Include a Suplements chapter on the Rulebook?

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Include a Suplements chapter on the Rulebook?

Yes
18
82%
No
4
18%
 
Total votes: 22

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IVhorseman
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Post by IVhorseman » Wed Jan 21, 2009 1:19 am

Rayhawk wrote:But I can't break them off into their own chapters because both of them would be "Chapter M" and that'd just be confusing (although funny).
You and I know that it's far funnier than it is confusing.

Regardless, if you ask me, I'd either make an extra chapter for Specialty Figs and plop all your non-standard trooper minifigs in there (ninjas, snipers, mediks, mechaniks etc.), and just leave it for dumping grounds for every new class or whatever gets popular.

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Post by RagnarokRose » Wed Jan 21, 2009 1:28 pm

Well, you could add another chapter - CHAPTER 7.5 : EXTENDED CLASSES! - to chapter 7, thereby extending the rulebook. I don't think you should add another book. It would just make it more daunting to newcomers, and looking more like the 2001 rules, which, in my opinion, is not necessarily a good thing.

Oh, and thanks for the link. This looks cool...
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Post by Rayhawk » Thu Jan 22, 2009 12:37 am

I like to put the new classes into the rules section that they help illustrate though, so Mechanik is almost certainly going into the first half of chapter 7. Mediks are more likely to get set aside for a Specialists chapter, since they aren't as closely tied to a section of the main rules.

If I do make the Specialists chapter, who should go in it? Recaps of all the existing guys, obviously, just to have them collected in one place. I think the characters we've established over the past year of forum time as being able to add unique gameplay elements are:
  • 6. Medix (+ introduce injuries rules; possible room for Bionix or at least Pirate Medix?)
    7. Scouts (+ introduce traps and terrain hazards rules)
    8. Ninjas (+ introduce stealth rules)
    9. Snipers (need more playtesting for game/pacing balance)
    10. Gunners (for high-Use siege weapons)
    11. Heavy Weapons Guy (working title) (+ introduce automatic/spray weapons rules)
Am I forgetting anyone important?

Oh yeah, Cannon Fodder. But I'll probably introduce them somewhere earlier, maybe as a contrasting unit for the Hero, since his chapter's real short anyway.

I'm also thinking I need to put monster examples in there - zombies, dimmies, jaw-jaws, and skeletons especially - but they seem too niche to get space in the main rulebook. UNLESS - maybe I'll just make a generic Monster unit and then include those guys under the variations, like a miniature version of Chapter 9 from the 2001 book. Perfect!
  • 12. Monsters (+ variations)

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Post by pesgores » Thu Jan 22, 2009 2:35 pm

Rayhawk wrote:8. Ninjas (+ introduce stealth rules)
I made some good stealth rules, playtested them and they went very fine. I'll put them here if I have the time and if they're good enough, you could put them in the Rulebook.
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Post by tahthing » Thu Jan 22, 2009 2:40 pm

stealth rules are hard since its hard to make somthing you can see but your enamy can't.
underground tunneling units can work using a marker at the point where it went down and then adding it underground move up until you want it to pop up.
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Post by pesgores » Thu Jan 22, 2009 2:44 pm

Then there's stealth suits and camouflage.
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Post by *CRAZYHORSE* » Thu Jan 22, 2009 4:42 pm

I think the most Important ones are:
Medix:(adds allot of simple fun gameplay)
Scouts:(because trap rules would be awesome)
Sniper:(because they are used allot already and need some clear rules)

Which ones are less importante IMO.
Ninjas:(because you already covert most of the rules about them and stealth)
Gunners:(Big gunsjust need lots of people worken on them, it wouldn't be fun if 1 person could operate a catapult by him self.
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Post by IVhorseman » Fri Jan 23, 2009 4:08 am

pesgores wrote:
Rayhawk wrote:8. Ninjas (+ introduce stealth rules)
I made some good stealth rules, playtested them and they went very fine. I'll put them here if I have the time and if they're good enough, you could put them in the Rulebook.
I don't know if you've seen the Sniper, Scout, or Ninja cards yet, but there already are "official" rules for stealth.

Of course, I'd love to see what you've got.

EDIT: I'm also going to have to agree that for gameplay reasons, Snipers should probably be included in the rulebook. Everyone and their grandma gets way too excited about snipers, and comes up with rules that turn them into unstoppable killing machines that can walk faster than most minifigs run, leap from building to building, and score several headshots all in the span of a single turn. As awesome as that is, it starts making the rest of the characters lame, and overall the game becomes much less fun. Something official that's at least somewhat balanced would definitely help.

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tahthing
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Post by tahthing » Fri Jan 23, 2009 12:11 pm

a sniper could have smaller aiming penultys.
well thats how i use it and it can combined with scope to make for mega acuracy.
or
the sniper could know the anatamy of the minifigure to give him damage bonus but for them to target the vital areas they must take a whole turn to do it(moves such as scraching butt don't count for aiming)
there anatomy bonus is lost if they don't know that type aka its a creature or a alien, it would be the same for alien snipers without knowledge of minifigures.
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Post by MasterEcabob » Fri Jan 23, 2009 12:36 pm

But why would aliens invade if they didn't know squat about our weapons and strategies?
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Post by IVhorseman » Fri Jan 23, 2009 1:32 pm

Well we already HAVE one we developed in the non-dimmy forums.

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