Grand Edition War Rules Discussion

Post/Author/DateTimePost
#1

pigknight

May 17, 2009 19:33:47
Current Ruleset for the Grand War:

In this rule set, players control a “hero” that can in turn control a “squad”. Squads are made up of a hero and up to 10 “units”. A hero gives a squad a benefit, such as increased “speed” or “attack value” or some such. Players play for either the 3rd Kingdom/4th Empire or for the 2nd Editia Republic/Monsters.

Battles take place when two squads of opposing factions occupy the same “node”. If two squads are in the same location, both sides roll 3d6 and the side with the lower “value” loses 1 unit, plus 1 additional unit for every 3 points the squad lost by. Battles are determined at 4 pm California time (12 am GST). When a squad is destroyed in a battle, the player’s hero retreats back to their “capitol”. After a squad either retreats from a battle or is completely destroyed, then the opposing squad takes over the location. When battling an opposing player, you can only move into an allied node. Ties are determined by tactics as shown below. You choose a tactic to give to your hero. If both heroes have the same tactic, the defendin side wins a tie.
Brazen beats Defensive. Defensive beats Tactical. Tactical beats Brazen.
Everyday, a squad can move up to 1 node on the “world map”. They can retreat from a battle in this fashion. If a squad moves into a square that is unoccupied and is controlled by the other faction, they can take control of the location, but cannot move anymore squares for that day. Instead of moving, a player can instead reinforce their squad if they are not in a battle. Reinforcing allows a player to gain units to bring their squad’s total up to 10 again.

On Sunday at, 4pm California time (12 am Monday GST), both factions gain 100 units to their pools.

~Hero: The main character under a player’s control. A hero has a special feature that gives a bonus to the hero’s squad.
~Squad: A group of units under control of a hero.
~Units: Used to increase the size of your squad to allow you to fight longer. These are drawn from a pool shared by each faction.
~Value: The roll a squad uses determined by 3d6.
~Attack Value: Value when attacking a location owned by the other faction.
~Defense Value: Value when defending a location owned by your faction.
~Node: A spot on the world map.
~Capitol: One of 4 nodes owned by a sub-faction. If these are taken, then the other faction, then players of a sub-faction must use their allies’ capitol when they are defeated.
~World Map: All the locations that can be taken.

You can assign one special to your hero, which grants a bonus to your squad or some other feature. Pick one from the list below.

Fall back: 1/week instantly move to your capitol. Recharges after Sunday update.

Offensive: +3 bonus to attack value.

Defensive: +3 bonus to defense value.

Nuke: 1/week kill three units in an opposing squad in your node.

Fangirls/Fanboys: Add 10 to the number of units regained each week.

Large Company: Increase max squad size by 3.

Doubletime: You can move 1 extra node per day.
#2

pigknight

May 17, 2009 19:34:22
Reserved
#3

pigknight

May 17, 2009 19:34:53
Reserved #2
#4

pigknight

May 17, 2009 19:35:24
Reserved #3
#5

Armisael

May 17, 2009 19:47:37
Reposted here for the sake of criticism:

Hmm...Now that I think about it, why not introduce logistics into this game? What if you could only refresh in "safe" territories, of which you get, say, 1/2 of the territories you take over of each week, with a minimum of 1 if you conquered anything? This means you have to work cohesively with everyone else, to plan where you'll focus, as you'll only be able to refresh in certain spots.

#6

KillerGM

May 17, 2009 22:15:52
Reposting my example World Map:

#7

pigknight

May 17, 2009 22:18:41
That'll be good, we can use just 2 capitols. Just more connections. I'll think of names.

Hmmm...
#8

pigknight

May 17, 2009 22:20:27
Whoa it does look like three kids jumping rope!
#9

KillerGM

May 17, 2009 22:23:29
That'll be good, we can use just 2 capitols. Just more connections. I'll think of names.

Hmmm...

No, use however many capitols you want. I will be redoing the map.

Besides, the monsters need one too, so that's at least three. :P
#10

pigknight

May 17, 2009 22:24:05
I thought monsters were siding with the Republic?
#11

KillerGM

May 17, 2009 22:26:11
... um, no.

The whole intention of the monster faction was to be a third entity to harass the other two.
#12

pigknight

May 17, 2009 22:27:05
Hmmm...

Hmmm...

How about Monster vs 3e/4e with Republic as harassment? Because there's a lot of interest in monster.
#13

KillerGM

May 17, 2009 22:30:07
*shrugs* It's kind of not the flavor I was interested in.
#14

pigknight

May 17, 2009 22:31:18
We can keep all the flavor.
#15

KillerGM

May 17, 2009 22:32:30
Right, so it doesn't matter who's "harassing" who, in numbers. It'll still be the two big factions and then the monsters trying to get a piece. :P
#16

dirtyfrank

May 17, 2009 22:40:08
How 'bout this. We's got 3e/4e on the left. 2e republic on the right and the Monstars somewhere in the middle. We can say that a lot of the battle are going on in the middle, the monsters' turf, so the monsters are like "WTF!" This is why the monsters are fighting. That and the hate for love triangles that the 3e/4e faction seems to support. :P
#17

Dark_Stryke

May 17, 2009 22:52:24
How 'bout this. We's got 3e/4e on the left. 2e republic on the right and the Monstars somewhere in the middle. We can say that a lot of the battle are going on in the middle, the monsters' turf, so the monsters are like "WTF!" This is why the monsters are fighting. That and the hate for love triangles that the 3e/4e faction seems to support. :P

Dammit. Am I gonna have to defect?

Oh well, it's not like D_S hasn't had reservations about fighting before.
#18

KillerGM

May 18, 2009 0:35:27
Hey, so I was thinking about the flavor of the monster faction, and how to reflect that in the rules.

Maybe they don't have a capitol, but cannot take another faction's capitol.

EE had stated from the beginning that the monster faction shouldn't be able to win, but with so many people interested in it, it had the capability to. This way, it couldn't be completely conquered (no capitol), but it couldn't wipe out another faction (can't take one).
#19

Dralenan

May 18, 2009 0:40:19
I hereby cast Heightened Impure Whitefire (OneSpell) at Epic Level 30 on this thread, causing me to die and my soul extinguish, while all living (and non-living) beings in the thread are consumed in a matter of two seconds, and everything goes white, with a loud, bass noise destroying any nearby glass...

Gah! Arcane spell failure!
#20

pigknight

May 18, 2009 0:41:22
...What...the...hell?
#21

KillerGM

May 18, 2009 0:43:25
... so, what about my idea?
#22

dirtyfrank

May 18, 2009 0:44:37
What idea?
#23

baneofelves

May 18, 2009 0:49:11
Hey, so I was thinking about the flavor of the monster faction, and how to reflect that in the rules.

Maybe they don't have a capitol, but cannot take another faction's capitol.

EE had stated from the beginning that the monster faction shouldn't be able to win, but with so many people interested in it, it had the capability to. This way, it couldn't be completely conquered (no capitol), but it couldn't wipe out another faction (can't take one).

this one, DF.
#24

crofter

May 18, 2009 0:56:52
Sounds nice; I like it.

I might even join the monster faction myself, if I ever get to it.
#25

dirtyfrank

May 18, 2009 1:02:40
Since bane felt it was necessary to point out something when it should have been somewhat obvious that I knew what KGM was referring to, I won't respond to what ever it is that I should be responding to and I should see about using more bad grammar and mayb e misspell a few words along the way for it would help with things.
#26

KillerGM

May 18, 2009 1:05:32
Since bane felt it was necessary to point out something when it should have been somewhat obvious that I knew what KGM was referring to, I won't respond to what ever it is that I should be responding to and I should see about using more bad grammar and mayb e misspell a few words along the way for it would help with things.

Poor df. *gives a cookie*
#27

baneofelves

May 18, 2009 1:07:04
Since bane felt it was necessary to point out something when it should have been somewhat obvious that I knew what KGM was referring to, I won't respond to what ever it is that I should be responding to and I should see about using more bad grammar and mayb e misspell a few words along the way for it would help with things.

Well, you did say "What idea? "

So I think it was safe to assume that you missed her post, and were a bit confused. *shrugs*
#28

dirtyfrank

May 18, 2009 1:11:55
Well, you did say "What idea? "

So I think it was safe to assume that you missed her post, and were a bit confused. *shrugs*

Well, I find it hard to miss the post with the most content (not including the OP), especially when it's from a poster than I find makes posts that are enjoyable to read.

Kids these days. Never getting a joke.

See, using a ;) or :P would be obvious that I was playing a joke without the post ever needing to be read in the first place. The whole point would be for it to be read and to get a snarky and/or playful response back. cuz. well. It should be like obvious that it would be hard to miss a post that was about 3 posts before mine.
#29

KillerGM

May 18, 2009 1:26:23
So, how many factions need a capitol? Should 4E and 3E have their own capitols?

If so, then 4:
3E
4E
4E remnant
2E

If not, then:
3E/4E
4E remnant
2E

Right?

It's easy enough to change, I just wish pig would give me some freaking input.
#30

KillerGM

May 18, 2009 2:14:44
Here's a less-rough version:

#31

Armisael

May 18, 2009 6:02:27
Pretty neat, but the starry dongles should be cut. Remember how I've been annoying everyone by talking about an Australia Gambit? That's what I'm talking about. A location that is easy to defend, but hellish to attack, and which can deadlock the game to the point that nobody can win or lose, which is unfun.
#32

pigknight

May 18, 2009 7:27:37
So, how many factions need a capitol? Should 4E and 3E have their own capitols?

If so, then 4:
3E
4E
4E remnant
2E


If not, then:
3E/4E
4E remnant
2E

Right?

It's easy enough to change, I just wish pig would give me some freaking input.

Bolded, and why the star thing? And what's with the area behind capitols?
#33

dirtyfrank

May 18, 2009 9:01:45
Here's a less-rough version:

#34

KillerGM

May 18, 2009 11:40:18
Pretty neat, but the starry dongles should be cut. Remember how I've been annoying everyone by talking about an Australia Gambit? That's what I'm talking about. A location that is easy to defend, but hellish to attack, and which can deadlock the game to the point that nobody can win or lose, which is unfun.

Armisael, I know people tend to pick on you for your posts, but really, you need to find a way to offer constructive criticism without sounding like a know-it-all. One suggestion: expand on what you like, include your constructive criticism, then add something else positive. It's a common style in critiquing that helps you not look like a jerk. Please see below for an explanation for the stars - I wasn't creating "Australia Gambits".

Bolded, and why the star thing? And what's with the area behind capitols?

The star areas, I was thinking, would be "specials" - taking them would grant an extra "something", but it wouldn't count as an "area" for advantages, so it wouldn't be horrible to game balance if they were easy to defend. If you don't want them, easy to take out.

The area behind the capitols would be the "arenas", if we were to still have them - special places that anyone could go to and possibly only travel to/from their own capitol.

These were just a couple ideas. Glad you guys like it so far.
#35

EscherEnigma

May 18, 2009 11:57:44
Ok, here's some questions.

Can either person at a location retreat at any time prior to the battle cut-off? Can you move through occupied squares? Can you move at full speed through occupied territory?

On Sunday at, 4pm California time (12 am Monday GST), both factions gain 100 units to their pools.

Is there a limit to how large the pools get? Should this maybe be scaled based on the total number of players instead?
#36

Armisael

May 18, 2009 12:06:12
Did I come off like that?

...Oops. I was trying to congratulate you (and made an aside about design in the process), not chide you or anything else. I'll try to be more detailed, it's just that my posting time is a bit limited lately.

Anyway, what the "Australia Gambit" stands for is that, in RISK, Australia is a location that is extremely easy to defend, as it can only be reached through one country, and can be fortified with armies as much as you like. Thus, players who play to win usually try to get it, as, if worse comes to worst, they can turtle in there and force a draw by boring their opponents to tears. Thus, it is wise to make sure those situations cannot occur in-game.
#37

KillerGM

May 18, 2009 12:35:41
I know what the "Australian Gambit" is, dude. No need to explain (again). I said that the stars would be special areas - likely governed by different rules (IE: possibly a troop limit, maybe a limit to turns "holding", IDK). I was trying to add some variety in what was otherwise a boring map.
#38

Armisael

May 18, 2009 13:22:13
Wasn't the plan to add a quirk to all locations already? That would make the off-road locations unnecessary. Couple that with a three or four-prong route design, or maybe something similar to a web, and you'd both eliminate linearity and the necessity to put special terrains out of the way.
#39

dirtyfrank

May 18, 2009 13:26:52
How about the normal territories that count towards resources/advantages give combat bonuses where the star locations can give non-combat bonuses.
#40

Armisael

May 18, 2009 13:39:22
Such as? We'll have to be very, very careful with that. Speed bonuses, for example, could allow a team to blitz the other side's capital for a humiliatingly easy victory, and extra units...well, look at my argument for a Fanboys/Fangirls nerf. It could be a good idea...but it needs to be thought out to a pretty high degree. I'd need to hear more about it before getting behind it.
#41

KillerGM

May 18, 2009 13:57:06
I don't care that much about it. I'm not going to flesh out everything by myself to your satisfaction. I don't care if you're behind it. If you think it's an interesting idea, then help make it work, don't just stand there and say it's not good enough or we have to be "careful".

I offered to make a map of the locations. pigknight has STILL not given me any locations, so I just put some blobs on a page.
#42

Armisael

May 18, 2009 14:21:08
You know, I could make a very vicious, very sarcastic comment about what it feels like to design something by your lonesome while everyone else *****es at you...

...but I'll instead tell you why I'm not doing it. Put simply, I don't understand the system well enough. I need someone to pave the way before I design something for this system, so that I can understand it better and avoid making broken crap. That's why.

And I should point out my comment was directed at Dirtyfrank. I was expecting him to answer, though I'm not one to pass up a chance to remark on the irony of a situation. :P
#43

KillerGM

May 18, 2009 14:32:51
You know, I could make a very vicious, very sarcastic comment about what it feels like to design something by your lonesome while everyone else *****es at you...

...but I'll instead tell you why I'm not doing it. Put simply, I don't understand the system well enough. I need someone to pave the way before I design something for this system, so that I can understand it better and avoid making broken crap. That's why.

And I should point out my comment was directed at Dirtyfrank. I was expecting him to answer, though I'm not one to pass up a chance to remark on the irony of a situation. :P

Irony? Oh, right, because I was one of the people saying your ideas weren't good enough. You might want to recheck the other rules discussion thread.

And it looks like your system was dropped for a different one - if you wanted to put up your own map, that would be fine by me.

Not to mention the fact that if it was annoying to you, why are you doing it to others?

You're not the only one in the dark about the rules - nobody knows how things work yet. Nobody but pigknight has the authority to say "this is how things work". So, you're not alone in that. :P
#44

EscherEnigma

May 18, 2009 14:35:45
Well, before we can move forward with a map, really, we need to answer a few basic questions.

One is movement: how is movement affected by traveling through enemy-controlled territory? If it is not hampered in any way, then we need a larger map. If moving into enemy controlled territory forces you to stop and wait until you have the location controlled, then speed doesn't really matter (if it's touching a territory in your controlled network, you can get there)

Another is if we're going to have locations count for victory conditions again. If we just want '10 advantges or taking all capitols' then we might have locations count for that. Alternatively, we might have only certain locations count.
#45

KillerGM

May 18, 2009 14:39:21
Well, before we can move forward with a map, really, we need to answer a few basic questions.

One is movement: how is movement affected by traveling through enemy-controlled territory? If it is not hampered in any way, then we need a larger map. If moving into enemy controlled territory forces you to stop and wait until you have the location controlled, then speed doesn't really matter (if it's touching a territory in your controlled network, you can get there)

Another is if we're going to have locations count for victory conditions again. If we just want '10 advantges or taking all capitols' then we might have locations count for that. Alternatively, we might have only certain locations count.

I agree. I tried to make all the capitols equidistant, to account for the "capture all capitols" win scenario that is restricted by a 4 speed (ie: you have two turns before you can get to any capitol).

pigknight, if you don't want to work on this, just say so. Don't leave us hanging. But if you do want to work on this, then please try to address some of the issues brought up. Thanks!
#46

pigknight

May 18, 2009 15:46:24
Sorry, I was off line. Ok I'll try to get on top of everything that's been asked so far.

Thanks for the explaination KGM, and I like your idea.

So the stars will be like "Gold Mines" and such that give a bonus (such as resources or units) while other locations have little quirks? If this is the idea you're thinking of I love it. *High-five* Also the arena idea is cool as well.

Arms, you come off...strongly.

You can move through unoccupied squares, but if it's controlled by the other side you cannot move anymore for that day.

Good idea for the scaling thing. *High-five*


I need to draw up a list of locations...
#47

toastedamphibian

May 18, 2009 17:22:20
Can I suggest an alternate or perhapes additional idea for the star territories?
Connect them to eachother. Folowing a trail from one star to another connected star would take 3 movement. Only one squad could occupy a star, and only one squad could go down a path a day. They would be like back road trails allowing small forces to flank enemies or avoid larger armies. Great for Gorilllion warfare.
#48

pigknight

May 18, 2009 17:23:03
Hmmm...

How about some connect?
#49

toastedamphibian

May 18, 2009 17:28:03
IMAGE(http://i558.photobucket.com/albums/ss24/ToastedAmphibian/Map.jpg)
#50

KillerGM

May 18, 2009 17:32:16
So, the thinner lines could only be traversed on their own? Meaning, where they cross over the thicker lines, they can't "jump rails" to the other places?

I like it, if that's the case! Good suggestion!
#51

pigknight

May 18, 2009 17:34:09
I was thinking that some could be transport locations that connect to others of the same type:

I.E. Underdark, teleportation circle
#52

KillerGM

May 18, 2009 17:48:48
Hm, that's an idea. I like TA's version, though, as it's consistent and less likely to be confusing. ;)
#53

Armisael

May 18, 2009 18:51:29
The way I was thinking about it, Star nodes would actually affect the battlefield somehow. For example, they could realign a path or create a new one for a day, or destroy a connected node at the expense of destroying themselves. While the idea of having special movement for Star nodes is pretty good, it doesn't seem like a sound maneuver, most of the time. It doesn't seem gamebreaking at all, but, seeing how you can usually cover more terrain with normal moves, wouldn't that make the stars too marginal?
#54

pigknight

May 18, 2009 18:52:51
Control of stars would be a strategical investment.

And I plan on lowering the movement to like ~2 (~3 with special).
#55

Armisael

May 18, 2009 19:00:42
...Why would a special that increases the amount of nodes it takes to move ever be taken? And how could you balance it if it was a one-shot move applied to an enemy against constant bonuses?
#56

pigknight

May 18, 2009 19:02:02
It allows you to move more...
#57

Armisael

May 18, 2009 19:03:57
But why would a special that allows you to move more make movement cost more?

PS: Note, this is just me posing the stupid design questions that need to be asked. I know what you mean, Pig, but it's still good to answer this kind of stuff.
#58

KillerGM

May 18, 2009 19:05:15
I think he means the special would allow you to move through more nodes per turn, not that it would cost more to move.

Normal movement: up to 2 nodes per turn.
Special: up to 3 nodes per turn.
#59

Armisael

May 18, 2009 19:07:19
...Why have a Speed stat that starts at four, then?
#60

pigknight

May 18, 2009 19:08:01
It starts at 2...I should go edit...
#61

toastedamphibian

May 18, 2009 19:09:58
...Why have a Speed stat that starts at four, then?

I plan on lowering the movement

Read please.
#62

KillerGM

May 18, 2009 19:10:21
...Why have a Speed stat that starts at four, then?

Because he originally had it set to 4, but (as in the last few posts, actually, IIRC) decided that starting speed should be lower.
#63

Armisael

May 18, 2009 19:13:42
Read please.

...Which is why rules changes need to be bolded. This is the origin of a lot of misunderstandings, right here. :P

Still, I don't see why you should bother with lowering speed. Most people are NOT going to boost it by sacrificing their combat prowess or support abilities. It just doesn't add anything that would benefit you more than an increase to your other stats, unless you lowered it all the way down to 1.
#64

pigknight

May 18, 2009 19:15:02
Because you might want to be able to get back into the fights faster?
#65

EscherEnigma

May 18, 2009 19:15:37
Because if we use KillerGM's map (or something very similar) then we don't need high speeds. I thought you didn't want people to rush to the capitols of the other side?
#66

toastedamphibian

May 18, 2009 19:17:52
...Which is why rules changes need to be bolded. This is the origin of a lot of misunderstandings, right here. :P

Still, I don't see why you should bother with lowering speed. Most people are NOT going to boost it by sacrificing their combat prowess or support abilities. It just doesn't add anything that would benefit you more than an increase to your other stats, unless you lowered it all the way down to 1.

We are trying to discuss the merits of diffrent changes, stop complaining that the rules havnt been changed yet.

If you do not want to decrease you strenght for speed, then dont.

Perhapes only people who have the "speed upgrade" can move along the "star road"?

Call it "Scout" leader or something.
#67

Armisael

May 18, 2009 19:18:11
Because you might want to be able to get back into the fights faster?

Then you'll just pull out before losing and retreat to a safe zone to refresh your troops. Speed is only useful if you can either blitz your opponent or run circles around him. If I only move two nodes a turn anyway, I don't need higher speeds.
#68

pigknight

May 18, 2009 19:19:05
Because sometimes you might need to fight to the last man?
#69

Armisael

May 18, 2009 19:22:32
Give me an example of that that is not fighting for a capital. One. Assuming no terrain quirks, I'm not seeing even one case for that. If you're getting pasted, you SHOULD retreat after causing as much damage as possible. The soldier that runs away lives to fight another day, they say.
#70

EscherEnigma

May 18, 2009 19:23:17
And being able to run away faster then the other guy helps with that.
#71

pigknight

May 18, 2009 19:23:22
Just because you don't find a use for doesn't mean no one else will.
#72

Armisael

May 18, 2009 19:25:38
And being able to run away faster then the other guy helps with that.

But I don't need to. I just need to move one node. I don't need speed, I need troops.

Just because you don't find a use for doesn't mean no one else will.

Hoping for someone to find something's hidden power to make it more useful is not the way to go when designing said something. It tends to make the feature a trap, too strong, or both. It's better to just make it valuable straight up. Speed +2, for example, WOULD be worth it, as it means you can outrun the enemy without breaking a sweat. Speed +1 is worthless beyond measure.
#73

pigknight

May 18, 2009 19:27:37
Well then jusy say Speed +2 would be better.

You were just tearing down +speed?
#74

Armisael

May 18, 2009 19:29:07
Exactly. I'm trying to say things in a roundabout way and get everyone to find it out by themselves because I get accused of being too brusque when I say things straight up. And I'm not in the mood for any fights.
#75

toastedamphibian

May 18, 2009 20:33:41
I have to try and manipulate you all because your a bunch of agressive morons.

Way to avoid a fight.....

:}
#76

EscherEnigma

May 19, 2009 21:08:16
So... am I going to get answers to my questions, or am I going to start making executive decisions?
#77

pigknight

May 19, 2009 21:09:22
Well, KGM said I'm should be a hardass, so I'm going to be a hardass. I'll be postin the new rule set on Sunday/Saturday.
#78

toastedamphibian

May 19, 2009 21:10:12
Oh sure, great, let KGM boss you around. Way to be a hardass, puppet.
#79

pigknight

May 19, 2009 21:11:20
I thought we killed off Puppet for good finally?
#80

EscherEnigma

May 19, 2009 21:16:55
Ok. Did you still want me to run the battles?
#81

toastedamphibian

May 19, 2009 21:17:03
Yah, right. When have you ever seen anything where a demonic toy was destroyed "for good"?
#82

pigknight

May 19, 2009 21:18:52
That would be nice Escher.
#83

toastedamphibian

May 19, 2009 21:20:23
That would be nice Escher.

Is there such a thing?
#84

EscherEnigma

May 19, 2009 21:20:50
Ok, then can you please send me the rules first so I can check for clarity/meaning before you post them publicly?
#85

spellwyrm

May 19, 2009 21:22:00
Oh, this is where they all disappeared too. So, what's the scoop on this new edition? You know, so that I don't have to do any work and read pages of back and forth...
#86

toastedamphibian

May 19, 2009 21:22:09
:raincloud
#87

half_dragon_infernal

May 19, 2009 21:53:52
@Spellwyrm: We are debating on what the specials should be.
#88

half_dragon_infernal

May 22, 2009 18:44:59
PK, we're waiting on you because you decided we aren't doing Armisael's system.
#89

pigknight

May 22, 2009 19:28:38
Current Ruleset for the Grand War:

In this rule set, players control a “hero” that can in turn control a “squad”. Squads are made up of a hero and up to 10 “units”. A hero gives a squad a benefit, such as increased “speed” or “attack value” or some such. Players play for either the 3rd Kingdom/4th Empire or for the 2nd Editia Republic/Monsters.

Battles take place when two squads of opposing factions occupy the same “node”. If two squads are in the same location, both sides roll 3d6 and the side with the lower “value” loses 1 unit, plus 1 additional unit for every 3 points the squad lost by. Battles are determined at 4 pm California time (12 am GST). When a squad is destroyed in a battle, the player’s hero retreats back to their “capitol”. After a squad either retreats from a battle or is completely destroyed, then the opposing squad takes over the location. When battling an opposing player, you can only move into an allied node. Ties are determined by tactics as shown below. You choose a tactic to give to your hero. If both heroes have the same tactic, the defendin side wins a tie.
[INDENT]Brazen beats Defensive. Defensive beats Tactical. Tactical beats Brazen.[/INDENT]

Everyday, a squad can move up to 1 node on the “world map”. They can retreat from a battle in this fashion. If a squad moves into a square that is unoccupied and is controlled by the other faction, they can take control of the location, but cannot move anymore squares for that day. Instead of moving, a player can instead reinforce their squad if they are not in a battle. Reinforcing allows a player to gain units to bring their squad’s total up to 10 again.

On Sunday at, 4pm California time (12 am Monday GST), both factions gain 100 units to their pools.

~Hero: The main character under a player’s control. A hero has a special feature that gives a bonus to the hero’s squad.
~Squad: A group of units under control of a hero.
~Units: Used to increase the size of your squad to allow you to fight longer. These are drawn from a pool shared by each faction.
~Value: The roll a squad uses determined by 3d6.
~Attack Value: Value when attacking a location owned by the other faction.
~Defense Value: Value when defending a location owned by your faction.
~Node: A spot on the world map.
~Capitol: One of 4 nodes owned by a sub-faction. If these are taken, then the other faction, then players of a sub-faction must use their allies’ capitol when they are defeated.
~World Map: All the locations that can be taken.

You can assign one special to your hero, which grants a bonus to your squad or some other feature. Pick one from the list below.

Fall back: 1/week instantly move to your capitol. Recharges after Sunday update.

Offensive: +3 bonus to attack value.

Defensive: +3 bonus to defense value.

Nuke: 1/week kill three units in an opposing squad in your node.

Fangirls/Fanboys: Add 10 to the number of units regained each week.

Large Company: Increase max squad size by 3.

Doubletime: You can move 1 extra node per day.
#90

powerattackfortwenty

May 22, 2009 19:49:16
So no level up this time?

edit: Also, can we play as monsters(no side)? I personally would have fun just harassing the two sides, even if i can't "win" in the end.
#91

pigknight

May 22, 2009 19:50:21
Whoops!

Level Up: No, that was the worst decision I've ever done.
#92

KillerGM

May 23, 2009 0:02:26
So no level up this time?

edit: Also, can we play as monsters(no side)? I personally would have fun just harassing the two sides, even if i can't "win" in the end.

We have a monster faction now. You have to be a real monster, though - no half-whatevers, no humans-who-think-like-monsters.

We don't have a capitol and can't win, but we're going to harass the fleshies.
#93

pigknight

May 23, 2009 0:03:21
I thought we made it 3e/4e vs 2e/Monsters?
#94

KillerGM

May 23, 2009 0:03:55
pigknight, I don't know if you answered me (I might have lost it in the other thread), but did you want to go with the connected stars or not?
#95

pigknight

May 23, 2009 0:04:36
Connected.

And I already said so. So...nya! :P
#96

KillerGM

May 23, 2009 0:06:10
I thought we made it 3e/4e vs 2e/Monsters?

UG no!

It's 3E/4E vs 2E vs 4th remnant. Hence the 4 capitols. Like we talked about before I made the map.

So, how many factions need a capitol? Should 4E and 3E have their own capitols?

If so, then 4:
3E
4E
4E remnant
2E

If not, then:
3E/4E
4E remnant
2E

Right?

It's easy enough to change, I just wish pig would give me some freaking input.

To which your replied:

http://forums.gleemax.com/showpost.php?p=18599408&postcount=32

3E
4E
4E Remnant
2E
#97

pigknight

May 23, 2009 0:07:16
Can't the Remnant just hang out with the Republic?
#98

KillerGM

May 23, 2009 0:14:06
IMAGE(http://i253.photobucket.com/albums/hh59/Killer_GM/Map.jpg)
#99

pigknight

May 23, 2009 0:16:47
I'll get to it!
#100

KillerGM

May 23, 2009 0:17:43
I'll get to it!

Excuse me?

I was just doing what you asked me to do earlier. Jeeze.
#101

EscherEnigma

May 23, 2009 0:18:26
I understood it to be two main sides, each with two main factions, and the monsters off to the side.

To be clear:
SideA = 3rd Kingdom (rebuilt) + 4th Empire
SideB = 2e Republic + 4tth Remnant

SideJustToBeMean = Monsters

That was my understanding...
#102

pigknight

May 23, 2009 0:20:17
Well monster was getting more attention than anything else.
#103

dirtyfrank

May 23, 2009 0:20:53
I understood it to be two main sides, each with two main factions, and the monsters off to the side.

To be clear:
SideA = 3rd Kingdom (rebuilt) + 4th Empire
SideB = 2e Republic + 4tth Remnant

SideJustToBeMean = Monsters

That was my understanding...

This was also my understanding.
#104

KillerGM

May 23, 2009 0:21:12
I understood it to be two main sides, each with two main factions, and the monsters off to the side.

To be clear:
SideA = 3rd Kingdom (rebuilt) + 4th Empire
SideB = 2e Republic + 4tth Remnant

SideJustToBeMean = Monsters

That was my understanding...

That was my impression as well, which is why the capitol are situmated the way they are.

Well monster was getting more attention than anything else.

Yeah, but we talked about it earlier in this very thread pigknight. :P
#105

half_dragon_infernal

May 23, 2009 8:53:52
Yo, KGM, what happened to 12? Do you not like that number?
#106

pigknight

May 23, 2009 11:20:16
Excuse me?

I was just doing what you asked me to do earlier. Jeeze.

I meant I'll get to putting names to the numbers.

Sorry if there was a misinterpritation (I'm 99% sure I misspelt that).
#107

Armisael

May 23, 2009 11:38:40
Hmm...could monsters capture capitals?
#108

pigknight

May 23, 2009 11:41:55
Since they are a side with a capital...
#109

Armisael

May 23, 2009 11:43:53
Weren't they supposed NOT to have one?
#110

pigknight

May 23, 2009 11:47:38
I took a level in hardass.
#111

half_dragon_infernal

May 23, 2009 11:47:42
KGM, you have a 13 instead of a 12 on the map. I think monsters should start on whatever non-owned place they want, and respawn where they want.
#112

EscherEnigma

May 23, 2009 11:57:41
There is some confusion on the matter. The original intent of the monster faction was that they would not have a capitol and not be able to win the game, and would be a hindrance to both sides equally.

The intent that pig seems to have adopted pairs them with the republic for some reason.

Edit: But... I don't want to side with those stinky republic people!
#113

pigknight

May 23, 2009 12:02:24
You will side with them and you'll like it!

If you whine anymore you're going to bed with no supper! :P
#114

EscherEnigma

May 23, 2009 12:06:15
Okay, but in the future can you make it clear that you are aware of what people thought, but made a decision to the contrary? As is, I thought it was an oversight on your part, not an executive decision.
#115

ellorin

May 23, 2009 12:07:51
I thought he was joking...eh...Wasn't he?
#116

pigknight

May 23, 2009 12:15:16
I already said that since the monster faction has a large fanbase, I'm making them one of the major factions. And might as well ship them (in a non fanfic way) with the evil country.
#117

ellorin

May 23, 2009 12:20:32
I thought that being a side of its own was the whole point. Why the remnant baggage? It will only alienate people.
#118

pigknight

May 23, 2009 12:22:02
Remnat can go bye-bye.
#119

EscherEnigma

May 23, 2009 12:23:40
... I think I'm going to wait a few days and see how that falls out...
#120

pigknight

May 23, 2009 12:24:52
No supper for you!
#121

Armisael

May 23, 2009 12:25:13
Remnat can go bye-bye.

Okay. I'm going to be very clear: Drop the ********. Nobody likes it, it's not working, and nobody gives a damn about what you think here. We had an excellent setup before, and you are screwing it up just because.
#122

KillerGM

May 23, 2009 12:27:04
Yo, KGM, what happened to 12? Do you not like that number?

12 IS THE DEVIL!!

No, seriously, I just forgot it. I don't feel like changing it right now.

As for the monster faction allying with 2E, I'm not interested in that. I'd prefer if the faction, because it's larger, became it's own faction (taking the 4E Remnant's capitol).

Though I'd rather it be as we discussed earlier - a faction without a capitol that can't take another capitol.

TBH, with this kind of change, I may not wish to continue. It was kind of central to the idea of the monster faction that they were getting involved on their own terms, not with the 2E faction. I HATE 2E!
#123

pigknight

May 23, 2009 12:27:29
I'm "screwing it up" because the monster faction is getting more attention than any of the 2e/4eR side is.
#124

pigknight

May 23, 2009 12:28:35
Ok, fine.

I'll make it 3e/4e vs 4eR/2e vs Monster again.
#125

Armisael

May 23, 2009 12:30:30
I'm "screwing it up" because the monster faction is getting more attention than any of the 2e/4eR side is.

That's because the side sucks. It's the 100%, non-sugarcoated villains. The guys who **** puppies and kittens. The guys who kill the children, burn the villages, and cripple the villagers just for kicks. The only reason anyone would want to play them is to manipulate, as Arms is doing, or to be a hated villain. They're not SUPPOSED to be likeable. They're the evil guys. Not funny evil, not cute evil, cold, calculating, zealous evil.
#126

pigknight

May 23, 2009 12:31:47
Arms, I changed it back. Before you posted.
#127

dirtyfrank

May 23, 2009 12:33:37
I'm "screwing it up" because the monster faction is getting more attention than any of the 2e/4eR side is.

That's because of all the shipping and angst in the other factions. The more mature players don't want to be a part of it. Your past RPing actions has made the monster faction popular for it is promising, as of this moment, to keep the shipping and angst out.
#128

Armisael

May 23, 2009 12:35:11
Arms, I changed it back. Before you posted.

I know. But I'm explaining to you WHY nobody plays there. Who wants to play a character with no redeeming points, so evil that even its creator wants it dead?
#129

half_dragon_infernal

May 23, 2009 12:37:21
What was the difference between 4th Remnant and regular 4e anyways?
#130

dirtyfrank

May 23, 2009 12:37:52
I have no clue.
#131

KillerGM

May 23, 2009 12:38:30
That's because of all the shipping and angst in the other factions. The more mature players don't want to be a part of it. Your past RPing actions has made the monster faction popular for it is promising, as of this moment, to keep the shipping and angst out.

While I may not agree with the "mature" label (I don't want to imply that the other posters are immature, just that the shipping was), the monster faction is also featuring all-new characters, whereas what seems like a lot of the old characters from the previous EW are on the other factions - which has the effect of making it harder to want to play.

The established characters add an air of "we're already here and stuff", whereas the monster faction is completely new.

At least, that's part of my take on it.
#132

Armisael

May 23, 2009 12:39:00
What was the difference between 4th Remnant and regular 4e anyways?

The remnant is a bunch of zealous bigots who wants to see the Third Kingdom crushed under its boots, and its citizens enslaved. Bad guys, in short.
#133

pigknight

May 23, 2009 12:39:07
What was the difference between 4th Remnant and regular 4e anyways?

4th Remnat hate 3e with a vigor, mostly ex-nobles and racists.

4e are the 4th Empire that don't really hate 3e, but are on shaky grounds with the Kingdom.
#134

dirtyfrank

May 23, 2009 12:40:18
@KGM: I was using "mature" to mean "no shipping and little to no angst".
#135

pigknight

May 23, 2009 12:41:07
While I may not agree with the "mature" label (I don't want to imply that the other posters are immature, just that the shipping was), the monster faction is also featuring all-new characters, whereas what seems like a lot of the old characters from the previous EW are on the other factions - which has the effect of making it harder to want to play.

The established characters add an air of "we're already here and stuff", whereas the monster faction is completely new.

At least, that's part of my take on it.

Monster. M for Mature. :P

I acknowledged that the shipping was immature and stopped that.

And older characters aren't really still playing (except Arms...) but make occaisonal appearances.
#136

KillerGM

May 23, 2009 12:41:29
@KGM: I was using "mature" to mean "no shipping and little to no angst".

#137

Armisael

May 23, 2009 12:41:31
While I may not agree with the "mature" label (I don't want to imply that the other posters are immature, just that the shipping was), the monster faction is also featuring all-new characters, whereas a lot of the old characters from the previous EW are on the other factions - which has the effect of making it harder to want to play.

The established characters add an air of "we're already here and stuff", whereas the monster faction is completely new.

At least, that's part of my take on it.

Which is funny, because ALL of the monster faction players are returning from the last war. :P
#138

KillerGM

May 23, 2009 12:43:19
Monster. M for Mature. :P

I acknowledged that the shipping was immature and stopped that.

And older characters aren't really still playing (except Arms...) but make occaisonal appearances.

But the "main" characters have been the children of those past characters. Do you see how that is keeping the legacy?

Now, I'm not saying it's a bad thing or that you shouldn't do it, I'm just trying to explain why people would sign up for the monster faction more than the others - the others are filled with baggage/legacy from the last EW, and the monsters are a fresh start.
#139

KillerGM

May 23, 2009 12:43:50
Which is funny, because ALL of the monster faction players are returning from the last war. :P

... but they're playing different characters. That's what I meant.
#140

Armisael

May 23, 2009 12:45:44
But EVERYONE except for me is paying different characters. I don't get it.
#141

pigknight

May 23, 2009 12:46:00
But the "main" characters have been the children of those past characters. Do you see how that is keeping the legacy?

Now, I'm not saying it's a bad thing or that you shouldn't do it, I'm just trying to explain why people would sign up for the monster faction more than the others - the others are filled with baggage/legacy from the last EW, and the monsters are a fresh start.

I got ya. Hmmm...maybe I should get rid of the evil baggage for 2e.
#142

pigknight

May 23, 2009 12:46:33
But EVERYONE except for me is paying different characters. I don't get it.

That was the point of the 20 year time skip...
#143

Armisael

May 23, 2009 12:48:46
Precisely. Whch is why I don't get what KGM is saying.

I got ya. Hmmm...maybe I should get rid of the evil baggage for 2e.

Don't. It's a more interesting faction that way. It's about time we have a group of completely, totally, 100% evil bastards.
#144

half_dragon_infernal

May 23, 2009 12:49:17
I'd make a character 4e Remnant if you kept it. I personally think it should be monsters are neutral, with 4e and 3e tenuous allies, same with 4e remnant and 2e. The tenuous allies would mean they wouldn't attack eachother, but they wouldn't share stuff either.
#145

KillerGM

May 23, 2009 12:50:37
Arms:

But the "main" characters have been the children of those past characters. Do you see how that is keeping the legacy?

Now, I'm not saying it's a bad thing or that you shouldn't do it, I'm just trying to explain why people would sign up for the monster faction more than the others - the others are filled with baggage/legacy from the last EW, and the monsters are a fresh start.

pigknight: Maybe you should make up some NPCs that don't have to do with previous characters for the factions. Not necessarily put them in the RP thread right away, but introduce them. *shrugs*
#146

KillerGM

May 23, 2009 12:53:00
Just to be clear, I'm not making a judgment on who is or isn't on each faction. pigknight was bringing up the monster faction getting more attention, and I offered up what I thought the reason was. That's it.
#147

dirtyfrank

May 23, 2009 12:59:24
I think that labels such as evil for 2e and good for 3e should be avoided. That is a big reason why I want to be a monster if I play. I don't want to be railroaded into a label by the DM because his world/game is more important to him than his players' enjoyment.
#148

baneofelves

May 23, 2009 13:01:18
If pigknight made evil sexy for a change, then 2E would be getting tons of players flocking under it's banner.

Evil = dumb.....no interest from me

Evil = sexy......I want to join so I can burn infants and stampede cattle through a church
#149

Armisael

May 23, 2009 13:03:25
I think that labels such as evil for 2e and good for 3e should be avoided. That is a big reason why I want to be a monster if I play. I don't want to be railroaded into a label by the DM because his world/game is more important to him than his players' enjoyment.

It's not labels. It's that the people who are working with 2e ARE evil. They want to enslave the Third Kingdom. If that isn't evil, well...

Also, bad Bane. *brandishes stick*

We're NOT doing the sexy evil. The spiky armor for evil characters is as far as we'll go.
#150

dirtyfrank

May 23, 2009 13:04:02
I don't want to be on the 3e/4e side because that leaves me with all the shipping angsty players. I don't want to be forced to be "evil" just to be away from from the 3e/4e. That was part of the problem I had with the last EW stuff. I had done nothing really, as the emperor, to paint 4e as evil, yet everyone on 3e had decided to give 4e that label and play up that evil without consulting the head of 4e. It was kind of a prick move and got me uninterested in the EW.
#151

pigknight

May 23, 2009 13:04:41
I'm not doing sexy evil.
#152

dirtyfrank

May 23, 2009 13:04:50
It's not labels. It's that the people who are working with 2e ARE evil. They want to enslave the Third Kingdom. If that isn't evil, well...

So yes a label of evil has already been put upon them.
#153

Armisael

May 23, 2009 13:06:27
I don't want to be on the 3e/4e side because that leaves me with all the shipping angsty players. I don't want to be forced to be "evil" just to be away from from the 3e/4e. That was part of the problem I had with the last EW stuff. I had done nothing really, as the emperor, to paint 4e as evil, yet everyone on 3e had decided to give 4e that label and play up that evil without consulting the head of 4e. It was kind of a prick move and got me uninterested in the EW.

Yeah, but what do you expect a racist, zealous faction to be? Mother Theresa's Handmaidens? This isn't a label, this is something obvious. If you don't like it, you're not forced to play it. It's not like anyone was planning on working for the Remnant besides me.
#154

Armisael

May 23, 2009 13:06:59
So yes a label of evil has already been put upon them.

Well, duh. See my post above.
#155

EscherEnigma

May 23, 2009 13:11:59
Mother Theresa's Handmaidens?

Holy humble ninja, Batman!

(Am I the only one that thinks that would actually be a cool concept for a different game?)
#156

pigknight

May 23, 2009 13:12:47
Holy humble ninja, Batman!

(Am I the only one that thinks that would actually be a cool concept for a different game?)

I would play it.
#157

half_dragon_infernal

May 23, 2009 13:13:07
Yeah, but what do you expect a racist, zealous faction to be? Mother Theresa's Handmaidens? This isn't a label, this is something obvious. If you don't like it, you're not forced to play it. It's not like anyone was planning on working for the Remnant besides me.

I was going to do remnant also Armisael. PK being a dictator turned me off though.
#158

pigknight

May 23, 2009 13:14:01
I was going to do remnant also Armisael. PK being a dictator turned me off though.

Sorry...

I think I went overboard when KGM told me to be more of a hard ass...
#159

Armisael

May 23, 2009 13:15:25
Escher got it right. Mother Theresa's Handmaidens would be a BADASS team for something like...hmm...Deathrow, maybe? :P
#160

dirtyfrank

May 23, 2009 13:18:23
Yeah, but what do you expect a racist, zealous faction to be? Mother Theresa's Handmaidens? This isn't a label, this is something obvious. If you don't like it, you're not forced to play it. It's not like anyone was planning on working for the Remnant besides me.

And this is why it's unappealing. The DM, and friends, have already fleshed out the faction before it has players. Basically if a person is to play it then they're being railroaded into being evil evil. I think those that play 2e should be the ones to flesh out 2e and not the DM (and friends). That's why it is unappealing to me, and others. I don't want to be stuck with the title of "baby eater and slave raper" because I don't want to be on 3e/4e.
#161

Armisael

May 23, 2009 13:21:42
Play a freelancer then. What's stopping you from doing that?
#162

KillerGM

May 23, 2009 13:22:22
Sorry...

I think I went overboard when KGM told me to be more of a hard ass...

:P You just need to find a balance, is all.

And this is why it's unappealing. The DM, and friends, have already fleshed out the faction before it has players. Basically if a person is to play it then they're being railroaded into being evil evil. I think those that play 2e should be the ones to flesh out 2e and not the DM (and friends). That's why it is unappealing to me, and others. I don't want to be stuck with the title of "baby eater and slave raper" because I don't want to be on 3e/4e.

Yeah, I never thought 4E was supposed to be EVIL - I just thought the sides were fighting because that's what they did. People have wars all the time.

But that might have just been me, being a relativist at the time. :P
#163

pigknight

May 23, 2009 13:22:35
I'm going to change the flavor on 2e then. Hmmm...
#164

pigknight

May 23, 2009 13:24:14
:P You just need to find a balance, is all.



Yeah, I never thought 4E was supposed to be EVIL - I just thought the sides were fighting because that's what they did. People have wars all the time.

But that might have just been me, being a relativist at the time. :P

They were fighting because:

At first: It was just a game.

Later: ...We never really got a reason...

Now: We have a vague idea...
#165

Armisael

May 23, 2009 13:26:55
To what? What could force secession like the one there's supposed to be happening now?
#166

dirtyfrank

May 23, 2009 13:27:42
Play a freelancer then. What's stopping you from doing that?

If I'm a freelancer for 2e then I'm still going to be labeled as EVIL because I'm working with 2e whom are suppose to be the worst kind of EVIL, so that's why it wont work.
#167

KillerGM

May 23, 2009 13:28:32
It could just be a big enough threat to each of the factions on their own. It doesn't have to be EVIL by GM decree - the other factions will likely see it as evil, but it doesn't have to be baby-eating evil by decree.
#168

Armisael

May 23, 2009 13:30:26
It could just be a big enough threat to each of the factions on their own. It doesn't have to be EVIL by GM decree - the other factions will likely see it as evil, but it doesn't have to be baby-eating evil by decree.

Well, they want to enslave the Third Kingdom. Gimme a way to justify the act as something that isn't evil. Not talking about perspectives here, mind, I'm talking about actions.

If I'm a freelancer for 2e then I'm still going to be labeled as EVIL because I'm working with 2e whom are suppose to be the worst kind of EVIL, so that's why it wont work.

Uhh, no, that's not what I meant. Freelancer means freelancer, unaffiliated to any faction.
#169

dirtyfrank

May 23, 2009 13:32:17
Uhh, no, that's not what I meant. Freelancer means freelancer, unaffiliated to any faction.

So they're either a merc, which we are no longer using anymore, or they are a monster. Unless you're seeing the monsters as a faction then this would mean I'm my own faction or that I can't play the game because I'm not associated with a faction.
#170

Armisael

May 23, 2009 13:33:25
So they're either a merc, which we are no longer using anymore, or they are a monster. Unless you're seeing the monsters as a faction then this would mean I'm my own faction or that I can't play the game because I'm not associated with a faction.

The former. A loose confederacy of free players can't be worse than a whole faction commanded by a single player, right?
#171

dirtyfrank

May 23, 2009 13:35:45
pigknight, are you fine if a player is their own faction?
#172

pigknight

May 23, 2009 13:36:47
...Can we just go back to flavorless sides?
#173

Armisael

May 23, 2009 13:37:30
...Can we just go back to flavorless sides?

We never had those in the first place. :P
#174

powerattackfortwenty

May 23, 2009 14:28:05
Here are my basic stats(will probably changed, was just bored)

Hero: Francis, the badger overlord (hmm, is this copyright infringement?)
Side: Monsters
Squad: Dire Badger Brigade
Value: 3d6
Special: Its Raining Badgers (Nuke 1/week)



Finally a questions: Will monsters be teamed with each others, or complete loners?
Because if there loners, they should get a small power boost (maybe a second special at half or 2/3rds power? So Nuke would kill 2 instead of 3, and the defense/attack bonus would be 2 instead of three.

However, if they're aligned, they won't need one (but I would like one :D )
#175

half_dragon_infernal

May 23, 2009 20:31:53
[parent]PK, you really need to stop making arbitrary decisions without people voting. When I joined the first war you almost turned me off. Really PK, you need to actually think about decisions before making them [/parent]
#176

half_dragon_infernal

May 25, 2009 23:00:46
PK, are you keeping 4th remnant or not? Because I want to know so I can decide on what to RP for my squad. (Crazed Wild Magic Sorceror, Wrathful Invoker, Protecting Shaman and Dwarven Battlerager + Redshirts)
#177

pigknight

May 25, 2009 23:02:06
Ya, 4th Remnant is staying.
#178

half_dragon_infernal

May 26, 2009 9:01:28
Good boy. Now, update the first post.
#179

The-Mage-King

May 26, 2009 9:19:20
What's the system for stats? This

Stats
Boss: Ianlaiman Magesblood: Binder, Mage, Anima Mage, Doom Mage.

Side: The one with the money.

Grunts: The Mage King's Remnant- A collection of various cultists, monsters, and mooks.

Speed: 2

Value: 3d6

Special: Devoted followers (Fangirls...)
#180

half_dragon_infernal

May 26, 2009 9:31:20
TMK, PK posted an update somewhere between posts 51-150 that says the new default speed is 1. The essential information is are you Brazen, Tactical, or Defensive and your specials, since value and speed are the same for everyone except people who have certain specials.
#181

The-Mage-King

May 26, 2009 9:35:14
Damn. He should put that on the first page, so that people signing up don't get confused.

Here's my stats.

Stats
Name, Occupation: Ianlaimin Magesblood, Anima Mage/Doom Mage

Attitude: Brasen.

Minions: The Mage King's Remnants: The few remaining Simalcrum of the much known Irksome Deathblade, plus fans and apprentices.

Special: Devoted Followers (Fangirls)

#182

powerattackfortwenty

May 26, 2009 12:27:08
Darn it


my stats again
Stats

Hero: Francis, the badger overlord (hmm, is this copyright infringement?)
Attitude: Tactical(hes a smart badger)
Side: Monsters
Squad: Dire Badger Brigade
Special: Its Raining Badgers (Nuke 1/week)
#183

Ragnar_Lodbrok

May 26, 2009 20:15:49
Well, for stats...
Squad
Hero: Sir Artegal Roquefort, Knight of the Platinum Order and Heir to Lord Talus Roquefort
Attitude: Tactical
Side: Fourth Empire
Squad: Scrag, Joshua, and Church soldiers. Max # of Units: 13
Special: Church Funding (Large Company)
#184

half_dragon_infernal

May 27, 2009 15:55:02
Well, might as well do mine:

Quirky Miniboss Squad

Attitude: Brazen
Side: 4th Remnant
Specials: Doubletime
Constituents: Arkos Goblin Wild Magic Sorcerer, Theos Deva Preserving Invoker, Bramos Humane Bravelord, Lybra Minotaur Warden, Redshirts
#185

spellwyrm

May 27, 2009 16:46:49
I'm not sure I follow along well with these newer rules, they seem much to complicated for a simple game like this. Are we required to involve ourselves with this battle-like system, or are we allowed to merely roleplay as we wish?
#186

pigknight

May 27, 2009 16:50:07
It's basically RISK.

And I'm fine if you only RP.
#187

half_dragon_infernal

May 27, 2009 17:32:24
Here's my ideas for the number locations (Stars and letters are to be determined)

  • Hellblaze's Lair
  • Wizard's Tower
  • Haunted Canyon
  • Void-Tainted Barracks
  • Light's Vanguard Chapel
  • Frozen Forge
  • The Plaguelands
  • Plain of Unfought battles
  • Mines of Dread
  • Nymph's Woods
  • Cathedral of the Forgotten ones
  • Glory Swamp


Plus names for capitals and arenas:

2e: Arena- The Coliseum (Special: You can die in this arena)
Capitol- Emor
3e: Arena- Dueling Rings (One person per battle, but multiple battles)
Capitol- Fairhaven
4e: Arena- Imperial Tournaments (Winner gets 1 extra resource)
Capitol- Imperial Estates
4r: Arena- Fighting Pits (Loser has -1 penalty to rolls for rest of week, winner has +1 bonus)
Capitol- New Hope


Also, the star paths should cost two squares of movement (So you need the doubletime special). Personally I think 2e should be like rome if you couldn't tell by the location names.
#188

pigknight

May 27, 2009 17:36:36
Here's my ideas for the number locations (Stars and letters are to be determined)

  • Hellblaze's Lair
  • Wizard's Tower
  • Haunted Canyon
  • Void-Tainted Barracks
  • Light's Vanguard Chapel
  • Frozen Forge
  • The Plaguelands
  • Plain of Unfought battles
  • Mines of Dread
  • Nymph's Woods
  • Cathedral of the Forgotten ones
  • Glory Swamp

I like these.

Plus names for capitals and arenas:

2e: Arena- The Coliseum (Special: You can die in this arena)
Capitol- Emor
3e: Arena- Dueling Rings (One person per battle, but multiple battles)
Capitol- Fairhaven
4e: Arena- Imperial Tournaments (Winner gets 1 extra resource)
Capitol- Imperial Estates
4r: Arena- Fighting Pits (Loser has -1 penalty to rolls for rest of week, winner has +1 bonus)
Capitol- New Hope

I was thinking

2e: City of Towers
Arena: Sewer Arena

3e: Keep of the Kingdom
Arena: Onslaught Tournament

4e: Citadel of the Empire
Arena: Backstreets

4r: Rebellion Base
Arena: Training Grounds


Also, the star paths should cost two squares of movement (So you need the doubletime special)

I'll get around to naming the star paths. And star paths are supposed to be important strategical positions.
#189

half_dragon_infernal

May 27, 2009 17:41:22
PK, your names are generic that they can be used at first and then changed by people who populate that side.
#190

toastedamphibian

May 27, 2009 17:46:00
You could make it so that monsters respawn in star locations, and an empty star location always returns to monster controll.
#191

half_dragon_infernal

May 27, 2009 17:48:14
Good idea TA. Also, we could probably add more locations by making a sea around the borders of the map.
#192

half_dragon_infernal

May 27, 2009 19:07:19
Here's the letters:

a. Isle of the Dead
b. Castle Shadowpaw
c. Temple of Holy Vengeance
d. Defiled Desert
e. Infernal Bastion
f. Luscious gardens
g. Blood Battlefield of the Bundead War
h. Ziggurat Ruins
#193

spellwyrm

May 27, 2009 21:44:15
I've never played RISK, it never held my attention much. Oh well, I may bring in a certain Dragonborn if I find the time.
#194

half_dragon_infernal

May 28, 2009 14:15:54
Here's my idea for the stars:
Each star location requires one person to actively man it, doing nothing else for the day. As long as the person mans the star location, all allied people gain the bonus in parentheses.
i: Abandoned Tunnels (+1 node movement per day)
ii: Void Armory (+2 dice value when attacking)
iii: Glacial Mine (Those defeated in battle by the side holding this location cannot move the next day)
iv: Undead necropolis (The side holding this location gets a free Nuke special at 2/3's power 1/day)
v: Goblin Encampment (+3 max squad size)
vi: Rejuvenating Spring (Lose 1 less person per battle, gain one if you win)
vii: Poisonous Tar Pits (Kill an extra person per battle, and kill 1 person if you lose)
viii: Volcanic Caves (+2 dice value when defending)
#195

baneofelves

May 28, 2009 17:01:11
where are the unit creation rules?
#196

pigknight

May 28, 2009 17:02:32
~pg 5. After I became a hard ass.
#197

baneofelves

May 28, 2009 17:06:44
Are the character creation rules scattered throughout the thread, or is there a post that has ALL of it in one spot that I can look at? I still can't find it, I looked over pg 5, and all that was going on there was arguing about 2E.
#198

pigknight

May 28, 2009 17:08:22
Try pg4...
#199

baneofelves

May 28, 2009 17:09:56
I have no freaking idea where the character creation rules are, and it's getting annoying that I have to hunt for it. You have a ton of reserved posts on page 1. TIME FOR SOME UPDATES.
#200

pigknight

May 28, 2009 17:12:28
...I probably should.
#201

baneofelves

May 28, 2009 17:14:05
yeah, cuz if I have to go to this effort JUST TO FIND THE FREAKIN RULES, then I'm not playing.
#202

pigknight

May 28, 2009 17:14:32
Try pg 1.
#203

toastedamphibian

May 28, 2009 17:17:50
Try pg 1.

Hell no! Screw you pigknight! God you suck you lazy little.....
#204

baneofelves

May 28, 2009 17:18:56
hmm. I don't like the whole Fire Emblem rock paper scissors thing going on. I think I'll just RP.
#205

pigknight

May 28, 2009 17:20:04
The only think the rock-paper-scissors does is resolve ties.
#206

half_dragon_infernal

May 28, 2009 20:09:24
I'd also recommend using Reserved #2 for the map. Keep the numbers and letters though, and just have a key.
#207

half_dragon_infernal

Jun 02, 2009 19:19:50
PK, my names are on the last page.
#208

Armisael

Jun 04, 2009 9:53:33
So...when will we be starting? The RP'ing is kinda slowing down to a crawl now, since most of us don't have much left to do without battles.
#209

half_dragon_infernal

Jun 07, 2009 14:44:05
Arms, we should start another thread with you as GM. I'm too busy to GM now, only participate.
#210

pigknight

Jun 07, 2009 15:43:52
My interest has kinda fallen. So could one of your guys GM?
#211

Armisael

Jun 07, 2009 19:43:26
I wouldn't mind DM'ing. In fact, I'd actually like to quicken the pace of the game (that two-day downtime was a disaster sometimes), though I'll refrain from doing it. If someone else wants it, though, I'll be happy to DM. I'll just need a decent war-map. Could anybody sketch one with some instructions?
#212

pigknight

Jun 07, 2009 20:06:40
Now that I'm free of the EW I was thinking of doing an OTT Zombiepocolypse.
#213

Armisael

Jun 07, 2009 21:12:42
So...you're bailing out?

That's disappointing, Pig. If you're working on a project, finish it before jumping onto the next one.
#214

pigknight

Jun 07, 2009 21:15:31
#215

Armisael

Jun 07, 2009 21:18:22
Note that I don't mind a zombie project. I'm just saddened by you leaving the EW just as we're ending our first big arc. I'm still going to jump right into the zombie apocalypse, both for mechanics, fluff, and RP.
#216

pigknight

Jun 07, 2009 21:25:09


But ya, the EW just dragged on too long.

I need to figure out the Zombiepocolypse rules. But the general outline is:
~ Zombies try to kill Humans.
~ Humans try to survive.
~ Humans must complete "Missions" which will uncover the truth about the Virus.
#217

Armisael

Jun 08, 2009 5:59:01
I think I have an idea about how to run that. Should I go into detail about it?
#218

half_dragon_infernal

Jun 08, 2009 8:48:22
Both of you guys bailing on EW? Very dissapointing. Arms, would you please run this. PM KGM for the map, she should have it.
#219

Armisael

Jun 08, 2009 9:30:11
I'm NOT bailing. I'm just thinking about pulling doubletime and running both the zombie apocalypse AND the EW, since I've got a simply brilliant idea for the apocalypse. I wanna see Arms' story to a conclusion, you know, I'm not going to be the one who gives him up and lets him down. I'm never gonna desert him.