so, I am thinking about how to tune FOTN to suit my group a little bit better. They often get analysis paralysis and a lot of choices cna impact them a lot.
someone has a destiny of 2 runes and an essence of 6 runes. There are 15 possible combinations to come out of that (nCr). that in and of itself isn't a giant issue - the wyrd is the wyrd.
the issue comes in with the 2+void rune. Lets say there is an even distribution. you pull a Red and a Blue, and you have a Green Void. Your options are
r,b,g
r+b,g
r+g,b
b+r,g
b+g,r
g+r,b
g+b,r
r+b+g
b+g+r
g+r+b
10 options for you to lay out.
now, you move up to 3 destiny and 8 essence. nCr says 56. lets go with the RGB, and a green void, denoted as GV
r,b,g,gv
r+gv,b,g
r+gv,b+g (also handles reversing the g)
r+gv,g+b
r+g,b,gv
r+g,gv+g
r+b,g,gv
r+b,g+gv
r+b,gv+g
r+b+g,gv
r+b+gv,g
r+g+gv,b
r+b+g+gv
b+r,g,gv
b+r,g+gv
b+r,gv+g
b+g,gv,r
b+g,gv+r
b+gv,g,r
b+gv,g+r
b+r+g,gv
b+g+gv,r
b+gv+r,g
b+r+g+gv
g+gv,b,r
g+b,gv,r
g+b,gv+r
g+r,gv,b
g+r,gv+b
g+r,gv+b
gv+g,b,r
gv+b,g,r
gv+r,g,b
r+b+g+gv
b+r+g+gv
g+gv+r+b
gv+r+b+g
37 options at this point. now, it's not 37 powers, but it is 37 different combinations (order didn't matter here).
I'm trying to think about ways to reduce that for this and higher ranks. I'm not talking about limiting the variety of actions, but rather the number of options that you have to pick from. Like... your first rune + your void defines your actions for the round, and the rest of the runes (some number) can only be metas or used on defense. it's still pretty loose in my head, so i'm open for options
simplifying options
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Re: simplifying options
Raleel, yes when we were testing Lords of the Ash beta at level 50+, there was some analysis paralysis. LotA on pages 95-96 you will find some RGS streamlining for higher level play. Basically the action phase keeps rotating around the table many times and combatants are allowed to play 1-2 runes only. Every combatant must play at least 1 rune, but can also add a meta tag to that 1st rune (basically 1-2 runes per action cycle). This makes turn go much quicker, but also makes the action phase longer because everyone gets multiple turns during that phase. If you have a high destiny, you will iterate more times during the action phase.
Example:
Player 1 has 6 runes in hand
Player 2 has 3 runes
Monster 1 has 2 runes
Monster 2 has 5 runes
1st round reaches the Action phase... initiative is in the order listed above. First cycle/turn:
Player 1 plays 1 rune to move [5 runes left]
Player 2 plays 1 rune for a defensive buff and adds another rune to maintain it [1 rune left]
Monster 1 uses lunging attack with an amplify for 2 runes [0 runes left]
Monster 2 casts an attack spell with a range meta using 2 runes [3 runes left] Player 2 reacts by playing a rune to counter and has 0 runes left in hand.
as you can see, each combatant must play at least 1 rune and a max of 2 runes. Let's go to the 2nd cycle/turn:
Player 1 performs a power attack with multi on both monsters [3 runes left]
Player 2 has no runes left so will sit out all future cycles/turns
Monster 1 has no runes left so will sit out all future cycles/turns
Monster 2 played a defend action in response to player 1's power attack and now does their own power attack with amplify [0 runes left in hand] player 1 defends leaving 2 runes left
on the 3rd turn/cycle only player 1 has runes left in hand (2) and can do something.
We found that this reduced analysis paralysis and reduced some crazy 1-sided momentum swings when initiative was overly punitive to 1 side. I'd be curious to hear if you tried it and what your thoughts were on it.
Example:
Player 1 has 6 runes in hand
Player 2 has 3 runes
Monster 1 has 2 runes
Monster 2 has 5 runes
1st round reaches the Action phase... initiative is in the order listed above. First cycle/turn:
Player 1 plays 1 rune to move [5 runes left]
Player 2 plays 1 rune for a defensive buff and adds another rune to maintain it [1 rune left]
Monster 1 uses lunging attack with an amplify for 2 runes [0 runes left]
Monster 2 casts an attack spell with a range meta using 2 runes [3 runes left] Player 2 reacts by playing a rune to counter and has 0 runes left in hand.
as you can see, each combatant must play at least 1 rune and a max of 2 runes. Let's go to the 2nd cycle/turn:
Player 1 performs a power attack with multi on both monsters [3 runes left]
Player 2 has no runes left so will sit out all future cycles/turns
Monster 1 has no runes left so will sit out all future cycles/turns
Monster 2 played a defend action in response to player 1's power attack and now does their own power attack with amplify [0 runes left in hand] player 1 defends leaving 2 runes left
on the 3rd turn/cycle only player 1 has runes left in hand (2) and can do something.
We found that this reduced analysis paralysis and reduced some crazy 1-sided momentum swings when initiative was overly punitive to 1 side. I'd be curious to hear if you tried it and what your thoughts were on it.
Re: simplifying options
I have not tried that, actually. We’ve been playing some other systems lately. I’ll have to give it a go