Okay so on with other stuff.
Directly attacking towns
I originally added this one in since it just seemed like something you should be able to do however might be doing away with this one completely given the bloodthirsty nature of most CYStians preying upon perceived weakness and their desire to utterly destroy their opponents.
Don’t get me wrong, that’s definitely why I like everyone here, but for game balance, might have to curb it a bit. The game became more like a war-game rather than the sandbox adventure that it was supposed to be going for.
There’s actually tons of other ways to decrease someone’s town health (via action cards, mercs, etc) to the point where it could actually reach zero, though oddly there doesn’t seem to be any repercussions for having zero town health which I still think there should be. I mean I get still chugging along at 0 prestige, but 0 town health pretty much means you’re running a ghost town.
So while it should be difficult to totally eliminate someone, it shouldn’t be completely impossible.
For in-game lore purposes, we can chalk up parties not attacking towns anymore is due to the horrors of what the Taskmaster, Betty AND Enter did last conflict, it was decided that committing genocide on one another is a bad thing. (Even if its fun)
Mercs attacking a town is still allowable since there’s “plausible deniability” of sorts. (Basically YOU KNOW the Dutch hired them, but you can’t PROVE that they did, even though they totally did)
Mercenaries
Speaking of mercs, as I think I mentioned before, these generally disappear after completing a single job you give them. I had it so you could keep hiring them from turn to turn. Same thing for Hitmen/Assassin types. Not quite sure if this keeps things balanced though (Probably not) but still wondering if it’s fine to keep this in. I also had them wander to a random location when they weren't still employed so if you wanted to hire them again, you had to go there. This only came up about once though.
Party Order
Now this was something I sort of just mildly bypassed for the sake of less “fiddly” gameplay and make things a bit faster.
Basically in the real game, you put your party characters in a specific order of 1-5 how you want. (Each number is a different color for each die rolled) Now in the scheme of things it doesn’t matter to much, but there are some times where party order comes into play like an encounter saying “Character 4 is killed if you fail this skill check”
What I was doing was more or less putting the characters in alphabetical order. Again this doesn’t make too much of a difference in the scheme of things, but I suppose if you want that extra say in explaining you want what members in which order, then I suppose that’s fine. Some of you though were switching out characters a lot so I know that could get annoying if you had to do that all the time.
Town Defense/Town Tech
Alright this was the big one that was going to get altered. However seeing as we’re doing away with parties attacking towns, there probably won’t be as big of a need to have defenses as high anymore.
Town Defense also acts as defense for any resources you have and I’m starting to think maybe that is a good idea so things are more streamlined. (You wouldn’t have to worry about paying for every single resource defense)
So since towns aren’t in danger of getting wiped by a party, then we could probably leave it at 1D6 damage per defense (ignoring armor) as far as resources go. This would at least make taking resources from another player have some sort of consequence.
Or like I said it could play out like the rules intend and defense does 1 point of damage per level to every character.
I know Enter said something in the Game Thread, but I think I got lost in all his autism. He can repost the concept he had here and others can chime in about all this here too (About anything related to the game)
As far as Town Defense levels decreasing after an attack, might do away with that too. There are other way of taking down defenses (Mercs again, action cards, etc)
Also apparently it was 10 coins for the FIRST defense, then 5 increase with each one, so that’ll be the case next time regardless.
Not sure if there should be a limit though. I suppose the game limit of 5 would be enough in most cases now again seeing as getting knocked out of the game isn’t as much of an issue anymore.
As far as Town Tech, the only things I changed were no limit on how many you could build and your starting tech could get destroyed. In the normal game they can’t be targeted.
I feel like all your town tech should still be up for targeting. Even if someone got really unlucky and lost their two starting ones at the beginning of the game, that’s only a 10 health decrease starting from 30. Not ideal, but you aren’t out of it.
As far as limits go, in the game it’s 7 town techs (This includes the two starting ones) I don’t think anyone actually went over this though. Enter might have gotten the closest at 6 I think, but yeah I think a 7 limit is reasonable. Arguably everyone is going to probably go for Garrison, Marketplace, Law & Order and Bio-dome. Those three remaining slots can be for whatever skill checks you think are important.
I'll probably keep all the town tech at 30 cost just so its easier to keep track of.
Action Cards
These weren't changed too much as far as hand limit of 7 was concerned. Some their effects were in cases where we were altering rules a bit. The major thing was you could sell them just like spoils cards and I kept selling to the idea of something tangible.
I suppose in some ways the cards could be considered like "selling information", so I'm fine with the idea if people want to having selling action cards in the game I guess.
Characters and Spoils
Alright another big one for changes.
So one thing that needs to be addressed is the STACKS OF DOOM. The main thing that was happening there was assigning bonuses to EVERY item they got a bonus for. We’ll definitely be doing away with that.
So if you get a bonus for melee weapons/ranged weapons, etc, then you get a bonus for ONE of those, unless it specifically says otherwise (And I believe there’s only one guy that has that ability to stack multiple guns)
Keep in mind, “stacks of doom” are still possible to some degree with certain characters. Someone like the serial killer comes to mind who gets a bonus for multiple different items (Hockey mask, chainsaw and something else that escapes me at the moment) so for eager autists out there, there’s still a way to min-max the system. You just wouldn’t get those crazy stacks of shoving 10 straight razors on someone because they get a 5 bonus for melee weapons or something similar.
Also we are going to make the +8 bonus to movement the limit. Only Enter and DB actually got over this, but with DB it was apparent how much that could be just broken. He had the Chopper with the Sound System already giving him +9 then combined with his other minor movement bonuses and it was ridiculous. It was more like a jet than a helicopter at that point.
Also a character’s special ability (And items for that matter) only comes into play when they’re actually IN your party. (That’s actually how the real game is played) So no having your zombie hacker sitting in town racking up bitcoin I’m afraid.
Technically there doesn’t seem to be a limit on how many folks you can have in your town roster. I still think 10 is a good limit though, but I’m not inflexible on it.
I do think “permadeath” of characters is still a good idea and making it so once the deck runs out and is reshuffled, they don’t get any of their special abilities/bonuses anymore. You guys nearly ran through the deck with only about 4 or 5 characters left in it by the game’s end.
You didn’t run through the spoils deck quite as much, but even during that one, I was already taking out the relic spoils that were discarded. Special items like that are a rarity that can’t just be found again if lost.
I think that’s about it, though I’m sure there’s other stuff here and there that might get addressed at some point (I haven’t even mentioned trade routes yet)
And yes, I’m aware already that some of this is making the game we just played sound more unfun with all these nerfs, but let’s just try it for the next game (whenever that is) and if it doesn’t work out, we’ll change it up again.
Also too, nothing is ever completely set in stone since there’s always going to be some oddity where the rules don’t strictly apply (Like completely reworked stuff with the Taskmaster and Betty’s carnival for example) in those cases, I’ll probably tell you something like “You don’t have to adhere to x rule in this situation” or something similar.