Rules Revision
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- Cpt. Zipps
- Mega Blok
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Rules Revision
I'm wondering what's going to be in the rules revision/supplement.
Medik/Mechaniks?
Autofire/Flamethrowers?
WHAT'S IN IT?
Medik/Mechaniks?
Autofire/Flamethrowers?
WHAT'S IN IT?
Well let's see, I can tell you what's gone in so far: your mom.
But that's no secret, I already gave that away awhile back. So let me think.
Chapters one through H are keeping mostly the same organization.
Chapter 1: A new section called "Spirits of the Rules" tells about Almighty Bennies and Unmighty Pennies. I'm also thinking about adding a bit about VicLUG's all-WISG game.
Chapter 2: An illustrated guide about making stat cards.
Chapter 3: Some minor numbers tweaks, and Tools are now separated out from other random objects into their own category.
Chapter 4: nothing fancy.
Chapter 5: some upcoming cleanup on Close Combat to make it easier to understand; there'll be less distinction between attacks and counters. Charge attacks are now only described for minifigs; Charges for larger creations are moved to a later chapter.
Chapter 6: may be where I put the Cannon Fodder, not sure yet. Also I may include Manly Santa as another Hero example.
Chapter H: simplification of Charge and Joust rules.
Everything past this point is where the big changes are; I've busted them out into "Book 2: MOC Combat." The chapter breakdown is changing back to be a lot more like BW2001.
MOC Combat: Explanation of how Creations work, and how to use all the new dice besides d6es and d10s.
Ch 7: Structures. A new section called "Field Construction" where the Mechanik is re-introduced; Construction Actions; Patch Repairs, Disassembly.
Ch 8: Weaponry. New weapon types: Blast guns (like shotguns), Automatic Weapons, Flamethrowers. Firing Arc measurement using fingers. I've been hung up on the Flamethrower section for awhile trying to get fire to work right, but otherwise these are all done. Next up is a weapon type for Environmental Hazards (mines, barbed wire, etc) and reintroducing the Scout who can circumvent them; introducing the Gunner, a new unit who specializes in firing larger high-Use weapons, and the Heavy, who can handle vehicle-sized weapons.
Ch 9 (Upcoming): Vehicles. All the old propulsion stuff and the Pilot. I'm still deciding on whether some of the systems from the old NanoFleet prototypes will work their way in here, most likely the battlestations rules if anything at all, possibly some of the vector propulsion stuff in a very limited form for naval engagements.
Ch 10 (Upcoming): Creatures. Rules for limbs and creature- and mech-specific abilities. Creature injuries and re-introducing the Medik. Supernatural Powers make their return with a much more straightforward system than in 2001. I may reintroduce the Ninja as a SP example, since I want to put him in the book and can't figure out where else he'll go. Dimmies, Jaw-Jaws, Skellies, and Zombies also go here.
Chapter 0937 (Upcoming): Squids. Rules for BrikThulhu.
Chapter 11 (Upcoming): Squads. I want to move squids and squads back to Book 1 right after chapter H, but it depends on the order in which I need to introduce some of the mechanics. I want to simplify the hell out of this chapter, I rushed it last time around and it came out way too complicated.
Lastly I want to add a bunch more world fluff all over the place like what's been developing in the wik: peach suppression, protofigs, the Deadly Spacemen, Yellow Castle and the Vladtron Rebellions, the Farce, etc. I'm working off and on on the new Introduction chapter which has some bits about clone brands, minifig customization, and the Valkyrie painting with the big Lego boobs, so I can tell people their parents are idiots.
So, nothing earthshaking, it's mostly just restoring a bunch of the better parts of 2001 but in more 2005ey versions. Is there anything I'm forgetting?
But that's no secret, I already gave that away awhile back. So let me think.
Chapters one through H are keeping mostly the same organization.
Chapter 1: A new section called "Spirits of the Rules" tells about Almighty Bennies and Unmighty Pennies. I'm also thinking about adding a bit about VicLUG's all-WISG game.
Chapter 2: An illustrated guide about making stat cards.
Chapter 3: Some minor numbers tweaks, and Tools are now separated out from other random objects into their own category.
Chapter 4: nothing fancy.
Chapter 5: some upcoming cleanup on Close Combat to make it easier to understand; there'll be less distinction between attacks and counters. Charge attacks are now only described for minifigs; Charges for larger creations are moved to a later chapter.
Chapter 6: may be where I put the Cannon Fodder, not sure yet. Also I may include Manly Santa as another Hero example.
Chapter H: simplification of Charge and Joust rules.
Everything past this point is where the big changes are; I've busted them out into "Book 2: MOC Combat." The chapter breakdown is changing back to be a lot more like BW2001.
MOC Combat: Explanation of how Creations work, and how to use all the new dice besides d6es and d10s.
Ch 7: Structures. A new section called "Field Construction" where the Mechanik is re-introduced; Construction Actions; Patch Repairs, Disassembly.
Ch 8: Weaponry. New weapon types: Blast guns (like shotguns), Automatic Weapons, Flamethrowers. Firing Arc measurement using fingers. I've been hung up on the Flamethrower section for awhile trying to get fire to work right, but otherwise these are all done. Next up is a weapon type for Environmental Hazards (mines, barbed wire, etc) and reintroducing the Scout who can circumvent them; introducing the Gunner, a new unit who specializes in firing larger high-Use weapons, and the Heavy, who can handle vehicle-sized weapons.
Ch 9 (Upcoming): Vehicles. All the old propulsion stuff and the Pilot. I'm still deciding on whether some of the systems from the old NanoFleet prototypes will work their way in here, most likely the battlestations rules if anything at all, possibly some of the vector propulsion stuff in a very limited form for naval engagements.
Ch 10 (Upcoming): Creatures. Rules for limbs and creature- and mech-specific abilities. Creature injuries and re-introducing the Medik. Supernatural Powers make their return with a much more straightforward system than in 2001. I may reintroduce the Ninja as a SP example, since I want to put him in the book and can't figure out where else he'll go. Dimmies, Jaw-Jaws, Skellies, and Zombies also go here.
Chapter 0937 (Upcoming): Squids. Rules for BrikThulhu.
Chapter 11 (Upcoming): Squads. I want to move squids and squads back to Book 1 right after chapter H, but it depends on the order in which I need to introduce some of the mechanics. I want to simplify the hell out of this chapter, I rushed it last time around and it came out way too complicated.
Lastly I want to add a bunch more world fluff all over the place like what's been developing in the wik: peach suppression, protofigs, the Deadly Spacemen, Yellow Castle and the Vladtron Rebellions, the Farce, etc. I'm working off and on on the new Introduction chapter which has some bits about clone brands, minifig customization, and the Valkyrie painting with the big Lego boobs, so I can tell people their parents are idiots.
So, nothing earthshaking, it's mostly just restoring a bunch of the better parts of 2001 but in more 2005ey versions. Is there anything I'm forgetting?
- 501stCadians
- Galidor
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- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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WOAH.
Hold your horses.
This looks like it's going to be completely friggen awesome, but would it be possible to release it as a 2010 version and keep the 2001 version rules on the site? If these are going to be more complicated, I know a few people who would rather play by 2001.
Hold your horses.
This looks like it's going to be completely friggen awesome, but would it be possible to release it as a 2010 version and keep the 2001 version rules on the site? If these are going to be more complicated, I know a few people who would rather play by 2001.
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.
Well, seeing as right now the 2001 rules and the 2005 rules are both on the site, I don't know why Rayhawk would remove the 2001 rules.
If you meant the 2005 rules, I don't really agree. This system seems like it's not going to complicate things much more, just clean up some stuff that's misunderstood. People don't have to use the Mechanic or the Gunner, it's just extra fluff.
If you meant the 2005 rules, I don't really agree. This system seems like it's not going to complicate things much more, just clean up some stuff that's misunderstood. People don't have to use the Mechanic or the Gunner, it's just extra fluff.
- Magic Soap
- Playmobil
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- RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS
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I was thinking more like how chapter 7 is now, but just for weapons. A different system for each type of weapon (regular gun, close combat, explosives/missiles, launchers, autofire weapons, and cone-range weapons). You would pay a certain amount for range first (like movement), a certain amount for damage (like structure level), and then from those two there would be some sort of formula to figure out the use rating.Magic Soap wrote:Add a table for Weapon Modifications, but keep it general. EG all area splash damage attacks are 1CP per inch affected..... etc.
- Cpt. Zipps
- Mega Blok
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