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  1. #1
    Prince Louis of France (KotF) Member Ramses II CP's Avatar
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    Default Re: Tournament rules brainstorming thread

    Quote Originally Posted by Cecil XIX View Post
    I love this idea. Perhaps the winner gets the hand of the princess?
    I think the Princess, since she is being played, might want to stay 'in play' a little longer. Plus a fine horse (Movement bonus retinue, right?) and a King's challenge ought to be enough for knights and nobles to answer the call at the start here.


  2. #2

    Default Re: Tournament rules brainstorming thread

    Or perhaps the winner would get to lead one of the houses?

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    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: Tournament rules brainstorming thread

    If that is really too much to gain for a simple tournament...

    And what if the King won ? No, a simple gift of a fine horse or fine weapon would be more suitable and is much more related to what would have happened at the times.
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    Default Re: Tournament rules brainstorming thread

    Quote Originally Posted by Tristan de Castelreng View Post
    If that is really too much to gain for a simple tournament...

    And what if the King won ? No, a simple gift of a fine horse or fine weapon would be more suitable and is much more related to what would have happened at the times.
    I'm fine with that.

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    Cthonic God of Deception Member ULC's Avatar
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    Default Re: Tournament rules brainstorming thread

    Econ, are you going to consider my suggestions, or do I have to put up my system?

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    Senior Member Senior Member econ21's Avatar
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    Default Re: Tournament rules brainstorming thread

    Quote Originally Posted by YLC View Post
    Econ, are you going to consider my suggestions, or do I have to put up my system?
    Hi YLC, I have considered your suggestions - detailed responses follow. In general, I am open to suggestion if a compelling case can be made that I have overlooked a relevant trait or retinue, but otherwise I am pretty happy with the system as it is.

    You are welcome to put up your system and let Zim pick.

    Quote Originally Posted by YLC View Post
    Also, it is not clarified, but I would like it that each successful die by the attack does 1d4, to a total of 2d4.

    Having one die win, and the other fail, makes it hard to resolve fairly, and doesn't seem to be addressed by the current system.

    So, each successfully landed blow deals 1d4, and if holding back, does 1d2 instead.
    In my system (partly stolen from the Gamesworkshop LotR game), the die rolls and the damage are separate. Although the number of die rolls you make are called attacks, each die roll is not really a separate attack that can hit or miss, and so does it's own damage. It's an abstract way of resolving who "wins" the round - makes any hit at all, if you like. The hit is then resolved separately.

    I don't think there is anything unfair about not tying damage to specific die rolls. It's just a different system.

    Quote Originally Posted by YLC View Post
    I just want Econ to implement two things -

    Have more positive fight score modifiers
    I am open to specific suggestions - I went through the traits and retinue on this link:

    http://70.40.209.33/totalwar/retinue...ance&c=general

    but am worried it misses any (people have been talking about weapons as retinue, but maybe that was a Stainless Steel thing).

    I am leery about bringing in traits that just affect command, chivalry or dread, however, as they are too many and not specifically linked to physical prowess . A veteran general will already will get (a) lots of attacks due to valour; (b) lots of HP due to the scarred trait, likely; (c) a good smattering of other eligible traits, like brave.

    I don't want to make the infantry general trait eligible, as I think that is to do with command rather than prowess. The cavalr general one I am letting in, because I can't see a good cavalry general not being a good rider and I envisage most duels starting with a joust.

    Enable dynamic dice - allowing you to conserve dice during one phase to use them in another phase.
    I think this is just introducing some complexity to little gain. The damage is pretty high - 2d4 per turn and you only have 8 HPs - so I imagine most people will want to roll all their dice.

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    Cthonic God of Deception Member ULC's Avatar
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    Default Re: Tournament rules brainstorming thread

    Quote Originally Posted by econ21 View Post
    Hi YLC, I have considered your suggestions - detailed responses follow. In general, I am open to suggestion if a compelling case can be made that I have overlooked a relevant trait or retinue, but otherwise I am pretty happy with the system as it is.

    You are welcome to put up your system and let Zim pick.
    Hmmm...

    Quote Originally Posted by econ21 View Post
    In my system (partly stolen from the Gamesworkshop LotR game), the die rolls and the damage are separate. Although the number of die rolls you make are called attacks, each die roll is not really a separate attack that can hit or miss, and so does it's own damage. It's an abstract way of resolving who "wins" the round - makes any hit at all, if you like. The hit is then resolved separately.

    I don't think there is anything unfair about not tying damage to specific die rolls. It's just a different system.
    I understand that, what I am saying is that you have say, 3 dice for an attack, to see if any number of attacks hit, in your example - they are not separate and you might as well bring it down to one die. What if the attacker roles 2, 2, and 5? And the defender rolls 3 and 4? Both win one and lose one, and I don't think it would be fair to have the defender suffer because of that, since that is the most likely outcome - each side loses one, and wins one.

    Thus, each successful attack, since each die rolled would count as an attack, up to two of course, deals 1d4 damage, and if holding back, deals 1d2 damage instead.

    Quote Originally Posted by econ21 View Post
    I am open to specific suggestions - I went through the traits and retinue on this link:

    http://70.40.209.33/totalwar/retinue...ance&c=general

    but am worried it misses any (people have been talking about weapons as retinue, but maybe that was a Stainless Steel thing).

    I am leery about bringing in traits that just affect command, chivalry or dread, however, as they are too many and not specifically linked to physical prowess . A veteran general will already will get (a) lots of attacks due to valour; (b) lots of HP due to the scarred trait, likely; (c) a good smattering of other eligible traits, like brave.

    I don't want to make the infantry general trait eligible, as I think that is to do with command rather than prowess. The cavalr general one I am letting in, because I can't see a good cavalry general not being a good rider and I envisage most duels starting with a joust.
    Some things, like Stoic, Disciplined, Energetic, Tactical Skill, VictorVirtue, DecevierVirtue, Natural MilitarySkill, Good Risky/Defender/Attacker and even GoodInfantryGeneral could all be in, because each is the nature of a person, and that would also have an impact on a duel, even if it is slight.

    For example - Stoic would make a person hard to read, making it more difficult to predict his attack pattern. Disciplined would be someone who doesn't go off and take the first strike he can - preferring to wait until the right strike comes along. RiskyAttacker/Defender can be in because the general experienced in it, has experience actually doing it - fewer men means he must become more involved directly in the battle. GoodInfantryGeneral for balance mostly, and that if someone knows how infantry works, usually it indicates they know how to be a good infantryman themselves, if not having been one previously before promotion.

    Quote Originally Posted by econ21 View Post
    I think this is just introducing some complexity to little gain. The damage is pretty high - 2d4 per turn and you only have 8 HPs - so I imagine most people will want to roll all their dice.
    Taking into account my changes, this allows for more flexibility with tremendous gain. If, say, you want to land all your hits to deal 2d4, and you have 3 dice, then you can remove one from your defense phase, and use it in your next phase, significantly increasing the chance you will land a hit. I of course would do this at almost every turn if I have the valor to do so - if I can guarantee that I can deal 2d4 per turn, where as my opponent is not sure if he will deal 1d4 to begin with, then I have created an advantage for myself.

    The reverse is true - take away some from attack, and add it to defense, and simply wait your opponent out, whittling him down little by little.

    It allows for greater depth, allows people to make greater tactical decisions, and force them to start "thinking like my opponent." It creates a psychological guessing game.

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