Monday, September 24, 2012

How would you change VTES? Strikes

I think we can streamline a lot of things AND put some extra guts into combats.

This hinges partly on other work I've done to suggest changes to keywords.  I do think that First Strike should be a genuine first strike and resolve before all non-First Strike strikes.  This will give Assamites (and other Celerity users) a little bit more fear power.  At the moment, if the minion doesn't have Potence there is little to fear as a vote deck; I'd like to have the Ventrue use their Fortitude for something OTHER than Freak Drives.

One change I think should be made to the rules is to leave Allies with "blood counters" which represent their life.  Theft of Vitae has been ruled for a long time to treat Life and Blood counters as equivalent, I don't see why this can't be extended across the rest of the game.  It would change a number of other cards, such as Impundulu and Succubus  to say "Steal 1 blood from a vampire or ally"; it will also shorten the text on cards like Cryptic Mission "Burn 1 blood from a vampire or ally".  There may be other cards (and rulings) that would need to be changed to incorporate this change, but I don't think it would hurt the game to make these changes (especially if VTES is to go into POD publication).

Strike Types

Note: All of these strikes are Close Range strikes with the obvious exception of Strike: Ranged Weapon.
  • Nondescript
    Nondescript strikes come with no special type.  For example, Strike: 3. This strike would deal 3 damage and ignores strength values. It is does not have a type, so would not be playable while a card such as Immortal Grapple, is in effect. These strikes can also be ranged.
  • Hand
    This strike deals strength damage and is usable only at close. This is the default strike for all minions.
  • Dodge
    This strike resolves at the same time as other normal strikes. This minion experiences no effects from the opposing minion's strike (good or bad).
  • Combat Ends
    When this strike resolves, the press step automatically resolves as "Ending".  This minion experiences no effects from the opposing minion's strike.
  • Burn
    This strike burns a valid target.  Strike: Burn Mortal would burn any mortal as a strike. Strike: Burn Equipment would burn any equipment on the other minion. Strike: Burn Blood does not deal damage but instead causes the opposing minion to burn blood counters; it will also work against allies.  Strike: Burn strikes never deal damage.
  • Torpor
    Strike: Torpor sends an opposing vampire to torpor. This strike has no effect on Allies.
  • Steal
    Strike: Steal allows this minion to take the target from the opposing minion; these strikes never deal damage.  Strike: Steal 2 blood will steal two blood from the opposing minion; this strike will work on allies.  Strike: Steal Equipment will steal an item of equipment from the opposing minion. 
  • ContinueStrike: Continue causes the combat to end and the action to continue.  This is currently phrased as "Strike: Combat Ends and continue the action".  Creating it as its own strike has the potential to streamline card-text but also allow this effect to potentially appear on minions easily.
  • Melee WeaponStrike: Melee Weapon requires the minion to have a melee weapon. It cannot be played without one.
  • Ranged WeaponStrike: Ranged Weapon requires the minion to have a ranged weapon. It cannot be played without one.

Strike 'Modifiers' 

  • Aggravated
    This strike deals aggravated damage. Aggravated damage has no special effect on non-Vampires. When vampires are dealt aggravated damage, they suffer that damage last.  They must burn 1 blood for each normal damage first; if they have no blood but remaining aggravated damage they are burned. If the minion has been dealt X aggravated damage, they must burn X-1 blood to prevent that damage and go to torpor. If there is remaining aggravated damage and no blood left to burn, the vampire is burned instead.
  • First StrikeThis strike is resolved before non-First Strike strikes; all First Strike strikes are resolved simultaneously. If the opposing minion is not ready after resolving this strike, then the minion making this strike suffers no effects from the opposing minion's strike.
  • UnpreventableThe damage dealt by this strike cannot be prevented. However, it can have its type changed (i.e. changed from Aggravated to Normal).
  • Undodgeable
    The opposing minion will gain no benefits from playing Strike: Dodge. They may choose a Strike: Dodge but it the Strike: Dodge will have its effects cancelled.
  • Ranged
    This strike can be made at any range and will affect minions at any range. Ranged strikes are denoted by "R", such as on Thrown Sewer Lid "Strike: 3R".
  • + damageThese strikes are usually based on a minion's strength or on another effect, such as a weapon.  They do not affect the type of damage dealt but only increase the amount of damage dealt.  Using "Strike: Ranged Weapon + 2 damage" with a .44 Magnum would result in "Strike: 4R" as a strike from the .44 Magnum.

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