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 House rules for Ninja All Stars 
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Ninja Corps
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I will collect house rule additions/modifications here in this thread. If you have any ideas for these, please feel free to post them in this thread. Or if you have seen ideas elsewhere, feel free to repost them (and where they came from ideally), or direct us to them from here.

The categories (which are not permanent, if there is need for new ones to be added) will hold the following. The league section will have suggestions for use in league play. This section has a subsection called league shop. That will be dedicated to ideas for good/services/whatever that could be purchased during a league using koku beyond ninjas and ronin. The clan section will cover ideas pertaining to specific clan models. Such as cost/stat alterations, new heroes, alternate versions of existing ninja, etc.. This also includes A section for ronin, even though they aren't specifically a clan. General is a catch-all for anything that doesn't fall specifically under any other section. Things like changes to how a status condition may work or alternate rules for shrines or anything like that. If any one topic starts to see a lot of rules in the general area, it may be relocated to it's own subheader.

If any idea is largely un-tested, I will try and mark it as that until sufficient feedback from testing has helped finalize a house rule as something fair and usable.

If I transcribe a rule from you, but messed up somewhere, let me know (in PM) and I will correct the mistake ASAP.

League

Alternative advancement by Dr. Despair (un-tested)
Replace existing XP and advancement rules with the following
- Every X number of games (X being determined at the beginning of the league) advance your whole team one level, and gain the benefits on the following track:
- Level 0 - No benefits (starting level)
- Level 1 - All ninja choose 1 keyword matching their affinity(s) or general
- Level 2 - All ninja choose 2 keywords (for a total of 3) mayching their affinity(s) or general
- Level 3 - Each ninja chooses individually to 1) choose a new affinity and keyword matching any of it's affinities or general or 2) Choose a single moon card effect that this ninja may use once per game (if the effect targets a friendly ninja, the assigned ninja must be the target)

Player Draft (additional league rule) by Homedrone (un-tested)
Note: Much of the specifics of this additional rule will be determined by the league ninja master.
When the tournament (as determined by the ninja master) concludes all players put their players into a "draft pool".
Then, in an order determined by the ninja master (examples being tournament winner first, or last place first, or totally randomly) each participant in the tournament chooses one of the ninja in the pool to draft into their team. There are no clan restrictions on the choices the players are allowed to make. Ninja are chosen until there are none left in the pool.
Optional tweaks to the draft:
- One of these two will be mandatory to choose: Either the players put all players except their chunin into the draft pool or the first round of the draft pick must be choosing a chunin for your team.
- draft choices may be limited by the maximum allotment of a type of ninja based on the drafting player's chunin's clan. Any minimums (for example, minimum 2 yajiri for Tanchyo) that are not met by the end of the draft are filled with inexperienced version of that clan's type of that ninja.

Alternative ninja injury (ninjury?) rules by Usagi (un-tested)
These rules completely replace the rules that involve rolling a die for each ninja in the healing house at the end of a game.

Whenever a ninja is moved from the healing house to the training grounds mark that injury next to their entry on the team roster. Any injuries beyond 3 in one game are not tracked. After the end of the game, for each ninja that has injury marks, roll 1 die for each mark. If any of the dice match, making a pair, that ninja is subject to injury effects based on what matching set is rolled.

- Earth: This ninja must sit out the next match
- Air: This ninja gains a persistent injury. Each persistent injury counts as a KO when rolling for injuries as the end of each game. (this still can not exceed 3 dice). This ninja also misses the next match.
- Spirit: Reduce the KO count of another ninja who has yet to roll by 1 or healing a persistent injury on this ninja
- Void: Excessive injuries require extensive healing over the rest of the season (remove the character from your roster permanently). If this ninja is a Chunin it instead gains a persistent injury (as per he air element result) and misses the next 2 games.
- Fire: This ninja must sit out the next two matches
- Water: Gain 2 XP or heal a persistent injury on any friendly ninja. However, this ninja misses the next match.

If a ninja is sent to the healing house for any reason other than injury, they will not gain a mark when moved to the training grounds. If a ninja leaves the healing house via the use of the regeneration key word that do not gain a mark. If a ninja only has 1 mark, they can not roll doubles and can not suffer any effects. After all rolls have been resolved, erase all injury marks that don't come from persistent injuries.

If a ninja is missing a match they are not counted into the team's total rating for the missed match(s).

If a ronin is missing a match, they must still be paid their upkeep cost.

If a ronin is removed from a roster for needing extensive healing they become available in the pool of ronin again to anyone. Even the team that just retired that ronin. But the ronin must be paid for in full again. This only applies if you are using a rule that makes ronin limited or unique in your league.

Alternative injury system (harsher version) by obligatorysalmon (un-tested)
These rules completely replace the rules that involve rolling a die for each ninja in the healing house at the end of a game.

Whenever a ninja is injured roll 2 dice. If you roll doubles, apply the corresponding effect to the ninja:

- Fire: -1 Att
- Earth: -1 Def
- Water: negate use of 1 keyword ability
- Wind: -1 Mov
- Void: any two of the above four penalties
- Spirit: heal one penalty from your ninja

If any ninja has 4 total penalties at any time they are forced to permanently retire from your team.

Alternative injury system (harsher version) second version by obligatorysalmon (un-tested)
These rules completely replace the rules that involve rolling a die for each ninja in the healing house at the end of a game.

Whenever a ninja is injured, roll two dice. If doubles are rolled you choose one of the following results:

- no penalty
- -1 Att
- -1 Def
- -1 Mov
- -1 keyword ability

Each result may only be chosen once. If all 5 results have been chosen, the ninja must retire from your team permanently.

Adding shrine ninja to clans by Usagi (un-tested)
To add a shrine ninja to your roster, you must pay the listed base cost. hired shrine ninja counts towards the maximum, but not the minimum, allowance of that type of ninja on a team. For example, a team that requires 2-4 kaiken must have at least 2 kaiken of it's own clan but may not have 4 from it's own clan, as well as a shrine kaiken of any element. It would be limited to 3 clan kaiken if it wanted to include a shrine kaiken.
Base costs:
- Kaiken: 12 koban
- Kunoichi: 10 koban
- Yajiri: 9 koban
- Madoushi: 15 koban

Hired shrine ninja may gain XP like other ninja and make advancement rolls like any other ninja. However they have upkeep costs like Ronin do. The upkeep cost of a hired shrine ninja is determined by the relative element and type of the ninja. The base upkeep is 0/1/2 koban. This is if the ninja is the same element/different element/opposing element of your main clan. So, a Yamazaru clan would have a base 0 upkeep for earth shrine. A base 1 for void, spirit, water and fire. And a base 2 for Air shrine. This is augmented by the type of ninja. Kaiken and Kunoichi have +0 koban upkeep. Yajiri have +1 koban upkeep. Madoushi have +2 koban upkeep.

Optional-optional rule: Any ninja who's upkeep isn't paid may be hired by other teams, like ronin. They follow all the same rules for recruiting a new shrine ninja (regarding allowances). Their upkeep is adjusted to fit the new team they are on. Their base cost in increased by 5 per level they have gained. They retain all experience (and injuries, if you are using any persistent injury optional rules).

League Shop

Alternative team handicapping rules By Usagi (un-tested)
This rule is meant to fully replace the official rules for bonuses to teams with lower team ratings.

Base handicap: multiple the difference in team rating by 5. The lower rated team gains the result in Koban to spend in the ninja shop. For example, a team rated 12 versus a team rated at 16 would result in 20 koban for the team rated 12.

This koban is temporary, and will be lost after the beginning of the game, if not spent in the shop. Either team may spend their own, saved, koban in this shop before the game as well.

Purchases in the shop are made during the "choose teams" phase of setup. Before scenario is determined or any board set up.

All purchases are only usable in the current game (unless otherwise stated) and are lost, even if unused, at the end of the game.

Choices:
1KB:
- Poisoned Shuriken Token: You may discard this token when any ninja makes a shuriken attack. Regardless of the outcome of the attack if the attackers die comes up water, the defender is poisoned. If it comes up air the defender is slowed. If it comes up spirit, the defender is cursed.

2KB:
- Reroll Token: As per reroll tokens in the manual
- Smoke Bomb Token: At the beginning, or end, of any ninja's movement you may discard a smoke bomb token to create obscuring terrain in that ninja's influence zone. This terrain remains until the end of the round.

3KB:
- Expired Tea: When you send an opposing ninja to the healing house, you may use this to add a delay token to that ninja.
- Healing Incense: During your upkeep you may use this item to move 1 additional ninja from the healing house to the training grounds.
- Fire Scroll: When one of your ninja is attacked you may use a fire scroll to skip normal combat and immediately resolve the attack as though the fire element were chosen. If the attacker has Precision Strike, it is ignored when resolving this attack.

4KB:
- One Koban: You may add one koban to your team's total. This remains even after the game has ended. (max 6)
- Moon Charm: You may discard a Moon Charm when playing a moon card to use the second effect even if it is not currently the proper moon phase.
- Decoy Log: When one of your ninja is attacked or ranged attacked you may use a Decoy Log to skip normal combat an immediately resolve the attack as though the wind element were chosen. If the attack was ranged, the wind element still takes effect as normal.

5KB:
- Invisibility potion: You may use the potion to place 1 more ninja on the field than the maximum allowed. This may be done during setup or during the deployment of models during upkeep of any round. In either case, the last ninja placed will automatically be in stealth, regardless of scenario rules.

6KB:
- Acupuncture Treatment: Choose one ninja on your team and roll two dice. That ninja may choose any one keyword from the general list or any element the rolled dice match. If doubles are rolled the ninja may choose a keyword from the general list, the rolled element or may take the level up bonus associated with the doubles. For example +1 attack for double fire element or +1 defense for double water.
- Moon Power Token: As per the moon power token bonus in the manual.

8KB:
- Commemorative Forehead Protector: You may choose one additional All-Star at the end of the game. It must be different from any other chosen All-Star this game. The bonus XP is not lost at the end of the game.

Temporary Ronin:
Any ronin (still respecting league specific rules, such as unique ronin) may be hired with bonus koban. To do so, half the base cost of the ronin (rounding down) and add it's upkeep cost to that to get it's single game cost. For example Howl & Yip would cost 16KB. They have a base cost of 23. Halved and rounded down becomes 11, plus their upkeep cost of 5 is 16.

Additional handicap option for lower-rated teams by fen (un-tested)
A team with a lower rating may trade in re-roll tokens to hire ronin for a single game. Two reroll tokens may be traded in to hire a ronin with a hiring cost from 1-19 koban. Three reroll tokens may be traded in to hire any ronin with a cost of 20+.

Clan

Tora

Yamazaru

Kitsune

Tamamo no Mae change by iamfanboy (un-tested)
Replace her ability with:
Alluring Perfume: Even if Tamamo no Mae is in Stealth, her Influence Zone is still active as though she were not in Stealth.

This means dodges would be required to move away from her and she could assist in combat, even while in stealth.

Ika

Tanchyo

Ijin

Ronin

Cheaper ronin (general ronin hiring change) by Dr. Despair (un-tested)
When hiring ronin a player pays for the ronin as normal and pays upkeep for them normally as well. However, when the ronin is let go from the team roster, the player regains the original cost of the ronin to their treasury. This "deposit" is not returned if the player could not pay the ronin's upkeep, and the ronin left the team because of that. If the ronin is temporarily injured (forced to miss matches) only half of the original deposit, rounding up, is returned to the player's treasury.

General

Increased Moon Card Cycling by Ashlian (un-tested)
Replace the relevant upkeep phase choices with:
- draw 3 moon cards
- remove all stun from 1 model + draw 1 moon card
- move 1 additional ninja from healing house + draw 1 moon card
This does not affect maximum hand size and a player must discard down to 3 cards if they go over, still.

Increased stun potency by Wolf357 (un-tested)
Replace the text for stun with:
A Stunned model cannot assist. When a model gets three Stun tokens, it is immediately Injured. At the beginning of a model’s activation, remove all Stun tokens on it. If the model removed one stun token the model may either move or take an action, it may not do both. If the model removed two stun tokens it can neither move nor act (but may still perform and abilities that do not require a movement or action).

Combat/Dice

Less Random Combat Dice by hmtksteve (un-tested)
When choosing the results of a combat, after re-rolls and cancellations, if there are any dice remaining that are doubles (E.G. two fire results) the chooser may chose the doubles, and shift the results along the moon phase track from the symbol matching the chosen result to either of the adjacent results. For example, a fire result could be turned into a void or earth result.

Critical Hits (revised) by obligatorysalmon & Usagi (un-tested)
When choosing the results of a combat, after re-rolls and cancellations, If there are any dice in the dice pool that match your chosen result die you may modify the effect of your chosen result dependent on the element chosen (these effects are all in addition to the normal result of a chosen element):
- Air: The attacker may move the defender one additional space per additional die
- Earth: The ninja that chose the results gains +1 def per additional die until upkeep
- Fire: All models in the attacker's influence zone, including the attacker, gain one poison token per additional die
- Spirit: The attacker gains one delay token per additional die
- Void: The defender gains one delay token per additional die
- Water: After moving the attacker, and before placing the defender, move all ninja in the attackers influence zone 1 space away from the attacker per additional die. Then the defending ninja is placed. This movement ignores terrain and influence zones.

Optionally, players may choose to replace additional dice with the moon phase. E.G. void results will only give delay tokens during the void moon, but will always give a delay token during the void moon. Additionally, both methods may be combined. If so, whatever the current moon is is considered to be one additional die of that result, in addition to what is actually rolled.

Choosing to use additional dice for additional effect is optional and up to the person choosing. So, an attacker who rolls an unfortunate number of spirit results may chose only one, and not be forced to delay themselves, for example.

Void Backlash by homedrone (untested)
When choosing a void result in combat, the attacker receives a stunned token as well.


Last edited by Usagi on April 25th, 2016, 7:20 pm, edited 21 times in total.



January 12th, 2016, 9:11 pm
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(for the future, if needed)


January 12th, 2016, 9:12 pm
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I just read through the rules and unboxed my pledge, and I decided that for a long-term tournament, since nobody can actually DIE, I ll have to houserule a sort of death/retirement thing into it. Mostly because, while not a very popular mechanic when it happens to you, is one of the best mechanics to reduce the "got the perfect advancement rolls" supermodel issues in Blood Bowl. (Hello there, AG 5 STR 4 Wardancers!)


January 15th, 2016, 11:58 am
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Yeah. I was hoping they would add something like optional extended campaign rules like that myself. Another thing that I know I will work on is uses for koban beyond hiring ronin. They altered the team handicap rules (for the better, they actually do something now :P) to include things liek earning more money...but nothing really to do with the money. I also suspect I will be working on additional/alternative "incentives" for underdog teams as well. Taking inspiration from Blood Bowl, those incentives could be something to spend actual money on as well.


January 15th, 2016, 6:10 pm
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Janken is a nice thematic idea but with 3 or 4 people it's just a pain to decide initiative. I prefer d20s.
I'm not sure you will be able to make monster ninjas from the experience needed to advance at later levels, as it'll really hinder the rest of your clan but we will see.


January 15th, 2016, 7:42 pm
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EarthwormBen wrote:
Janken is a nice thematic idea but with 3 or 4 people it's just a pain to decide initiative. I prefer d20s.
I'm not sure you will be able to make monster ninjas from the experience needed to advance at later levels, as it'll really hinder the rest of your clan but we will see.


They to put forward an alternative of just making a team affinity test and whoever gets most hits wins initiative. I, for one, will likely just do alternating/round robin initiative and only randomly determine it once.


January 15th, 2016, 8:59 pm
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Again, i thought that to be a slow method especially with 4 players. I think that using a d20 just speeds everything up at a clean up step


January 16th, 2016, 6:53 am
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Am thinking of replacing the existing XP-based progression system for ninja with a simple one of discrete team levels. XP based progression is a good system if you're running a league in your FLGS as it needs to work with different league rulesets but for home games or elimination tournaments there is room for optimisation with regard to ease of use, expanding the meta and freedom of customisation. Hence I was thinking of using a system with discrete team levels something like the following (effects are cumulative):

Level 0 - no changes
Level 1 - Each of your ninja gains a keyword
Level 2 - Each of your ninja gains 2 keywords
Level 3 For each of your ninja, choose 1: It gains a new affinity and a new keyword; or it gains a Moon card.

Ninja can still only gain keywords from the general list or the list(s) matching their affinity(s). Gaining a Moon card means that once per game the ninja may evoke the effect of the Moon card assigned to them. If Moon card affects friendly ninja it can only affect the specific ninja it is assigned to.

Content of levels is still WIP. The step from levels 1 to 2 or 2 to 3 should feel as significant an increase in power as the step from 0 to 1. The option in level 3 will allow the player to choose between advancing the ninja in their existing element or picking up a new one. Might expand the count to 6 levels to fit the six element theme of NAS but would need to keep heroes and ronin from being outclassed or the game bogging down with ability bloat.


January 17th, 2016, 7:15 am
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Dr. Despair wrote:
Am thinking of replacing the existing XP-based progression system for ninja with a simple one of discrete team levels. XP based progression is a good system if you're running a league in your FLGS as it needs to work with different league rulesets but for home games or elimination tournaments there is room for optimisation with regard to ease of use, expanding the meta and freedom of customisation. Hence I was thinking of using a system with discrete team levels something like the following (effects are cumulative):

Level 0 - no changes
Level 1 - Each of your ninja gains a keyword
Level 2 - Each of your ninja gains 2 keywords
Level 3 For each of your ninja, choose 1: It gains a new affinity and a new keyword; or it gains a Moon card.

Ninja can still only gain keywords from the general list or the list(s) matching their affinity(s). Gaining a Moon card means that once per game the ninja may evoke the effect of the Moon card assigned to them. If Moon card affects friendly ninja it can only affect the specific ninja it is assigned to.

Content of levels is still WIP. The step from levels 1 to 2 or 2 to 3 should feel as significant an increase in power as the step from 0 to 1. The option in level 3 will allow the player to choose between advancing the ninja in their existing element or picking up a new one. Might expand the count to 6 levels to fit the six element theme of NAS but would need to keep heroes and ronin from being outclassed or the game bogging down with ability bloat.


How does one determine when, in this variant, a teal would advance?


January 17th, 2016, 7:36 am
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Usagi wrote:
How does one determine when, in this variant, a teal would advance?


After X games for a simple elimination tournament, or pick and choose when playing a one-shot game. Not very flexible which is why it wouldn't work for a FLGS league but then that's what the rulebook rules are for.


January 17th, 2016, 8:22 am
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I'll probably implement buying team re-rolls for league play just like Bloodbowl and up the match winnings amount and maybe a death rule... ninjas could have health insurance that pays back some koban to mitigate the loss of a player somewhat :D

I need to have a few more games first but I'll probably do something to make dodging easier.


January 18th, 2016, 9:41 pm
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Madrox wrote:
I'll probably implement buying team re-rolls for league play just like Bloodbowl and up the match winnings amount and maybe a death rule... ninjas could have health insurance that pays back some koban to mitigate the loss of a player somewhat :D

I need to have a few more games first but I'll probably do something to make dodging easier.


Yeah, the "more things to spend money on" is a big one for me to (help) flesh out as well. It seems things can plateau fairly quickly and income becomes nothing more than maintaining a couple ronin you may or may not want at that point. Hopefully this thread will be able to have a whole section for that where folks can pull the ideas they like and use them from.


January 18th, 2016, 10:36 pm
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Dr. Despair wrote:
Usagi wrote:
How does one determine when, in this variant, a teal would advance?


After X games for a simple elimination tournament, or pick and choose when playing a one-shot game. Not very flexible which is why it wouldn't work for a FLGS league but then that's what the rulebook rules are for.


I Added your idea to the top the way I read it to be. Let me know if I got anything wrong.


January 19th, 2016, 1:17 am
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The only house rule I've decided on is that ranged attacks should be able to benefit from back strikes.


January 19th, 2016, 6:22 am
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I was thinking about changing the combat system.

1. Attacker rolls dice
2. Rerolls / Cards / effects may be used
3. Defender decides, which of the Attacker's dice he wants to counter. He chooses, how many dice he wants to use for each, as long as his DEF value is not surpassed.
4. Defender rolls dice
5. Rerolls / Cards / effects as usual
6. Cancellations as usual
7. combat effects as usual

the intention is to give the defender more choices. effects which may tactically be better or worse can be treated better.

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January 19th, 2016, 12:40 pm
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- Xris- I'm not sure I understand what you're saying. The defender must attack specific rolls, and roll against each die individually?

Go ahead and try it out, but it seems to me like that would slow the game down, and change balance in favor of the attacker (which the game already favors). But it doesn't sound to me like it would add a whole lot of important choices to the game.



- Dr. Despair- the biggest trouble your XP style will have is the fact that everyone levels up together.

That leads to players forgetting their rules more often (by a lot). It also makes the leveling ninjas feel less like individuals (in league games, players start having vendettas against specific characters- it can be a lot of fun).

I'd prefer a system that can get everyone at the same level, but levels them up separately.

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January 19th, 2016, 4:17 pm
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A minor house rule regarding advancement rolls - any double allows you to CHOOSE from +1 atk, +1 def, +1 mov, or new affinity. (If I roll doubles on an advancement roll, I want it to mean what I want it to mean)


Last edited by Arydis on January 19th, 2016, 4:43 pm, edited 1 time in total.



January 19th, 2016, 4:28 pm
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To make the combat bit quicker and less confusing I did the following:

- Using the attack and defend dice from Arcadia Quest I decide if the attack hits or not. So attacker rolls the black dice and defender the white dice, again from AQ;
- If the attacker wins he rolls the elemental dices equals his attack;
- If defender wins, nothing happens.

Example:

Attacker has 4 ATK melee and defender has 3 DEF.

Attacker rolls 4 black dice from AQ and the result is: sword, sword, crit and bow.
Sword = 1 hit
Sword = 1 hit
Crit = 2 hit
Bow = Miss(in this case)
Total = 4

Defender rolls 3 white dice from AQ and the result is: blank, crit, shield.
Crit = 2 block
Shield = 1 block
Blank = Miss
Total = 3

Attacker wins and now rolls 4 elemental dice and then choose 1 between them. No need to match any symbol and yes, white elemental dice has no use.

Using AQ dice attacker has more chances to win the battle, reducing the "wasted attacks" percentage. Despite the extra roll per attack I felt like things were flowing better.

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January 19th, 2016, 4:36 pm
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@Usagi Spot on transcription. Thanks! :D
@odinsgrandson Eeyup, that'll happen. I'm visualising this proposed system as being more useful for small player groups who want a tighter crunchy PvP system rather than for larger groups who want a fluffy league saga. I cannot help but be biased towards the way I expect to play NAS :)
@Xris I think I'm interested but as with Odin I'm a little confused. So the defender has to pre-assign dice to a particular enemy result? Wouldn't that make it harder for the defender to counter dice since they have to assign rather than just use their whole dice pool?
@kawauti Don't know AQ dice but it sounds like your system is a bit like SDE where each side rolls to beat the other's score. Would it work with SDE dice?


January 19th, 2016, 4:48 pm
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kawauti wrote:
To make the combat bit quicker and less confusing I did the following:

- Using the attack and defend dice from Arcadia Quest I decide if the attack hits or not. So attacker rolls the black dice and defender the white dice, again from AQ;
- If the attacker wins he rolls the elemental dices equals his attack;
- If defender wins, nothing happens.

Example:

Attacker has 4 ATK melee and defender has 3 DEF.

Attacker rolls 4 black dice from AQ and the result is: sword, sword, crit and bow.
Sword = 1 hit
Sword = 1 hit
Crit = 2 hit
Bow = Miss(in this case)
Total = 4

Defender rolls 3 white dice from AQ and the result is: blank, crit, shield.
Crit = 2 block
Shield = 1 block
Blank = Miss
Total = 3

Attacker wins and now rolls 4 elemental dice and then choose 1 between them. No need to match any symbol and yes, white elemental dice has no use.

Using AQ dice attacker has more chances to win the battle, reducing the "wasted attacks" percentage. Despite the extra roll per attack I felt like things were flowing better.


With no judgement as to weather or not this is a solid house rule I'm not going to include it in the main post. As a rule, I will not include rules that require external paraphernalia specific to other games. Generic external stuff (like non-custom poly dice or generic markers/coins) I will include. But I want the included rules to try to be as readily available to anyone who wants to use them as possible.


January 19th, 2016, 4:56 pm
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