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Subject: 
BrikWars part XII: A Game of Thrones II
Newsgroups: 
lugnet.org.us.nelug
Date: 
Tue, 24 Jun 2003 19:22:38 GMT
Viewed: 
1322 times
  
Ever since the most recent BrikWars game, Shaun, Joe, Mike, and I have been
discussing various issues with the BrikWars rules in general, particularly the
Supernatural Powers supplement.

Some of this discussion resulted in Mike actually changing the official copy of
the BrikWars ruleset (only the SP supplement for now has changed). You can take
a look over the new rules as Mike as laid them out; and we've summarized them
again here for brevity.

In addition, Mike also suggested some other changes that seem to be 'destined'
to appear in some future version of the rulebook, even though he has not made
them 'official' changes yet. But we figured they were official enough (coming
from Mike and all) to obey them as if they were genuine rules.

Other things we kinda tinkered with on our own (more like 'house rules'), such
as "no lending SP's for opportunity actions" and buying resistances for units.
These would probably stay the same for all the future BrikWars games we play,
until such time as we find out that they need adjusting or Mike beats us with a
rolled up newspaper for making up our own rules.

Apart from that, some of the constraints for this upcoming game in particular
needed adjusting; most importantly being that we've wanted to slash the cap for
CP's spent on magic abilities in half.

Anyway, here's what we came up with:

==========================
I. Official Rule changes
==========================

1. When casting a spell, the base UR of the spell is now equivalent to the
number of SP spent on the spell.

2. "Spell skill" can be bought in 'SS' skill (1 CP per +1d6 'SS' skill), which
only affects skill roles when casting spells. SS skill limited to match base
skill of the unit.

3. Extra "spell skill" can be cast by any caster on him/her/itself to add to its
"spell skill" for that particular spell (not for all spells cast by the caster
on that turn). This spell-skill-boost is unlimited, and is bought at 1 SP per
+1d6 skill.

4. When spells fail, they either 'fizzle' (plain failure), 'misfire' (near miss
rules), or 'fumble' (see new ruleset)

5. Influence now is purchased at 1 SP per 1d6 influence. Furthermore,
resistances are now changed to be higher. Instead of +1, +2, +3, etc, they are
now at Skill x 2, Skill x 3, Skill x 4, etc.

===================================
II. Mike's suggested rule changes
===================================

1. Portals are now either 'beamings' or 'wormholes'

   A. Rules for Beaming & Wormholes
      i) portaled objects are only portaled in whole parts, no subdividing
objects
      ii) 'Difficult' portals (beaming a spaceman out of his suit, etc) incur
higher skill penalties (player discretion)
      iii) Objects not large enough to enter the portal do not affect the
portal, nor the object.
      iv) Objects of greater mass than the portal can handle *BUT* small enough
to fit within the area of the portal do not affect the object, but 'use up' the
portal.
      v) Failed portals (failed via bad UR roll) result in a roll on the
"Heisenburg Ker-Pow!" (HKP!) table
      vi) If an object has started portalling, but has not finished (IE portal
is deactivated somehow), use the HKP! table to determine the fate of the object.
      vii) Portals usually count as attacks since both starting point and ending
point must be 'aimed'.
      viii) Portal mages may 'blink' themselves away to other locations as
opportunity actions. Range is bought as normal by the unit's remaining SP's, but
the enemy controls the *direction* (horizontal only) of the destination.
'Blink's are instentaneous transports.
      ix) Portals are immediately apparent to nearby enemy units (IE the portals
emit a hum/light flash/puff of smoke/etc)
      x) Portal area is purchased differently than regular area. It is instead
purchased in 10-dot increments (any orientation) for 1 SP per 10 dots.

   B. Beamings
      i) Beaming is necessarily 1-way. Only the targetted object is affected.
      ii) Beamed objects appear at the end of their turn or at the beginning of
their next turn (decided between the beamer and beamee)
      iii) Beamed units, while unable to take actions after they rematerialize
(unless materializing at the beginning of their next turn) *are* available to
take opportunity actions.
      iv) Beamed objects retain velocity & orientation w/ respect to the
battlefield.
      v) When beaming 0-mass objects (such as a poisonous gas cloud or puddle of
fire), pay for area instead of mass.

   C. Wormholes
      i) Wormholes are always 2-way portals
      ii) Wormholes appear at the end of the turn on which they are cast (so
opponants can use them first)
      iii) Wormholes always have a duration of 1 round by default, unless SP's
are spent on duration.
      iv) Wormholes can be used to transport energy or matter.
      v) Wormholes MUST have area purchased for them to be effective.
      vi) The *back* side of one wormhole leads to the *back* side of the other
end.
      vii) Energy travelling through the portal arrives instantly (hence, units
may fire through portals)
      viii) Wormholes are not see-through-to-the-other-side-able, so aiming a
weapon through a wormhole is as the same as aiming at the same object without
the wormhole.
      ix) Wormholes are directional, so re-orienting objects/velocities is
allowed, however the wormhole will always retain the same orientation. If a unit
passing through the wormhole appears upside-down (determined by declared
orientation of the portal), *all* things passing through that portal emerge
upside-down.

2. Flamethrower style weaopns (note, this is not true if buying flame damage
with SP). The firing cone's position is determined as per usual UR and 'near
miss' rules, however EVERYTHING within the cone gets hit automatically. For
every 15 degrees beyond the initial 15, fire damage is reduced by a d6. Further,
for every 5" beyond the first 10", damage is reduced by an additional d6. Hence,
objects in the 1st 10" recieve full damage, objects at 11"-15" recieve -1d6 fire
damage, etc.

====================
III. "House" rules
====================

1. Resistances can be bought in +1d6 increments for 1 CP in one of 6 categories:
poison, fire, energy, stun, piercing, and 'regular'. Resistances are added to a
unit's AV when applicable.

2. The 'no flesh' rule is now disallowed. Resistances must be purchased as
above.

3. Not really a change, but fire/energy/magic/lightning attacks do not receive
any height bonus

4. Although not explicit in Mike's rules, we figured thanks to the time delay,
portals cannot be used as opportunity actions to deflect attacks. Hence, if
someone shoots an arrow/breaths fire/etc, a portal mage cannot simply portal the
projectile/energy away as an opportunity action.

5. SP cannot be lent for opportunity casting

=====================
IV. Game guidelines
=====================

1. The CP cap is 1000 per player (most likely 2000 CP per team) and is more
strict.

2. The SP cap is at 125 CP's that can be spent on magic (SP's, indexed
abilities, etc), per player (most likely 250 CP's per SP per team)

3. The unit CP cap is a strict 50 CP's

4. The unit SP cap is set at 30 CP's that can be spent on magic abilities.

5. 1 'leader' unit is allowed per team, at a unit cap of 60 CP's.

6. Resistance may only be purchased in 1 or 2 categories per unit, but those two
categories cannot be both 'piercing' and 'regular' damage. Further, the
resistances have to make sense. Piercing and 'regular' damage resistances, for
example, should be treated as extremely rare. Examples: Humans are not resistant
to piercing weapons, since they're made of flesh. A scarecrow, however, might be
resistant to piercing weapons. A horse isn't resistant to stun weapons, but a
gelatenous blob might be.

7. No more than 2 'SS skill' improvements may be made per unit

DaveE



Message has 4 Replies:
  Re: BrikWars part XII: A Game of Thrones II
 
(...) I thought I'd chime in and do a couple small clarifications, but only to the 'suggested' rules so they're not set in stone: (...) Anything travelling through a Wormhole, energy or otherwise, arrives instantly. Anything being Beamed disappears (...) (21 years ago, 24-Jun-03, to lugnet.org.us.nelug)
  Re: BrikWars part XII: A Game of Thrones II
 
(...) I'd suggest that this be changed - A unit shooting through the wormhole needs to calculate (in it's head) relationships between 4 objects: The shooter, the portal entrance, the portal exit, and the target. Add to this the fact that it's (...) (21 years ago, 25-Jun-03, to lugnet.org.us.nelug)
  Re: BrikWars part XII: A Game of Thrones II
 
Just out of curiosity, how come you NELUG types don't always cross-post these discussions about BrikWars games and rules to lugnet.gaming.brikwars? -The Rev. Brendan Powell Smith (21 years ago, 25-Jun-03, to lugnet.org.us.nelug)
  Re: BrikWars part XII: A Game of Thrones II
 
(...) Ooh, Ooh, I just thought of something. Hadn't we also specified for this game that any multiple bonuses (for attributes, damage, etc.) have to be reduced to D6's as far as possible? That is: +1 --> +1 +2 --> +2 +3 --> +1d6 +4 --> +1d6+1 +5 --> (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)

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