impression that we listen to and care what the
players think.
But as to other "bones of contention," the Golden Rule, Aggravated
Damage, Voting and Fame were HUGE sticking points. It was the trend
of LSJ's rules team of rewriting cards and basic rules rather than any
one specific card that caused the whole bruhaha.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
: > From what I can gather, the major points of contention still existing: > include:
: > RTI
: > Mind Rape
: > Fame
: > Pulled Fangs
: > WwEF
: >
: > Any other bigs ones? I can't really imagine any of the other differences
: > being significant enough to want to use non-official rules rather than
: > the official rules and forego sanctioning, rankings, etc.: But as to other "bones of contention," the Golden Rule, Aggravated: Damage, Voting and Fame were HUGE sticking points.
Is there really extensive opposition to the modified Golden Rule? That
has always been a very popular house rule before it was made official, and
always met with unanymous agreement in my neck of the woods. It makes a
greater variety of strategies viable.
: It was the trend: of LSJ's rules team of rewriting cards and basic rules rather than any
: one specific card that caused the whole bruhaha.
I have also found, in my area, that the rewritten cards tend to meet alot
of opposition. People get the impression that half the set has been
rewritten, and express outrage accordingly. It has really been just a
handful of rewrites out of 1200 cards that work as printed. The problem
stems from the fact that it was the overused, overpowered cards that were
targetted, and people got upset to find that their decks, which naturally
relied overmuch on these cards, no longer worked as well.
--
Lupus Australis
____ ____
\ \----/ /
|()__()|
__\ __ /__
/ __\()/__ \
|/ \==/ \|
| || |
In article <78q30g$oot$1...@amdint2.amd.com>,
"Mark Langsdorf" <mark.la...@amd.com> wrote:
> Derek S. Ray wrote in message
> <2A5CC5C7CA40E766.21525868...@library-proxy.airnews.ne
> t>...
> >On Wed, 27 Jan 1999 21:36:14 GMT, artax...@my-dejanews.com wrote:
> >
> >Several layers of quotations snipped by me - a bunch of different
> >people have posted in this thread.
>
> The comments in >>> and >>> >> are mine, by the way.
>
> I'd like to thank artaxerxes for trying to win my bounty. Could
> you write up your arguments as a single, clean article that I can
> easily post to my webpage? I'm willing to work with you on this -
> like go through my own page, figure out a short list of NCL
> arguments, and mail them to you. As it is, this is the right idea,
> but I'm not willing to cut and snip and edit your post to make a
> single coherent article. (When I did that with Robert Goudie, two
> years later he comes back and tells me I took his comments out
> of context. =) ).
Praise be to Dejanews.
Apologies for the delay. Will attempt to fill your order by the end of next
week.
artaxerxes
the monocled 4CL'er
[ quoted text not captured ]
John Whelan wrote:
>
> Dhar...@yahoo.com wrote:
>> Is there really extensive opposition to the modified Golden Rule? That
> has always been a very popular house rule before it was made official, and
> always met with unanymous agreement in my neck of the woods. It makes a
> greater variety of strategies viable.
It was the *only* house rule used by my playgroup. We've actually seen
a few tournament viable FoS decks since the change.
>
> : It was the trend
> : of LSJ's rules team of rewriting cards and basic rules rather than any
> : one specific card that caused the whole bruhaha.
[clip]
> The problem
> stems from the fact that it was the overused, overpowered cards that were
> targetted, and people got upset to find that their decks, which naturally
> relied overmuch on these cards, no longer worked as well.
The biggest critic of 7/7 locally is a player who owned at least ten
each of Mind Rape, Tomb, and RTI.
--
Robert Goudie
rrgo...@earthlink.net
http://madnessnetwork.hexagon.net
Lupus wrote:
> Is there really extensive opposition to the modified Golden Rule?
In the MJL, yes. There is a huge resistance to changing the
printed rulebook, esp. in specific response to a particular strategy.
We didn't want to change the rules to benefit a "steal" stategy
and we didn't want to change the voting rules to prevent the
WVP strategy. We're still hashing out how we can make voting
balanced so that it doesn't overly benefit WVP or Presence
voting decks.
> That has always been a very popular house rule before it was made official,
> and always met with unanymous agreement in my neck of the woods.
Quite obviously, we live in different woods.
> It makes a greater variety of strategies viable.
No...it makes _one_ strategy more viable.
> I have also found, in my area, that the rewritten cards tend to meet alot
> of opposition. People get the impression that half the set has been
> rewritten, and express outrage accordingly. It has really been just a
> handful of rewrites out of 1200 cards that work as printed.
*shrug* So where do you draw the line? We decided that certain cards
did need to be fixed (such as RtI) but felt that WotC errata was too
drastic. Instead, we came up with minor modifications to text that had
nearly the same effect as the WotC errata. Others we weren't convinced
needed to be changed, such as Mind Rape and WWEF.
> The problem stems from the fact that it was the overused, overpowered
> cards that were targetted, and people got upset to find that their decks,
> which naturally relied overmuch on these cards, no longer worked as well.
I was one of the loudest critics of the 7/7 rulings when it came out.
However, very few of my decks used any of the "overpowered" cards.
It was the trend towards completely changing the way the cards and rules
worked that got us upset. (i.e. 7/7 ToRIII errata, Mind Rape, Fame, RtI,
etc.) It was my belief that it set a bad precedent and I wanted new players
to be able to buy a few starters and boosters, put together a deck based on
the way the rules and cards were printed and be able to show up to a
tournament and play the deck.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Robert Goudie wrote:
> It was the *only* house rule used by my playgroup. We've actually seen
> a few tournament viable FoS decks since the change.
I expect that's true, but FoS-based tournament decks were viable before.
I built a FoS "steal and RtI" deck when AH first came out that was _very_
vicious. I also had a FoS political deck that was very effective.
> The biggest critic of 7/7 locally is a player who owned at least ten
> each of Mind Rape, Tomb, and RTI.
*shrug* I've got quite a few of those 3 cards, but I rarely use Mind
Rape because I generally prefer Graverobbing because it's permanent
and generation isn't a barrier. I'll use Tomb in decks that I need to use
large vampires in, but I generally prefer Dreams of the Sphinx. The
only way that I'll use RtI is in a "steal and RtI" deck...and to be honest,
it's an old, boring strategy that I only use in RtI playtesting games.
[ quoted text not captured ]
In article <7acms4$e2i$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Lupus wrote:
> > Is there really extensive opposition to the modified Golden Rule?
>
> In the MJL, yes. There is a huge resistance to changing the
> printed rulebook, esp. in specific response to a particular strategy.
> We didn't want to change the rules to benefit a "steal" stategy
> and we didn't want to change the voting rules to prevent the
> WVP strategy. We're still hashing out how we can make voting
> balanced so that it doesn't overly benefit WVP or Presence
> voting decks.
>
> > That has always been a very popular house rule before it was made official,
> > and always met with unanymous agreement in my neck of the woods.
>
> Quite obviously, we live in different woods.
In my group in Vienna, we did also use the houserule from the
beginning. It seemed so unlogical to simply remove cards from
ousted players. That was outright silly. We often used (and use)
proxies to represent those cards if the owner has to leave.
>
> > It makes a greater variety of strategies viable.
>
> No...it makes _one_ strategy more viable.
Hm, you can steal so many things, it's far more interesting to leave
them in play. I always tend to view players who do not want to leave
their cards in play as behaving unsportsmanlikely (can one say that?).
Granted, when the player *has to* leave, then by all means he is not
unsportsmanlike. But cards should stay in play (or at least proxies).
>
> > I have also found, in my area, that the rewritten cards tend to meet alot
> > of opposition. People get the impression that half the set has been
> > rewritten, and express outrage accordingly. It has really been just a
> > handful of rewrites out of 1200 cards that work as printed.
>
> *shrug* So where do you draw the line? We decided that certain cards
> did need to be fixed (such as RtI) but felt that WotC errata was too
> drastic. Instead, we came up with minor modifications to text that had
> nearly the same effect as the WotC errata. Others we weren't convinced
> needed to be changed, such as Mind Rape and WWEF.
Same here some re-writes were accepted easily, others not so easily.
WWEF and Pulled Fangs were not accepted, while Fame and Tomb (the new
version) seem perfectly fine around here.
>
> > The problem stems from the fact that it was the overused, overpowered
> > cards that were targetted, and people got upset to find that their decks,
> > which naturally relied overmuch on these cards, no longer worked as well.
>
> I was one of the loudest critics of the 7/7 rulings when it came out.
> However, very few of my decks used any of the "overpowered" cards.
>
> It was the trend towards completely changing the way the cards and rules
> worked that got us upset. (i.e. 7/7 ToRIII errata, Mind Rape, Fame, RtI,
> etc.) It was my belief that it set a bad precedent and I wanted new players
> to be able to buy a few starters and boosters, put together a deck based on
> the way the rules and cards were printed and be able to show up to a
> tournament and play the deck.
You have a point here. Nevertheless I think that making over-powered cards
more balanced is important. The problem is that each player rates power
of cards differently, and the way to alter the cards are also highly
disputable.
Carl
(VEKN Prince of Vienna)
[ quoted text not captured ]
In article <7acms4$e2i$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>> It makes a greater variety of strategies viable.>
>No...it makes _one_ strategy more viable.
If the strategy is "theft" granted.
Other takes on the strategy could be
But a vote deck can steal locations.
A combat deck can steal vampires (Graverobbing)
A Setite deck can steal vampires (Corruption)
A DOM deck could steal allies/retainers
A CEL deck could steal equipment
And so forth. Each of these could be a strategy in themselves (mostly
the vampire ones), or a supporting strategy, varying from group to
group. It all depends on your point of view of what the strategy is.
[ quoted text not captured ]
On Tue, 16 Feb 1999 Dhar...@yahoo.com wrote:
> Lupus wrote:
> > Is there really extensive opposition to the modified Golden Rule?
>
> In the MJL, yes. There is a huge resistance to changing the
> printed rulebook, esp. in specific response to a particular strategy.
> We didn't want to change the rules to benefit a "steal" stategy
> and we didn't want to change the voting rules to prevent the
> WVP strategy. We're still hashing out how we can make voting
> balanced so that it doesn't overly benefit WVP or Presence
> voting decks.
Good Luck! If you wish to correct WVP, I seriously think, that accepting
the "no-vote-push" rule would be an important step towards the goal you
claim to strive for. This is arguably in line with the original Jyhad
rulebook, which was vague enough on the point.
As for Presence voting, I'm not sure how you intend to correct it. I'm
not sure it needs to be corrected, since Presence *should* be better at
voting than other disciplines. If you think the imbalance is too great,
then perhaps you could campaign for additional non-presence vote cards
being included in the soon-to-be-released mini-set.
> > That has always been a very popular house rule before it was made official,
> > and always met with unanymous agreement in my neck of the woods.
>
> Quite obviously, we live in different woods.
>> > It makes a greater variety of strategies viable.
>
> No...it makes _one_ strategy more viable.
There are an limitless number of strategies, and how you classify them
into finite groupings is purely arbitrary. There are dozens of cards that
become more viable as a result of the new ruling. Each can be included in
an limitless variety of decks.
I am wondering what is this "one strategy" you are referring to. Do you
think that Settite Corruption decks are the only possible beneficiaries of
this rule? Here's a list of cards, many of them previously considered
marginal, that have received a boost: Lucian, Hostile Takeover, Malkavian
Time Auction, Succubus Club, Temptation of Greater Power, Amaranth,
Entrancement, Far Mastery, Fast Hands, Grave Robbing, Kine Dominance,
Disputed Territory, ...just from the first set.
> > I have also found, in my area, that the rewritten cards tend to meet alot
> > of opposition. People get the impression that half the set has been
> > rewritten, and express outrage accordingly. It has really been just a
> > handful of rewrites out of 1200 cards that work as printed.
>
> *shrug* So where do you draw the line?
I don't need to draw the line at all. That's LSJ's job. I don't, of
course, agree 100% with his rulings on all things. But one thing he has
definitely done is draw a line. Sometimes he, in my poor judgment, drawn
the line a bit too far, and in some cases not far enough... but he must
draw the line somewhere, and has in fact done that. It is clear that he
takes seriously the importance of issuing errata to cards and rulebooks
only when it is necessary (in his judgment, of course).
> We decided that certain cards
> did need to be fixed (such as RtI) but felt that WotC errata was too
> drastic.
Personally, I don't like complete rewrites either. In the case of RTI, I
would have preferred that it had been banned, though certainly something
had to be done about it. I doubt you'll come up with an appropriate fix.
When any card wins the game as an action, the cost becomes irrelevant. An
appropriate fix would have to involve preventing the card from directly
ousting, so that the cost (loss of a vampire) would create some risk or
disadvantage as far as gaining a victory point goes.
When you sacrifice an 11-capacity vampire to knock your opponent from 25
pool down to 9, then the cost is perhaps approptiate to the effect. The
problem is that the card is always used to directly oust, and you gain 6
pool and a victory point in the bargain.
> Instead, we came up with minor modifications to text that had
> nearly the same effect as the WotC errata. Others we weren't convinced
> needed to be changed, such as Mind Rape and WWEF.
It would appear that you are not opposed in principle to the idea that
errata can be necessary. You merely disagree with LSJ's judgment in
individual cases. These individual cases, however, are but a small
handfull of cards, out of 1200 printed. You could choose not to play with
these cards at all, and you would still have almost 1200 cards to choose
from, and an infinite number of strategies available to you.
I understand that the MJL maintains its own errata listing. Is is
significantly shorter than the official listing? Even if so, is the
confusion saved by having a slightly shorter list really worth the
confusion added by setting up a rival alternate list?
People get upset about fixes to overpowered cards mainly because they
see the cards too much. Nobody complains about the rewrite to Hidden
Lurker, because so few people play with the card that noone notices it
has was rewritten (long ago, by the old RT).
> > The problem stems from the fact that it was the overused, overpowered
> > cards that were targetted, and people got upset to find that their decks,
> > which naturally relied overmuch on these cards, no longer worked as well.
>
> I was one of the loudest critics of the 7/7 rulings when it came out.
> However, very few of my decks used any of the "overpowered" cards.
Whether you used them or not, I am sure others did, and to a
disproportionate extent, in the games that you play. Thus, you may have
an exaggerated perception of their importance to the game. Actually,
almost all of these cards could be banned outright without adversely
affecting the game, as you would still have almost 1200 cards to choose
from in designing your decks and crypts.
> It was the trend towards completely changing the way the cards and rules
> worked that got us upset. (i.e. 7/7 ToRIII errata, Mind Rape, Fame, RtI,
> etc.)
I believe you are incorrect in percieving this as a "trend". When LSJ was
given the authority, he insituted a number of changes that had probably
been long considered. From all indications, it appears he intends to be
quite conservative about any additional alterations. The latest errata on
TORIII is less radical than the first and puts the card more in line with
original text and card concept. He has resisted pressure to errata
Concealed Weapon and the First Strike concept. I see no "trend", and no
reason to make panicked howlings of "Where will it end!???".
> It was my belief that it set a bad precedent and I wanted new players
> to be able to buy a few starters and boosters, put together a deck based on
> the way the rules and cards were printed and be able to show up to a
> tournament and play the deck.
I agree that it is important to keep errata to a minimum for the above
reasons. I believe the vast majority of what is one the errata list is
(sadly) necessary, and can think of only a few instances where (IMHO) some
slight pruning of the list might be done.
Still, I believe the most confusion will come not from new players, but
from older players who know what all the "good" cards are, and put alot of
them in their decks. A new player will not play with so many of these
cards, and, unlike the experienced player, will not get the false
impression that most cards have been altered. The vast majority of cards
a Newbie plays with will work as printed (and will be more balanced in
power compared to the "good" cards an experienced player uses).
One example of how experience can warp ones perception is the (rather
funny) reaction of experienced players when you tell them that the damage
from Pulled Fangs is no longer aggravated. "That's crazy!" they howl, "If
it doesn't do aggravated damage then what's the point?" For years, these
players have seen this card burn vampires with ag damage every time it was
played, and so naturally assumed that burning vamps with ag damage was the
entire point of the card. A new player who read the text and title of the
card would assume that the point to pulling the vampires fangs to to make
it impossible to hunt (sending it into torpor if it must hunt and can't).
Experienced players are barely aware of this function of the card, because
it is completely irrelevant to a burned vampire.
[ quoted text not captured ]
Lupus wrote:
> Good Luck! If you wish to correct WVP, I seriously think, that accepting
> the "no-vote-push" rule would be an important step towards the goal you
> claim to strive for.
*nods* Right now, we're using the old "don't replace PA cards used to vote
push until the end of the current turn" errata until we come to some sort of
consensus or majority opinion. Currently, I'm marginally supporting the 7/7
errata.
> As for Presence voting, I'm not sure how you intend to correct it.
My biggest problem with the 7/7 errata is that it gives a _HUGE_ edge
to vote decks. Previously, clans that didn't use Presence could at least
make a viable deck. Our current errata makes some effort to balance
between giving the edge to Presence decks and WVP decks, but finding
a perfect balance is probably impossible.
> If you think the imbalance is too great,
> then perhaps you could campaign for additional non-presence vote cards
> being included in the soon-to-be-released mini-set.
Do you honestly think they'd listen to me? *grin*
> > No...it makes _one_ strategy more viable.
>> I am wondering what is this "one strategy" you are referring to.
I meant a "steal" strategy in a general sense. Obviously, there are
various supporting strategies and methods, but they all boil down to
the same thing
> Personally, I don't like complete rewrites either. In the case of RTI, I
> would have preferred that it had been banned, though certainly something
> had to be done about it. I doubt you'll come up with an appropriate fix.
We already have. We came up with play as printed with the following
exceptions:
1) The vampire is removed from the game rather than burned.
2) No action modifiers may be played.
Mike and I already discussed why this is at least as balanced as the
WotC errata earlier. You have to take additional actions or put
master cards in play to increase the bleed, add stealth or make it
unblockable.
> An appropriate fix would have to involve preventing the card from directly
> ousting,
We looked at that idea and immediately saw the problem with that philosophy.
I could put a Anarch Revolt into play and then use RtI to bleed them down
to 1 pool. Trying to prevent RtI from directly ousting someone is too easy
to get around to make it a viable errata.
> It would appear that you are not opposed in principle to the idea that
> errata can be necessary. You merely disagree with LSJ's judgment in
> individual cases.
Yes and no. I believe that errata should be only be used to correct grossly
unbalanced cards or effects or clarify confusing phrasing. I do not believe
that
WWEF or the Golden Rule fits that bill in any way, shape or form. I also
believe
that errata should attempt to stay as close to card text as possible. It was
LSJ's
trend towards complete rewrites that I disagree with.
> You could choose not to play with
> these cards at all, and you would still have almost 1200 cards to choose
> from, and an infinite number of strategies available to you.
I certainly don't support banning cards if at all possible and just because I
don't use an overpowered card doesn't keep others from using it.
> I understand that the MJL maintains its own errata listing. Is is
> significantly shorter than the official listing?
Currently, very much so. Essentially, we go through WotC errata and
decide if we want to use it, play as printed or issue or own errata.
> Even if so, is the confusion saved by having a slightly shorter list really
> worth the confusion added by setting up a rival alternate list?
There's no confusion because we have excellent communications set up
and everyone knows we don't use WotC errata. We have a web site with
the errata and we post current MJL errata to the newsgroup and the MJL
mailing list prior to a tournament.
> People get upset about fixes to overpowered cards mainly because they
> see the cards too much.
No...it wasn't that overpowered cards getting fixed that's the problem, it
was completely rewriting them that caused the major issues.
> > It was the trend towards completely changing the way the cards and rules
> > worked that got us upset. (i.e. 7/7 ToRIII errata, Mind Rape, Fame, RtI,
> > etc.)
>
> I believe you are incorrect in percieving this as a "trend".
It was a trend within the subset of 6/23 and 7/7 which, at the time, were the
only rulings made.
> The latest errata on
> TORIII is less radical than the first and puts the card more in line with
> original text and card concept.
...and was prolly only reworked after a multitude of complaints. The first
errata was completely in line with the rest of 7/7.
> I see no "trend", and no reason to make panicked howlings of "Where will
> it end!???".
Panicked howlings??? *smirk* Okay.... I don't remember making any
"panicked howlings" of any kind.
Noal McDonald
Michigan Jyhad League
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> My biggest problem with the 7/7 errata is that it gives a _HUGE_ edge
> to vote decks.
Sorry...I meant, "edge to vote decks that use Oresence vs. ones that don't."
Noal
[ quoted text not captured ]
In article <7ajsmh$khm$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Lupus wrote:
> My biggest problem with the 7/7 errata is that it gives a _HUGE_ edge
> to vote decks. Previously, clans that didn't use Presence could at least
> make a viable deck. Our current errata makes some effort to balance
> between giving the edge to Presence decks and WVP decks, but finding
> a perfect balance is probably impossible.
The vote push ban _gives_ vote decks an edge? I've got to assume that
you mean Presence vote decks here because that would pretty much be the
opposite of what people have said of 7/7. Vote decks are still a pretty
difficult deck to have win often, varying with the metagame. Any deck
that packs enough transient or permanent intercept will hose a vote deck.
They are also still extremely susceptible to dedicated rush. Now if you
compare Presence based vote decks vs. non-Presence based vote decks, the
Presence decks are much easier to construct and be effective.
Presence is the only discipline that can reliable pass votes once
the action has been succesfful without a supporting strategy. Contrary
to common belief, it is quite possible to make a vote deck that is
successful and does not use Presence. The two main ones are weenies
using Praxis Seizures and some form of combat to kill rival voters.
I've used both of these quite effectively. Of course, they aren't
as easy to make as a Presence vote deck, but I wouldn't expect them
to be.
> Do you honestly think they'd listen to me? *grin*
What did you say? I didn't hear you over here. :)
> I meant a "steal" strategy in a general sense. Obviously, there are
> various supporting strategies and methods, but they all boil down to
> the same thing
You've argued largely that in a real world sense, First Strike should
be dodge. In a real world sense, why would the vampire that I've stolen
from the control of another Methuselah suddenly burn because her former
controller had died (or whatever)? Or why would the Rack suddenly burn
down after I had wrested control of it from another Methuselah who was
then destroyed?
This is not the only reason I like the new Golden Rule, but I'm just
using your own arguments to defeat you. :)
> Mike and I already discussed why this is at least as balanced as the
> WotC errata earlier. You have to take additional actions or put
> master cards in play to increase the bleed, add stealth or make it
> unblockable.
Repeat after me. "No matter how you might try to fix RtI, it's still
just bad, bad, bad."
> We looked at that idea and immediately saw the problem with that philosophy.
> I could put a Anarch Revolt into play and then use RtI to bleed them down
> to 1 pool. Trying to prevent RtI from directly ousting someone is too easy
> to get around to make it a viable errata.
Yeah, 1 would be impossible. I proposed a really complex fix at one
point that involved reducing to no less than 3 or 4.
> It was LSJ's trend towards complete rewrites that I disagree with.
Please stop using the word trend. There is no trend when it happens
twice, 6/23 and 7/7. A trend would be changing First Strike to beat
Dodge. ;) Hmmm, I'm in some sort of flame-bait mode today. Please
ignore it. :)
> There's no confusion because we have excellent communications set up
> and everyone knows we don't use WotC errata. We have a web site with
> the errata and we post current MJL errata to the newsgroup and the MJL
> mailing list prior to a tournament.
Ok, let's say we put MJL tournaments in the V:EKN newsletter. Some
of those people don't have Internet access. How are they going to find
out these errata of yours?
> It was a trend within the subset of 6/23 and 7/7 which, at the time, were the
> only rulings made.
The trend for me today is that I will drink lots of beer this evening.
Does that make it a trend in the generic sense of the word? No.
> > I see no "trend", and no reason to make panicked howlings of "Where will
> > it end!???".
>
> Panicked howlings??? *smirk* Okay.... I don't remember making any
> "panicked howlings" of any kind.
Calling it a trend would seem to indicate a panicked howling as there
has been no trend outside of those two dates.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
> The vote push ban _gives_ vote decks an edge? I've got to assume that
> you mean Presence vote decks here because that would pretty much be the
> opposite of what people have said of 7/7.
Correct. Vote decks that don't use Presence are pretty much hosed.
In a perfect world, a Nosferatu voting deck would be viable. *wry grin*
> Vote decks are still a pretty difficult deck to have win often, varying with
> the metagame.
That depends on whether you're able to get vote dominance or not.
> Any deck that packs enough transient or permanent intercept will hose
> a vote deck.
Depends on the vote deck. First off, your opponents have to know
what to intercept. I generally plan for some intercept and compensate
by having several minions that toss a couple of votes to draw intercept
before passing the important ones or I play a stealth voted deck. The
Setites are great for that, since not only do they have Obfuscate and
Presence, but they can use Form of Corruption and Temptation to steal
the vampires with votes.
> They are also still extremely susceptible to dedicated rush.
Depends. If the vote deck is built around Banishment, the combat
monsters will find themselves in the uncontrolled region more often
than not. Otherwise, Secure Haven and Arboretum are good defenses.
I found that Assault Rifles are great if you have the pool gain to afford
them. If you're going to depend on S:CE, you should have a fair amount
of maneuvers in your deck. Obviously, a DotB/IG combo screws that
up, but you can't defend against everything.
> Now if you compare Presence based vote decks vs. non-Presence
> based vote decks, the Presence decks are much easier to construct
> and be effective.
Agreed. I believe the disparity to be much larger than it should be. It's
almost to the point that if you're going to play a vote deck, you have to
use Presence. I toyed with the Anarch Revolt/Malk Rider Clause combo
for a bit, but found that it was a one-shot wonder. After the first time,
nobody called votes to burn the Revolts or they would only pass them
if there was no Malk Rider Clause played. Ask Lupus about jol94. He
ended up getting ousted by his own Revolts.
> Presence is the only discipline that can reliable pass votes once
> the action has been succesfful without a supporting strategy.
Agreed.
> Contrary to common belief, it is quite possible to make a vote deck that is
> successful and does not use Presence. The two main ones are weenies
> using Praxis Seizures and some form of combat to kill rival voters.
*nods* However, weenie prince decks have a really rough time of it after
the first 3 turns. I've done bruise and vote decks, mostly with Brujah, but
I've done it with a Giovanni/Lasombra deck as well.
> You've argued largely that in a real world sense, First Strike should
> be dodge.
Actually, I didn't really argue that as hard as others. I used some
LARP and RPG examples, but my argument was based mostly on
cost vs. effect.
> This is not the only reason I like the new Golden Rule, but I'm just
> using your own arguments to defeat you. :)
No...you used someone else's arguments...*grin* Personally, I think the
new Golden Rule may make the cost too cheap for the effect.
> Repeat after me. "No matter how you might try to fix RtI, it's still
> just bad, bad, bad."
I agree with you. However, in this case, one fix is pretty much as good
the other for various reasons. The MJL one is just less complex.
> Yeah, 1 would be impossible. I proposed a really complex fix at one
> point that involved reducing to no less than 3 or 4.
That might get closer, but implementation of that rule gets really fuzzy.
In this case, I favor the "KISS" rule. Even reducing a pool to 4, could
still lead to an instant oust. Anarch Revolt decks are becoming fairly
popular again and I don't see any reason to give them more teeth.
> > It was LSJ's trend towards complete rewrites that I disagree with.
>> Please stop using the word trend.
trend trend trend trend trend trend trend trend trend trend trend
*grin* I can be such a bastard at times.
>There is no trend when it happens twice, 6/23 and 7/7.
A trend is a sequence of occurences. There were several occurences
of complete rewrites in 6/23 and 7/7. They also happenend again on
January 5th although not nearly as drastic. (New ToRIII, White Phos
Grenade,Wooden Stake, and "Start of Untap Phase")
> Hmmm, I'm in some sort of flame-bait mode today. Please
> ignore it. :)
*sips coffee*
Don't worry, I'm taking my medication.
*grin*
> Ok, let's say we put MJL tournaments in the V:EKN newsletter. Some
> of those people don't have Internet access. How are they going to find
> out these errata of yours?
That's a straw man, Mike. The same is true of WotC errata.
Besides, as you know, MJL errata tries to stay as close to printed
text as possible, so there's not likely to be any surprises.
> The trend for me today is that I will drink lots of beer this evening.
> Does that make it a trend in the generic sense of the word? No.
*shrug* Ask a cop. *grin*
> Calling it a trend would seem to indicate a panicked howling as there
> has been no trend outside of those two dates.
One, January 5th rulings also had rewrites. Number two, do you
honestly think that there is _anything_ to do with Jyhad that's going
to make me panic? After all, I do have a real life. *grin*
Noal
[ quoted text not captured ]
In article <7ak72c$ukq$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Correct. Vote decks that don't use Presence are pretty much hosed.
> In a perfect world, a Nosferatu voting deck would be viable. *wry grin*
And it still is. I'd really like to see these decks of old that are
now absolutely hosed by not being able to push. The only decks that
I can see being absolutely hosed are those that depend on being able
to push with 3 or more vote cards. And the only a way deck will have
4 or more (vote cards to push and call the vote) ready is if they have
handjammed or have almost 50% of their deck containing votes.
I don't have pity for the deck that has handjammed. Otherwise, with 50%
of your deck being vote, surely you have some room in there for helping
you pass your votes. The most independent way, of course, is with some
form of combat. The second being stealing.
Me > Any deck that packs enough transient or permanent intercept will hose
Me > a vote deck.
>
> Depends on the vote deck. First off, your opponents have to know
> what to intercept. I generally plan for some intercept and compensate
> by having several minions that toss a couple of votes to draw intercept
> before passing the important ones or I play a stealth voted deck.
In my group, the metagame is interesting. If you are a deck's prey,
anything that only benefits that deck (pool gain, Embrace, intercept
retainer, etc.) is basically up to the predator to deal with. So if
your call a Consaguinous Boon, 9 times of 10, your prey won't block,
but your predator will try. If you try a KRC, your prey will try to
block while your predator probably will not.
As your prey, I know what kinds of votes I want to intercept - those
that hurt me, my minions, or any others of my cards. Anything else,
I almost definitely won't block. How many of these actions to distract
are you taking?
> The Setites are great for that, since not only do they have Obfuscate and
> Presence, but they can use Form of Corruption and Temptation to steal
> the vampires with votes.
If you can get an early FoS-are-Camarilla vote through, they could
probably go without Presence.
Me > They are also still extremely susceptible to dedicated rush.
> Depends. If the vote deck is built around Banishment, the combat
> monsters will find themselves in the uncontrolled region more often
> than not.
And with what vampires are you going to be doing this? For a rush
deck, the first targets are titled vampires. You're never going
to get a Banishment through. Plus, Banishment isn't easy to come
by. I've got one, and I think there might be 4 more in my group.
So for most people, I think you can toss Banishment as combat defense
out the window.
> Otherwise, Secure Haven and Arboretum are good defenses.
Arson or Rampage work quite well. And you can't play the Secure
Haven until after a rush deck has had a chance to kill the vampire.
> I found that Assault Rifles are great if you have the pool gain to afford
> them. If you're going to depend on S:CE, you should have a fair amount
> of maneuvers in your deck. Obviously, a DotB/IG combo screws that
> up, but you can't defend against everything.
Most rush decks have at least one of the following: Animalism (meaning
no AR after DotB), Potence (IG, Sewer Lids), Celerity (Dodges, additional
strikes, Psyche), Fortitude (Your stinking Rifle don't hurt me!).
> Agreed. I believe the disparity to be much larger than it should be. It's
I don't have a problem with the disparity, and I probably don't feel
it is as large as you do.
> almost to the point that if you're going to play a vote deck, you have to
> use Presence.
*sigh* Why doesn't hard proof deter you from this statement? The ban
on vote pushing has been used by many groups for a long time before 7/7.
The Golden Tenents were out before Dark Sovereigns if I remember right.
Note that vote decks haven't disappeared from the list of archetypes.
> *nods* However, weenie prince decks have a really rough time of it after
> the first 3 turns.
The weenies are more dependent on seating. If enough titled vampires
come out, they can get in serious trouble. But that's really their
only major weakness.
> > This is not the only reason I like the new Golden Rule, but I'm just
> > using your own arguments to defeat you. :)
>
> No...you used someone else's arguments...*grin* Personally, I think the
> new Golden Rule may make the cost too cheap for the effect.
Generally, the effect isn't great. You remove a vampire from an
opponent. Chances are they don't use the same disciplines. And if
they are something you like, they took several actions or a long
time to acquire.
Me > Please stop using the word trend.
>
> trend trend trend trend trend trend trend trend trend trend trend
> *grin* I can be such a bastard at times.
Pbbbbbbbbbbbbbbbt! I can't hear you, can't hear you.
Me >There is no trend when it happens twice, 6/23 and 7/7.
>
> A trend is a sequence of occurences. There were several occurences
> of complete rewrites in 6/23 and 7/7. They also happenend again on
> January 5th although not nearly as drastic. (New ToRIII, White Phos
> Grenade,Wooden Stake, and "Start of Untap Phase")
Yeah, I didn't catch the Wooden Stake. And I have no idea why it was
changed. I'll grant you that it was a start of a trend. :)
> *sips coffee*
> Don't worry, I'm taking my medication.
> *grin*
Good, so you didn't notice the arsenic. :)
> > Ok, let's say we put MJL tournaments in the V:EKN newsletter. Some
> > of those people don't have Internet access. How are they going to find
> > out these errata of yours?
>
> That's a straw man, Mike. The same is true of WotC errata.
That's one of the purposes of the newsletter. Sure, we won't reach
everyone, but we'll reach many that had almost no chance of knowing
before.
> Besides, as you know, MJL errata tries to stay as close to printed
> text as possible, so there's not likely to be any surprises.
So when Johnny comes to an MJL tournament with his Mind Rape, unblockable
RtI deck using DayOps/Daring the Dawn, what is he going to do? I'd
say that's a highly likely candidate for surprise if someone doesn't
have access.
> > The trend for me today is that I will drink lots of beer this evening.
> > Does that make it a trend in the generic sense of the word? No.
>
> *shrug* Ask a cop. *grin*
Why would a cop know or care? Unless he's been following me every
week, he'll never know it's a trend. And btw, I don't always drink
lots of beer because it gets expensive drinking Black & Tans, Snakebites,
and other imports.
> One, January 5th rulings also had rewrites. Number two, do you
> honestly think that there is _anything_ to do with Jyhad that's going
> to make me panic? After all, I do have a real life. *grin*
Or so you claim? But are you really who you say you are?
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
mboh...@shout.net wrote:
> As your prey, I know what kinds of votes I want to intercept - those
> that hurt me, my minions, or any others of my cards. Anything else,
> I almost definitely won't block. How many of these actions to distract
> are you taking?
*shrug* Depends on the circumstances...one or two.
> And with what vampires are you going to be doing this? For a rush
> deck, the first targets are titled vampires. You're never going
> to get a Banishment through.
*suppresses a laugh* All it takes is Presence. Banishment doesn't
require a title. One turn one, I bring out the smallest vampire with
Presence (usually a 2 cap). On my second turn, I put a Presence
discipline card on the new vampire, call Banishment and back it
up with Bewtitching Oration and Awe and then I bring out a couple
more vampires with Presence. If I bring out Lazar, I keep your
vampires down longer.
This is the basis of the Grind deck as Droz found out in jol100.
Poor guy brought out an 8 cap with a ToRIII and had it go right
back to the uncontrolled region...and it had a title.
> Plus, Banishment isn't easy to come by.
Depends on the amount of your disposable income.
>I've got one, and I think there might be 4 more in my group.
I've got at least 7. Maybe more.
> So for most people, I think you can toss Banishment as combat defense
> out the window.
Most people, maybe. Me, no.
> > almost to the point that if you're going to play a vote deck, you have to
> > use Presence.
>
> *sigh* Why doesn't hard proof deter you from this statement?
Because there is none. Quite simply, if you want to consistently win
with a vote deck, you need vote dominance. The only consistent
method to acheiving vote dominance is by using Presence.
> The ban
> on vote pushing has been used by many groups for a long time before 7/7.
> The Golden Tenents were out before Dark Sovereigns if I remember right.
> Note that vote decks haven't disappeared from the list of archetypes.
However, GT wasn't enforced in any DCI sanctioned tournament and
really only saw consistent use in JOL. The GT are nothing more than
common house rules.
> Generally, the effect isn't great. You remove a vampire from an
> opponent.
Which robs them of the ability to act against you or defend against you.
I'd say the effect is great.
> Chances are they don't use the same disciplines. And if
> they are something you like, they took several actions or a long
> time to acquire.
Depends...but generally true. If you depend on the stolen vampire
to have similar disciplines, you need to pack extra discipline cards
to play on them. It's pretty much a given that a strategy based
on stealing vampires will prolly not be a speed deck.
> > Besides, as you know, MJL errata tries to stay as close to printed
> > text as possible, so there's not likely to be any surprises.
>
> So when Johnny comes to an MJL tournament with his Mind Rape, unblockable
> RtI deck using DayOps/Daring the Dawn, what is he going to do? I'd
> say that's a highly likely candidate for surprise if someone doesn't
> have access.
I'm sure I'll shed as many tears as you would. *grin* However, since most
people who attend MJL tournaments have net access or has a friend that
does, I don't think the issue is as serious as you might believe.
> Or so you claim? But are you really who you say you are?
I'm Batman.
*grin*
Noal
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
> Ok, let's say we put MJL tournaments in the V:EKN newsletter. Some
> of those people don't have Internet access. How are they going to find
> out these errata of yours?> That's a straw man, Mike. The same is true of WotC errata.
>
>That's one of the purposes of the newsletter. Sure, we won't reach
>everyone, but we'll reach many that had almost no chance of knowing
>before.
>
> Besides, as you know, MJL errata tries to stay as close to printed
> text as possible, so there's not likely to be any surprises.
>
>So when Johnny comes to an MJL tournament with his Mind Rape, unblockable
>RtI deck using DayOps/Daring the Dawn, what is he going to do? I'd
>say that's a highly likely candidate for surprise if someone doesn't
>have access.
I will add my opinion here. The big difference is when the uninformed
arrive at either a WoTC or MJL tourney, the player at the WoTC tourney will
have to take 40 hors of remedial training just to Figure out what the new
game is. With our current view this information is able to be given
verbally in about 10 minutes. And Yes you can even remember it all.
Raille.
Dhar...@yahoo.com wrote:
>
> A trend is a sequence of occurences. There were several occurences
> of complete rewrites in 6/23 and 7/7. They also happenend again on
> January 5th although not nearly as drastic. (New ToRIII, White Phos
> Grenade,Wooden Stake, and "Start of Untap Phase")
When people have proposed alternate, trimmed-down errata lists before,
they've chosen sections of the rulings or errata that they think are
just clutter. They are usually just not knowledgable enough to identify
the reason behind the errata. LSJ understands the rulings and rules
better than anyone I've ever encountered. He finds inconsistencies or
paradoxes and has attempted to fix some of them. Using "Start of Untap
Phase" as an example, you might remember that LSJ commented that the
first and only thing that can happen at the start of the untap phase is
the untapping of your cards. If any card were to say to do something
"at the start of your untap phase" it would be problematic. This was
fixed.
By attempting to make alternate errata lists shorter and/or simpler,
they will likely become shorter and simpler but at the cost of being
inconsistent and inaccurate. Eventually, players will ask all of the
same questions LSJ has already answered and the alternate list will have
to add rulings or errata to fill-in the gaps.
[clip]
> One, January 5th rulings also had rewrites.
Wooden Stake seems to have been rewritten to keep its intended effect
and to eliminate the problems associated with damage becoming aggravated
during/after damage is resolved. I don't think there are any other
cards that do that. Also, if I remember correctly, Ammo was moved to
"before" resolution. Now Dragon's Breath Rounds are consistent with the
timing of effects like "Claws".
[ quoted text not captured ]
On Fri, 19 Feb 1999 Dhar...@yahoo.com wrote:
> My biggest problem with the 7/7 errata is that it gives a _HUGE_ edge
> to vote decks. Previously, clans that didn't use Presence could at least
> make a viable deck.
I think this is a good example of how experience playing with unbalanced
effects sharply limits ones awareness of available play options. There
are actually a whole host of cards and effects designed to assist with
voting. Most are ignored and dismissed as wallpaper. But wallpaper does
not exist in a vacuum. It is considered wallpaper because other cards
that achieve the same end are considered so much superior.
The problem is that the old PA cards were "broken" in the sense that they
turned almost all other vote modifiers and vote reactions into wallpaper.
Not only could they be used as action cards to call votes, but also as
vote modifiers to push votes and vote reactions to influence other
people's votes. Unlike regular vote reactions, you could play them even
if you had no untapped minions, and you could play multiples on a single
vote.
They were so good that they *almost* succeeded in eliminating from
competitive play two whole classes of cards: vote modifiers and vote
reactions. But not quite. The very best modifiers, such as the Presence
modifiers, were good enough that they were still considered worth putting
in a deck in place of yet more extra PAs, even though this usually meant
you were required to invest in somewhat higher capacity vampires.
A person playing in this environment would see only two tactics used: 1)
PA vote gain alone, which would tend to use weenies for greater
efficiency, since PA vote push needs no discipline, and 2) PA vote gain
combined with Presence vote modifiers, and using slightly larger
vampires. He might conclude that there are "basically" two types of vote
decks, "Vote Push" decks and "Presence Vote" decks (though actually the
Presence vote decks were also enhanced by Vote Push).
He might also conclude, based on simple Math, that if you take one of
these strategies away, then only one will remain, thus damaging game
variety. This perception, however, is false. When it comes to
unbalancing effects, 2 minus 1 could very well equal 20. A whole host of
vote modifiers and creative vote tactics will come creeping out of the
woodwork, which formerly never saw play since they just were not as
effective as a hand full of PAs.
To give one small example, I have definitely noticed, in the post 7/7
environment, the increased importance of the edge for getting votes
passed. Gaining the edge before calling a vote can make up to 2 votes
worth of difference in the count (one more for and one less against).
Night Moves (or some other stealth card) in a Nos Vote deck can be a
useful addition. In the Pre 7/7 environment, it usually made more sense to
replace the Night Moves with an extra PA or two. Same goes for other
tricky tactics like Cryptic Rider, or compromise politics, etc.
Since "no vote push" makes it harder even for "Presence" decks to push
votes through, all sorts of alternate tactics will be increasingly relied
upon. In particular large vampires with permanent votes will be have a
larger relative importance. Since large vampires typically have lots of
disciplines, this means that auspex and dominate vote cards are now more
likely to see play.
> Our current errata makes some effort to balance between giving the edge
> to Presence decks and WVP decks, but finding a perfect balance is
> probably impossible.
Before you try to correct the imbalance in favor of Presence voting, I
strongly suggest you try the current no-vote-push ruling on its own. You
may well find that no imbalance problem exists beyond what is approptiate.
A certain imbalance *is* appropriate since Presence was concieved as the
primary vote discipline. It is a fairly common discipline, posessed by 3
or the original 7 Camarilla clans, and by 6 of the 21 total clans. The
idea that you might need charm to succeed in politics is not so
inappropriate, though the Nosferatu still do pretty damn well.
Lupus Australis
On Fri, 19 Feb 1999 Dhar...@yahoo.com wrote:
>
> > The vote push ban _gives_ vote decks an edge? I've got to assume that
> > you mean Presence vote decks here because that would pretty much be the
> > opposite of what people have said of 7/7.
>
> Correct. Vote decks that don't use Presence are pretty much hosed.
> In a perfect world, a Nosferatu voting deck would be viable. *wry grin*
Nossie voting decks *are* viable, and one of my favorite types. I am
currently using one in JOL 91. It currently has 2 victory points, despite
the fact that I was never able to get vote dominance and had to rely on
cross-table dealing.
In article <7ajsmh$khm$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>Previously, clans that didn't use Presence could at least
>make a viable deck.
Assamites can and have.
Nosferatu can and have.
Pander can and have.
All at Portsmouth since 7/7. Most of them within the last couple of
months.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.nethttp://www.obeah.demon.co.uk
In article <7ak72c$ukq$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>In a perfect world, a Nosferatu voting deck would be viable. *wry grin*
May I introduce you to the perfectly viable Nosferatu voting deck that
is doing quite well on the Portsmouth Tournament scene right now?
[ quoted text not captured ]
In article <7akhmk$c93$1...@east42.supernews.com>, Raille <rai...@mich.com>
writes
>I will add my opinion here. The big difference is when the uninformed
>arrive at either a WoTC or MJL tourney, the player at the WoTC tourney will
>have to take 40 hors of remedial training just to Figure out what the new
>game is. With our current view this information is able to be given
>verbally in about 10 minutes. And Yes you can even remember it all.
From everything Noal had said, it seemed very much like you played with
all WotC errata except a few little bits, which he posted.
Why is there so much difference in the time?
[ quoted text not captured ]
>From everything Noal had said, it seemed very much like you played with
>all WotC errata except a few little bits, which he posted.
>
>Why is there so much difference in the time?
>
>--
>James Coupe (Prince of Mercia, England)
>
A misleading statement on my part, I'm afraid. The MJL uses about 90-95% of
the WoTc rules. I should have refined the statement to say our changes take
10 minutes and can be committed to memory, or something to that effect.
Dave M.
In article <7aq3ur$k3r$1...@east43.supernews.com>,
"Raille" <rai...@mich.com> wrote:
> A misleading statement on my part, I'm afraid. The MJL uses about 90-95% of
> the WoTc rules. I should have refined the statement to say our changes take
> 10 minutes and can be committed to memory, or something to that effect.
So it takes just as long to explain all the errata, but 10 minutes
specifically to explain where your changes differ from the official rules?
From what I can tell from Noal's last posting of the MJL errata, these
are the changes:
Betrayer - is only slightly different, and no simpler than the WotC rulings
No mention if it totally replaces WotC errata or just what it directly
contradicts.
Ritual of the Bitter Rose - only diablerie
Aggravated Damage
Golden Rule of Card Ownership - States that cards are taken when the owner
is ousted. "Most alternatives riddled with holes ready for abuse."
What kind of abuse?
Beast - as written
Immortal Grapple - played as written on the V:tES version
Living Manse - States "Play as printed." Is this referring to the ruling
on 971204 that it must be burned before range?
Reform Body - Can be played by a vampire in Torpor
Return to Innocence - No action modifiers
Rutor's Hand - Played as printed, can have only one. This means that the
only way for the damage to be prevented at superior is with Blood Tears,
right?
Darius Styx - As printed (ie can target his controller?)
Fame - As printed, V:tES version
Mind Rape - As printed
Pulled Fangs - As printed but can only play one per round
WwEF - As printed
Zip Gun - As printed
Wooden Stake - As printed
Voting - DNR during vote. DNR PA's until end of turn
Sleeping Mind - "As printed" with the interpretation that Wake'd vampires
are still tapped even though they are acting as if untapped
And that's it. There are 11 cards or rules that are specifically played as
written, one that still often draws questions from players as to what they
do (Rutor's Hand - so how do I prevent the damage at superior?), and one
that has debatable interpretation (Sleeping Mind - Tapped vampires can
not block anyway, so how do the Wakes get around the rule and not get
around Sleeping Mind?).
Doesn't sound like the MJL minimizes errata at all when you consider there
are 106 errata and "corrections" when searching LSJ's web site.
From the official way, you can explain the 12 or 13 differences as follows.
Pulled Fangs damage is not aggravated. Immortal Grapple only lasts for
the round that it is played. Do not replace WwEF until your next untap
phase. Fame affects the vampire's controller. Ammo cards cannot be used
with Zip Gun. Beast cannot have or use equipment or retainers at all.
You can only use one political action card to gain a vote during a
political action, including any card that might have been used to call
the vote. Cards owned by a player that is ousted but are controlled by
someone else stay in play. Rutor's Hand does 3 unpreventable normal
damage rather than 1 aggravated damage at superior Thaumaturgy.
That leaves me 9 minutes to explain the other 5 or 6, some of which
could be left out of explanation or just noted as being different than
as written as they most likely won't be encountered (like Darius Styx
and Wooden Stake).
I do not see any "Great Simplification" like what David claims, because
otherwise, there is just as much errata as in the official rules.
[ quoted text not captured ]
Mike wrote:
> From what I can tell from Noal's last posting of the MJL errata, these
> are the changes:
>
> Betrayer - is only slightly different, and no simpler than the WotC rulings
> No mention if it totally replaces WotC errata or just what it directly
> contradicts.
Our errata on Betrayer is more of a clarification. Should be largely
compatible with WotC errata.
> Golden Rule of Card Ownership - States that cards are taken when the owner
> is ousted. "Most alternatives riddled with holes ready for abuse."
> What kind of abuse?
*shrug* My take on it was that I wasn't convinced that it needed to be
chagned. I'm not sure how I feel about the "abuse" possiblity, namely that I
get to keep stolen permanents indefinitely.
> Immortal Grapple - played as written on the V:tES version
...and Sabbat. Of the three versions, two state explicitly that hand strikes
last all combat and the Jyhad version doesn't directly contradict this.
> Living Manse - States "Play as printed." Is this referring to the ruling
> on 971204 that it must be burned before range?
Yes.
> Reform Body - Can be played by a vampire in Torpor
...we are using WotC current errata.
> Rutor's Hand - Played as printed, can have only one. This means that the
> only way for the damage to be prevented at superior is with Blood Tears,
> right?
Correct. If the option to prevent the damage with Tears was still open, I may
have voted to go with WotC errata. But since it wasn't, I didn't.
> Darius Styx - As printed (ie can target his controller?)
No...we're sticking to the original definition of (D) actions and thusly,
there was no need to change the text. A (D) action can only target someone
else.
> Voting - DNR during vote. DNR PA's until end of turn
...this is a temporary errata. It's still subject to change since we haven't
come to a majority opinion, much less consensus.
> Sleeping Mind - "As printed" with the interpretation that Wake'd vampires
> are still tapped even though they are acting as if untapped
Correct. WWEF and Forced Awakening states that they can "play reaction
cards as though untapped." Since they are still tapped, they may not block,
but they are free to play other reaction cards like Deflection and so forth.
> Doesn't sound like the MJL minimizes errata at all when you consider there
> are 106 errata and "corrections" when searching LSJ's web site.
A lot of the stuff on LSJ's site is there for clarification. Keep in mind
that we really haven't gone through everything on LSJ's site. Since most of
us have really busy lives, our RT discussions tend to go i spurts of extreme
activity and complete inactivity.
> I do not see any "Great Simplification" like what David claims, because
> otherwise, there is just as much errata as in the official rules.
The trend towards "play as printed" makes things easier. I think that down
the road as things get done by both MJL and WotC rules teams, you may
see a wider gap emerge.
Noal
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7as2ea$ai7$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
Me > Sleeping Mind - "As printed" with the interpretation that Wake'd vampires
Me > are still tapped even though they are acting as if untapped
>
> Correct. WWEF and Forced Awakening states that they can "play reaction
> cards as though untapped."
More correctly, Wake says:
: This vampire can play reaction cards and attempt to block as though
: untapped until the current action is conlcuded.
Forced Awakening says:
: This reacting vampire can attempt to block the acting minion and
: play reaction cards as though untapped.
You left off the blocking part that they specifically mention.
> Since they are still tapped, they may not block,
> but they are free to play other reaction cards like Deflection and so forth.
If the bits about blocking were not there, the only cards you would be
able to play would be Deflection and such and the penalty on Forced
Awakening would be meaningless.
Me > Doesn't sound like the MJL minimizes errata at all when you consider
there Me > are 106 errata and "corrections" when searching LSJ's web site.
>
> A lot of the stuff on LSJ's site is there for clarification. Keep in mind
> that we really haven't gone through everything on LSJ's site. Since most of
> us have really busy lives, our RT discussions tend to go i spurts of extreme
> activity and complete inactivity.
No, those 106 errata and "corrections" are specifically that. I left
out clarifications and rulings. Feel free to do the same search.
> The trend towards "play as printed" makes things easier. I think that down
> the road as things get done by both MJL and WotC rules teams, you may
> see a wider gap emerge.
It's now 8 months down the road and the gap is the same; that is now in
agreement on ToRIII and now disagreeing on Wooden Stake.
[ quoted text not captured ]
mboh...@shout.net wrote:
> If the bits about blocking were not there, the only cards you would be
> able to play would be Deflection and such and the penalty on Forced
> Awakening would be meaningless.
*nods* I agree, but whether they can play reaction cards and block
"as if untapped", they are still, in reality, tapped. When two cards
have contradicting effects it is my opinion that the acting minion's
effects take precedence...and that was my personal basis for the
interpretaion that we are using. After all, since "tapped minions
may not block" anyway, allowing vampires to use wakes and block
makes the statement redundant.
Noal
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <7ase8t$m4n$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> After all, since "tapped minions may not block" anyway,
> allowing vampires to use wakes and block makes the statement redundant.
True. But the Wakes state that they may block "as if untapped" so for
the purpose of the reaction, they are untapped. Hence, they break
Sleeping Minds restriction.
Yes, the whole thing is circular for either side. However, I think
the Misdirection/Sleeping Mind combo is waaaaaay too powerful in the
hands of the already powerful weenie Dominate bleed.
[ quoted text not captured ]
I definitely agree with lupus' overall message here...
there're loads and loads of fun new vote and anti-vote
combos that previously weren't commonly used simply
due to vote-pusing... a fun one, for a ventrue deck
anyway, is the elder kindred network/kindred coercion/
pulling strings set of cards.... great fun...
actually, one question on EKN.... it says 'if the vote
is successful, there is no effect.' I assume this means
that this card (EKN) has no effect, but I could
be wrong, so if someone could just clear that up
for me...
by the way, nice eloquent post there, lupus...
Bill
Bill Pyle
(wp...@mindspring.com)
In article <7arsb3$4lk$1...@nnrp1.dejanews.com>,
mboh...@shout.net wrote:
> So it takes just as long to explain all the errata, but 10 minutes
> specifically to explain where your changes differ from the official rules?
>> From what I can tell from Noal's last posting of the MJL errata, these
> are the changes:
>
> Betrayer - is only slightly different, and no simpler than the WotC rulings
> No mention if it totally replaces WotC errata or just what it directly
> contradicts.> Ritual of the Bitter Rose - only diablerie
What's that supposed to mean?
> Aggravated Damage> Golden Rule of Card Ownership - States that cards are taken when the owner
> is ousted. "Most alternatives riddled with holes ready for abuse."
> What kind of abuse?> Beast - as written
Clearly not as it was intended!
> Immortal Grapple - played as written on the V:tES version> Living Manse - States "Play as printed." Is this referring to the ruling
> on 971204 that it must be burned before range?
Why not burnning before range?
> Reform Body - Can be played by a vampire in Torpor
Makes sense!!!
> Return to Innocence - No action modifiers
I'm convinced that that way it works ok.
> Rutor's Hand - Played as printed, can have only one. This means that the
> only way for the damage to be prevented at superior is with Blood Tears,
> right?> Darius Styx - As printed (ie can target his controller?)> Fame - As printed, V:tES version
> Mind Rape - As printed
I don't like it the printed way, it's tooooooo powerful. ;)
> Pulled Fangs - As printed but can only play one per round
That makes sense, especially when played in conjunction with the new
aggro damage ruling. The biggest concern has always been that vamps could
have been burned easily with PF. Playing only one each round and new
aggro fixes that problem well enough!!!!
> WwEF - As printed
To me, that sounds ok.
> Zip Gun - As printed
Why not simply saying that Zip Gun is only a "Weapon", not a "Gun"?
Fixes the problem easy enough.
> Wooden Stake - As printed
I don't have all the errata by heart, what's the deal?
> Voting - DNR during vote. DNR PA's until end of turn> Sleeping Mind - "As printed" with the interpretation that Wake'd vampires> are still tapped even though they are acting as if untapped
>
Carl
(VEKN Prince of Vienna)
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <36d1f441...@news.mindspring.com>,
wp...@mindspring.com wrote:
> I definitely agree with lupus' overall message here...
>
> there're loads and loads of fun new vote and anti-vote
> combos that previously weren't commonly used simply
> due to vote-pusing... a fun one, for a ventrue deck
> anyway, is the elder kindred network/kindred coercion/
> pulling strings set of cards.... great fun...
>
> actually, one question on EKN.... it says 'if the vote
> is successful, there is no effect.' I assume this means
> that this card (EKN) has no effect, but I could
> be wrong, so if someone could just clear that up
> for me...
If I may...
If the vote is successful, EKN has no effect. Otherwise the card would
be overly powerful, wouldn't it? :)
Oh, and btw, I fully agree with the golden rule of card ownership. It
makes perfect sense and is a lot of fun. We played it that way since
1994. :)
Carl
(VEKN Prince of Vienna)
[ quoted text not captured ]
Carl wrote:
> > Ritual of the Bitter Rose - only diablerie
>
> What's that supposed to mean?
Current errata allows RotB to be used with Decapitation. MJL has
ruled that the card may only be used when a vampire has been
diablerized, not just burned.
> > Pulled Fangs - As printed but can only play one per round
>
> That makes sense, especially when played in conjunction with the new
> aggro damage ruling. The biggest concern has always been that vamps could
> have been burned easily with PF. Playing only one each round and new
> aggro fixes that problem well enough!!!!
...however, we do not use the WotC aggro rules either.
Noal
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
> mboh...@shout.net wrote:
> > If the bits about blocking were not there, the only cards you would be
> > able to play would be Deflection and such and the penalty on Forced
> > Awakening would be meaningless.
>
> *nods* I agree, but whether they can play reaction cards and block
> "as if untapped", they are still, in reality, tapped. When two cards
> have contradicting effects it is my opinion that the acting minion's
> effects take precedence...
?
I've never heard that one before.
The official position is that the last card played takes precedence.
Your position would mean that if Dragos's opponent plays Terror
Frenzy at superior then it would depend on whether or not Dragos was
the acting vampire as to whether he would pay one blood or no blood
for his combat cards. (The official position is that he would pay one
blood for his combat cards whether acting or not.)
And "Acting minion" / "Acting player" isn't always applicable - take,
for example, a Derange played on a Nosferatu who is Clan Impersonating
a Lasombra. Is he a Lasombra when he takes an action, but a Malkavian
Antitribu when the vampire who played Derange is acting?
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html[ quoted text not captured ]
In article <7atjln$lml$1...@nnrp1.dejanews.com>,
CPilh...@bhak12.ac.at wrote:
Me > Pulled Fangs - As printed but can only play one per round
> That makes sense, especially when played in conjunction with the new
> aggro damage ruling. The biggest concern has always been that vamps could
> have been burned easily with PF. Playing only one each round and new
> aggro fixes that problem well enough!!!!
Actually, no, it doesn't. A vampire that is already going to torpor
(perhaps from a Blur'd, IG'd, Torn Signpost), a Pulled Fangs will burn it
because it is already wounded and cannot burn a blood to prevent destruction.
Me > Wooden Stake - As printed
>
> I don't have all the errata by heart, what's the deal?
This was new as of Jan 19, I think. It gets rid of the complexity with
the as-written wooden stake (damage inflicted above 1 is aggravated)
and makes it function almost exactly as the original Stake.
[ quoted text not captured ]
CPilh...@bhak12.ac.at wrote:
> wp...@mindspring.com wrote:
> > actually, one question on [Elder Kindred Network].... it says 'if the vote> > is successful, there is no effect.' I assume this means
> > that this card (EKN) has no effect, but I could
> > be wrong, so if someone could just clear that up
> > for me...
>
> If I may...
>
> If the vote is successful, EKN has no effect.
Correct.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
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Noal> When two cards
Noal> have contradicting effects it is my opinion that the acting minion's
Noal> effects take precedence...
LSJ> I've never heard that one before.
LSJ> The official position is that the last card played takes precedence.
Generally, I would agree with you.
LSJ> Your position would mean that if Dragos's opponent plays Terror
LSJ> Frenzy at superior then it would depend on whether or not Dragos was
LSJ> the acting vampire as to whether he would pay one blood or no blood
LSJ> for his combat cards. (The official position is that he would pay one
LSJ> blood for his combat cards whether acting or not.)
No...Terror Frenzy has a cumulative effect, not a contradicting one since
Terror Frenzy says the opposing minion pays an "additional blood" for
combat cards. So...Dragos pays a base cost of zero blood, plus one blood
for each Terror Frenzy played. No contradicting effects that I can see.
> And "Acting minion" / "Acting player" isn't always applicable - take,
> for example, a Derange played on a Nosferatu who is Clan Impersonating
> a Lasombra. Is he a Lasombra when he takes an action, but a Malkavian> Antitribu when the vampire who played Derange is acting?
Again this is an example of effects that are either cumulative or replace
previous ones. If Nosferatu plays a Clan Impersonation after being hit
with a Derange, he still changes clan, but the rest of the effects of
Derange remain in effect. If, in your example, the Nosferatu moves the
Derange to another vampire, I would expect that he returns to being a
Lasombra. Again...no direct contradictions there.
What it boils down to that the clause, "tapped minions may not blocK"
was obviously intended to prevent vampires from using WWEF and
Forced Awakening to block, otherwise the statement would be
completely redundant and extraneous. Note that it doesn't prevent
vampries from playing other reaction cards like Deflection and
Foul Blood. I may be inclined to believe that the effect _may_ be
too powerful for its cost, but the intent of the card is quite clear
and I'd have to see that it has a severe game unbalancing effect
before being convinced that current WotC errata is best for the
game.
Noal
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
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In article <7au9hn$849$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> Carl wrote:>> > Ritual of the Bitter Rose - only diablerie
>>
>> What's that supposed to mean?>
>Current errata allows RotB to be used with Decapitation. MJL has
>ruled that the card may only be used when a vampire has been
>diablerized, not just burned.
I thought you valued minimizing errata?
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
Noal>Current errata allows RotB to be used with Decapitation. MJL has
Noal>ruled that the card may only be used when a vampire has been
Noal>diablerized, not just burned.
Jasper> I thought you valued minimizing errata?
We do. We also felt that the intention of the card wasn't to allow
it to be used in conjunction with burning vampires in combat by
means other than diablerie. Just because we value minimizing
errata doesn't mean we have to agree with LSJ or issue no
errata at all. I've already said before that we've made our
own errata in cases where we felt the need to do so...RtI, for
example.
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In article <7av4oc$14p$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>Noal>Current errata allows RotB to be used with Decapitation. MJL has
>Noal>ruled that the card may only be used when a vampire has been
>Noal>diablerized, not just burned.
>
>Jasper> I thought you valued minimizing errata?
>
>We do. We also felt that the intention of the card wasn't to allow
>it to be used in conjunction with burning vampires in combat by
>means other than diablerie. Just because we value minimizing
>errata doesn't mean we have to agree with LSJ or issue no
>errata at all. I've already said before that we've made our
>own errata in cases where we felt the need to do so...RtI, for
>example.
Fair enough, however it does seem odd to lambast others for errata
that you feel is unworthy, while issuing errata with even less
justification.
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> Fair enough, however it does seem odd to lambast others for errata
> that you feel is unworthy, while issuing errata with even less
> justification.
Well...I don't know if I would use the word "lambast"...maybe
"give a hard time" would be more accurate. *grin* After all,
I make an effort to have my coffee before replying in the
morning these days.
Either way, the RotBR errata that we came up with was a merging
of the Jyhad and VTES versions like what we did with 2nd Tradition
to make both version more consistent. In the case of RotBR, our
errata only really disallowed its use with Decaptitate, an already
very powerful card in its own right.
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In article <7b007j$pgk$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>>> Fair enough, however it does seem odd to lambast others for errata
>> that you feel is unworthy, while issuing errata with even less
>> justification.>
>Well...I don't know if I would use the word "lambast"...maybe
>"give a hard time" would be more accurate. *grin* After all,
>I make an effort to have my coffee before replying in the
>morning these days.
>
>Either way, the RotBR errata that we came up with was a merging
>of the Jyhad and VTES versions like what we did with 2nd Tradition
>to make both version more consistent. In the case of RotBR, our
>errata only really disallowed its use with Decaptitate, an already
>very powerful card in its own right.
True, although it seems weird to me to make a ruling for such
a small, and not really overbalanced case. Especially when you
don't fix a card like Mind Rape.
It certainly makes more sense theme-wise, but I don't think that's a good
argument for making card fixes.
On a side note, I do prefer a few of your fixes to the official
ones, most notably RtI. Most of the differences you have IMHO
are either pointless, or fail to fix broken things (notably
weenie vote push, Mind Rape, and to be honest Pulled Fangs).
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In article <7au9hn$849$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Carl wrote:
> > > Ritual of the Bitter Rose - only diablerie
> >
> > What's that supposed to mean?
>> Current errata allows RotB to be used with Decapitation. MJL has> ruled that the card may only be used when a vampire has been> diablerized, not just burned.
RotB with Decapitation is silly. Why??
>
> > > Pulled Fangs - As printed but can only play one per round
> >
> > That makes sense, especially when played in conjunction with the new
> > aggro damage ruling. The biggest concern has always been that vamps could
> > have been burned easily with PF. Playing only one each round and new
> > aggro fixes that problem well enough!!!!
>> ...however, we do not use the WotC aggro rules either.
Carl
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In article <7b007j$pgk$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Either way, the RotBR errata that we came up with was a merging
> of the Jyhad and VTES versions like what we did with 2nd Tradition
> to make both version more consistent.
So are they different than either the Jyhad or the V:tES versions?
Wouldn't that make it so no one can know exactly what they are
supposed to do without knowing your special text?
> In the case of RotBR, our
> errata only really disallowed its use with Decaptitate, an already
> very powerful card in its own right.
But yet, you kept Pulled Fangs as written which is much easier to
use to burn vampires using Potence than with Decapitate.
With Decapitate, I have to somehow send the opposing vampire to torpor
while still having 2 blood leftover as well as have superior Potence.
Pulled Fangs usually takes 3 prep cards - Torn Signpost, Immortal Grapple,
and Blur. Most vampires are on their way to Torpor or at 0 blood and
poof for a disciplineless, free card.
Your system for when to errata and when not to seems kind of inconsistent.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/
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On Mon, 22 Feb 1999 Dhar...@yahoo.com wrote:
> > Immortal Grapple - played as written on the V:tES version
>> ...and Sabbat. Of the three versions, two state explicitly that hand strikes
> last all combat and the Jyhad version doesn't directly contradict this.
I'm curious to know if you are aware of the reasons for the official
errata on this card. LSJ will correct me if I'm wrong, but I believe it
was fixed more for reasons of "correctness" than balance.
The Jyhad version was clearly intended to work for one round only. The
superior version keeps the combat at short range for the second round,
creating an opportunity to continue the effect by playing another immortal
grapple.
The V:tES version has the odd effect of allowing situations where, if
combat lasts to a second or third round, the participants can maneuver to
long range and still only be able to do hand strikes due to the Grapple.
Boy, that's some strange grapple!
> > Rutor's Hand - Played as printed, can have only one. This means that the
> > only way for the damage to be prevented at superior is with Blood Tears,
> > right?> Correct. If the option to prevent the damage with Tears was still open,> I may have voted to go with WotC errata. But since it wasn't, I didn't.
I actually have a bit of sympathy for this one. If the RT were to remove
the errata on Rutors Hand and simply add a clarification that only Blood
Tears can currently prevent the damage, I would prefer it to the current
rewrite.
> > Darius Styx - As printed (ie can target his controller?)
>> No...we're sticking to the original definition of (D) actions and thusly,
> there was no need to change the text. A (D) action can only target someone
> else.
The current approach is the original approach. The purpose of the (D)
symbol is clearly explained in the rulebook. It does not have anything to
do with who can or cannot be targetted.
The rulebook makes it fairly clear that the purpose of the (D) symbol is
as a sort of reminder text. The "Rampage" text makes it clear that the
symbol was not intended to restrict actions to opposing Methuselahs only,
and the definition of "directed action" makes it crystal clear that an
action which targets oneself is not directed.
Lupus Australis
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Noal> Either way, the RotBR errata that we came up with was a merging
Noal> of the Jyhad and VTES versions like what we did with 2nd Tradition
Noal> to make both version more consistent.
Mike> So are they different than either the Jyhad or the V:tES versions?
Mike> Wouldn't that make it so no one can know exactly what they are
Mike> supposed to do without knowing your special text?
By strict interpretaion of the Jyhad text, one can easily make a case that
it is to be used with diablerie only. The case is even more obvious with
the VTES version. Besides, your protest about "special text" is even
more true of WotC errata than ours.
> But yet, you kept Pulled Fangs as written which is much easier to
> use to burn vampires using Potence than with Decapitate.
<snip>
> Your system for when to errata and when not to seems kind of inconsistent.
No...we go by card text whenever possible. We felt that allowing only one
Pulled Fangs a turn kept the card from being extremely unbalanced and
therefore didn't need to see the need to rewrite the card. To be honest,
my feelings about keeping close to card text is stronger than my feelings
for game balance. After all, I'm not Mr. Miagi. *smile*
Noal
--
"Excuse me. Are you a yuppie?"
-woman at a gas station in Detroit
-----------== Posted via Deja News, The Discussion Network ==----------
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Jasper Phillips wrote:
> On a side note, I do prefer a few of your fixes to the official
> ones, most notably RtI. Most of the differences you have IMHO
> are either pointless, or fail to fix broken things (notably
> weenie vote push, Mind Rape, and to be honest Pulled Fangs).
Keep in mind that there are five different people on our rules team
with differing and often opposing views on how errata should be
issued. Obviously, there will be some inconsistencies. In many
cases, we differ from WotC's errata because we haven't been
convinced that there was a need to change it in the first place.
Noal McDonald
Michigan Jyhad League
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