Edition War IV: This time, it might work. (OoC and Rules Thread)

Post/Author/DateTimePost
#1

The-Mage-King

Dec 31, 2009 14:44:51
Yes, folks, I'm attempting to restart that old forum game that we (mostly) love to play.
Indeed, this will be the furth incarnation of the Edition war to grace these forums, and here's where the majority of our discussion of the game shall take place.







Character Sheet:
Level: X
XP: X/5
Home Terrain:
Side: X
Attack: XdX
Defense: XdX
Special Slot 1: X
Special Slot 2: X

Sub-Faction:
Other:


 


Rules


~Winning: First team to 10 Advantages wins.

~ Declaring attack on location: A side can declare an attack on a location. They can send up to 4 units to battle at a location. You cannot leave a battle early, but can join in at any time before the battle is determined.

~ Declare defense: The other side sends up to 4 players to battle at the location. You cannot leave a battle early, but can join in at any time before the battle is determined.

NOTE: You must bold your attacks and defense in your post. The same with using specials, buying/using items, buying/using siege weapons, and building.

~ Determining battle:Battles take 2 updates to determine (updates at 9 am East Coast Time). After 2 days all off the participants die rolls are randomly determined then added together. For every 5 points that a side loses by, 1 random player is killed. In the case of a tie the defending side wins, but no attackers die. If there are no defenders, the attacks do not gain XP, the battle is not posted in the results thread, but the location is won.

~ Three or More Factions: When a third faction joins a battle, they must choose how they behave. They can (1) join one of the sides already engaged (with permission), and combine their dice with that side, and quietly exit stage left once the battle is complete or (2) act as a completely separate side, rolling their dice against both sides.

~ Battle XP:After a battle, whoever wins gains 2 XP and whoever loses gains 1 XP. If there is a tie, everyone gains 1 XP.

~ Dead: After you are killed you cannot join a battle until you are revived. This is merely a mechanical term.

~ Items: See the Battles thread.

~ Wednesday:On Wednesday each team gains 1 resource per location (unless otherwise noticed) under their control and all players are revived. Also the side controlling more locations gains 1 Advantage. This is determined when the GM updates and does the "Wednesday reset". Also, anyone that has RP'd a lot that week (at the GM's discretion, but posting in the RP thread more than once will likely be enough) gains 1 XP.

~ Switching Sides: You must have a good RP reason to switch sides.

~ Total Control: Control over all locations gives +1 advantage on Sunday.

~ Taking a Capitol: Winning a fight at an enemy capital gains 1 advantage, lowers Fortified to normal on capitol, and grants a new capitol


Character Creation


Level: X (Determines how powerful your character is, the maximum level is 10).



At each level you have:
1st - 3 stat points to boost attack and/or defense and 2 slots for specials (see below).
2nd - Gain 1 special point to upgrade specials (see below).
3rd - Gain 1 stat point to upgrade attack or defense.
4th - Select a home terrain that you gain a +1 bonus to attack and defense rolls when fighting at.
5th - Gain a tier 2 special.
6th - Gain 1 stat point to upgrade attack or defense.
7th - Gain 1 special point to upgrade specials.
8th - Gain 1 special point to upgrade specials.
9th - Gain 1 stat point to upgrade attack or defense.
10th - Gain a tier 3 special.

XP: X/5 (Every time you gain 5 XP you gain a level.)

Side: X (Which side you fight for.)

- 4th or 3rd Plutocracy

Home Terrain: (At 4th level you gain a bonus on a type of terrain.)

Choose one of the following:

- Plains
- Fortification
- Void
- Desecrated
- Holy
- Forest
- Island
- Magic
- Dungeon

Attack: XdX (What you roll to determine attack value.)

This value starts at 1d4 and can be moved up the "die ladder" one spot by spending a stat point.

Die Ladder
1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6

Defense: XdX (What you roll to determine defense value.)

See attack.

Special Slot 1: X
Special Slot 2: X
(These are special effects your character can do.)

See the below post for the list of specials. At 1st level you can only pick "Tier 1" specials. At 5th and 10th level you gain a special slot and a "Tier 2" and "Tier 3" special.

Sub-Faction: (What sub-faction(s) you are in. May have an in-game effect after the GM makes up his mind.)

Other: (Anything else you would like to say. Fluff, back story, you know.)


 


SPECIALS






Tier 1


These are specials that can be chosen at 1st level and can be upgraded . Most upgrades cost 1 special point, but some can take more.

On Your Feet: You resurrect on Sunday as well as Wednesday.
~Upgrade: Instead of the normal effect, you can resurrect on Wednesday as normal and once per week you can resurrect yourself at any time.

Pet Master:You control a 1d6 Atk/1d6 def pet. If you die your pet does not die. You can continue to control your pet after your character has been killed. A pet can only be revived on Wednesday.
~Upgrade: Increase one die by one size.
~Secondary Upgrade: You can spend another point to increase the other stat.
~Tertiary Upgrade: If both you and your pet are in the same battle, increase your value by 1.

Power Attack/Magic Missile/Inflict Light Wounds: Once per week, you can add 1d4 to your attack roll.
~Upgrade: For each special point invested in this special you can use it another time per week, just not in the same battle.

Combat Expertise/Shield/Cure Light Wounds: Once per week, you can add 1d4 to your defense roll.
~Upgrade: For each special point invested in this special you can use it another time per week, just not in the same battle.

Flee the Scene: You may leave a battle at any time before it is resolved. You cannot use this special if you are the only attacker or defender. Using this special cancels all of your specials for that battle.
~Upgrade: 1/week, if you would die, you can use this special to leave the battle after attack and defense are rolled. For each additional point put in this special it can be used an extra time per week. This does not cancel death required by the effect of All or Nothing.

Ruthless Parry:For every 3 stat points put into Atk you gain a +1 bonus to your defense roll. This special can only grant a +3 bonus to defense.
~Upgrade: For every special point you invest in this special lower the amount needed for the +1 bonus (max 2).

Counter Combo: For every 3 stat points put into def you gain a +1 bonus to your attack roll. This special can only give a +3 bonus to attack.
~Upgrade: For every special point you invest in this special lower the amount needed for the +1 bonus (max 2).

Craft Item: 2/week you can "research" before a battle. If you win you have a 25% chance to gain a random item.
~Upgrade: For every point invested into this ability you gain a +10% chance to create a random item.
#2

The-Mage-King

Dec 31, 2009 14:49:46
Sorry about the formating... I can't seem to get the new sBlocks to work right...
#3

pigknight

Dec 31, 2009 15:57:15
interruptingkanyeplz.gif?1 I'm gonna let you finish, but PigKnight's Edition War was the best Edition War of all time.
#4

Armisael

Dec 31, 2009 21:10:57
And I'm going to say that I oppose doing this again. Only has-beens repeat themselves. It's time for something new.
#5

Ragnar_Lodbrok

Dec 31, 2009 22:03:06
Eh, if it works, it works. If it doesn't, eh, nothing ventured, nothing gained.

Character Sheet: Cormag
Level: 1
XP: 0/5
Home Terrain: -
Side: 4E
Attack: 1d10 (Rapier)
Defense: 1d4 +1 (Dagger, Clothing)
Special Slot 1: Duelist's Expertise (Once per week, you can add 1d4 to your attack roll.)
Special Slot 2: Parrying Dagger (For every 3 stat points put into Atk you gain a +1 bonus to your defense roll.)

Sub-Faction:
Other: A skilled duelist of some renown, Cormag usually challenges an enemy commander to single combat, where he excels. He likes food and strong drink. He is fairly impulsive and a spendthrift.
#6

The-Mage-King

Jan 03, 2010 13:16:37
Good to have you with me, Rangar. Now we just need a dozen more players and we'll be set...