LSJ:
This is a dumd question but the 7/7 RTR says
No vote pushing: Each Methuselah can only play no more than one Political
Action card to gain a vote during a political action, including the
Political Action card used to call the vote, if any.
Dose this meen if I play a Conservative Agitation I can or can't play
another one the get another vote?
Thank you
Droz
[ quoted text not captured ]
That is 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
In article <3642F0...@wizards.com>,
LSJ <vte...@wizards.com> wrote:
> pittboo wrote:
> > LSJ:
> > This is a dumd question but the 7/7 RTR says
> > No vote pushing: Each Methuselah can only play no more than one Political
> > Action card to gain a vote during a political action, including the
> > Political Action card used to call the vote, if any.
> >
> > Dose this meen if I play a Conservative Agitation I can or can't play
> > another one the get another vote?
>
> That is correct.
In case you're not psychic enough to tell what LSJ means by this,
it is correct that you are not allowed to play another Con Ag card (or
any other political action card) to gain an additional vote when one of your
vampires has called a vote using Con Ag (or any other political action
card).
(ie, "can't" is correct.) ^_^
This is because you (the Methuselah) have already gained one vote from
calling the vote with a card, and may therefore not gain any more votes
from tossed PA cards in this referendum.
Josh
LSJ - you seem to be having a little clarity trouble today - I think you
also misused the word 'Not' in your answer on Carrion Crows. ^_-
-----------== Posted via Deja News, The Discussion Network ==----------
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> This is a dumd question but the 7/7 RTR says
> No vote pushing: Each Methuselah can only play no more than one Political
> Action card to gain a vote during a political action, including the
> Political Action card used to call the vote, if any.
> Dose this meen if I play a Conservative Agitation I can or can't play
> another one the get another vote?
Cannot.
Even after extensive play using this ruling, I still feel that it is
very retarded and only serves to severely restrict all vote decks.
a0
[ quoted text not captured ]
agentzero wrote:
> > This is a dumd question but the 7/7 RTR says
> > No vote pushing: Each Methuselah can only play no more than one Political
> > Action card to gain a vote during a political action, including the
> > Political Action card used to call the vote, if any.
> > Dose this meen if I play a Conservative Agitation I can or can't play
> > another one the get another vote?
>
> Cannot.
> Even after extensive play using this ruling, I still feel that it is
> very retarded and only serves to severely restrict all vote decks.
I have to agree with agentzero on this one. Presence already has
a huge advantage in political actions. In fact, the only consistently
viable voting deck is one that uses Presence.
One might make a case for a Malkavian deck using Anarch Revolt
and Malkavian Rider Clause, but that's a rather specialized way
to do it.
The reasoning that weenie political decks are unusually powerful
with the previous errata (you can vote-push with any and all PA
cards in your hand, but could not replace them until the end of
your turn) is incredibly naive. For example:
1) A weenie deck that depends on the 8 votes (replace the
action card but not the ones spent to vote pushed) will only be
able to get one political action to pass.
2) It is incredibly easy to intercept weenie voters. You can get +1
intercept so easily, it's sick.
3) They have no combat defense whatsoever. Rush decks
will rip them apart like tissue.
4) They have no bleed defense. A good stealth bleed deck will oust
them in no time flat.
5) A "real" voting deck will shut them down. Even with the previous
errta, Awe, Bewitching Oration and Dread Gaze control the political
arena. A weenie political deck at least made another political deck
have to work harder.
There were several things that I thought were huge blunders that came
out of 7/7. This was one of the biggest.
Noal McDonald
Anarch Troublemaker of Westland, MI
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
[ quoted text not captured ]
In article <71vj2l$j4q$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> agentzero wrote:
> > Cannot.
> > Even after extensive play using this ruling, I still feel that it is
> > very retarded and only serves to severely restrict all vote decks.
>
> I have to agree with agentzero on this one. Presence already has
> a huge advantage in political actions. In fact, the only consistently
> viable voting deck is one that uses Presence.
It's strange (to me) that you feel this way, since this is one of the
oldest rules that was 'officialized' with the 7/7 rulings. In the ancient
Sensible Player's Tournament Rules (SPTR), the two basic principles were
(1) No Limits (no per-card limit on anything) and (2) Golden Tenets (no
repeat actions, no vote push).
Many playgroups have been using the no-vote-push rule for years. It does
give Presence-using vote decks a significant advantage over non-Presence
using vote decks. However, the feeling among SPTR-using players has
always been that Presence ought to be a benefit for vote decks just as
Obfuscate is a benefit for stealth-bleed decks. It is not possible for a deck
to gain any significant amount of stealth without using disciplined cards -
why should it be possible for a deck to gain substantial votes without
using a discipline?
Furthermore, note that Bribes is disciplineless but helps pass votes -
analogous to Computer Hacking.
> One might make a case for a Malkavian deck using Anarch Revolt
> and Malkavian Rider Clause, but that's a rather specialized way
> to do it.
Funny, though. ^_^ (I assume that you're referring to playing AR,
and when someone calls a vote to burn it, let it pass and then Malk Rider
Clause it... hilarious!)
> The reasoning that weenie political decks are unusually powerful
> with the previous errata (you can vote-push with any and all PA
> cards in your hand, but could not replace them until the end of
> your turn) is incredibly naive. For example:
Actually, it was based on tournament experience, to the best of my
knowledge.
> 1) A weenie deck that depends on the 8 votes (replace the
> action card but not the ones spent to vote pushed) will only be
> able to get one political action to pass.
If the first one is a Praxis Seizure, you can start passing a great many
votes with your second turn.
> 2) It is incredibly easy to intercept weenie voters. You can get +1
> intercept so easily, it's sick.
Sick? Shouldn't this shut down presence voters even better since they
don't have as many vamps available to call votes? Also, intercept decks
seem to perform poorly enough in tournament settings that you can rely
on not seeing very many of them in actual tourneys.
> 3) They have no combat defense whatsoever. Rush decks
> will rip them apart like tissue.
Only Immortal Grapple decks. Dodge is disciplineless. And weenie decks
can be difficult for rush decks, just because they can get out so many
vampires.
> 4) They have no bleed defense. A good stealth bleed deck will oust
> them in no time flat.
A good weenie vote-push deck will oust its prey rather faster than a good
standard Malk-type stealth bleed deck will oust it. You don't need bleed
defense if you can sweep the table fast enough.
> 5) A "real" voting deck will shut them down. Even with the previous
> errta, Awe, Bewitching Oration and Dread Gaze control the political
> arena. A weenie political deck at least made another political deck
> have to work harder.
In my experience, anti-vote reactions, especially the vote-gaining ones,
are not very widely used. This is because there are almost always more
productive things to put in the card slots, which don't rely on your
opponents playing vote decks.
Bewitching Oration and especially Awe will help a presence voter to pass
its votes (Awe is a bit on the Just Wrong side in my estimation), sure,
but they won't do much toward keeping the weenie from passing his votes
unless you're also calling lots of Praxis Seizures. And if the weenie
has gotten a quick enough start on the PS action, they may be able to
outvote you from the outset. Even if not, dumping a hand of political
actions can often stop even a Bewitching Oration-ed vote, unless the
Presence player already has titles on the table.
> There were several things that I thought were huge blunders that came
> out of 7/7. This was one of the biggest.
This was one of the most widely used before 7/7... In many groups, this
rule is considered the very essence of balance.
Josh
try a deck like this: 20 Praxis Seizure, 40 Kine Resources Contested, 20
Dodge. Crypt of all the 1-cap Camarilla vamps plus the nonCams if you want,
possibly also some 2-caps. This is a very simplistic outline of a weenie
vote push deck, but it's absurdly effective considering it has only two
kinds of cards in it. Weenie decks can inherently be fast and brutal just
due to the minimal size of their vampires, but votes tend to magnify the
problem. Consider an alternate deck of 10 Misdirection, 10 Effective
Management, 40 Computer Hacking, 20 Dodge - it wouldn't be as fast.
[ quoted text not captured ]
On Fri, 6 Nov 1998 Dhar...@yahoo.com wrote:
> agentzero wrote:
> > Even after extensive play using this ruling, I still feel that it is
> > very retarded and only serves to severely restrict all vote decks.
>
> I have to agree with agentzero on this one. Presence already has
> a huge advantage in political actions. In fact, the only consistently
> viable voting deck is one that uses Presence.
Their has been debate on this before, but since it has come up again, I
shall post some thoughts I had on the subject from an earlier private
E-mail discussion, where I argued against the idea that the old way made
voting less predictable:
----------------------------
I like "no vote push".
I have a strong bias towards in favor of following the official rules.
But I have other reasons for liking some sort of "no vote push" rule:
One is the versatility and variety it promotes. Jyhad is full of
interesting vote modifiers and vote reactions. Many rarely saw play under
the old way, because it was so easy just to stuff your hand with Political
Action cards and play them with total versatility either as 1) vote action
cards, 2) vote modifiers gaining votes for votes you cast, 3) vote
reaction cards gaining votes in other peoples votes. With the old system,
there is no need to agonize about how many PA cards to play as opposed
to vote modifiers, or vote reactions. You can simply throw in all PA
cards and use them for all 3 purposes.
With vote push eliminated, one must compensate with other strategies,
like:
Presence Voting (Charming Lobby, Bewitching Oration, Dread Gaze,
Business Pressure)
Having large titled vampires
Hosing large titled vampires (Command of Harpies, eg)
Having the Edge when voting
Surprise Influence
Having vote Locations (Ventrue HQ, Elesium PV, etc.)
Hosing vote locations (Arson, Disputed Territory, Unnatural
Disaster, Kine Dominance.)
Regaining the Upper Hand (built-in "cryptic rider" of one
extra vote on your next vote this turn--the only real
point the card ever had, but it is pointless if you can
just use the card for a vote push anyway.)
Bribes (Surprisingly Effective)
Cryptic Rider
Delaying Tactics
Elder Kindred Network
Pulling Strings
Kindred Coercion
Scorn of Adonis
Telepathic Vote Counting
Votes that can enlist support from other Methuselahs, (like
Ancient Influence, Parity Shift, Rumors of Gehenna)
Justicar siezure PAs (followed by Cryptic Riders, perhaps)
Closed Session
Conflict of Interests
Of Noble Blood (vote-free Primogen siezure)
Malkavian Rider Clause
Many of the above will never see play because they are just not effective
alternatives to a hand full of PAs. Now you might say that "Surprise
Influence" is a better card than a PA because it gives you 2 votes
instead of 1, but consider the following.
-- You can get rid of the PA any time you want. A handful of PAs
will not cause hand jam.
-- You do not need an untapped minion (or any minion at all) to
play the PA
-- A PA can be played as an action card to call a vote
-- A PA can be used to add modify your own vote action, like an
action modifier
All in all, you'd be almost crazy to put in Surprise Influence when you
could put in a couple of PA's instead. A similar analysis would apply to
most vote modifiers and reactions. These cards become wallpaper, with
PA's serving both functions as well as their primary one. Only the best
vote modifiers (the presence vote modifiers) ever see play, because a
handful of PAs is so much more versatile. Under "vote push" PAs are
broken cards that invalidate 2 whole other classes of cards.
Arguably, the "no-vote push" situation is what was originally intended by
the Jyhad rulebook. See page 39.
"A political card always provides one vote for the Methuselah
playing it. This card is immediately replaced after being played.
Additional political cards can also be used by any of the other
Methuselahs for votes. The actual effects of these cards are
ignored. Cards used in this way are discarded to the ash heap and
not replaced until the voting is finished."
This passage seems to be saying that burning additional cards for
additional votes is something *other* Methuselahs can do, not the one
calling the vote. At the time, though, the RT ruled otherwise.
Nonetheless, many argued for years that that was what it should have been.
I tend to agree.
If you want to make things unpredictable, why not allow unlimited PA vote
playing by the *other* Methuselahs, as seems consistent with the above
text. This would also make it even harder for Weenies to become Princes,
which, one might argue, is a more faithful representation of the WOD
universe. (I am not convinced, though, that this is demonstrably better
than the current official way.)
But there is no reason to allow vote pushing by acting Methuselahs, if you
want to promote unpredictability. There is nothing unpredictable about
weenies pushing praxis siezures with a handful of PAs on their first turn.
It is boring, and makes weenie vote much too powerful.
On the net, some people argued against the new rule, saying that "Presence
Voting" would now be the only viable voter deck type. Experienced players
who have using the "no vote push" rule for years, however, say that
promotes greater variety in vote deck types. It only hurts weenie vote
decks, which needed to be curbed and remain powerful nonetheless.
Lupus Australis
____ ____
\ \----/ /
|()__()|
__\ __ /__
/ __\()/__ \
|/ \==/ \|
| || |
On Fri, 6 Nov 1998 Dhar...@yahoo.com wrote:
> > Even after extensive play using this ruling, I still feel that it is
> > very retarded and only serves to severely restrict all vote decks.> I have to agree with agentzero on this one.
No offense to agentzero, but I would translate his statement as "it only
serves to severely retard all severely retarded vote decks". It does not
take alot of brains, skill, creativity or strategy to pack your deck with
PAs and use them willy nilly as vote actions, vote reactions that don't
require ready minions, or as discipline-free vote modifiers.
Unfortunately, under "vote push" this is so effective that any other
cards or strategies become counter productive (except for the most
effective, such as Presence modifiers).
> Presence already has
> a huge advantage in political actions. In fact, the only consistently
> viable voting deck is one that uses Presence.
Under "vote push" only the best vote modifiers and vote reactions have a
chance of competing with a hand packed full of PAs. Presence Modifiers
such as Bewitching Oration are among the few that qualify. At the risk of
oversimplifying slightly, one can say that under "Vote Push", there are
only 2 viable strategies: Presence voting and Vote Pushing.
This has caused many thoughtless people to carelessly assume that, once
you eliminate Vote Push, there will be only one strategy left: Presence
voting.
Actually, eliminating vote push creates a power vacuum that allows
alternative vote strategies a chance to compete. Even Presence voting is
cut down to size, as in the past the power of Presence votes could be
inhanced by vote pushing.
Imagine, for instance, that I want to Sieze a Praxis, and have 3 weenie
minions out: Nik, Franciscus, and Deiter Kleist. Problem: playing the
Praxis will give you only one vote, and you suspect you will need more
than that, as there is already a Biship on the table who has no reason to
vote for your becoming Prince, and there are plenty of others that
probably have vote cards in their hands. Also, your predator has the
edge, and he's not going to vote for you either. So the first thing you
do is play Cat Burglary with Nik, gaining the edge. Then you play Praxis
Siezure, tossing in the edge for a vote. The Biship votes against you and
2 other people play PA cards, so you play Telepathic Vote counting and
take the card back into your hand. Finally Deiter gives it a shot, and
modifies it with Bribes and Scorn of Adonis. This time the Bishop
abstains, one person throws a vote in your favor to benefit from the
Bribes, and only one of your opponents throws down a PA card against you,
losing a pool in the process. Your vote passes 2 - 1.
This interesting scenario would be completely ludicrous under "PA vote
push", because it would make absolutely no sense for you to have Cat
Burglary, Telepathic Vote Counting, Bribes, and Scorn of Adonis in your
hand, when you could throw these out of your deck, replace them with 4 PA
cards, and just push the vote though that way.
> One might make a case for a Malkavian deck using Anarch Revolt
> and Malkavian Rider Clause, but that's a rather specialized way
> to do it.
That is a nice creative notion. Better than 50% PAs in the deck.
> The reasoning that weenie political decks are unusually powerful
> with the previous errata (you can vote-push with any and all PA
> cards in your hand, but could not replace them until the end of
> your turn) is incredibly naive. For example:
I don't know if weenie vote push is incredibly powerful, but it is
certainly incredibly dull.
> 1) A weenie deck that depends on the 8 votes (replace the
> action card but not the ones spent to vote pushed) will only be
> able to get one political action to pass.
In my experience, a weenie deck never needs 8 votes to pass a Praxis
Siezure on its first minion phase.
> 2) It is incredibly easy to intercept weenie voters. You can get +1
> intercept so easily, it's sick.
Unless they are my fast replicating Weenie Nossie Obfuscators.
Alternatively, you might have to deal with four 1 capacity caitiff all
trying to call praxis Siezure on their first minion phase. How many of
them are you going to be able to intercept?
> 3) They have no combat defense whatsoever. Rush decks
> will rip them apart like tissue.
No one ever said such decks were unbeatable. Still, weenie decks,
including weenie vote decks, tend to win a disproportionate amount ot the
time.
Of course, my weenie Nossie obfuscators like to whip out assault rifles
with disguised weapon when they are rushed, with Behind You for additional
maneuver if necessary. They pay for these with consanguinous Boons, of
course.
> 4) They have no bleed defense. A good stealth bleed deck will oust
> them in no time flat.
Unless they oust their own prey first.
> 5) A "real" voting deck will shut them down. Even with the previous
> errta, Awe, Bewitching Oration and Dread Gaze control the political
> arena. A weenie political deck at least made another political deck
> have to work harder.
Dread Gaze is rarely played, because "vote push" is more versatile and
reliable. Bewitching oration will have no effect on *your* votes.
> There were several things that I thought were huge blunders that came
> out of 7/7. This was one of the biggest.
I could not disagree more.
[ quoted text not captured ]
In article <71vj2l$j4q$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>I have to agree with agentzero on this one. Presence already has>a huge advantage in political actions.
Now it does, perhaps. Before, it didn't. Prior to 7/7, the most
effective vote deck on show was weenie vote push. So, stopping
brainless decks and requiring thought is a bad thing?
> In fact, the only consistently
>viable voting deck is one that uses Presence.
The Lasombra do a good job of it too, you know. Steal your votes, Power
Structure and the like. Lyndhurst Estate is also a viable card for
decks. Bribes works a lot of the time. Autarkis followed by Cryptic is
all too possible. How about bringing out titles, too? There are still
a couple of locations which will help too.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net
In article <Pine.SUN.3.96.981106184142.27962C-100000@amanda>, Lupus
Australis <jbwh...@dorsai.org> writes
> Regaining the Upper Hand (built-in "cryptic rider" of one
> extra vote on your next vote this turn--the only real
> point the card ever had, but it is pointless if you can
> just use the card for a vote push anyway.)
Actually, if you have a Methuselah who tries to gain pool (or who is
just gaining pool as an act of serendipity) by keeping the edge,
Regaining the Upper Hand can be good - a bleed for 0 which is at +1
stealth and can't be got rid of using Telepathic Counter and so forth.
>
> -- You can get rid of the PA any time you want. A handful of PAs
> will not cause hand jam.
> -- You do not need an untapped minion (or any minion at all) to
> play the PA
> -- A PA can be played as an action card to call a vote
> -- A PA can be used to add modify your own vote action, like an
> action modifier
>
>All in all, you'd be almost crazy to put in Surprise Influence when you
>could put in a couple of PA's instead.
Not necessarily. Many people *do* leave a vampire untapped and ready at
the end of their minion phase as a blocker (or whatever they intend to
react with). Also, card space. A random Consanguineous Boon in your
deck gives you 1 vote of vote defence. A Surprise Influence gives you 2
votes of vote defence for the same card slottage. Granted, the PA could
be got rid of in other ways, but for simple vote defence, it's not as
good. OTOH, though, Delaying Tactics may be better still for simply
getting rid of votes.
Is vote defence simply about stopping votes going through though? Well,
that may be one way in which you can use it, but it doesn't have to be.
Rather than vote defence, decks should contain vote influence - the
ability to have your say in a vote. If someone is calling a vote which
I *want* to pass, but they're a little edgy for the majority needed, my
Delaying Tactics is useless. My Surprise Influence gives me more votes
to aid them than my Consanguineous Boon would, but like you say, my
Consanguineous Boon gives me more flexibility.
Ah, swings and roundabouts. Don't you just love them? ;)
[ quoted text not captured ]
Noal wrote:
"I have to agree with agentzero on this one. Presence already has
a huge advantage in political actions. In fact, the only consistently
viable voting deck is one that uses Presence."
And decks that use Obfuscate are the only reliable Stealth and Bleed decks.
Now, Presence vote decks are usually stronger at pure vote domination than non
presence vote decks, but for what possible reason should this not be the case?
Again, it is like complaining that you can't make a good S+B deck without
Obfuscate--a kind of pointless argument.
"One might make a case for a Malkavian deck using Anarch Revolt
and Malkavian Rider Clause, but that's a rather specialized way
to do it."
Or, make a deck out of princes. Or make an Auspex deck (probably a Malk
Stealth/Vote deck) that uses Telepathic Vote Counting (a pretty strong vote
card). Or use Bribes. Or convince your allies across the table to vote for
you. Politics are not meant to be completely one sided. Before the offical no
vote push rules, voting tended to be completely one sided--politicking had no
effect, cause _any_ vote deck could push their vote through by tossing votes
away. Now, only a Presence deck (or a deck with titled vampires) can do this,
and other political decks have to be, well, political. I fail to see how this
is a bad thing. If you want to make a vote superiority/lock down deck, use
either Presence or large, titled vampires (probably backed by rampant pool
gain). If you are not happy with these options for whatever reason (like you
wan't stealth), you trade a less certain vote lock for increased abilities
elsewhere, like stealth.
"The reasoning that weenie political decks are unusually powerful
with the previous errata (you can vote-push with any and all PA
cards in your hand, but could not replace them until the end of
your turn) is incredibly naive. For example:"
No, this is not naive at all. As has been shown for years at many, many
tournaments, the weenie vote push deck was too powerful. This last year at
Origins, the WVP deck was highly successful, losing the finals due to table
position. WVP was such a well recognized problem that it directly resulted in
the poorly designed original Card Limit tourney rules, the second wave "limited
vote push rules", the superior "Sensible Persons Tournament Rules", and finally
the official "no vote push" rules. There is so much evidence that points to
the fact that unrestricted vote cycling is too powerful that some sort of fix
was inevitable, and the current one works fine.
"There were several things that I thought were huge blunders that came out of
7/7. This was one of the biggest."
The No Vote Push rules did not come out of the 7/7 rules. They are arguably
how the rules were inteded to work in the first place, and were one of the
original common house rules fixes. My group has been playing with the very
same rules for years now, as have many other groups, and as such, a great deal
of "playtesting" of the No Vote Push rules have been done for a very long time.
Please don't take this as a jab, as it is in no way meant to be, but as your
group regularly uses 6CL, it seems unlikely that you have had all that much
experience with Tourney designed WVP decks (I could be completely wrong, and
you could go to sanctioned tourneys every week, however...). A WVP deck with
only 6 KRC and 6 ConAG is going to be _much_ less effective than a WVP deck
with 15 of each, and as such, I can see why you wouldn't think it was a
problem.
Peter D Bakija
PD...@aol.com
"No other object has been misidentified as a flying saucer
more often than the planet Venus."
-Jesse "The Governor" Ventura
On Sat, 7 Nov 1998, James Coupe wrote:
> >All in all, you'd be almost crazy to put in Surprise Influence when you
> >could put in a couple of PA's instead.
>> Not necessarily. Many people *do* leave a vampire untapped and ready at
> the end of their minion phase as a blocker (or whatever they intend to
> react with). Also, card space.
I think you are overestimating the inportance of the "card space" issue as
it applies to this situation. There are very few decks that use all their
"card space" in the course of a game.
In practice, especially under old vote push rules, a surprise influence
takes up far more space in your *hand* than will an equivalent or greater
number of PAs because you cannot burn through the Surprise Influences as
quickly and easily as the PAs. The card has a high opportunity cost,
which will slow down your deck and game, and in the end result in your
casting fewer votes and having less influence. Having twice as many votes
in your deck will not help you if you move through the deck only half as
fast.
Imagine I have a 90 card deck with 20 PA cards in it. If I want, I can
replace those 20 cards with 10 Surprise influences. The result is a
smaller deck (80 cards) with the same number of votes. However, the 90
card deck will be far more fluid, and burn through a greater number of
cards, and votes, in the course of the game. In neither case will running
out of cards be likely to be an issue.
Of course, I could replace my 20 PA cards with 20 Surprise Influences,
making full use of available "deck space". This, however, will only
compound my troubles. My deck will be slower than ever, with most SIs
being played during the discard phase. The deck with the PAs will still
end up casting more votes and having more influence.
Now you may argue that this is a bad hypothetical example because no-one
would devise a strategy solely out of SI. Fair enough, but the argument
is still valid no matter what combination of high opportunity vote
modifiers and vote reactions I put in my deck to replace double their
number of PAs. I've played a Toreador deck with lots of political action
modifiers in them, and believe me, it can be a real bummer when you have a
bunch of modifiers in your hand and no actions to modify -- or a bunch of
reaction cards in your hand and no-one playing votes. A handful of PAs
simply does not give you this problem (unless "no vote push" is played).
> A random Consanguineous Boon in your
> deck gives you 1 vote of vote defence. A Surprise Influence gives you 2
> votes of vote defence for the same card slottage. Granted, the PA could
> be got rid of in other ways, but for simple vote defence, it's not as
> good.
No, it's better. If I have 4 Consanguinous Boons in my hand, I can play
them all on my minion phase, replace them, and still have yet more
Consanguinous Boons to play for "Vote reactions" on other people's minion
phases. Being able to play these cards causes other cards to come up,
including perhaps that Minion Tap I've been hoping for.
If I have 2 Surprise Influences in my hand, however, I cannot use them on
my minion phase at all. I have to wait for others to cast votes on
*their* turn, and if no-one obliges I am stuck with discarding. It may be
a while before that Minion Tap I need comes up. Even if someone does cast
a vote, I can only play one SI per untapped minion. With double the
number of PAs, I could have played as many as I wanted, even with *no*
untapped minions.
Under old vote push rules, a few SIs will jam your hand far more easily
than double, triple, or even quadruple the number of PAs.
> OTOH, though, Delaying Tactics may be better still for simply
> getting rid of votes.
A good card, made even better due to NRA. Note that under "no vote push"
its disadvantage -- that it allows your opponent to get back his PA card,
is more significant, because your opponent is likely to have a more
limitted number of PA cards in his deck. Under "vote push" this was often
an advantage, because it prevented your opponent from being able to cycle
cards.
> Is vote defence simply about stopping votes going through though? Well,
> that may be one way in which you can use it, but it doesn't have to be.
> Rather than vote defence, decks should contain vote influence - the
> ability to have your say in a vote. If someone is calling a vote which
> I *want* to pass, but they're a little edgy for the majority needed, my
> Delaying Tactics is useless. My Surprise Influence gives me more votes
> to aid them than my Consanguineous Boon would, but like you say, my
> Consanguineous Boon gives me more flexibility.
Again, I disagree. The Consanguinous Boons would gain you more votes
because you would get to play more of them.
[ quoted text not captured ]
In article <Pine.SUN.3.96.981107145616.11863A-100000@amanda>, Lupus
Australis <jbwh...@dorsai.org> writes
>Of course, I could replace my 20 PA cards with 20 Surprise Influences,
>making full use of available "deck space".
This is what reveals we are talking at cross-purposes.
I am talking about vote defence, not the significant voting power that
20 votes would give me.
I am talking about the sort of defence where you possibly have one card
in your hand related to it at a time, because it is only a minor
consideration in your deck.
In that instance, you have three real options:
1) Vote card - eg Consanguineous Boon
2) Vote reaction - Surprise Influence
3) Cancel vote - Delaying Tactics
The fact that you *could* throw down four Con Boons on a vote is of
little consequence in a deck where I shouldn't be drawing that many.
Being as, in the deck I am talking about, I only have perhaps half a
dozen cards for vote defence in, I'd probably like to get a lot of votes
for my space. Well, *I'd* like to get a lot of votes for my space,
never mind the rest of you ;)
In the decks I construct, I rarely design to tap out. In these cases,
having a vampire untapped to react is not a hardship. In other people's
decks, they tap out on a regular basis. Personally, I prefer to be able
to have my say in a vote rather than cancel it - but other people have
different opinions.
So, the options above work like this:
1) 1 vote, but doesn't restrict my minions
2) 2 votes, but requires an untapped minion
3) Stops a vote, but can only stop a vote.... untapped minion
IMHO, the better choice is to have votes and personally I like to have
as many votes as possible for my space. If you tap out a lot, a PA card
is going to be better. That is what I meant at the end of my post about
swings and roundabouts. I can get benefits from one or the other.
[ quoted text not captured ]
Peter (PDB6) wrote:
> Noal wrote:
> "I have to agree with agentzero on this one. Presence already has
> a huge advantage in political actions. In fact, the only consistently
> viable voting deck is one that uses Presence."
>
> And decks that use Obfuscate are the only reliable Stealth and Bleed decks.
> Now, Presence vote decks are usually stronger at pure vote domination than non
> presence vote decks, but for what possible reason should this not be the case?
> Again, it is like complaining that you can't make a good S+B deck without
> Obfuscate--a kind of pointless argument.
Not only is it a pointless argument, it is a irrelevant one. (...and a false
one.
A protean-dominate deck makes a great stealth bleed)
Stop arguing about apples to disprove a theory about oranges.
> Please don't take this as a jab, as it is in no way meant to be, but as your
> group regularly uses 6CL, it seems unlikely that you have had all that much
> experience with Tourney designed WVP decks (I could be completely wrong, and
> you could go to sanctioned tourneys every week, however...).
We hold tournaments every month, actually. We've stopped making them
sanctioned after 7/7 after a nearly unanimous statewide agreement. And I
have faced weenie voting decks before...and I dismantled them very easily.
It's not my fault if other players are unable to take advantage of the
several weaknesses of the strategy.
> A WVP deck with
> only 6 KRC and 6 ConAG is going to be _much_ less effective than a WVP deck
> with 15 of each, and as such, I can see why you wouldn't think it was a
> problem.
It can have 25 each and it wouldn't matter. They would still be as vulnerable
in the ways that I mentioned....which I notice you didn't discuss.
Noal McDonald
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
> > In fact, the only consistently
> >viable voting deck is one that uses Presence.
>> The Lasombra do a good job of it too, you know. Steal your votes, Power
> Structure and the like.
Not that good. You have to take 2 actions just to *try* to steal the
opponents vampire's votes. That is time away from burning their pool.
I like the Lasombra *alot*, but they are just somewhat unfocused. You
can either make a really good combat deck, a mediocre political deck or
a bad mix of both.
> Bribes works a lot of the time. Autarkis followed by Cryptic is
> all too possible.
ahahaha.
Umm, sorry, that just made me bust out laughing.
I don't know about how your playgroup works, but I've found that
Bribes and Cryptic Rider work very, very rarely. The first time you
throw down the CR, if you don't have vote lock (titles, presense),
all subsequent PAs will be voted down for the fear of a CR, even if
you throw Bribes. So touting Bribes and Cryptic Rider as essential
in a Political deck doesn't cut it for me.
> How about bringing out titles, too?
This and Presense is the only way, now. While it is not in and of
itself a *horrible* thing (I still think it's not good either), it
is just *very* restrictive. Elsewhere in this thread, Peter (I believe)
equated this with complaing about how you had to have Obfuscate in
a S&B deck. This is not entirely true. There are many, many ways
you can build a S&B deck w/o Obfuscate and many ways you can build a
combat deck w/o Potence. However, there is only 2 ways you can
build a political deck if you want it to be in any way viable.
a0
[ quoted text not captured ]
In article <726r1t$4fh$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>Peter (PDB6) wrote:>>And decks that use Obfuscate are the only reliable Stealth and Bleed decks.
>>Now, Presence vote decks are usually stronger at pure vote domination than non
>>presence vote decks, but for what possible reason should this not be the case?
>>Again, it is like complaining that you can't make a good S+B deck without
>>Obfuscate--a kind of pointless argument.>
>Not only is it a pointless argument, it is a irrelevant one. (...and a false
>one.
>A protean-dominate deck makes a great stealth bleed)
>Stop arguing about apples to disprove a theory about oranges.
It's an entirely apt arguement. And Protean doesn't in any way compare
with Obfuscate in terms of producing Stealth. Form of Mist is nice,
but far more dangerous than extra stealth.
I also don't agree with your broad assertion that the only good voting
deck is a presence based one.
>We hold tournaments every month, actually. We've stopped making them
>sanctioned after 7/7 after a nearly unanimous statewide agreement. And I
>have faced weenie voting decks before...and I dismantled them very easily.
>It's not my fault if other players are unable to take advantage of the
>several weaknesses of the strategy.
Ok, I'm curious. Exactly how do you so easily dismatle weenie vote push decks?
Do you always play with lots of Delaying Tactics?
>> A WVP deck with
>> only 6 KRC and 6 ConAG is going to be _much_ less effective than a WVP deck
>> with 15 of each, and as such, I can see why you wouldn't think it was a
>> problem.>
>It can have 25 each and it wouldn't matter. They would still be as vulnerable
>in the ways that I mentioned....which I notice you didn't discuss.
Hmmm. I at least missed those. I'll have to scan back. Whatever weakness
you might have brought up, weenie vote push still easily outvotes anything
else -- and can call more votes.
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
In article <72727a$amm$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:
>
[someone else wrote]
> > How about bringing out titles, too?
>
> This and Presense is the only way, now. While it is not in and of
> itself a *horrible* thing (I still think it's not good either), it
> is just *very* restrictive. Elsewhere in this thread, Peter (I believe)
> equated this with complaing about how you had to have Obfuscate in
> a S&B deck. This is not entirely true. There are many, many ways
> you can build a S&B deck w/o Obfuscate and many ways you can build a
> combat deck w/o Potence. However, there is only 2 ways you can
> build a political deck if you want it to be in any way viable.
I think the more relevant comparison is that you can't make a stealth
and bleed deck without disciplines. Not just without Obfuscate, without
*any* discipline for gaining stealth. There simply aren't any +stealth
action modifiers that are disciplineless.
Just like there aren't any +vote action modifiers that are disciplineless.
It so happens that most of the vote-passing-useful action modifiers require
Presence. That makes Presence substantially the most useful discipline
for a vote deck. But it doesn't mean that vote-pushing should be allowed
because otherwise it's harder to build a vote deck without Presence. To
me, that's like saying Elder Intervention should be playable during any
action, because otherwise it's harder to make an intercept deck without
using Auspex.
Without vote-pushing, to pass opposed votes you need an angle other than
the rest of the vote cards in your hand. In my mind, that's a good thing.
Josh
do we let combat decks enter combat without a bum's rush? combat decks
would be more playable if you could...
[ quoted text not captured ]
Jasper Phillips wrote:
> It's an entirely apt arguement. And Protean doesn't in any way compare
> with Obfuscate in terms of producing Stealth. Form of Mist is nice,
> but far more dangerous than extra stealth.
Notice I said Protean-Dominate.
Earth Control, Form of Mist, Rapid Change are Protean cards that
give stealth. Dominate can give you Dominate Kine and Bonding
for stealth for bleed actions.
And to be honest, most decks aren't equipped for more than +2
intercept under most circumstances....which means that you don't
need +17 stealth to get a bleed through.
> I also don't agree with your broad assertion that the only good voting
> deck is a presence based one.
Notice I made special mention of a Malkavian deck using Anarch Revolt
and Malkavian Rider Clause. That's the only strategy that doesn't use
presence that is likely to win without cooperation from other players.
Put together any voting deck that doesn't use presence or the Anarch
Revolt-Malk Rider Clause combo. I'll play my Ventrue voting deck from
jol76. Who do you think will win?
I'm sorry if that sounds arrogant, but the reality is that a political deck
that doesn't use presence or Malk Rider Clauses will only consistently win on
the good graces of the other players.
> Ok, I'm curious. Exactly how do you so easily dismatle weenie vote push decks?
> Do you always play with lots of Delaying Tactics?
No. Delaying Tactics only delays the inevitable. You intercept the votes.
You beat up the vampires. You bleed them out of the game. You vote all of
their PA's down. A deck that has nothing but PA cards has no defense against
anything...which leaves it extremely vulnerable.
Hell, pack some Anarch Uprisings. If there's a weenie deck on the table,
most of the players will happily vote for it. With an Bewitching Oration and
an Awe, I don't care if he's holding 7 PA cards. The vote will pass.
It amazes me that a large percentage of you can't see the obvious holes in the
strategy of a weenie voting deck.
Noal McDonald
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <72727a$amm$1...@nnrp1.dejanews.com>, agen...@my-dejanews.com
writes
>This and Presense is the only way, now. While it is not in and of
>itself a *horrible* thing (I still think it's not good either), it
>is just *very* restrictive.
More restrictive than having to play solely with weenies and a hand full
of vote cards which was the only way before?
[ quoted text not captured ]
In article <726r1t$4fh$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>And I
>have faced weenie voting decks before...and I dismantled them very easily.
Please provide a deck which will reliable stop weenie vote push and
allow you to have your own deck ideas going too.
[ quoted text not captured ]
Joshua Duffin wrote:
> I think the more relevant comparison is that you can't make a stealth
> and bleed deck without disciplines. Not just without Obfuscate, without
> *any* discipline for gaining stealth. There simply aren't any +stealth
> action modifiers that are disciplineless.
No...you're missing the track completely. You can make a consistently viable
stealth bleed deck without Obfuscate as there are other disciplines that can
be substituted. With one exception, you can't make a consistently viable
voting deck without Presence. For a voting deck to win consistently, it has
to be able to seize political control of the table. With the new errata,
unless you use Presence, you cannot do that.
> It so happens that most of the vote-passing-useful action modifiers require
> Presence. That makes Presence substantially the most useful discipline
> for a vote deck.
It makes it the _only_ useful discipline. And that's the problem. The new
errata has unbalanced the game in favor of Presence.
> But it doesn't mean that vote-pushing should be allowed
> because otherwise it's harder to build a vote deck without Presence.
It's not only harder...it's almost impossible to build a consistently
winning vote deck without Presence.
> To
> me, that's like saying Elder Intervention should be playable during any
> action, because otherwise it's harder to make an intercept deck without
> using Auspex.
There are numerous disciplines that are competent for intercept.
Chimerstry, for one. Not to mention the plethora of ways to get
intercept. There are not very many useful ways to get get political
control of the table without using Presence.
> Without vote-pushing, to pass opposed votes you need an angle other than
> the rest of the vote cards in your hand. In my mind, that's a good thing.
You need either Malkavian Rider Clause, Presence or the good graces of the
other players. I'm sorry...that's unbalanced in every sense of the word. A
properly set up voting deck using Presence will have no viable resistance
unless someone else plays Presence.
> do we let combat decks enter combat without a bum's rush? combat decks
> would be more playable if you could...
Without Bum's Rush?
There's Haven Uncovered, Ambush, Archon, Blood Hunt, War Party,
Imperial Decree, Covenant of Blood...all of which do not require disciplines,
which means that any vampire can use them.
Sounds like combat decks are more playable. So what's your point?
Noal McDonald
Archbishop of Westland, MI
[ quoted text not captured ]
In article <727brm$jpo$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>> Ok, I'm curious. Exactly how do you so easily dismatle weenie vote push decks?
>> Do you always play with lots of Delaying Tactics?>
>No. Delaying Tactics only delays the inevitable. You intercept the votes.
>You beat up the vampires. You bleed them out of the game. You vote all of
>their PA's down. A deck that has nothing but PA cards has no defense against
>anything...which leaves it extremely vulnerable.
>
So you defend yourself by exclusively intercepting your predator. How
does this help you win? I don't ever accept any answers from anyone
which say "Well, you can do this but you won't have a deck of your own
left."
>Hell, pack some Anarch Uprisings. If there's a weenie deck on the table,
>most of the players will happily vote for it. With an Bewitching Oration and
>an Awe, I don't care if he's holding 7 PA cards. The vote will pass.
>
Against 7PAs and quite a few weenies princes, it might pass once or
twice. Not often enough.
>It amazes me that a large percentage of you can't see the obvious holes in the
>strategy of a weenie voting deck.
There are obvious holes in every strategy. If you can't reliably defend
yourself against those strategies without sacrificing the ability to
oust your prey, then the strategy should be examined.
[ quoted text not captured ]
James Coupe wrote:
> Please provide a deck which will reliable stop weenie vote push and
> allow you to have your own deck ideas going too.
I can do it in two cards.
Atonement and Guardian Angel.
Noal
[ quoted text not captured ]
In article <727fj7$n76$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Joshua Duffin wrote:
> > I think the more relevant comparison is that you can't make a stealth
> > and bleed deck without disciplines. Not just without Obfuscate, without
> > *any* discipline for gaining stealth. There simply aren't any +stealth
> > action modifiers that are disciplineless.
>
> No...you're missing the track completely. You can make a consistently viable
> stealth bleed deck without Obfuscate as there are other disciplines that can
> be substituted. With one exception, you can't make a consistently viable
> voting deck without Presence. For a voting deck to win consistently, it has
> to be able to seize political control of the table. With the new errata,
> unless you use Presence, you cannot do that.
Looks like our posts are shooting past each other in the ether now. Feel
free to only respond to one of the recent ones.
From my point of view, politics is inherently meant to be political. It
*shouldn't* be that easy to get a vote lock. It can be done to some extent
with Presence; under no-vote-push it is hard to do without using some
sneaky tricks. Under vote-push-allowed it is unreasonably easy to do
using a weenie vote push strategy.
Just because there are no other discipline cards to really substitute for
Presence in passing votes doesn't mean that you should be able to get by
without a discipline and use PAs instead. My 'argument against' hinges
on being opposed to allowing a no-discipline strategy (vote push) to
be at least as useful as a discipline strategy (presence vote, obfuscate
stealth, dominate +bleed, etc).
> > It so happens that most of the vote-passing-useful action modifiers require
> > Presence. That makes Presence substantially the most useful discipline
> > for a vote deck.
>
> It makes it the _only_ useful discipline. And that's the problem. The new
> errata has unbalanced the game in favor of Presence.
But that's the way it was always supposed to be. Why were there ever Presence
+vote cards if you could make a vote deck just as well without Presence?
Using a discipline has always produced better effects than using no
discipline. It happens that Presence is pretty much the useful
discipline in vote-passing. What other disciplines would you suggest ought
to be able to pass votes? The only one I would think would be reasonable
is Dominate, which also doesn't need any help as a discipline. I think
this is just a case of game-world logic producing a cardset that restricts
certain abilities to certain clans/disciplines.
I guess your real contention seems to be that there should be other
disciplines that can also gain votes, besides Presence, because otherwise
vote decks can only be built with Presence? That I don't really have much
of a problem with; it's just hard to fix it. I don't think allowing
disciplineless vote push is the right answer.
> > do we let combat decks enter combat without a bum's rush? combat decks
> > would be more playable if you could...
>
> Without Bum's Rush?
> There's Haven Uncovered, Ambush, Archon, Blood Hunt, War Party,
> Imperial Decree, Covenant of Blood...all of which do not require disciplines,
> which means that any vampire can use them.
>
> Sounds like combat decks are more playable. So what's your point?
No, I don't mean 'without using the specific card Bum's Rush', I mean
'without having a Rush card of any kind in hand'. Treating combat decks
in the same way that vote-push treats vote decks would mean allowing a
combat deck to use any combat card instead of a Bum's Rush, as an action
to enter combat. Or to use every Bum's Rush to substitute for any combat
card they name.
[ quoted text not captured ]
In article <727brm$jpo$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> You intercept the votes.
How many times are you going to intercept? I have 1 to 4 vampires on my
second turn depending on how many transfers I had on my first turn. How
many intercepting weenies did you bring out? After that, I don't care if
you intercept me because I'll have all the Praxis Seizures I need.
> You beat up the vampires.
I could care less. That's why they're weenies. Where you kill one,
there are 8 others. Unless you're playing weenie rush, you won't keep up.
Meanwhile, you're predator or prey is able to run free.
> You bleed them out of the game.
On my third turn, I am using my vampires to do ConAg and KRC to kill
my prey at 3 to 4 pool an action. And I'm using 4 or more vampires.
How many are you bleeding me with? Not as many as I'm using. My prey
will be ousted long before you oust me. I've spent maybe 8 to 12 on
vampires, leaving 18 to 22 pool remaining.
> You vote all of their PA's down.
How exactly do you plan on doing that unless you're playing weenie votes,
too? After my second turn, I have a few Princes. After that, I have
several, and I've spent 5 to 8 transfers. That means there will be at
most 3 (4 if 5 players) other titled vampires out. And if you spent your
pool bringing out titled vampires, you aren't going to have enough of them
to intercept every one of my political actions.
> A deck that has nothing but PA cards has no defense against
> anything...which leaves it extremely vulnerable.
It makes it vulnerable, but far from putting it in-line with other
decks. My most effective WVP deck uses about this mix of cards:
20 different Praxis Seizures
20 KRC
10 ConAg
10 Autarkis Persecution
8 Effective Management
4 Gird Minions
15 different Camarilla vampires, mainly Caitiff
> Hell, pack some Anarch Uprisings. If there's a weenie deck on the table,
> most of the players will happily vote for it. With an Bewitching Oration and
> an Awe, I don't care if he's holding 7 PA cards. The vote will pass.
So you have to team up against it to defeat it? Ganging up against a deck
in order to stop it is a sign of brokenness to me. And it's still not
guaranteed to work.
> It amazes me that a large percentage of you can't see the obvious holes in the
> strategy of a weenie voting deck.
And it amazes us on the other side that you apparently haven't seen
a truly effective weenie vote push deck. My WVP deck above has only lost
once, and that was when everyone decided they really wanted to beat it and
chose either pure Intercept or Ventrue vote. My playgroup finally agreed
that WVP is broken, but they still wanted other vote decks to be able to
push. So I got shamed out of playing the WVP deck anymore. :)
The fact of the matter is, WVP can be stopped if you specifically prepare
for it. If you just prepare standard vote defense (light intercept,
Delaying Tactics, titled vampires, combinations thereof), you are toast.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/[ quoted text not captured ]
In article <727brm$jpo$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> I'm sorry if that sounds arrogant, but the reality is that a political deck
> that doesn't use presence or Malk Rider Clauses will only consistently win on> the good graces of the other players.
The reality is that there is no deck that *consistently* wins, because if
there were no one would ever play anything else.
Some people like challenges in deckbuilding. These people may play non-
Presence vote decks, knowing before they start that they are trying to
work around a limitation they've chosen - just as someone building a
non-Presence, non-Dominate, non-Dementation bleed deck does.
> No. Delaying Tactics only delays the inevitable. You intercept the votes.> You beat up the vampires. You bleed them out of the game. You vote all of
> their PA's down. A deck that has nothing but PA cards has no defense against> anything...which leaves it extremely vulnerable.
>> Hell, pack some Anarch Uprisings. If there's a weenie deck on the table,
> most of the players will happily vote for it. With an Bewitching Oration and
> an Awe, I don't care if he's holding 7 PA cards. The vote will pass.
>> It amazes me that a large percentage of you can't see the obvious holes in the
> strategy of a weenie voting deck.
Each of the 'holes' you mention in a weenie vote push deck applies equally
to a Presence vote deck. You can intercept its votes - even more easily
than those of a WVP deck, since it will almost certainly have fewer vamps
out to call votes with. You can beat up its vampires - the only thing
Presence has going for it is Majesty, and there's about 1 card that
beats Dodge but not Majesty. You can bleed them out of the game - they
don't even have as many vampires to try and block with. You can vote
their PAs down - or just Delaying Tactics them.
The only thing specific to WVP you mention is Ancilla Empowerment/Anarchist
Uprising, with Bewitching Oration/Awe backup - in other words playing
a Presence vote deck yourself - which would be harmful, yes. And useful
if you know that everyone else at the table will be playing WVP.
In the actual experience of people playing in actual tournaments with
weenie decks, many groups have found that a WVP deck doesn't need to
worry about being bled out because it is faster than bleed decks. It
can avoid being beaten up with disciplineless Dodges if necessary. And
it will not get its PAs voted down if it calls early Praxis Seizures.
Furthermore, it abuses the ability to use the same card type to succeed
at its main task as it does to initiate that task. This is analogous
to having every +bleed card also be usable for +stealth, or every combat
card also usable as a Rush action. It's simply not reasonable to allow
an unlimited number of PA cards to be dumped from your hand during any
vote. No other kind of card gets this kind of free cycling.
If there are really lots of big holes specific to the weenie vote push deck,
you're welcome to point them out. But I don't think you've done that so
far.
Josh
'i'll be mellow when i'm dead'
[ quoted text not captured ]
> Using a discipline has always produced better effects than using no
> discipline. It happens that Presence is pretty much the useful
> discipline in vote-passing. What other disciplines would you suggest ought
> to be able to pass votes? The only one I would think would be reasonable
> is Dominate, which also doesn't need any help as a discipline. I think
> this is just a case of game-world logic producing a cardset that restricts
> certain abilities to certain clans/disciplines.
>
> I guess your real contention seems to be that there should be other
> disciplines that can also gain votes, besides Presence, because otherwise
> vote decks can only be built with Presence? That I don't really have much
> of a problem with; it's just hard to fix it. I don't think allowing
> disciplineless vote push is the right answer.
I guess that does boil it down pretty fairly. If there were other disciplines
that balanced Presence in the voting arena, I would feel better about
the new errata. The problem remains that there aren't.
In the RPG, the top clans in political power are Ventrue, Toreador and Tremere
for the Camarilla and Lasombra and Tzimisce for the Sabbat. In VTES, neither
Tremere, Lasombra nor the Tzimisce are very good at politics. Towards that
end, I'd like to see Auspex and Dominate given more of a political edge and
to a lesser extent, Animalism and Obfuscate. It would go well towards
lessening the monopoly that Presence has on politics.
Regards,
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
> > You intercept the votes.
>
> How many times are you going to intercept? I have 1 to 4 vampires on my
> second turn depending on how many transfers I had on my first turn. How
> many intercepting weenies did you bring out? After that, I don't care if
> you intercept me because I'll have all the Praxis Seizures I need.
All I need is a Atonement and a Flak Jacket or Guardian Angel on a 4 or 5 cap
vampire and I shut down any weenie deck flat. It's that simple.
[ quoted text not captured ]
> >This and Presense is the only way, now. While it is not in and of
> >itself a *horrible* thing (I still think it's not good either), it
> >is just *very* restrictive.
> More restrictive than having to play solely with weenies and a hand full
> of vote cards which was the only way before?
I can't believe how narrow minded that is.
There were several, viable, ways you could have built a vote deck
pre 7/7, all of which invlolve different clans. I've seen a good
Nossie vote deck, a decent Gangrel vote, Malk vote (which didn't
use Malk Rider Claus) just to name a few. The above were able
to win their fair share of games and none were weenie decks. Now,
if you want to build such a deck, you have to 'rely on the good
graces of your fellow players', as Noal put it. How is this a
good thing? I will grant you that the new ruling has put a major
thorn in the side of WVP decks, but in doing so has made 98% of
possible, viable, vote decks practically unviable.
a0
[ quoted text not captured ]
In article <727fj7$n76$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>> It so happens that most of the vote-passing-useful action modifiers require
>> Presence. That makes Presence substantially the most useful discipline
>> for a vote deck.>
>It makes it the _only_ useful discipline. And that's the problem. The new
>errata has unbalanced the game in favor of Presence.
Prior to this, the only way to win a vote was to use WVP. If there was
a fight on a table between WVP and normal vote, WVP would win. I never
saw a different outcome.
The errata makes Presence vote playable, and vote decks require thought.
If you don't want a game that requires diplomacy, which many of the
other vote deck styles exploit, why are you playing Jyhad?
[ quoted text not captured ]
On Mon, 09 Nov 1998 18:21:42 GMT, Dhar...@yahoo.com wrote:
>Jasper Phillips wrote:>> It's an entirely apt arguement. And Protean doesn't in any way compare
>> with Obfuscate in terms of producing Stealth. Form of Mist is nice,
>> but far more dangerous than extra stealth.>
>Notice I said Protean-Dominate.
>
>Earth Control, Form of Mist, Rapid Change are Protean cards that
>give stealth. Dominate can give you Dominate Kine and Bonding
>for stealth for bleed actions.
OK, I see only a *reliable* +2 stealth here at best, and if you use
that Bonding then you only get to bleed at +1 instead of with
something more entertaining. Bonding is useful and nice, but.
>And to be honest, most decks aren't equipped for more than +2
>intercept under most circumstances....which means that you don't
>need +17 stealth to get a bleed through.
No, you just need +3 stealth. Which earth control + form of mist +
bonding will get you, but at the risk of entering combat and having
yourself Immortally Grappled or in some OTHER way hosed by an
anti-S:CE combat deck. Not that a Protean/Dominate deck is bad at
all, but it won't be as fast as the stock Malkavian S+B deck, and the
stock Malkavian deck will have a lot easier time generating the +3
stealth required to get past casual intercept.
>> I also don't agree with your broad assertion that the only good voting
>> deck is a presence based one.>
>Notice I made special mention of a Malkavian deck using Anarch Revolt
>and Malkavian Rider Clause. That's the only strategy that doesn't use
>presence that is likely to win without cooperation from other players.
Do you commonly see a lot of titled vampires just casually hitting the
table? I frequently vote in favor of some of my grand-predator's vote
deck actions, if only because it'll keep my predator busy enough to
allow me to tap out against my prey and get a VP myself, instead of
having to waste actions defending. If the vote deck finally ends up
sweeping the table when he becomes my predator then my OWN deck's vote
defense wasn't very good, was it? Doesn't really matter if he's my
grand-predator or immediate predator in the scheme of things; I should
be prepared to deal with it. Cooperation from other players isn't all
that difficult to get, you know. =)
>> Ok, I'm curious. Exactly how do you so easily dismatle weenie vote push decks?
>> Do you always play with lots of Delaying Tactics?>>No. Delaying Tactics only delays the inevitable. You intercept the votes.
OK, so when constructing my deck, I need to be sure I have +1
intercept available at all times and a bunch of untapped vampires
handy to intercept ALL the votes, or some method of untapping (S:CE
untap, which means I didn't beat up a vampire when I caught the mail
truck and I just wasted two of my own cards to stop one of his,
barring permanent intercept.) Atonement is a great card to bash ANY
weenie deck, but I don't want to have to load up every deck with 'em
just on the off chance a weenie horde is around. +1 intercept is easy
to get, sure. But how many vampires do you intend to leave untapped
to intercept all 6-8 actions he will be able to take on his 3rd turn?
If it's my prey, I had better be a dedicated hardcore intercept deck,
or I won't have any untapped vampires to spare just to save my
grand-prey from the Evil Weenie Nightmare. I'd rather save my
grandprey by ousting the Weenie Deck first, and to do that I'm going
to have to put him out faster than he puts other people out while NOT
being put out by my own predator. tricky. Not to mention that
dedicated hardcore intercept decks are NOT common at tournaments; the
whole "difficult to aim at my prey" problem.
>You beat up the vampires. You bleed them out of the game. You vote all of
My Rush deck operates with, at MOST, 4 vampires, more often 3. He can
get 4 out every turn and probably has a crypt of significantly more
than 12. Contested vampires cannot be beat up, so he can contest his
own vampires in torpor if he has to and have a BUNCH of ready weenies
at the start of his next untap that I couldn't proactively Rush and
clobber. And if I spend all my time Rushing my predator, i'm being a
nimrod and won't ever get a VP. I may let my GRAND-predator get *two*
VPs after he bleeds through my vampireless predator, and my tapped-out
self with no effective combat left after annihilating weenies.
As my prey, well, at least I'm pointed in the right direction, but it
is gonna take me a LONG time to get rid of the weenie deck since I
have to use one of my 3/4 vamps to defend against my predator. The
saving grace of this is that when I run out of Rush actions I can just
bleed for 1 and know that if he blocks me, he has no combat defense.
Bleed them out of the game? As their prey? What??? Also tougher to
do than you think as their predator unless you have a HEAVY bleed
deck, since he can get 8 weenies out and still have more than 20 pool
left. He can even leave some as sacrificial weenies to block.
>their PA's down. A deck that has nothing but PA cards has no defense against
>anything...which leaves it extremely vulnerable.
Its defense is to race and spend no pool. With 4-8 weenies all
calling KRC or Cons Ag every turn and pushing PAs as necessary to pass
them, its prey can be ousted VERY rapidly, and there's another 6 blood
worth of defense. Its defense against combat is to have too many
weenies to be able to conveniently beat up, and when they all cost 1
or 2 it's not even a big pool drain to bring more out. Dead weenies
are not a liability. Not to mention that if you need to cycle cards,
you can just have those praxis-seizured princes abstain from the vote
and use your PAs instead.
>Hell, pack some Anarch Uprisings. If there's a weenie deck on the table,
>most of the players will happily vote for it. With an Bewitching Oration and
>an Awe, I don't care if he's holding 7 PA cards. The vote will pass.
Which brings my point around finally; so the only effective defense
against weenie vote push is to have your OWN Presence voting deck,
packed chock full of Awe, a borderline-broken card to begin with?
Besides, realize this; those Praxis Seizures are PAs also. His first
few actions (probably before you even get one vampire out) are to make
a bunch of princes. With 3 princes and 7 PAs, that's 13 votes you
have to produce from somewhere, or 14 to pass your Anarch Uprising.
Awe will do it, but I hope you have a Voter Captivation ready..
Titled table-votes won't. Dread Gaze won't, even, and that's
annoying.
I don't like the existence of any deck for which there is no defense
but to have a superior version of its own strategy. Presence vote
owned the voting arena before, according to you; it still owns the
voting arena now. I can't see that the removal of weenie vote drek
has changed anything.
>It amazes me that a large percentage of you can't see the obvious holes in the
>strategy of a weenie voting deck.
-- Derek
(replying by email? remove the nospam from my domain :)
In article <727ojh$vba$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> > How many times are you going to intercept? I have 1 to 4 vampires on my
> > second turn depending on how many transfers I had on my first turn. How
> > many intercepting weenies did you bring out? After that, I don't care if
> > you intercept me because I'll have all the Praxis Seizures I need.
>
> All I need is a Atonement and a Flak Jacket or Guardian Angel on a 4 or 5 cap
> vampire and I shut down any weenie deck flat. It's that simple.
Ok, so now everyone has to play with Atonement and .44's (I prefer this
combination to FJ or GA). How many are you putting into your deck? Odds
are, you won't be using enough of each to guarantee you'll have the cards
you need in time. If you are putting in enough, you've diluted your deck
with a bunch of cards that might not suit your strategy at all. All this
just to defend against a single deck.
So anyway, you get out your Atonement. That acting vampire is tapped.
Are you going to have enough interceptors to block all my weenies trying
to burn it at +1 stealth? Not likely.
Or next time we play, I start putting in some 2nd Traditions and block your
Atonement(s). Now what? Or maybe some Misdirections. Misdirections might
be even more useful.
Btw, does the fact that you didn't reply to any of my other counterpoints
mean that you concede on them? If not, I'd like to see your counterpoints.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <727m33$t5b$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:
> > >This and Presense is the only way, now. While it is not in and of
> > >itself a *horrible* thing (I still think it's not good either), it
> > >is just *very* restrictive.
> > More restrictive than having to play solely with weenies and a hand full
> > of vote cards which was the only way before?
>
> I can't believe how narrow minded that is.
Pot calling the kettle "black"? Seriously, people have been using
the No Vote Push rules for a long time. See JOL for on-line example.
> There were several, viable, ways you could have built a vote deck
> pre 7/7, all of which invlolve different clans.
And there still is. My group uses vote-push but I've always ignored
vote push and used other methods. I've made several decks that used
votes and didn't depend on Presence. And this goes for all the groups
I've ever played in - Nosferatu, Brujah/Toreador combat, Tremere, and
Lasombra to name a few.
> good thing? I will grant you that the new ruling has put a major
> thorn in the side of WVP decks, but in doing so has made 98% of
> possible, viable, vote decks practically unviable.
The same could be said in an environment that allowed WVP. If you
aren't playing WVP, you're hosed even if you're playing a vote deck.
[ quoted text not captured ]
James Coupe <ve...@nospam.demon.co.uk> wrote:
>In article <727fj7$n76$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes>>> It so happens that most of the vote-passing-useful action modifiers require>Prior to this, the only way to win a vote was to use WVP. If there was>a fight on a table between WVP and normal vote, WVP would win. I never
>saw a different outcome.
So how exactly does (or did) such a WVP deck work? Are there any
examples I can check out somewhere online?
In article <727k9n$ri8$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
> James Coupe wrote:>> Please provide a deck which will reliable stop weenie vote push and
>> allow you to have your own deck ideas going too.>
>I can do it in two cards.
>Atonement and Guardian Angel.
>
Now please provide a deck which will reliably stop weenie vote push and
allow you to have your own deck ideas going too.
--
[ quoted text not captured ]
In article <727m33$t5b$1...@nnrp1.dejanews.com>, agen...@my-dejanews.com
writes
> I've seen a good
>Nossie vote deck, a decent Gangrel vote, Malk vote (which didn't
>use Malk Rider Claus) just to name a few.
If a weenie vote deck came to the table, could they win? I would
contend no every time.
[ quoted text not captured ]
Noal wrote:
"Not only is it a pointless argument, it is a irrelevant one. (...and a false
one. A protean-dominate deck makes a great stealth bleed)
Stop arguing about apples to disprove a theory about oranges."
How is it in any way irrelevant? Presence makes the best vote decks. Dom+Obf
makes the best S+B decks. It is completely analagous. Sure, you can make a
Dom/Pro bleed deck, but it will be less reliable if for no other reason than
the poorer vampire selection. You can make a Auspex based Vote deck, that
relies on Telepathic Vote Counting to get vote superiority. It won't be as
effective as Presence, sure, but then a Pro/Dom deck won't be as effective a
stealth bleeder as a Obf/Dom deck.
"It can have 25 each and it wouldn't matter. They would still be as vulnerable
in the ways that I mentioned....which I notice you didn't discuss."
(actually, I wrote responses to the various "weaknessess" of the WVP deck, but
my response was too long for AOSuck to post, and as most of my point by point
responses were pretty much the same things that Josh said, I decided to omit
them to save space)
Yes, WVP decks are vulnerable to certain things-combat, being intercepted,
being outvoted, whatever. However, every single point you have as a weakness
of a WVP deck is just as much of a weakness for a Presence based vote deck.
Presence vote decks are easily intercepted. Presence vote decks are easily
beatten up. Presence vote decks can be shut down by votes. Presence vote
decks are screwed by Delaying Tactics. Whatever. The Presence vote deck has
all of the exact same weaknessess of the WVP deck. However, the WVP deck
(without 7/7 vote rules) is infinitely superior to the Presence based vote
deck. As such, your "weaknesses of the WVP" deck are not particular to the WVP
deck. They are just weaknessess of a vote deck. Yes, many decks can deal with
the weaknessess of the vote deck. The WVP deck, however, is so fast, so
reliable, and so superior to a presence based vote deck that the only way to
deal with it is to build your entire deck to deal with it, at the expense of
having a deck that doesen't do anything other than beat a WVP deck. If you are
required to, in a competetive situation, play either "Deck A" or "Anti Deck A",
there is something deeply wrong with "Deck A".
Peter D Bakija
PD...@aol.com
"No other object has been misidentified as a flying saucer
more often than the planet Venus."
-Jesse "The Governor" Ventura
In article <727lfo$sk3$1...@nnrp1.dejanews.com>,
jt...@cornell.edu (Joshua Duffin) wrote:
> In article <727fj7$n76$1...@nnrp1.dejanews.com>,> Dhar...@yahoo.com wrote:
> > Joshua Duffin wrote:
> > > I think the more relevant comparison is that you can't make a stealth
> > > and bleed deck without disciplines. Not just without Obfuscate, without
> > > *any* discipline for gaining stealth. There simply aren't any +stealth
> > > action modifiers that are disciplineless.
Wow...so this is what happens when I don't distract eveyone with something
stupid for the day. Heh. I have to agree with Josh here. (I've read your
post on the political-ness of the RPG, Noal, and I agree with you for the
most part, but the following is for the game as-is...) Can *anyone* think of
a good deck that does not use disciplines that does a basic strategy as good
as, or better than a similar deck that uses disciplines? I sure can't.
> >
> > No...you're missing the track completely. You can make a consistently viable
> > stealth bleed deck without Obfuscate as there are other disciplines that can
> > be substituted. With one exception, you can't make a consistently viable
Sorry Noal...the only suggestion I've seen that is even remotely viable is
the Pro/Dom option. That's *one* discipline that can be substituted. I'm
not just arguing semantics or wording here...protean is a pretty sad
substitute for obfuscate...and the next best options are Obtenebration which
has...what...3 stealth cards? That's about the same as protean, if not
worse...after that...hmm...bonding, some necromancy card...a couple of
celerity 1 point bleeds...not much...
> > voting deck without Presence. For a voting deck to win consistently, it has
> > to be able to seize political control of the table. With the new errata,
> > unless you use Presence, you cannot do that.
Agreed, though Josh's points about politics being political (i.e. requiring
help/cooperation with other meths) is well-taken, I think...politics, I don't
think were ever meant to be one-sided.
[snip]
> > It makes it the _only_ useful discipline. And that's the problem. The new
> > errata has unbalanced the game in favor of Presence.
Talking about action mods to pass votes...I'm not entirely sure of the ruling
on Malk Madness Network, but would it be possible to do a Malk vote deck
which called votes during other's turns & then used the two dominate reaction
cards (Pulling Strings, Kindred somthing-or-other...) to get everything going
your way?
> But that's the way it was always supposed to be. Why were there ever Presence> +vote cards if you could make a vote deck just as well without Presence?
Hmm...I'm not sure I can agree that "it was always supposed to be" that way,
but I would agree that presence was supposed to have an advantage in
politics.
> Using a discipline has always produced better effects than using no
> discipline. It happens that Presence is pretty much the useful
Agreed. Also, the top political clans (in the Camarilla, in the RPG) the
Ventrue & Toreador have presence. The only discipline the two clans have in
common...anyone think this is completely a coincidence?
[snip]
> I guess your real contention seems to be that there should be other
> disciplines that can also gain votes, besides Presence, because otherwise
> vote decks can only be built with Presence? That I don't really have much
> of a problem with; it's just hard to fix it. I don't think allowing
> disciplineless vote push is the right answer.
Agreed...as Josh mentioned, the only disciplines that would be really suited
for it would be Dominate (maybe Dementation...Chimerstery
questionably...hmm...playtest idea...)
I was going to post thie deck anyway...it's a slow, odd concept deck that
does its own thing, but should work against WVP (is it just me, or do I have
some problem where I *have* to design freak decks?) but it should be
interesting...I'll post under Freak City Discard Deck...
Xian
"You can just ignore it...and let hand jam sort them out."
--Jasper Phillips
[ quoted text not captured ]
> > good thing? I will grant you that the new ruling has put a major
> > thorn in the side of WVP decks, but in doing so has made 98% of
> > possible, viable, vote decks practically unviable.
> The same could be said in an environment that allowed WVP. If you
> aren't playing WVP, you're hosed even if you're playing a vote deck.
You know, it seems to me that if what you say above is still true, then
the 7/7 ruling has done nothing to stem WVP and only serves to restrict
all the other Political deck types.
a0
[ quoted text not captured ]
In article <727brm$jpo$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>Jasper Phillips wrote:>> It's an entirely apt arguement. And Protean doesn't in any way compare
>> with Obfuscate in terms of producing Stealth. Form of Mist is nice,
>> but far more dangerous than extra stealth.>
>Notice I said Protean-Dominate.
>
>Earth Control, Form of Mist, Rapid Change are Protean cards that
>give stealth. Dominate can give you Dominate Kine and Bonding
>for stealth for bleed actions.
Yes, I heard you. It simply doesn't compare with Obfuscate/Dominate.
In any event, as other's have pointed out, the difference is
really between whether it takes a discipline or not.
>And to be honest, most decks aren't equipped for more than +2
>intercept under most circumstances....which means that you don't
>need +17 stealth to get a bleed through.
Well, most decks don't have intercept at all. Most decks that I've
played against that had intercept could easily muster more than +2 though.
>> I also don't agree with your broad assertion that the only good voting
>> deck is a presence based one.>
>Notice I made special mention of a Malkavian deck using Anarch Revolt
>and Malkavian Rider Clause. That's the only strategy that doesn't use
>presence that is likely to win without cooperation from other players.
Heh, weenie vote is still completely viable for one.
>Put together any voting deck that doesn't use presence or the Anarch
>Revolt-Malk Rider Clause combo. I'll play my Ventrue voting deck from
>jol76. Who do you think will win?
*shrug* Couple of points: head to head isn't a good way to judge
a deck (E.g. Gangrel combat decks beat Potence combat decks. Gangrel
combat decks still tend to suck). Also, even if I concede this point,
how is this any worse than the case previously where Weenie vote
smoked other voting decks?
Also, I'd be more than willing to bet on a weenie vote deck against
your Ventrue deck, if vote pushing rules are used.
>I'm sorry if that sounds arrogant, but the reality is that a political deck>that doesn't use presence or Malk Rider Clauses will only consistently win on
>the good graces of the other players.
If all it does is attempt to bully votes through, that is true to an
extent (although weenie vote still works, it just takes some thought
and card variety). I can see your point (from other posts) that
thematically the dominance of presence doesn't make so much sense,
but it's a damn sight better than the dominance of weenie vote.
>> Ok, I'm curious. Exactly how do you so easily dismatle weenie vote push decks?
>> Do you always play with lots of Delaying Tactics?>
>No. Delaying Tactics only delays the inevitable. You intercept the votes.>You beat up the vampires. You bleed them out of the game. You vote all of>their PA's down. A deck that has nothing but PA cards has no defense against
>anything...which leaves it extremely vulnerable.
I see. Several of your points are feeble. Bleed them out of the game?
It's pretty damn difficult to get faster than a weenie vote push deck.
Vote their PA's down? Right -- if you're playing a vote push deck
as well, then maybe. Intercept them? Intercept decks suck, and you'd
have to be able to intercept and untap quite a bit to get them all,
as well as beat them in combat. Beat up their vampires? Yah, that's
viable to extent, but not very easy: Weenie decks will get out
more characters than combat decks, and enough of them you won't
consistantly be able to get all of them. Even if you do, half your
deck will be gone by the time you do, and they can still rescue themselves.
As a WVP's biggest weakness, that's pretty damn mild.
In the end Delaying Tactics is much better than any of the above
strategies.
>Hell, pack some Anarch Uprisings. If there's a weenie deck on the table,
>most of the players will happily vote for it. With an Bewitching Oration and
>an Awe, I don't care if he's holding 7 PA cards. The vote will pass.
This is essentially meaningless. Any strategy is hosed by the right card.
>It amazes me that a large percentage of you can't see the obvious holes in the
>strategy of a weenie voting deck.
And it amazes the rest of us that you've been able to play in tournaments,
and think it's so easy to stop, and ineffective. Most decks can't
stop a WVP deck from functioning, and will have ~2-3 turns to live.
Even general purpose decks that can resist it are still in danger.
The ways you mentioned of dealing with WVP were all lame.
[ quoted text not captured ]
In article <727ojh$vba$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>>> > You intercept the votes.>>
>> How many times are you going to intercept? I have 1 to 4 vampires on my
>> second turn depending on how many transfers I had on my first turn. How
>> many intercepting weenies did you bring out? After that, I don't care if
>> you intercept me because I'll have all the Praxis Seizures I need.>
>All I need is a Atonement and a Flak Jacket or Guardian Angel on a 4 or 5 cap
>vampire and I shut down any weenie deck flat. It's that simple.
*Laugh* Right. How many decks use those things? Are you saying that
you can build a deck specifically to stop WVP? I think you'll find
that nobody is surprised.
Bleed Bounce + untap also hosed the old RtI. That in no way meant
it wasn't broken. Similar argument would hold that it's not possible
to have a broken card, since you could always stop it with Direct
Intervention or Sudden Reversal. Whatever.
[ quoted text not captured ]
xi...@waste.org (Xian) wrote:
> Talking about action mods to pass votes...I'm not entirely sure of the ruling
> on Malk Madness Network, but would it be possible to do a Malk vote deck
> which called votes during other's turns & then used the two dominate reaction
> cards (Pulling Strings, Kindred somthing-or-other...) to get everything going
> your way?
No. You can only play reaction cards on the actions of "other Methuselah's"
minions. Not your own, even when you're acting on someone else's turn (The
"whose turn is it?" question is immaterial to the questions of who can
play reaction cards and who can play action modifiers). [1.6.3.5]
--
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 ]
> So anyway, you get out your Atonement. That acting vampire is tapped.
> Are you going to have enough interceptors to block all my weenies trying
> to burn it at +1 stealth? Not likely.
Animalism, Fortitude, Metro....don't assume that the vampire will stay tapped.
So...yes, I will have all the blockers I need...one.
> Or next time we play, I start putting in some 2nd Traditions and block your
> Atonement(s). Now what? Or maybe some Misdirections. Misdirections might
> be even more useful.
So....you have to put in cards to block a strategy that's designed to block
your strategy....and so the vicious downward spiral goes. That's what
makes the game fun. Someone builds a way to shut down your deck and you
change the deck to reflect that strategy, thereby diluting your deck.
> Btw, does the fact that you didn't reply to any of my other counterpoints
> mean that you concede on them? If not, I'd like to see your counterpoints.
Which counterpoints? The fact that that the same vulnerabilities of a WVP
exist for a voting deck that uses Presence? That can be mostly true....but
not completely. I'll look at them later.
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Derek wrote:
> >their PA's down. A deck that has nothing but PA cards has no defense against
> >anything...which leaves it extremely vulnerable.
>
> Its defense is to race and spend no pool. With 4-8 weenies all
> calling KRC or Cons Ag every turn and pushing PAs as necessary to pass
> them,
Previous to the new errata, you could not replace PA cards used to vote push
until the end of your turn. So...at most he can get 8 votes (plus titles) for
one
vote a turn.
> Which brings my point around finally; so the only effective defense
> against weenie vote push is to have your OWN Presence voting deck,
> packed chock full of Awe, a borderline-broken card to begin with?
The only effective defense against a WVP deck is the same defense you use
against _any_ weenie deck. And it is my experience that at least one
weenie deck will show up to a tournament....so be prepared.
I'm also concerned that you think that Awe is a borderline-broken card.
I'm noticing a trend that any effective card is labeled "broken" in these
parts.
[ quoted text not captured ]
In article <727o5i$v4l$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
>
[I wrote]
> > I guess your real contention seems to be that there should be other
> > disciplines that can also gain votes, besides Presence, because otherwise
> > vote decks can only be built with Presence? That I don't really have much
> > of a problem with; it's just hard to fix it. I don't think allowing
> > disciplineless vote push is the right answer.
>> I guess that does boil it down pretty fairly. If there were other disciplines
> that balanced Presence in the voting arena, I would feel better about
> the new errata. The problem remains that there aren't.
See, this is why I should be a diplomat. -_^
> In the RPG, the top clans in political power are Ventrue, Toreador and Tremere
> for the Camarilla and Lasombra and Tzimisce for the Sabbat. In VTES, neither
> Tremere, Lasombra nor the Tzimisce are very good at politics. Towards that
> end, I'd like to see Auspex and Dominate given more of a political edge and
> to a lesser extent, Animalism and Obfuscate. It would go well towards
> lessening the monopoly that Presence has on politics.
I would be happy to see that. Some say the Lasombra are already pretty good
at politics, but I haven't seen it enough to know myself. But definitely,
I'd be completely in favor of some of the fabled new cards being +vote
stuff for non-Presence (even though on the whole I think the new cards
should focus mainly on the expansion clans).
A broadening of the construction options for political decks would be all
good as far as I'm concerned. I just can't see allowing the WVP
deck to come back from its unclean grave, which as far as I can see allowing
vote-pushing will inevitably do.
Josh
'bela lugosi's dead dead dead dead dead undead...'
[ quoted text not captured ]
In article <728k7d$mdt$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:
>
> > > good thing? I will grant you that the new ruling has put a major
> > > thorn in the side of WVP decks, but in doing so has made 98% of
> > > possible, viable, vote decks practically unviable.
> > The same could be said in an environment that allowed WVP. If you
> > aren't playing WVP, you're hosed even if you're playing a vote deck.
>
> You know, it seems to me that if what you say above is still true, then
> the 7/7 ruling has done nothing to stem WVP and only serves to restrict
> all the other Political deck types.
I fail to follow your logic. In a WVP environment, WVP dominates other
voting strategies. If another vote deck comes up against a WVP deck,
I'm saying that the regular vote deck will lose. Reason being, after
the WVP deck's second turn, he has 1 to 4 Princes. With that, he can
push the rest of his votes through because you most likely have only
one titled vampire at most plus all of your own vote cards to push. You
have 2 + 7 cards to push with for 9 votes. He has 2 + 1 from original
PA + 7 to push with for 10 votes. And this is only if he went first.
If he didn't go first, he has even more votes and needs to push with fewer
cards. If the weenie doesn't draw enough Praxis Seizures for each of
his vampires, he can just dump all the non-PS cards in his first vote
and second vote ad nauseum until he has the cards he needs. My feeling
is that the WVP doesn't get its strength from it's ability to push to
get votes to pass but from its ability to unload all the cards it wants
that it doesn't need at the moment if it so desires.
In a non-push environment, the weenie needs to draw the Praxis Seizures
it needs in its initial hand. Also, whenever it want to do a damaging
vote, it has to have it in its hand. It can't depend on swapping its hand
for a new one to get the PA's it needs. So the WVP has lost that
strength. It has also lost its strength of forcing its votes through.
Presence vote decks generally didn't stand a chance against WVP. It
took vote push to beat vote push if things actually got to a vote. With
the new ruling back basically what the original Jyhad rulebook says,
Presence vote has become the strongest vote type. Other vote decks
are still viable just as a Pro/Dom S&B deck is viable. But when it comes
to sheer output, a Presence deck can generate many more votes and a
Obfuscate based Stealth deck can generate much more stealth.
I've made several effective vote decks that didn't use Presence or
vote push. Many other people have, too. But rather than being screwed
by both WVP _AND_ Presence based votes, they only have to worry about
Presence just totally hosing them.
One final note. I think a lot of the naysayers are missing one big
advantage that vote decks of all kinds have gained. Before the ruling,
you had no idea how many votes in the form of burned PA's might come
from your opponents. Now, you know that at most 1 PA will come from
each person. Makes it a lot easier to decide if you have enough votes
to pass.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <729evt$bv5$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
>
> > So anyway, you get out your Atonement. That acting vampire is tapped.
> > Are you going to have enough interceptors to block all my weenies trying
> > to burn it at +1 stealth? Not likely.
>
> Animalism, Fortitude, Metro....don't assume that the vampire will stay tapped.
> So...yes, I will have all the blockers I need...one.
So in order to beat WVP you either have to use some Ani/For combination
and/or Metro Underground. Which you didn't originally mention, so now you
need 3 cards to stop WVP. To reliably get them, you're going to be eating
up over 10% of your deck size. And that still won't guarantee that you'll
have them in time. All this just to stop one strategy.
> > Or next time we play, I start putting in some 2nd Traditions and block your
> > Atonement(s). Now what? Or maybe some Misdirections. Misdirections might
> > be even more useful.
>
> So....you have to put in cards to block a strategy that's designed to block
> your strategy....and so the vicious downward spiral goes. That's what
> makes the game fun. Someone builds a way to shut down your deck and you
> change the deck to reflect that strategy, thereby diluting your deck.
There's no vicious circle. Atonement is the only thing that can stop me
cold (or Justine with some permanent +1 intercept). 2nd Tradition will
allow me to keep you from doing either one of those. So then you get to
making sure your Atonement gets through. That means stealth or unblockable.
It's shaping up as though Gangrel are best at stopping WVP. Great! So
if I want to stand a chance against WVP, I have to play Gangrel. Who will
have their deck so diluted with anti-WVP cards, they can't do much of
anything else. Congratulations, you've made a deck strategy that specifically
targets and defeats another deck strategy.
WVP requires specific preparation or gang tactics from the whole table
to defeat. Preparing to face vote decks is not enough.
> > Btw, does the fact that you didn't reply to any of my other counterpoints
> > mean that you concede on them? If not, I'd like to see your counterpoints.
>
> Which counterpoints? The fact that that the same vulnerabilities of a WVP
> exist for a voting deck that uses Presence? That can be mostly true....but
> not completely. I'll look at them later.
The ones that were in the same article that you quoted above. It
detailed how the other counters to WVP really weren't effective counters
at all.
[ quoted text not captured ]
In article <729g5e$cu6$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Derek wrote:
> > Its defense is to race and spend no pool. With 4-8 weenies all
> > calling KRC or Cons Ag every turn and pushing PAs as necessary to pass
> > them,
>> Previous to the new errata, you could not replace PA cards used to vote push
> until the end of your turn. So...at most he can get 8 votes (plus titles) for
> one vote a turn.
When I have 4 Princes, I don't need all 7 of the cards in my hand to
push. Maybe I need 2 or 3. If one of the votes I push is another PS,
I don't need many more cards to push with.
> > Which brings my point around finally; so the only effective defense
> > against weenie vote push is to have your OWN Presence voting deck,
> > packed chock full of Awe, a borderline-broken card to begin with?
>> The only effective defense against a WVP deck is the same defense you use
> against _any_ weenie deck. And it is my experience that at least one
> weenie deck will show up to a tournament....so be prepared.
WVP also gains power from the fact that all its actions are at +1
stealth. So defenses against weenie bleed or weenie combat might not
be effective against weenie vote. In jol88, I think I'm about to be
run over by the weenie hordes of hell using Night Moves. A thankfully
nearly impossible deck to construct in the real world.
> I'm also concerned that you think that Awe is a borderline-broken card.
> I'm noticing a trend that any effective card is labeled "broken" in these
> parts.
When you're speaking about a large community such as this, you're bound
to find people with varying opinions. Awe is an obviously powerful card.
Of course some people are going to call it broken. It's pretty safe to
say that not everyone or probably even a majority agree with that. Including
me. :)
[ quoted text not captured ]
>In jol88, I think I'm about to be
> run over by the weenie hordes of hell using Night Moves. A thankfully
> nearly impossible deck to construct in the real world.
I don't know about impossible...but I would have to beg, borrow and steal
the cards needed from everyone I know.
At this point, Mike, he doesn't need Night Moves. You're tapped out
with 15 pool and your predator has 11 vampires. I give you two turns
max before he takes you out. Since I'm your prey, I give myself another
turn or two before I get ousted...maybe one more since I'm playing an
weenie and allies deck. *shrug* Either way, it's going to be a quick game
both of us unless someone unleashes a Domain Challenge, Anarch
Uprising, or some other weenie horde killer.
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Mike Bohlman wrote:
> > Animalism, Fortitude, Metro....don't assume that the vampire will stay
tapped.
> > So...yes, I will have all the blockers I need...one.
>
> So in order to beat WVP you either have to use some Ani/For combination
> and/or Metro Underground. Which you didn't originally mention, so now you
> need 3 cards to stop WVP. To reliably get them, you're going to be eating
> up over 10% of your deck size. And that still won't guarantee that you'll
> have them in time. All this just to stop one strategy.
You don't need Animalism and Fortitude....just one or the other.
Either a Freak Drive or a Forced Awakening and Cats Guidance,
Majesty, or Earth Meld. So Fortitude, Presence, Animalism or Protean.
You're point that the Gangrel are the best equipped to pull it off is
true on the surface. However, Ventrue could easily pull it off with
Freak Drive and Majesty, both of which are staples of that clan.
Nosferatu can do it with enough stealth to get it out and Wakes
and Cats to keep it in play....which of course kills your Misdirection
theory.
I think you're focusing on the idea that it will only stop _one_ strategy.
This is false. It will stop any weenie horde deck that doesn't use a lot
of stealth. And since a lot of tournament decks use smaller vampires,
it's a good idea to have at least one blocker to deal with them. It's
a generally sound defense that works well with several clans
I don't understand why you think that having a competent defense
will necesserily dilute a deck.
However, we are straying from my original point that Presence has
a near monopoly in the political arena. If we see cards in the future
that give political power to other disciplines, I will be somewhat
mollified.
[ quoted text not captured ]
In article <729rk7$njh$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> You don't need Animalism and Fortitude....just one or the other.
> Either a Freak Drive or a Forced Awakening and Cats Guidance,
> Majesty, or Earth Meld. So Fortitude, Presence, Animalism or Protean.
Ok, so every clan except Ravnos, Tzimisce, Gangrel, Ventrue, Brujah,
Toreador, and Setites is hosed.
> You're point that the Gangrel are the best equipped to pull it off is
> true on the surface. However, Ventrue could easily pull it off with
> Freak Drive and Majesty, both of which are staples of that clan.
But Freak Drive isn't a staple of everyone's collection.
> Nosferatu can do it with enough stealth to get it out and Wakes
> and Cats to keep it in play....which of course kills your Misdirection
> theory.
Against the Nosferatu. If I get that worried about not being able to
burn an Atonement, I include as many vamps with Fortitude that I can and
add Day Operation, Daring the Dawn, and/or Sunrise Service. And these
are equally useful if no one ever uses an Atonement.
> I think you're focusing on the idea that it will only stop _one_ strategy.
> This is false. It will stop any weenie horde deck that doesn't use a lot
> of stealth. And since a lot of tournament decks use smaller vampires,
> it's a good idea to have at least one blocker to deal with them. It's
> a generally sound defense that works well with several clans
How many Atonements and support cards are you putting into your decks?
Your last sentence basically sums it up as to why WVP is a problem: not
every deck has a sound defense against it. Isn't more deck variety in
tournament play a good thing?
> I don't understand why you think that having a competent defense
> will necesserily dilute a deck.
It will if none of your opponents is playing weenies. If weenies are
prevalent, they're going to be contesting each other to some extent
and you'll have an easier time keeping up with them.
> However, we are straying from my original point that Presence has
> a near monopoly in the political arena.
Yes, Presence based votes are generally the best. But I consider that
far better than WVP decks from being the best hands down. And other
vote decks are far from unviable. And they don't have to depend on the
good-heartedness of the other players as you proposed earlier.
> If we see cards in the future
> that give political power to other disciplines, I will be somewhat
> mollified.
Dominate has some political power, but purely on a defensive level.
Auspex has a little political power with Telepathic Vote counting.
I'd love to see a Dominate card that cancels other votes during your
PA, but my gut tells me the Ventrue would be become nearly unstoppable
at politics (assuming they could get to the referendum stage).
What other disciplines should have vote aiding action modifiers?
Corrupt Assembly
Action Modifier - 1 blood
Only usable during a political action.
ser: After a minion controlled by another player has cast its votes,
you may change how it voted to how you wish.
SER: As above, but this vampire may burn X blood to change the votes
of X minions.
Threatening Lobby
Action Modifier - Nosferatu
Only usable during a political action. Choose a minion controlled
by another player. If that minion votes against you, put Threatening
Lobby on that minion. Until that minion is burned or goes to Torpor,
this acting minion may enter combat with the target minion at +1 stealth
and will have +1 hand damage for the duration of combat. Burn Threatening
Lobby if the target vampire is burned or goes to torpor.
Aren't you dead?
Action Modifier - 1 blood
Only usable during a political aciton.
nec: This vampire gains votes equal to those of a chosen vampire that is
in Torpor or has been burned.
NEC: As above, but may choose 2 vampires.
"In many elections, the voter turnout among the dead or missing is quite
surprising." - Carlotta Giovanni
These are just off the top of my head. Quite frankly, where do you
draw the line? Do you give every clan or discipline a card that gains
votes? How do you decide which ones get such cards?
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <364709de...@news.rotterdam.luna.net>,
S.P.War...@student.hro.nl (Sao lee) wrote:
> James Coupe <ve...@nospam.demon.co.uk> wrote:
> >Prior to this, the only way to win a vote was to use WVP. If there was
> >a fight on a table between WVP and normal vote, WVP would win. I never
> >saw a different outcome.
>
> So how exactly does (or did) such a WVP deck work? Are there any
> examples I can check out somewhere online?
There's probably something in one of the deck archives, but it really
isn't necessary. You can make quite an effective WVP deck by taking
as many different Praxis Seizures you have (20 is good), all the Caitiff you
have plus some other Camarilla 2-capacity vampires (about 15 to 20 total),
as many Conservative Agitations and Kine Resources Contested as you
can muster, about 6 or so Effective Managements, and about 6 or 8 Autarkis
Persecutions for in case you get really low on pool. You can add any other
kinds of interesting vote cards you want to reach 60 cards.
It takes about 15 minutes to build (hardest part is going through your
collection finding the cards) and without any tuning whatsoever, you will
win a majority of the games unless people specifically prepare for it.
In just ordinary play among friends, you'll probably win 9 out of 10 games.
Not bad for a 15 minute investment. If you tune it, you might add some Dodges
and defenses for Atonement.
Btw, if anyone thinks I'm being facetious, I'm not. I literally spent about
15 minutes making a WVP deck to prove a point, and it wins about 9 out of
10. This is in a group that commonly has +1 intercept.
[ quoted text not captured ]
> What other disciplines should have vote aiding action modifiers?
As I said before, beef up Dominate and Auspex and to a lesser
extent, Animalism and Obfuscate. That would cover the majority
of the clans in the game (if not all of them). As far as Ventrue
superiority goes, they pretty much have that now....and that
makes sense.
> Corrupt Assembly
> Threatening Lobby
> Aren't you dead?
*rofl*
Noal McDonald
Archbishop of Westland, MI
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <364709de...@news.rotterdam.luna.net>, Sao lee
<S.P.War...@student.hro.nl> writes
>So how exactly does (or did) such a WVP deck work? Are there any
>examples I can check out somewhere online?
Get a few small vampires out very quickly. Call a few Praxis Seizures
with these vampires. Only a weenie intercept deck could block them all.
You can then use as many votes from your hand to make sure they pass.
Then you have, say, 4 to 6 votes from the first round. Now you can
continue to call damaging votes (Kine Resources Contested being my
personal favourite) very often, using very small expendable vampires.
Excess Praxis Seizures can be thrown away in a vote, if needed.
You have so many vampires that, due to your VERY quick start, it's very
difficult to block everything all the time.
[ quoted text not captured ]
In article <729rk7$njh$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>However, we are straying from my original point that Presence has>a near monopoly in the political arena. If we see cards in the future>that give political power to other disciplines, I will be somewhat
>mollified.
Why is this any better or worse to WVP?
I would contend that, though Presence now has a much better footing than
it did before (it's *supposed* to be the best vote disciplines), middle
of the road vote decks still stand a chance - they just need to be
diplomatic about it.
And anyway, even if the 7/7 ruling does make Presence vote too powerful,
I'd rather see that - with a deck that requires some thought, can't have
90 votes in it because it needs modifiers and so forth - than a WVP deck
any day.
[ quoted text not captured ]
On Tue, 10 Nov 1998 13:47:26 GMT, Dhar...@yahoo.com wrote:
>Derek wrote:>> >their PA's down. A deck that has nothing but PA cards has no defense against
>> >anything...which leaves it extremely vulnerable.
>>
>> Its defense is to race and spend no pool. With 4-8 weenies all
>> calling KRC or Cons Ag every turn and pushing PAs as necessary to pass
>> them,>>Previous to the new errata, you could not replace PA cards used to vote push
>until the end of your turn. So...at most he can get 8 votes (plus titles) for
>one
>vote a turn.
And when he shoves through 4 praxis seizures he won't need to push
more than a couple PAs per turn to pass 'em. mbohlman addressed that
in his post, which you've already read.
>>> Which brings my point around finally; so the only effective defense
>> against weenie vote push is to have your OWN Presence voting deck,
>> packed chock full of Awe, a borderline-broken card to begin with?>>The only effective defense against a WVP deck is the same defense you use
>against _any_ weenie deck. And it is my experience that at least one
>weenie deck will show up to a tournament....so be prepared.
again, as mbohlman mentioned, weenie vote has a natural +1 stealth.
You can be pretty assured of beating up -some- weenie bleeders by just
leaving a few people untapped. Heck, if you get panicky leave ALL
your vampires untapped for awhile; you might get rid of a whole bunch
of his weenies all at once if he doesn't draw his Dodge back, and if
he taps out trying to come get you his predator might finish him off.
Weenie bleed, while still pretty nasty to be caught in front of, just
isn't as horrific as weenie vote.
>
>I'm also concerned that you think that Awe is a borderline-broken card.
>I'm noticing a trend that any effective card is labeled "broken" in these
>parts.
Um, correct me if I'm wrong but weren't YOU the one worrying about how
Presence has too much voting power as a discipline originally? I
don't think your fears stemmed from Bewitching Oration and Disarming
Presence, somehow. Note that I also said borderline-broken. It's
horrendously effective. It provides, effectively, a vast number of
completely free votes when played at superior with a Voter Cap in hand
-- assuming you have the sense to have a sufficiently large vampire be
the one playing it. So I haul out Mr. Ventrue Deck, and I have
Democritus at 5 blood call any not-too-terribly-obnoxious vote, say,
Regaining the Upper Hand. If nobody intercepts me, I lay down Awe on
it and tip all my blood off of Democritus; the vote is now passing by
14 votes assuming Democritus is my ONLY vampire with a title!
Hopefully someone has votes against me, because right now when I Voter
Cap this, I'm gonna fill Democritus back up to 10, get 2 pool on top
of it, and have 2 blood just totally wasted. More likely than not
I'll get Democritus' blood back up to 7 and get the 2 pool as well.
Now I can Cryptic Rider it and have any other vampire call something
much more obnoxious. Sure, you won't let me pass a "first vote" ever
again now that you've seen the Cryptic Rider, but what are you gonna
do about it? Awe generates an insane amount of votes at superior. I
think Delaying Tactics can be played -after- someone plays Awe, which
is a rude surprise and may help some, but I'm still not sure. The
reason I only refer to it as "borderline" broken is because at
inferior, it's absolutely *NOT* a broken card at all IMO; one blood
per vote? Sounds like a great Presence card to me. The other reason
is because I still haven't seen anyone wind up and create an Awe deck
with a sufficient number of Awe and Voter Cap to really beat people
senseless with the blood gain and raw vote power - perhaps because of
Delaying Tactics, perhaps due to card rarity, although if card rarity
*is* the reason I'm worried too, because Jyhad was designed carefully
so card rarity wouldn't be required to balance the game.
Bleh. I need a course in "Brevity 101; making your point in ONE
paragraph, not ten."
[ quoted text not captured ]
I tend to use 2-3 B. Overload and Dread gaze for my vote defense, along with
a little perm intercept. In this fashion I can block votes after the Weenie
has spend the blood to call the vote and send it straing to torpor. If the
vote is not blocked then the DG can stop most votes early in the game before
people have built up their PS votes.
Unless the weenies get the BO out of play the horde will dry up and die.
Raille.
Jasper Phillips wrote:
> In article <727ojh$vba$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
> >
> >> > You intercept the votes.
> >>
> >> How many times are you going to intercept? I have 1 to 4 vampires on my
> >> second turn depending on how many transfers I had on my first turn. How
> >> many intercepting weenies did you bring out? After that, I don't care if
> >> you intercept me because I'll have all the Praxis Seizures I need.
> >
> >All I need is a Atonement and a Flak Jacket or Guardian Angel on a 4 or 5 cap
> >vampire and I shut down any weenie deck flat. It's that simple.
>
> *Laugh* Right. How many decks use those things? Are you saying that
> you can build a deck specifically to stop WVP? I think you'll find
> that nobody is surprised.
I put Attonements in about 1/2 of my decks, just because weenie decks are so
nasty and because you can almost always use the Attonement if there is no weenie
deck. Heck, I even have a couple in my rush deck. Of course, I agree with your
point. Any deck can be beat if you know what you are going to play against. That
does not make the WVP deck any less broken under the old system. I like the new
ruling.
Derek S. Ray wrote:
[ quoted text not captured ]
Awe has a few limitations. First, to be really affective you have to
have the Voter Captivation and a vampire will lots of blood. Second,
even with the Awe you may (unlikely though it may be) not be able
to pass the vote. Third, I believe the traditional non-voters defense
totally hoses the Awing vampire... Delaying Tactics. You spend the
blood then get the vote cancelled. Fourth, which is really not a
disad with Awe in particular, it can be blocked. However,
the prey and predator can chose to block the vampires most likely
to abuse Awe. Sure I'll let Gideon call his vote but if Democritus
tries I'll block! And you are not likely to have more than 2 large
capacity vampires available.
My point is that Awe is a powerful vote card and in my opinion
more abusable than Bewitching Oration, but not broken. I think
abusable cards are a good thing, as long as the abuse is not of
the broken kind.
Direct Intervention -is- a broken card...
Jasper Phillips wrote in message <728qbd$rcr$1...@news.NERO.NET>...
>In article <727ojh$vba$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:>>>>> > You intercept the votes.
>>>
>>> How many times are you going to intercept? I have 1 to 4 vampires on my
>>> second turn depending on how many transfers I had on my first turn. How
>>> many intercepting weenies did you bring out? After that, I don't care
if
>>> you intercept me because I'll have all the Praxis Seizures I need.>>
>>All I need is a Atonement and a Flak Jacket or Guardian Angel on a 4 or 5
cap
>>vampire and I shut down any weenie deck flat. It's that simple.>
>*Laugh* Right. How many decks use those things? Are you saying that
>you can build a deck specifically to stop WVP? I think you'll find
>that nobody is surprised.
>[ quoted text not captured ]
In article
<D967FBCB8A6E1D07.14597BEF...@library-proxy.airnews.net
>, lor...@nospam.nineball.org (Derek S. Ray) wrote:> On Tue, 10 Nov 1998 13:47:26 GMT, Dhar...@yahoo.com wrote:
>
> >Derek wrote:
[snip some...]
> >I'm also concerned that you think that Awe is a borderline-broken card.
> >I'm noticing a trend that any effective card is labeled "broken" in these
> >parts.
>
[snip long example of Democritus getting off Awe & Voter Cap]
> is a rude surprise and may help some, but I'm still not sure. The
> reason I only refer to it as "borderline" broken is because at
> inferior, it's absolutely *NOT* a broken card at all IMO; one blood
> per vote? Sounds like a great Presence card to me. The other reason
I'm going to agree with the person mentioning that the word broken is going
to get bandied about a lot just because of vastly differring opinions on the
net. However, I think that it is largely unreasonable to call Awe broken.
Sure, it's a good card, and quite good for voting, but its cost is not
completely out-of-bounds for its effect (i.e. pre-7/7 Tomb of Rameses III),
and it doesn't violate any big principles of the game (i.e. pre-7/7 Thoughts
Betrayed...)
> is because I still haven't seen anyone wind up and create an Awe deck
> with a sufficient number of Awe and Voter Cap to really beat people
> senseless with the blood gain and raw vote power - perhaps because of
Hmm...that gives me an idea for JOL...heh. Kidding...I have much more
foolish decks to test with JOL...
> Delaying Tactics, perhaps due to card rarity, although if card rarity
> *is* the reason I'm worried too, because Jyhad was designed carefully
> so card rarity wouldn't be required to balance the game.
I don't really need to suck up any on this newsgroup, but people always ask
me why I like this damn game, and this is the reason I *always* forget to
mention...that rarity != power. That rocks.
> Bleh. I need a course in "Brevity 101; making your point in ONE
> paragraph, not ten."
Well...most of it *was* one paragraph... :P
Xian, using too many emoticons for his own comfort...
"You can just ignore it...and let hand jam sort them out."
--Jasper Phillips
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
mboh...@shout.net wrote in message <72a1un$ta1$1...@nnrp1.dejanews.com>...
>In article <729rk7$njh$1...@nnrp1.dejanews.com>,
> Dhar...@yahoo.com wrote:
>>
>What other disciplines should have vote aiding action modifiers?
>>Corrupt Assembly
>Action Modifier - 1 blood
>Only usable during a political action.
>ser: After a minion controlled by another player has cast its votes,
> you may change how it voted to how you wish.
>SER: As above, but this vampire may burn X blood to change the votes
> of X minions.
>
I think that this would be way too powerful. The only reason that Dominate
vote canceling cards are not overpowered is because they are Reaction cards.
Therefore they are useful only if you happen to have one in your hand whne a
vote is called. People may put 1-5 or so of these in a deck to defense
politics. if you are playing a political deck however, you would put maybe
10-30 "Corrupt Assemblies" in your deck and never lose a vote. I would
suggest that it cost 2 blood intitially and 2X blood to change X votes, or
that it be restated as cancel votes at basic, and change votes at superior.
I definitely agree with the concept. A Dominate or Dementation card like
this would work too.
>Threatening Lobby
>Action Modifier - Nosferatu
>Only usable during a political action. Choose a minion controlled
>by another player. If that minion votes against you, put Threatening
>Lobby on that minion. Until that minion is burned or goes to Torpor,
>this acting minion may enter combat with the target minion at +1 stealth
>and will have +1 hand damage for the duration of combat. Burn Threatening
>Lobby if the target vampire is burned or goes to torpor.
>
>Aren't you dead?
>Action Modifier - 1 blood
>Only usable during a political aciton.
>nec: This vampire gains votes equal to those of a chosen vampire that is
> in Torpor or has been burned.
>NEC: As above, but may choose 2 vampires.
>"In many elections, the voter turnout among the dead or missing is quite
>surprising." - Carlotta Giovanni
That is just downright funny.
>
>These are just off the top of my head. Quite frankly, where do you
>draw the line? Do you give every clan or discipline a card that gains
>votes? How do you decide which ones get such cards?
I don't know. I think that Dominate and Auspex at least need a couple of
offensive vote cards. Giovanni need help too.
>
>Mike
>
>--
>Mike Bohlmann, MAIP - Prince of Urbana-Champaign
>Rules Survey - http://www.shout.net/~mbohlman/vekn/
>[ quoted text not captured ]
In article <F28BB...@midway.uchicago.edu>, Rachel & Chris
<reei...@midway.uchicago.edu> writes
>Direct Intervention -is- a broken card...
A very controversial remark.
First of all, I *will* concede that for many people there are reasons of
taste why it shouldn't be in the game. It smacks of counterspell which
they just don't like. Maybe it does or doesn't fit into the theme of
the game. For me, I just like the idea that, every once in a while, a
Methuselah just come out and force one of his ideas through. Other
people don't like that.
There are circumstances when the card has to be banned. In JOL
(http://www.deckserver.net) having Direct Intervention is not a
practical thing, really. Every time someone plays a card, another
person could just wait 24 hours and reverse the card. Due to it being
play-by-email, the ramifications of the card are different.
But looking at it from purely a power-cost ratio point of view. Okay,
it CAN cancel any minion card. What does that really mean? Well, if
it's stealth, it could mean you get into combat and die. If it's
intercept, it could mean my action gets through and does horrible things
to you. If it's a vote, the vote is stopped or fails (from cancelling
the Awe, say), or passes if you cancel someone else's Delaying Tactics,
say. In combat, it means someone gets hit harder.
Let's look at this the other way though. If it's stealth you want to
cancel, you can play intercept. If it's intercept you want to cancel,
play more stealth. If it's a vote you want to cancel, play Delaying
Tactics or Surprise Influence or a Vote card. If you want to pass a
vote, have more vote passing and vote cards. In combat, if it's a
maneuver that's been cancelled, play another maneuver. If it's a
strike, play Dodge. If it's damage, play Skin of Rock, or Flesh of
Marble or Flak Jacket.
So, most cards in the game have ways round them somehow or other. I can
burn cards, sew up cards (Pentex, Sensory Deprivation etc.), vote, bleed
or whatever. Each thing you do has a counter-card from my point of
view. If I'm desperately afraid of you, I'll have a few of those cards.
Now, consider Delaying Tactics. Once per turn, I can pay 1 pool to
cancel a card you play.
Once per turn - well, if I've been thoughtful and put lots of Dread
Gazes in my deck to stop your votes, I can do that several times. Or
Delaying Tactics. I can prevent your strikes multiple times (Skin of
Steel in every combat). I can intercept more of your actions if I play
proper intercept. Direct Intervention is, in many instances, a poor
man's whatever card you wanted to play.
1 pool - well, that's pretty hefty. If I play a Sport Bike, I can block
many of your actions for the same pool cost, perhaps. If I play a
Labyrinth, that's more stealth for me a lot of the time, rather than
stopping one of your intercept cards once.
Cancelling a card - Well, what can that do? One of the often heard
arguments is that "Well, it stops my plans dead." No, it doesn't, at
least, not moreso than, say, Delaying Tactics. I'm planning to call a
vote. If I call it, someone could play Delaying Tactics and I have to
plan to that effect. It's not like everything not going to plan is a
new concept. I have to, at every point, take into account that you can
smack me back, or block, or burn my location, or eat me or whatever.
Delaying Tactics provides a new, flexible way for me to do it, but it's
nothing new. You may play Immortal Grapple but I could have a Burning
Wrath hiding in my big Ventrue with Potence deck which is just as much
of a surprise as Direct Intervention would be.
Looking at it from the spoiling my plans point of view, from another
perspective, is that what Jyhad is about? Just bringing plans to
fruition and trying to stop other people. Not quite. That's what
something like the X-Files is like (Mythos, too, perhaps) - two people
playing separate games and just trying to beat the other and maybe throw
a spanner in the works from time to time. Jyhad has always been about
interaction - the voting system, the blood hunts, the ability to share
intercept and so forth have been hard encoded into the game from Day 1.
And does it really bugger up my plans? Well, if I'm playing a vote
deck, I should have enough of the votes I need to get through, expecting
that some of them will fail. If I don't, that's my tough luck. Same
with stealth etc. If it's a prayer card you've drawn (your one Arson)
then which is more unfair? You drawing a prayer card and getting a
shift in the balance of the game (perhaps heavily to you), or my
cancelling the prayer card and keeping the balance how it is?
[ quoted text not captured ]
In article <F29In...@midway.uchicago.edu>, Rachel & Chris
<reei...@midway.uchicago.edu> writes
>I think that Dominate and Auspex at least need a couple of
>offensive vote cards.
Dominate needs no more power and flexibility than it has already.
Bleed, anti-vote, location stealing, vampire stealing, combat defence,
retainer/ally stealing, minor stealth, minor unblockability, free pool
to vampires, bleed bounce, contention abilities.
Suggesting that Dominate needs the capacity to vote offensively is
wrong.
[ quoted text not captured ]
In article <7A1GWdAC...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
>In article <F29In...@midway.uchicago.edu>, Rachel & Chris
><reei...@midway.uchicago.edu> writes>>I think that Dominate and Auspex at least need a couple of
>>offensive vote cards.>
>Dominate needs no more power and flexibility than it has already.
>
>Bleed, anti-vote, location stealing, vampire stealing, combat defence,
>retainer/ally stealing, minor stealth, minor unblockability, free pool
>to vampires, bleed bounce, contention abilities.
And you even forgot combat offense (Thoughts Betrayed).
>Suggesting that Dominate needs the capacity to vote offensively is
>wrong.
Dominate doesn't need anything. Auspex would probably be the best place
to go for new +vote cards, or even Obfuscate. But dominate is already
the most powerfull discipline.
[ quoted text not captured ]
Yes James comments on DI are exactly on target. The biggest pain is that
the DI does smack of a counter spell card, and to many THAT is reason enough
to list it as broken!
Me I play with all the cards! and I suffer, come hell or high water, all the
ramifications of that!
Raille.
> Suggesting that Dominate needs the capacity to vote offensively is
> wrong.
I disagree. Clans like Tremere and Lasombra who traditionally have
had a fair amount of political power are fairly hamstrung without
presence. I would suggest that Dominate would do well to have cards
that allow it to vote offensively. Maybe not as strong as Bewitching
Oration or Awe, but certainly a card that has half the effect.
Keep in mind that I'd like to see Auspex also beefed up in this regard,
and to a lesser extent Animalism and maybe Obfuscate. It would
level the playing field quite a bit and give more than a few clans
the ability to make a decent voting deck without vote pushing.
Noal McDonald
Archbishop of Westland, MI
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <72cne6$528$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>>> Suggesting that Dominate needs the capacity to vote offensively is
>> wrong.>
>I disagree. Clans like Tremere and Lasombra who traditionally have
>had a fair amount of political power are fairly hamstrung without
>presence. I would suggest that Dominate would do well to have cards
>that allow it to vote offensively.
*sigh*
How hard did you try to miss my point? Dominate is the best discipline
in the game. It does almost everything. It runs away with the
statistics in JOL. It doesn't need to do anything else. If the Tremere
are having problems voting, it doesn't mean you should address it
through Dominate. However, I must say I've never seen the Tremere vote
well actually.
>Maybe not as strong as Bewitching
>Oration or Awe, but certainly a card that has half the effect.
You mean a card like Lyndhurst Estate, New York?
>
>Keep in mind that I'd like to see Auspex also beefed up in this regard,
Doesn't need to. It's already got Telepathic Vote Counting. I fail to
see how anything to do with Auspex will influence you more votes in a
way that fits the discipline.
>and to a lesser extent Animalism
Erm... Animalism has *never* been a political discipline and never
should be. Homogonising the disciplines is not a good thing, because
then the restrictions and difficulties you overcome to make a really
cracking deck become negligible.
> and maybe Obfuscate.
Stealth. Little bits of bleed. Little bits of weirdness. That's your
lot with Obfuscate.
>It would
>level the playing field quite a bit
We don't have a level playing field though. Card power, yes, there
should be one. Discipline abilities, no.
Dominate can wipe the floor with any other discipline for bleeding.
It's cards generally aren't too powerful, but you won't find another
discipline as good as it for bleeding. Does that mean we should give
all the other disciplines the ability to bleed? No, it doesn't.
Each discipline should have its own unique facets that it exploits well.
To a large degree, that is true now, although some of the newer
disciplines have their toes trampled by an old discipline (eg stealing
vampires in Dominate, not Serpentis etc.)
>and give more than a few clans
>the ability to make a decent voting deck without vote pushing.
Permanent titles, Lyndhurst Estate, diplomacy, the edge, locations and
so forth already provide a half decent voting deck.
Giving every clan the ability to vote well will not solve problems. It
will create more. The Nosferatu can't bleed too well. Should we give
them more bleed cards? How about vampire stealing for those of us with
Fortitude - it can't do that. It might give more than a few clans the
ability to make a decent vampire stealing deck without Serpentis.
[ quoted text not captured ]
In article <72cne6$528$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>>> Suggesting that Dominate needs the capacity to vote offensively is
>> wrong.>
>I disagree. Clans like Tremere and Lasombra who traditionally have
>had a fair amount of political power are fairly hamstrung without
>presence. I would suggest that Dominate would do well to have cards>that allow it to vote offensively. Maybe not as strong as Bewitching>Oration or Awe, but certainly a card that has half the effect.
I, for one, don't care for keeping with the theme of the game if
it's bad for game balance.
>Keep in mind that I'd like to see Auspex also beefed up in this regard,>and to a lesser extent Animalism and maybe Obfuscate. It would
>level the playing field quite a bit and give more than a few clans>the ability to make a decent voting deck without vote pushing.
Well, it would level the _voting_ playing field. It would push dominate
even further ahead of the other disciplines.
[ quoted text not captured ]
Here's the thing:
Direct Intervention is an Intercept card, a Stealth Card, a Vote Card, and a
Damage Prevention card all in one. That ruins the game. Why play anything
else?
Of course the answer is that Direct Intervention as a Master-out-of-Turn can
only be played once each time around the table. I should rephrase my short
and inflamatory statement- it is definitely broken in a two player and
perhaps overpowered in a three player game because it can be used
effectively in lieu of a half-dozen other tactics combined.
Sudden Reversal is more broken because it can destroy a concept deck by
itself, and there are far fewer Master phase actions that take place than
minion actions. A player could almost eliminate Master Card effects by
using 30 of these in a deck. Again, table size affects the power of the
card.
In the end I have apersonal disrespect for these cards because they are
generic and all-encompasing. The haven of someone with little imagination
(or a drive to win). They are effective cards, but they lack personality.
I won't use them, but I'll admit that they are not broken.
James Coupe wrote in message <7z62qCA9...@obeah.demon.co.uk>...
[ quoted text not captured ]
In article <IQbRMLAU...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
>
>Dominate can wipe the floor with any other discipline for bleeding.
>It's cards generally aren't too powerful, but you won't find another
>discipline as good as it for bleeding. Does that mean we should give
>all the other disciplines the ability to bleed? No, it doesn't.
Hmmm, maybe potence needs bleed bonus... I mean, after all it does
make sense from a basic "wrecking shit" point of view. Or what about
Animalism? Both of these could easily have bleed bonus thematically...
[ quoted text not captured ]
Rachel & Chris wrote:
> Direct Intervention is an Intercept card, a Stealth Card, a Vote Card, and a
> Damage Prevention card all in one. That ruins the game. Why play anything
> else?
First off, it can't be a stealth card because it is an Out-Of-Turn card.
Secondly, name a card that does any of the above that costs one pool and is
limited to one use, can't be used during your turn and can only be played once
until the end of your next turn. Seeing my point yet?
> Of course the answer is that Direct Intervention as a Master-out-of-Turn can
> only be played once each time around the table. I should rephrase my short
> and inflamatory statement- it is definitely broken in a two player and
> perhaps overpowered in a three player game because it can be used
> effectively in lieu of a half-dozen other tactics combined.
2 or 3 player game??? Most games are at least 4 players.
A card should not be determined to be "broken" because you can
imagine drastic circumstances.
> Sudden Reversal is more broken because it can destroy a concept deck by
> itself, and there are far fewer Master phase actions that take place than
> minion actions. A player could almost eliminate Master Card effects by
> using 30 of these in a deck. Again, table size affects the power of the
> card.
Now Sudden Reversal is broken??? *laughs so hard I hurt*
I think I've seen enough.
Noal McDonald
Great Googily Moogily of Westland, MI
[ quoted text not captured ]
In article <7z62qCA9...@obeah.demon.co.uk>,
James Coupe <ve...@obeah.demon.co.uk> wrote:
> In article <F28BB...@midway.uchicago.edu>, Rachel & Chris
> <reei...@midway.uchicago.edu> writes
> >Direct Intervention -is- a broken card...
>
> A very controversial remark.
Yes, in fact any remark using the word 'broken' tends to be controversial
doesn't it. ^_^
Did you read Adrian Sullivan's article on DI and how it can take advantage
of 'moments of jeopardy'? It made some good points. The main idea was
that DI becomes overpowered when it produces a very large swing effect
by stopping a card at a critical moment. For example, if you DI someone's
Majesty and thereby burn their vampire... or DI someone's Deflection, and
they are therefore ousted... that sort of thing.
Yes, the person suffering the DI could just play another copy of the card
if they had one. But they won't *always* have one. In my mind, DI adds
to the luck involved in the game, which is not a good thing. (in addition,
of course, to being a classic 'trump' card.) And its versatility is not
sufficiently compensated by the 1-pool cost. Consider your example of DI
vs 'prayer' cards: Is it more fair for someone to draw their prayer card
at the right time and get a big shift, or for someone to DI that prayer
card, maintaining the status quo? Notice that 'prayer' cards are by their
nature very limited in the number you can put into a deck. DI on the other
hand can easily be used in multiples, because it can be used against
*everything*.
Josh
'cause your crystal ball ain't so crystal clear...'
[ quoted text not captured ]
Dhar...@yahoo.com wrote:
>
> > Suggesting that Dominate needs the capacity to vote offensively is
> > wrong.
>
> I disagree. Clans like Tremere and Lasombra who traditionally have
> had a fair amount of political power are fairly hamstrung without
> presence. I would suggest that Dominate would do well to have cards
> that allow it to vote offensively. Maybe not as strong as Bewitching
> Oration or Awe, but certainly a card that has half the effect.
>
While Dominate probably should be more political (in keeping with the
flavour), the fact that it is so strong (as Jasper and James have
pointed out) means that giving it any more strengths would hurt the
game. IMO, Dominate should have been made more as a "control your
minions" discipline than a bleed discipline like it is.
If I could go back and design Jyhad, Dominate would be good at: Bleed
bounce, vote control (offensive, but not so much defensive), minion
control (like Graverobbing and Mind Rape), and some weak combat defense
and maybe (just maybe) a little weak bleeding.
But then, I didn't design Jyhad, and Presence and Dominate are very
strong bleed disciplines. Dominate especially has a gazillion useful
abilities, making it one of the most versatile discipline and also very
strong at what it does. Compare to Necromancy and Chimerstry which are
versatile (but maybe not quite as versatile as Dominate) but not
particularly good at anything.
-Chris
On Thu, 12 Nov 1998 04:59:45 GMT, "Rachel & Chris"
<reei...@midway.uchicago.edu> wrote:
>Here's the thing:>
>Of course the answer is that Direct Intervention as a Master-out-of-Turn can
>only be played once each time around the table. I should rephrase my short
>and inflamatory statement- it is definitely broken in a two player and
>perhaps overpowered in a three player game because it can be used
>effectively in lieu of a half-dozen other tactics combined.
Yeah, but tournament format requires four or five player games, for
this very reason; there are many cards and/or decks which are much
more broken in a 'duel' or "three person" format. The game appears to
have been designed to perform optimally in a four person environment.
(one semi-ally, two enemies). Master-out-of-Turn actions come very
preciously in a 4 player game... unless you don't have other master
cards ready to play, your deck can be VERY slowed down by playing a
tempting Sudden Reversal or DI.
>Sudden Reversal is more broken because it can destroy a concept deck by
>itself, and there are far fewer Master phase actions that take place than
>minion actions. A player could almost eliminate Master Card effects by
>using 30 of these in a deck. Again, table size affects the power of the
>card.
Goodness, no. 30 Sudden Reversals? You'd only be able to eliminate
your PREY's master card effects, and i don't know of but one deck that
will be crippled by having no master actions. So you'll be stuck with
a hand full of Sudden Reversals and probably a bunch of weenies
bleeding for 1 each (not ENTIRELY bad, but:) while your prey happily
goes onward, mildly inconvenienced. It's not an awful idea for a deck
concept but I wouldn't expect it to ever win much.
>In the end I have apersonal disrespect for these cards because they are
>generic and all-encompasing. The haven of someone with little imagination
>(or a drive to win). They are effective cards, but they lack personality.
>I won't use them, but I'll admit that they are not broken.
Hm. I pack one Sudden Reversal in almost every deck I play. It may
never come up, but it always proves beneficial when it does. It would
prove a lot less beneficial if I were to pack five of them, because I
doubt my prey or predator will produce five master phase actions that
i'm willing to give up my OWN master phase action for. I can always
stall something for a turn, but stalling for too long will melt any
deck.
[ quoted text not captured ]
> While Dominate probably should be more political (in keeping with the
> flavour), the fact that it is so strong (as Jasper and James have
> pointed out) means that giving it any more strengths would hurt the
> game. IMO, Dominate should have been made more as a "control your
> minions" discipline than a bleed discipline like it is.
Okay...versatility of Dominate aside, how can you break up the monopoly
that Presence has on political actions without giving other disciplines
more offensive voting power or reinstating vote pushing?
I've heard alot of nay-sayers, but I haven't seen hardly anyone propose
a viable alternative. Telepathic Vote Counting is not enough. It's a tough
card to get a hold of and it's effects aren't that dramatic.
Noal
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <72f7v6$8sa$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> Okay...versatility of Dominate aside, how can you break up the monopoly
> that Presence has on political actions without giving other disciplines
> more offensive voting power or reinstating vote pushing?
Yeah! And how can you break up the monopoly that Obfuscate has on
stealth actions without giving other disciplines more stealth power?
You say ludicrous, but the same goes with your statement. Presence
doesn't have a monopoly on votes. I've said it many times before, and
I'll say it again. I and other have made many successful vote decks
that didn't use Presence or vote pushing.
However, I'll grant you that on a single discipline vs. single discipline
basis ignoring all other things, Presence is most definitely the most
powerful voting discipline.
> I've heard alot of nay-sayers, but I haven't seen hardly anyone propose
> a viable alternative. Telepathic Vote Counting is not enough. It's a tough
> card to get a hold of and it's effects aren't that dramatic.
I like deck-building skill as an alternative. Someone once said in
this thread somewhere that if you want to build the best possible bleed
deck, you use Malkavians with Obfuscate and Dominate (this is different
from a _viable_ bleed deck). With combat, most would say that Potence
and Celerity are the best possible. With voting, Presence is best but
has to have some other support unless you use weenies (titled vampires
or whatever).
Voting is a somewhat fragile strategy on the whole compared with combat
and especially bleed. In comparing Presence with other voting strategies,
the overall capability isn't a whole lot different. But compare building
a good Obf/Dom S&B deck with a Pro/Dom S&B deck. It takes a good amount
of skill more to make the Pro/Dom deck mainly because of your vampire
selection. Compare Presence voting and non-Presence voting, and you have
a similar situation.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <72f7v6$8sa$1...@nnrp1.dejanews.com>, Dhar...@yahoo.com writes
>Okay...versatility of Dominate aside, how can you break up the monopoly
>that Presence has on political actions without giving other disciplines
>more offensive voting power or reinstating vote pushing?
>
Re-instating vote pushing would kill Presence but still....
If you want to give a clan more political power, give it to the *clan*.
eg Give the Tremere a card which gives them more votes, or the capacity
to vote, or makes it easier to kill votes etc.
>I've heard alot of nay-sayers, but I haven't seen hardly anyone propose
>a viable alternative. Telepathic Vote Counting is not enough. It's a tough
>card to get a hold of and it's effects aren't that dramatic.
--
[ quoted text not captured ]
Here's the thing:
Direct Intervention is an Intercept card, a Stealth Card, a Vote Card, and a
Damage Prevention card all in one. That ruins the game. Why play anything
else?
Of course the answer is that Direct Intervention as a Master-out-of-Turn can
only be played once each time around the table. I should rephrase my short
and inflammatory statement- it is definitely broken in a two player and
perhaps overpowered in a three player game because it can be used
effectively in lieu of a half-dozen other tactics combined.
Sudden Reversal is more broken because it can destroy a concept deck by
itself, and there are far fewer Master phase actions that take place than
minion actions. A player could almost eliminate Master Card effects by
using 30 of these in a deck. Again, table size affects the power of the
card.
In the end I have a personal disrespect for these cards because they are
generic and all-encompassing. The haven of someone with little imagination
(or a drive to win). They are effective cards, but they lack personality.
I won't use them, but I'll admit that they are not broken.
James Coupe wrote in message <7z62qCA9...@obeah.demon.co.uk>...
[ quoted text not captured ]
mboh...@shout.net wrote:
> > Okay...versatility of Dominate aside, how can you break up the monopoly
> > that Presence has on political actions without giving other disciplines
> > more offensive voting power or reinstating vote pushing?
>> Yeah! And how can you break up the monopoly that Obfuscate has on
> stealth actions without giving other disciplines more stealth power?
Obfuscate doesn't have a monopoly on stealth. Celerity, Chimerstry,
Dementation, Dominate (for bleeds), Necromancy, Obtenebration, Protean,
Serpentis and Viccisitude all have action modifiers that give stealth.
Besides Presence, Aupsex is the only discipline that has action modifiers
to be used during a politcal action.
The comparison simply doesn't match up. I would appreciate it if everyone
would stop trying to use this faulty analogy. I'm not discussing stealth, I'm
discussing politics. Keep your orange juice out of my apple cider.
> You say ludicrous, but the same goes with your statement. Presence
> doesn't have a monopoly on votes. I've said it many times before, and
> I'll say it again. I and other have made many successful vote decks
> that didn't use Presence or vote pushing.
And without vote pushing, a good Presence voting deck will rip it
apart unless you are using Malk Rider Clauses.
> However, I'll grant you that on a single discipline vs. single discipline
> basis ignoring all other things, Presence is most definitely the most
> powerful voting discipline.
Besides the one card in Auspex, it's the _only_ one.
> It takes a good amount
> of skill more to make the Pro/Dom deck mainly because of your vampire
> selection.
Not really, Mike.
From my own protean-dominate deck:
Stanislava-Gangrel-11 cap-PRO DOM-Inner Circle
(x2) Iliana-Gangrel-7 cap-PRO DOM
(x2) Lisette Visquel-Lasombra-6 cap-DOM pro-Bishop
Caitlin-Gangrel Antitribu-5 cap-PRO dom-Bishop
Gloria Giovanni-Giovanni-4 cap-DOM
Daliyah-Nosferatu-4 cap-PRO
Ingrid Russo-Ventrue Antitribu-4 cap-DOM
Chandler Hungerford-Gangrel-3 cap-PRO
Samson-Ventrue Antitribu-2 cap-dom
Sadie-Gangrel Antitribu-2 cap-pro
There's a couple other vampires that could go in, but this crypt
has always worked out the best. Now that we have a decent
protean-dominate crypt, can we stop using this example?
Noal McDonald
The Great Googily Moogily of Westland, MI
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
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Read the last paragraph and calm down.
Then read Joshua Duffin's remarks. He sums up my problems with these cards
better than I do.
Dhar...@yahoo.com wrote in message <72eonm$qnq$1...@nnrp1.dejanews.com>...
>Rachel & Chris wrote:>> Direct Intervention is an Intercept card, a Stealth Card, a Vote Card,
and a
>> Damage Prevention card all in one. That ruins the game. Why play
anything
>> else?>>First off, it can't be a stealth card because it is an Out-Of-Turn card.
>
>Secondly, name a card that does any of the above that costs one pool and is>limited to one use, can't be used during your turn and can only be played
once
>until the end of your next turn. Seeing my point yet?
>>> Of course the answer is that Direct Intervention as a Master-out-of-Turn
can
>> only be played once each time around the table. I should rephrase my
short
>> and inflamatory statement- it is definitely broken in a two player and
>> perhaps overpowered in a three player game because it can be used
>> effectively in lieu of a half-dozen other tactics combined.>>2 or 3 player game??? Most games are at least 4 players.
>A card should not be determined to be "broken" because you can
>imagine drastic circumstances.
>>> Sudden Reversal is more broken because it can destroy a concept deck by
>> itself, and there are far fewer Master phase actions that take place than
>> minion actions. A player could almost eliminate Master Card effects by
>> using 30 of these in a deck. Again, table size affects the power of the
>> card.>>Now Sudden Reversal is broken??? *laughs so hard I hurt*
>I think I've seen enough.
>
>Noal McDonald[ quoted text not captured ]
In article <72fjgq$jbc$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> The comparison simply doesn't match up. I would appreciate it if everyone
> would stop trying to use this faulty analogy. I'm not discussing stealth, I'm
> discussing politics. Keep your orange juice out of my apple cider.
Fine, but the point is, you have to choose the right tools to do the
job or you're going to get unexpected results.
> > You say ludicrous, but the same goes with your statement. Presence
> > doesn't have a monopoly on votes. I've said it many times before, and
> > I'll say it again. I and other have made many successful vote decks
> > that didn't use Presence or vote pushing.
>
> And without vote pushing, a good Presence voting deck will rip it
> apart unless you are using Malk Rider Clauses.
Do you see that little bit at the end there of my last sentence?
"...didn't use Presence or vote pushing." If you build a vote deck
that is effective when it isn't facing a Presence deck, it doesn't
exactly become mashed potatoes when it does face Presence.
How many vote reaction cards does the average Presence deck use? Not
many, if any. I've faced good Presence-based vote decks that hardly
lose with my Lasombra vote deck. The wins to losses are about even,
maybe even in my favor.
Are you trying to tell me that I'm imagining things when I say that a
vote deck doesn't have to use Presence to win _and_ doesn't fall apart
when facing Presence? It's called skilled deck design. You used to
say that people should learn good deck design to defeat WVP. The point
is, you have to devote a significant portion of cards just to defeat
that one strategy for defense. When you are on offense, you don't have
to rely on the other players. You don't need to restate your position
that you are at the mercy of the other players with non-Presence votes.
The point is, it depends on how you build your deck.
> There's a couple other vampires that could go in, but this crypt
> has always worked out the best. Now that we have a decent
> protean-dominate crypt, can we stop using this example?
I'm assuming you have several Protean skill cards. Otherwise, you're
max stealth on an action could often be +2 stealth. Elder Intervention
and Pack Tactics stop that rather handily. You won't always have a bonding
for the 3rd. And if you actually face an intercept deck, you're hosed.
But wait, if you are playing a non-Presence voting deck and face a
Presence-based voting deck, you say you're hosed. Sorry, I forgot we
stopped using this example.
Btw, you didn't respond to my statement that good deck building skills
can get around the difficulty of having a non-Presence based voting
deck.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/
-----------== Posted via Deja News, The Discussion Network ==----------
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In article <72cne6$528$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>> Suggesting that Dominate needs the capacity to vote offensively is
>> wrong.>I disagree. Clans like Tremere and Lasombra who traditionally have
>had a fair amount of political power are fairly hamstrung without
>presence. I would suggest that Dominate would do well to have cards
>that allow it to vote offensively. Maybe not as strong as Bewitching
>Oration or Awe, but certainly a card that has half the effect.
If you want to beef up voting for the Lasombra or Tremere, then wouldn't it
be better to do it directly with Lasombra or Tremere clan cards? As others
have pointed out, Dominate already has a strong claim to being the most
powerful discipline.
--
Justin Fang (jus...@ugcs.caltech.edu)
This space intentionally left blank.
mboh...@shout.net wrote:
> In article <72fjgq$jbc$1...@nnrp1.dejanews.com>,
> Dhar...@yahoo.com wrote:> <snips>> > > You say ludicrous, but the same goes with your statement.
> Presence
> > > doesn't have a monopoly on votes. I've said it many times before,
> and
> > > I'll say it again. I and other have made many successful vote
> decks
> > > that didn't use Presence or vote pushing.
> >
> > And without vote pushing, a good Presence voting deck will rip it
> > apart unless you are using Malk Rider Clauses.
>
> Do you see that little bit at the end there of my last sentence?
> "...didn't use Presence or vote pushing." If you build a vote deck
> that is effective when it isn't facing a Presence deck, it doesn't
> exactly become mashed potatoes when it does face Presence.
>
> How many vote reaction cards does the average Presence deck use? Not
> many, if any. I've faced good Presence-based vote decks that hardly
> lose with my Lasombra vote deck. The wins to losses are about even,
> maybe even in my favor.
<snip a lot>
I think this is a key point. Changing vote pushing weakens the dominance
of a presence vote deck when another vote deck is at the table _a wee
bit_, as reaction votes are rarely in the deck, and they can't just drop
votes to defend against the other voters. Defense against a presence
based vote deck is extremely tough, I grant ya, but when two vote decks
are at the table, one presence and the other not, if the non-presence
vote deck is well built some votes should still pass. Perhaps. This
thread is draggin on too long.
David Naseby
I agree wiith Justin. If a *clan* is weak in politics and the source
material of the game (White Wolf stroytelling games) suggests otherwise then
the *clan* should be improved- "Tremere Headquarters" or some such.
In article <729qln$mig$1...@nnrp1.dejanews.com>, <Dhar...@yahoo.com> wrote:
>>In jol88, I think I'm about to be run over by the weenie hordes of hell
>>using Night Moves. A thankfully nearly impossible deck to construct in
>>the real world.
That's my "Trouble with Tribbles" deck, the point of which is to Embrace
vampires as fast as possible, using The Hungry Coyote to feed the hordes.
>I don't know about impossible...but I would have to beg, borrow and steal
>the cards needed from everyone I know.
I admit the deck looks like a CLer's strawman of a NL deck: it has 48
Embraces and 20 Hungry Coyotes out of 100 cards. This is because you get a
lot fewer games to test a deck in JOL than in tabletop games, and I really,
really wanted to make sure I had all the cards I needed to get started in my
opening draw. So I chose the brute force approach. It could probably be
done with considerably fewer of those two cards, at the cost of some speed.
>At this point, Mike, he doesn't need Night Moves. You're tapped out
>with 15 pool and your predator has 11 vampires.
Under optimal conditions, I would have 16 vampires by now (after 4 turns).
Sick, isn't it?
The deck has a number of weaknesses; the Obfuscate is mainly to address one
of them: early intercept that blocks the initial Embraces. This is, shall
we say, no longer a concern in jol88.
A really fast rush deck (i.e., Hasina Kesai + Koko on the first turn) would
also have shut it down. That, too, is no longer a concern in jol88.
>I give you two turns max before he takes you out. Since I'm your prey, I
>give myself another turn or two before I get ousted...maybe one more since
>I'm playing an weenie and allies deck. *shrug* Either way, it's going to
>be a quick game both of us unless someone unleashes a Domain Challenge,
>Anarch Uprising, or some other weenie horde killer.
Yeah, at this point the deck is pretty much running on automatic. If I ever
make another version, I'll have to include more funky weird stuff to mess
around with.
[ quoted text not captured ]
In article <72drkt$ftc$1...@news.NERO.NET>,
phil...@nd.ENGR.ORST.EDU (Jasper Phillips) wrote:
> In article <IQbRMLAU...@obeah.demon.co.uk>,> James Coupe <ve...@obeah.demon.co.uk> wrote:
> >
> >Dominate can wipe the floor with any other discipline for bleeding.
> >It's cards generally aren't too powerful, but you won't find another
> >discipline as good as it for bleeding. Does that mean we should give
> >all the other disciplines the ability to bleed? No, it doesn't.
>
> Hmmm, maybe potence needs bleed bonus... I mean, after all it does
> make sense from a basic "wrecking shit" point of view. Or what about
> Animalism? Both of these could easily have bleed bonus thematically...
Wait! It does...oh no...sorry...just teasing...
I was so crushed when I found out that darn card from Sabbat that has the
dominate & potence symbols on it was actually dominate...sigh...ahh...
Slaughtering the Herd...it so should have been potence...
It would have made my day to be a potence +bleed action...
Xian
"You can just ignore it...and let hand jam sort them out."
--Jasper Phillips
[ quoted text not captured ]
In article <72fjgq$jbc$1...@nnrp1.dejanews.com>,
Dhar...@yahoo.com wrote:
> mboh...@shout.net wrote:
> > > Okay...versatility of Dominate aside, how can you break up the monopoly
> > > that Presence has on political actions without giving other disciplines
> > > more offensive voting power or reinstating vote pushing?
> >
> > Yeah! And how can you break up the monopoly that Obfuscate has on
> > stealth actions without giving other disciplines more stealth power?
>
> Obfuscate doesn't have a monopoly on stealth. Celerity, Chimerstry,
> Dementation, Dominate (for bleeds), Necromancy, Obtenebration, Protean,
> Serpentis and Viccisitude all have action modifiers that give stealth.
> Besides Presence, Aupsex is the only discipline that has action modifiers
> to be used during a politcal action.
Noal, I think this is a weak argument. True, Obfuscate does not have *all* of
the stealth cards. Most disciplines include at least one action that is at +1
stealth. However, of the disciplines you listed above, only Protean and
Obtenebration (I believe) have more than 2 cards that are +stealth action
modifiers. Most of the other disciplines also only have +1 stealth action
modifiers.
Necromancy, for example has the +1 stealth/+1 intercept (or the
reverse...whatever...) card. That's it. As has been discussed many a time
on here, getting +1 or +2 permanent intercept is pretty easy. Many players
make a habit of including this much in *any* deck they build.
Celerity has Alacrity. +1 stealth. That's it, unless you count the "bleed
for 1, ignore excess" actions as being highly stealthy.
Vicissitude: Changeling & Plasmic Form. +1 stealth, one at inferior, the
other at superior.
Dominate has Bonding. It also has Dominate Kine as an action, or whatever, I
think. Neither really counts.
Chimerstry: Fata Morgana. +1 stealth.
Dementation: Mind Tricks. Confusion adds stealth to a bleed.
Obtenebration: Shadow Play +1/+2 stealth = Lost in Crowds. Shroud of Night
+1 stealth for non-bleeding/+1 stealth. Pretty weak.
Protean: Earth Control +1/+2 stealth = Lost in Crowds. Form of Mist...sorta.
Rapid Change: +1 stealth at inferior. Also pretty weak.
Serpentis: Form of the Serpent. +1 stealth at inferior.
Compare this all with Obfuscate's Cloak the Gathering, Faceless Night, Lost in
Crowds, Mask of 1K Faces, Psychic Veil (not an action mod, but close enough in
practice...), Spying Mission, Elder Impersonation, Forgotten Labyrinth,
Swallowed by Night...that's 9 stealth cards, plus Marked Path and Hidden
Pathways...which almost count...
Protean is the second best with about 2-and-a-half stealth cards. All told,
Obfuscate cards make up approximately half of the stealth cards in the whole
set. Now, considering that in practice, you would not likely be using more
than three or four of these disciplines at the same time (and most of them
don't match up anyway...), you would have trouble playing more than 3 or 4
action modifiers for stealth...for we all know you can't use the same card
twice on the same action. However, with Obfuscate, you can use almost all of
the above at once. Cloak + Faceless Night + Lost in Crowds + Mask of 1K Faces
+ Spying Mission + Elder Impersonation + Forgotten Labyrinth + Swallowed by
Night = (at superior) +11 stealth. Almost quadruple what the next closest
discipline can come up with. And at least double what you could come up with
any non-screwy (read: workable without lots and lots of skill cards...)
combination of the above disciplines.
Note also that there's a lot more stealth flying around than intercept.
Auspex has intercept. Auspex *is* intercept. Chimerstry has a little
intercept, 2 or 3 cards IIRC. Necromancy has that card, Spectral Divination
for +1 int at superior. It also has +1/+2 intercept vs...diablerie with Eyes
of the Dead. Big deal. Animalism has Cat's Guidance and Raptors/Raven Spies.
Obtenebration has Eyes of the night for +1 intercept. Anything else? Maybe
1 card under Vicissitude.
> The comparison simply doesn't match up. I would appreciate it if everyone
> would stop trying to use this faulty analogy. I'm not discussing stealth, I'm
> discussing politics. Keep your orange juice out of my apple cider.
I'm not trying to continue this discussion, I'm merely pointing out that your
insistence that Obfuscate isn't the only stealth discipline, while correct, is
not a very strong argument in practice, because it is the only discipline that
has reasonable stacking of stealth, which is what is required for a stealthy
deck.
I agree that each discipline should maybe be able to do more things, but we
don't need them all to do everything. Disciplines are the different flavors
of the game...sweet, salty, sour, and purple. (It is *too* a flavor!
Haven't you ever had Dimetapp?) Celerity shouldn't taste like Dominate, and
Obfuscate shouldn't taste like Vicissitude. They should each be able to do a
number of things, they should each do a couple of things well. They should
also each do some things poorly. I don't think that you are arguing that
they should all do the same things equally well, but that *is* how it is
coming across.
Xian
"Peace and Love Incorporated..."
-Information Society
[ quoted text not captured ]
In article <72gf8m$p...@gap.cco.caltech.edu>,
jus...@ugcs.caltech.edu (Justin Fang) wrote:
> The deck has a number of weaknesses; the Obfuscate is mainly to address one
> of them: early intercept that blocks the initial Embraces. This is, shall
> we say, no longer a concern in jol88.
So I basically made a bad assumption that you actually used Obfuscate
for stealth.... I'm even playing a light intercept deck. If only Noal
had let me cycle some cards on him earlier. :)
> Yeah, at this point the deck is pretty much running on automatic. If I ever
> make another version, I'll have to include more funky weird stuff to mess
> around with.
Since you're already using Obfuscate, I would exchange some of those
Embraces for Night Moves. It's a pretty sure way that your bleeds to get
through.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Noal wrote:
"Okay...versatility of Dominate aside, how can you break up the monopoly
that Presence has on political actions without giving other disciplines
more offensive voting power or reinstating vote pushing?"
Not that I condone the construction of such a card, as it isn't needed, but at
one point in time I was agitating for:
Anti-Surprise Influence
no discipline
action modifier
Gain 2 votes during a political action.
This is the only card needed to completely do away with any perceived Presence
vote monopoly. And it doesn't make Dominate any stronger.
Peter D Bakija
PD...@aol.com
"No other object has been misidentified as a flying saucer
more often than the planet Venus."
-Jesse "The Governor" Ventura
Noal wrote:
"The comparison simply doesn't match up. I would appreciate it if everyone
would stop trying to use this faulty analogy. I'm not discussing stealth, I'm
discussing politics. Keep your orange juice out of my apple cider."
It is in no way a faulty analogy. Stealth, for the most part, comes from
Obfuscate. There are a few other cards here and there (maybe a card or two in
each of a few disciplines) that also provide stealth. Ok. Good. Now look at
votes. Presence provides the bulk of voting power, but you can still get
voting power elsewhere--Vote cards give you vote power; Bribes give you vote
power; Titled vampires give you vote power; Auspex gives you vote power; Some
locations give you vote power (just like some locations give you stealth
power).
Other disciplines don't need to provide vote power, as there are already plenty
of ways to get votes power that don't require disciplines.
"And without vote pushing, a good Presence voting deck will rip it
apart unless you are using Malk Rider Clauses."
Presence only provides vote power offensively. It helps you pass votes, but it
doesn't help you prevent other folks from passing votes (it can, but if you
start talking about vote defense, then you open up the arena to Surprise
Influence, Pulling Strings, and Delaying Tactics, none of which are Presence
based). Thus, we are talking pure offensiveness. With Presence, you can push
pretty much any vote you want through, true. With Bribes and Titled vampires
can also push any vote it wants through, regardless of whether or not a deck
across the table has Presence.
"Besides the one card in Auspex, it's the _only_ one."
And Bribes. And titled vampires. And Cryptic Rider.
"Not really, Mike.
From my own protean-dominate deck:
Stanislava-Gangrel-11 cap-PRO DOM-Inner Circle
(x2) Iliana-Gangrel-7 cap-PRO DOM
(x2) Lisette Visquel-Lasombra-6 cap-DOM pro-Bishop
Caitlin-Gangrel Antitribu-5 cap-PRO dom-Bishop
Gloria Giovanni-Giovanni-4 cap-DOM
Daliyah-Nosferatu-4 cap-PRO
Ingrid Russo-Ventrue Antitribu-4 cap-DOM
Chandler Hungerford-Gangrel-3 cap-PRO
Samson-Ventrue Antitribu-2 cap-dom
Sadie-Gangrel Antitribu-2 cap-pro
There's a couple other vampires that could go in, but this crypt
has always worked out the best. Now that we have a decent
protean-dominate crypt, can we stop using this example?"
While this has nothing to do with the vote debate at hand, I wouldn't say that
in a purely objective sense that this a particularly good crypt. Only half the
crypt has both disciplines, only three of them have both at superior (both of
which are important to be superior), and there is a very good possibility of
drawing either all small vampires, none of which have both disciplines or all
huge vampires. Not to say that this isn't a good crypt for a deck that uses
Pro/Dom, as it is probably the best you are going to get, but in comparison to
a deck that relies on, say, Obf/Dom, this crypt will be much slower, much less
consistent, and require far more skill cards to be in the deck. As a result,
the Obf/Dom deck is going to be quicker, more reliable, and all around a better
deck.
Which brings me back to the point at hand. The above Pro/Dom deck, if intended
to be a S+B deck, will probably be a perfectly viable S+B deck, possibly even a
good one, but will be less effective at S+B than a straight Obf/Dom deck. Much
like a non Presence vote deck can be perfectly effective, while still less
effective than a Presence vote deck in a head to head situation. I fail to see
how this is a problem.
[ quoted text not captured ]
> I'll say it again. I and other have made many successful vote decks
> that didn't use Presence or vote pushing.
Without trying to sound antagonistic, I would *love* to see such a
deck. Even more, I would *love* to see such a deck work.
a0
[ quoted text not captured ]
In article <72hivl$7tq$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:
> > I'll say it again. I and other have made many successful vote decks
> > that didn't use Presence or vote pushing.
>
> Without trying to sound antagonistic, I would *love* to see such a
> deck. Even more, I would *love* to see such a deck work.
The only one of these decks that I currently have constructed is my
Lasombra deck. For other examples, you could probably check the JOL
archives or regular deck archives.
Lasombra - Core Card: Political Struggle
In case you aren't familiar with it, Political Struggle gives the acting
vampire the ability to attack the target vampire at +1 stealth as a (D)
action. If the target vampire is burned or goes to torpor, burn PS and
the acting vampire gains votes equal to those of the target vampire.
Like many of the non-Presence vote decks I've made, it relies on combat
to eliminate or intimidate oppositional voters. In a four player game,
there is commonly 3 or more other titled vampires in play with my group.
A couple successful Political Struggles and a Power Structure in play
give me vote dominance.
The Lasombra are particularly good at this because they don't require a
ton of cards to send a vampire to Torpor. My group's style allows me to
use Arms of the Abyss, Entombment, and Disarm quite effectively. These
could be adjusted for Thoughts Betrayed and Torn Signpost with Disarm.
Once I have vote dominance through actual votes or negotiation (like I'll
split my KRC's even if you vote with me), I go into stealthy vote mode.
I'll probably modify this deck to remove bleed and add Grave Robbing and
Peace of Khetamon.
Antonio Delgado, Alvaro, and Gratiano are the core vampires. It gets
usually trounced by dedicated rush if that deck doesn't have pressure
from their Predator. Usually, I bring out two of the above vampires plus
Aurora Van Brande and/or Ignacio with a Camarilla Vitae Slave. I also
use Blood Bath and wish I had more than just one.
Other general non-Presence voting decks:
Nosferatu Princes - same principle as Lasombra but more difficult
Weenies with Praxis Seizures - the weenie vote deck is still quite effective,
just harder to build and play
Tremere using Anathema - particularly good in a heavy combat environment
If I also recall correctly, someone had a similar deck to this in the
GenCon finals.
Mike
--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
Rules Survey - http://www.shout.net/~mbohlman/vekn/
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
Peter wrote:
> It is in no way a faulty analogy. Stealth, for the most part, comes from
> Obfuscate. There are a few other cards here and there (maybe a card or two in
> each of a few disciplines) that also provide stealth.
Over half of the disciplines that provide at least +1 stealth.
There are a grand total of 2 diisciplines that provide action mods for
voting: Presence and Auspex. Telepathic Vote Counting isn't that
big of a deal. The stealth comparison simply does not add up.
The point that you are missing isn't that I think that Dominate or
any other discipline should rival Presence for voting offense,
but I would like to see at least a nod coming from other disciplines.
> Ok. Good. Now look at
> votes. Presence provides the bulk of voting power, but you can still get
> voting power elsewhere--
> Vote cards give you vote power;
For a grand total of 1 vote. Yipee.
>Bribes give you vote power;
No. Bribes gives you pool. The only way that Bribes gives
you voting power is if nobody else cares or the vote will pass anyway.
> Titled vampires give you vote power;
True. But with other people's vampires with titles will more often than not
cancel this out.
> Auspex gives you vote power;
Very little.
> Some locations give you vote power
Agreed. But locations are fragile.
> Other disciplines don't need to provide vote power, as there are already
plenty
> of ways to get votes power that don't require disciplines.
Again...I disagree.
> Presence only provides vote power offensively. It helps you pass votes, but
it
> doesn't help you prevent other folks from passing votes (it can, but if you
> start talking about vote defense, then you open up the arena to Surprise
> Influence, Pulling Strings, and Delaying Tactics, none of which are Presence
> based).
Bwah!!!! This makes two gut busters I've seen in this forum this week.
Have you forgotten Dread Gaze and Treachery? They are very solid
defensive cards. However, Dominate at least rivals Presence in this
regard, which is why I haven't been discussing this avenue.
I'm going to skip the rest in favor of the realization that you and I will
not agree on this issue no matter how much we debate it and relevant
and irrelevant points that we bring up.
Noal McDonald
The Great Googily Moogily of Westland, MI
--
"DISCUSSION, n. A method of confirming others in their errors."
-Ambrose Bierce.
-----------== Posted via Deja News, The Discussion Network ==----------
[ quoted text not captured ]
In article <72hg9h$5ar$1...@nnrp1.dejanews.com>, <mboh...@shout.net> wrote:
>In article <72gf8m$p...@gap.cco.caltech.edu>,
> jus...@ugcs.caltech.edu (Justin Fang) wrote:
[my Trouble with Tribbles deck]
>> The deck has a number of weaknesses; the Obfuscate is mainly to address one
>> of them: early intercept that blocks the initial Embraces. This is, shall
>> we say, no longer a concern in jol88.>So I basically made a bad assumption that you actually used Obfuscate
>for stealth.... I'm even playing a light intercept deck. If only Noal
>had let me cycle some cards on him earlier. :)
Um, I am using Obfuscate for stealth. Just not for Night Moves.
>> Yeah, at this point the deck is pretty much running on automatic. If I ever
>> make another version, I'll have to include more funky weird stuff to mess
>> around with.>Since you're already using Obfuscate, I would exchange some of those
>Embraces for Night Moves. It's a pretty sure way that your bleeds to get
>through.
Having more vampires than your prey can possibly block is also a sure way of
getting some through. :) I'm not sure the Night Moves are really worth it,
though. Computer hacking, maybe. When you have this many minions, I think
the effect of one-shot actions would tend to get diluted, if that makes any
sense. I was thinking more of ideas like, using potence cards, sticking a
Haven Uncovered on a vamp, and then rushing him with 5 or 6 weenies.
[ quoted text not captured ]
Noal wrote:
"Over half of the disciplines that provide at least +1 stealth.
There are a grand total of 2 diisciplines that provide action mods for
voting: Presence and Auspex. Telepathic Vote Counting isn't that
big of a deal. The stealth comparison simply does not add up."
Apparently you missed the entire point of my paragraph. I was pointing out
that there was no need for other disciplines to provide vote cards, like other
disciplines provide stealth cards, as there are a ton of non-discipline vote
cards, where there are zero non-discipline stealth providing cards. For every
Earth Control there is a Cryptic Rider. For every Fata Morgana there is a
Bribes. I agree that there is simply not the same spread of vote cards as
there are stealth cards in the disciplines. However, this is unimportant as
there are plenty of non-disciplne vote related cards.
"The point that you are missing isn't that I think that Dominate or
any other discipline should rival Presence for voting offense,
but I would like to see at least a nod coming from other disciplines."
And again, I don't believe that there is a need, as there is already far more
than a nod from the non-discipline cards.
"For a grand total of 1 vote. Yipee."
A vote is a vote.
"No. Bribes gives you pool. The only way that Bribes gives
you voting power is if nobody else cares or the vote will pass anyway."
No, Bribes gets you votes from the guys across the table who's best interest it
is in to help you weaken their predator or prey. Political decks are supposed
to be political. Bribes is a card that works by politicking, not brute force.
"True. But with other people's vampires with titles will more often than not
cancel this out."
Not if you Bribe them :-)
"Very little."
Telepathic Vote Counting is a strong card. Without vote pushing, opposing
votes must come (for the most part) from vampires, not Methuselae. As such,
TVC will provide a far greater vote swing in a no vote push environment.
"Agreed. But locations are fragile."
As are most vampires with Presence :-)
"Bwah!!!! This makes two gut busters I've seen in this forum this week.
Have you forgotten Dread Gaze and Treachery? They are very solid
defensive cards. However, Dominate at least rivals Presence in this
regard, which is why I haven't been discussing this avenue."
No, I have not forgotten any of these. I was, as I pointed out, completely
ommiting defensive vote cards from this discussion, as they are seldom used in
actual practice (due to their incredibly high opportunity cost), and the most
reliable vote defense there is, Delaying Tactics, is a non-discipline card.
You could have all the Dreaded Gazes in the world, and still a few DTs will
shut you down.
"I'm going to skip the rest in favor of the realization that you and I will
not agree on this issue no matter how much we debate it and relevant
and irrelevant points that we bring up."
Of course we aren't going to agree. That isn't why I debate these things. I
debate these things so that people who aren't you or I and are reading this
thread might make an intelligent decision based on our ramblings. That and I'm
stubborn.
I think the biggest rift in our views here is that you seem to think that
Political decks should be able to consistently have a lock down effect, and not
have to rely on, well, politics. From my point of view, Political decks
already have a great deal of advantage (speed, card efficiency), which is
balanced out by having to work the political angle of the table. Presence
decks have the ability to have a complete lockdown votewise, but pay for it by
generally not having stealth available. I am much happier if vote decks are
not automatically sucessful (as they were with vote pushing), and currently,
yes, to have a automatically sucessful vote deck, you need Presence. This is
not a problem to me.
[ quoted text not captured ]
> >Since you're already using Obfuscate, I would exchange some of those
> >Embraces for Night Moves. It's a pretty sure way that your bleeds to get
> >through.
>
> Having more vampires than your prey can possibly block is also a sure way of
> getting some through. :) I'm not sure the Night Moves are really worth it,
> though. Computer hacking, maybe. When you have this many minions, I think
> the effect of one-shot actions would tend to get diluted, if that makes any
> sense. I was thinking more of ideas like, using potence cards, sticking a
> Haven Uncovered on a vamp, and then rushing him with 5 or 6 weenies.
>
I'd go with the Computer Hacking angle myeslf. If you get just one
Computer Hacked bleed through each turn, that's like having another
minion. Although having a gazillion Embraces also sounds like fun. If
you're using Sabbat vampires (and I see to recall you saying that you
were using Hungry Coyote, so I think you are), Pentex Loves You may also
be worthwile.
-Chris
> I think the biggest rift in our views here is that you seem to think that
> Political decks should be able to consistently have a lock down effect,
> and not have to rely on, well, politics.
Actually, no. My concern isn't that political decks should be able to
consistently have a "lock down effect." My concern is that political
deck using Presence generally will with no balance from other avenues.
All of the things you mention are available to decks using Presence,
except Telepathic Vote Counting (unless you play Toreador).
> Presence
> decks have the ability to have a complete lockdown votewise, but pay for it by
> generally not having stealth available.
Not necessarily. To begin with, all political actions are at +1 stealth.
Which means that the predator or prey needs to consistently have +1 intercept
to stop votes. Marijava Ghouls with Charming Lobby can give votes extra
stealth.
Besides that, there are four clans that use Presence: Brujah, Setites,
Toreador and Ventrue. Brujah and Toreador can use Alacrity for an extra +1
stealth, Setites have Obfuscate for +1,000,000 stealth, which leaves Ventrue.
While Ventrue don't have stealth, they do have Fortitude and Dominate.
Fortitude can be made to make an action unblockable or Dawn Op/Skin of Steel
to make people think twice about blocking. Dominate has Seduction and
Sleeping Mind to make it difficult to block.
In my mind, that makes the point of stealth moot.
> I am much happier if vote decks are
> not automatically sucessful (as they were with vote pushing), and currently,
> yes, to have a automatically sucessful vote deck, you need Presence. This is
> not a problem to me.
This, however, _is_ a problem to me. If offensive voting power is more
available to other disciplines, it would lessen the monopoly that Presence
has on voting, making it a more level playing field for voting.
Noal McDonald
[ quoted text not captured ]
Dhar...@yahoo.com wrote in message
>The comparison simply doesn't match up. I would appreciate it if everyone
>would stop trying to use this faulty analogy. I'm not discussing stealth,
I'm
>discussing politics. Keep your orange juice out of my apple cider.
>>Noal McDonald
>The Great Googily Moogily of Westland, MI
>
>--
Noal, you seem to keep bringing up oranges! Is there some deep psychosis
you have against oranges? Be different! break free of the crowd. Mix your
orange juice and cider! It's verrryy good.
Raille