New round structure - we'd like your feedback!

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hardyrange
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New round structure - we'd like your feedback!

Post by hardyrange » 16 May 2018, 06:36

Eine Diskussion über eine mögliche Änderung/Klarstellung der Regeln zum Ablauf von Kämpfen läuft in zwei Threads in den internationalen Foren:

Wer mag, soll dort seine 2 Cent dazu geben...

http://www.vekn.net/forum/rules-questio ... back/86942
Ankha wrote:In order to simplify the round structure, we are considering the following:

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Round structure:
  1. Start ( = At the start of the round = before range is determined for non-set range effects)
  2. Maneuver step
    2.a Start ( = At the start of the maneuver step = before range is determined for set range effects)
    2.b Maneuver ( = During the maneuver step)
    2.c End
  3. Strike step
    3.a Start ( = At the start of the strike step, = before strikes are chosen)
    3.b Choose strike
    3.c Resolve strike
    3.d End
  4. Press step
    4.a Start
    4.b Press ( = During the press step)
    4.c End
  5. End ( = At the end of the round)
Torn Signpost: Only usable at the beginning of the round.
Immortal Grapple: Only usable at close range, at the beginning of the strike step.
Shadow Step: Only usable at the beginning of the maneuver step. Burn 2 blood to set the range for this round and end the maneuver step.

The idea is to remove self-defined (or implicit) steps such as "Before range is determined". Also the "Determine Range" step would be named "Maneuver step" for consistency.

The goal is not to design a new combat system.

Thoughts?
http://www.vekn.net/forum/rules-questio ... back/86960
Ankha wrote:This is another options with less phases, increased flexibility in timing, but it nerfs down some cards (Immortal Grapple can now be countered by a maneuver played afterwards).

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Round structure
  1. Approach step
  2. Strike step.
    2.a Choose strike
    2.b Resolve strike
  3. Additional strikes step
  4. Leave step

Torn Signpost: Only usable during the approach step.
Immortal Grapple: Only usable during the approach step. [...] [pot] At close range, strikes that are not hand strikes cannot be used this round (by either combatant).
Shadow Step: Only usable during the approach step. Burn 2 blood to set the range for this round. Maneuvers cannot be played anymore this round.
Taste of Vitae: Only usable during the leave step.
Drawing of the Beast: [ANI] As above, and the opposing vampire takes 1R unpreventable environmental damage during the leave step each round.
Outside the Hourglass: [TEM] Only usable during the approach step. Inflict 2R damage on the opposing minion. A vampire can play only one Outside the Hourglass at superior each round.
Blood of Acid: Only usable during the approach step. A vampire can play only one Blood of Acid each round.
[vic] During each strike resolution this round at close range, the opposing minion takes environmental damage equal to the amount of damage they successfully inflicts on this vampire.


"It was a perfect plan - until it had contact with reality"
---
Hardy Range
Playgroup Council Chairman Bochum

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