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Posted: Fri Jun 21, 2013 7:40 pm
That makes her the Feudal Lord. Isadora is the one giving us the mission.
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Posted: Fri Jun 21, 2013 7:50 pm
Pyun Tae Foo That makes her the Feudal Lord. Isadora is the one giving us the mission. I'm her assistant like that woman who assists the fifth Hokage. 8B
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Posted: Fri Jun 21, 2013 7:58 pm
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Posted: Fri Jun 21, 2013 9:04 pm
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Posted: Wed Jun 26, 2013 12:26 am
 Aruna used Provoke! It's super effective!
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Posted: Wed Jun 26, 2013 7:35 am
PHHT!!!! Awesome, Lethe. Awesome. rofl
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Posted: Thu Jul 11, 2013 2:28 pm
I'm thinking of establishing a turn time limit of 24 hours. If the person fails to take their turn, then they just get skipped that round.
Because people aren't checking and taking their turns even after being reminded.
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Posted: Thu Jul 18, 2013 3:38 pm
Okay so apparently this was never fleshed out, but if you roll the die to move, you HAVE to move. You can choose to skip your movement phase, though. It's about making a choice to act and there's no point in rolling a movement die and then not going anywhere. This is a boardgame after all, and typically you're not even allowed to skip your turns in those at all.
I had this conversation with Lethe yesterday and she wanted to counter that rule, so if people don't think it's fair, then like I told her, I'd like to hear it.
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Posted: Thu Jul 18, 2013 8:35 pm
I know this is a board game and sometimes Lady Luck bends you over the table. s**t happens. However, is this just any old board game or one based on Fire Emblem? When you're a jam, the game doesn't force you to make a move. Sure, you waste your turn, but doing nothing is a part of strategy as well.
Since I'm such a Negative Nancy when it comes to thinking about future moves, let me give this example. In a long narrow hallway my allies are two spaces in front of me and there's a known trap or highly suspicious tile between us. All I have to do is roll a 2 or higher. The odds are in my favor so I take the roll. Mr. Die decides to give me a single middle finger. Now I'm forced to run away from goal and towards possible danger or risk maiming myself. No one would just give up their movement roll when standing in front of a trap. That would get us nowhere. I would never consciously make my characters commit suicide (in a game). I have to keep damage to a minimum. That's my strategy and pretty much the strategy of everyone who has played FE. You have to take that roll to get on with the game. By moving in the opposite direction, I prolong the game even more than if I just stayed put because I now have to roll a 3 or 4 on my turn to make progress.
So I feel that this "take it or don't bother" rule just adds more time to a game that's already long enough. It only hinders players. I'd like to know how it benefits the game.
(Although this whole argument gets thrown out the window on a wide open map, but I'm not sure how this board game would work on that considering this is played on rails.)
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Posted: Thu Jul 18, 2013 9:17 pm
It causes players to think more strategically about what they do. This game is heavily reliant on luck with its die rolls, but it's the players who choose where to go and what to do with their capabilities. Moving is a capability. You can move forward and backward, the full distance or part-way. Many games won't allow that. It doesn't seem right to initiate your ability but then cancel it when it doesn't yield the results you want. There is give and take with everything you do- in your example, you knew that space 18 was safe, because the enemy mage had freely stood upon it. You used that knowledge to get around having to move to keep yourself safe as well as see if you could pick up a useful item. Getting a 2nd restore was simply the RNG goddess trolling you. If you had gotten a very useful stave that could end up making taking out the target a joke, would we be having an issue?
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Posted: Thu Jul 18, 2013 10:32 pm
We are thinking strategically regardless. The rule limits the number of possible strategies in the situation it applies to. To shoot ourselves in the foot or not to shoot ourselves in the foot? Well hmm... I wonder what I'll pick. This is an illusion of choice. When given bad rolls by the RNG gods, you don't stick out your butt and take it as is. You look for a way to ease the blow during this setback. That's what standing your ground does. It's still strategy, albeit a rather boring one.
During my last turn, I had reason to suspect that tile 3 is a trap. It just so happened that tile 18 was safe and still had hope for an item pick up while I knew 8 was safe and bare. But what if I was farther along the path? Following the rule, there's only 2 tiles where there are 3 options if you roll a 1. Otherwise you're stuck with limit choice after limited choice.
I like my strategies with alternatives. We already deal with the consequences of our actions. Why punish us more and cap our freedom?
Seriously that troll moment made me wish I yolo'ed. emotion_facepalm
If you add a hit or miss roll mid-game, I just might have a problem with it. xp
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Posted: Thu Jul 18, 2013 10:49 pm
When given bad rolls, you cope and readjust yourself; you adapt to your circumstances just like anything else that happens in the game. Part of strategy is choosing not to take the chance at all, which is where choosing to skip your movement phase comes in. By choosing to move, you're risking the possibility of hitting a trap, regardless of what kind of roll you get at all. That's the game.
If you were further along the path, you'd be aware of where you can fall back. But why would you be on that path, roll to move, and not want to move forward? You have to move forward to beat the game. You will typically know when you want to roll and when you do not. Players should always be willing to have a backup plan if their roll is bad; it adds a level of strategy. It adds alternatives. Your freedom is hardly being capped when you can move backwards and only part way of your roll amount.
If this is stemming from the fact that there is a death trap on this field, and you suspect that its tile 3, then rest easy that I'm not putting any more death traps on the maps.
...Hit or miss roll? Sounds too complicated for this game.
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Posted: Mon Jul 29, 2013 7:03 am
Ninja_Maiden Aruna slithers slightly ahead of her companions to tile 5. I swear to God if there's another Restore in my future, I'm going to be so pissed.As Aruna slithers to the tile, she finds another Restore. ninja
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Posted: Mon Jul 29, 2013 8:35 am
Jisen Meizuki Ninja_Maiden Aruna slithers slightly ahead of her companions to tile 5. I swear to God if there's another Restore in my future, I'm going to be so pissed.As Aruna slithers to the tile, she finds another Restore. ninja  I reiterate.
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Posted: Fri Aug 02, 2013 7:28 pm
To people who care: I'd like some feedback!
This applies to everyone, regardless of if you're currently playing, interested in playing or just want to help make it better for other's enjoyment.
Things I'm incorporating for certain: 1. Inventory limit of 5 items 2. Max. of 4 units per space - logic being that each space is 4 tiles. 3. Adjusting the item list some 4. Better looking appearance 5. Levels and exp - 5 exp rewarded for each attack/heal and 15exp rewarded if unit kills the enemy. 30exp rewarded if the enemy defeated is the boss. Obviously, yes, exp and levels carry on into future games. - Every level up will add one health to the unit. (If I up the base hp to 40, units will have the typical max 60 hp at level 20) - At every 5th level, the character will gain a weapon level. (At level 5, unit will start with an 'iron' base weapon, 'steel' at level 10, etc, until achieving A rank at level 20) - At level 10, units will be able to have a personal skill. For example, if Kieran were to make it to level 10, he would gain the skill Gamble, which is his canon personal skill. Players will choose what would be realistically fitting for their character and class. (Beorcs aren't getting laguz skills, etc)
These are things to discuss for next game: 1. Still awaiting more opinions on Lethe's issue discussed on the previous page 2. Raising the base health of units to 40hp instead of 30 3. Adding defense modifiers; If I did this, I'd have to have both defense and resistance modifiers, since there's too much difference. I like this idea, I think it makes things more like how Fire Emblem is, and I don't think it would be too confusing. 4. As an addition to 3, if defense modifiers were added, tiles that boost the defense modifiers would also come into play on maps. 5. I am thinking of adding in a Transporter unit and have its 2 skills in mind. Skill 1 would be something like "Convoy", and would essentially allow all items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the convoy. Skill 2 I'm not sure of concerning the name, but it would give the Transport inventory space of allied units x5. Ex: With 4 allies, the Transport would have the inventory of 4x5=20. The Transporter would be able to attack, since cleric/priests and dancer/bards also can, but I'm either giving them an attack modifier of +0, or -5, depending on what people think is fair. The reason I'm considering a negative attack modifier is because as a unit, it is not meant to be an attacker. I will likely be giving both of its defense modifiers +3. The value of the unit would essentially be to hold onto useful items and help with logistics between units while they focus on fighting. As we can see in the current game, if there was an inventory limit in place for it, Lance would be full and have to drop an item if he got another one. I am fully aware that Leena is really the only option to play as this, currently, without any possible second seal option decisions. 6. For the soldier class that will be added, I know one of its skills, Impale, but I'm not sure what its other skills should be. I could use some suggestions. 7. Any suggestions to make things more balanced in general
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