Talk:Catfight: Tactics

From 1d4chan

General Comments[edit]

Knowledge: A way to simplify the possibility of tag-team matches: those who are waiting outside the ropes get 1ap on their turn, so they can move one hex along the outside of the ring, recover 1 hp, recover 2 morale or tag their in-ring ally. Knowledge: Tag itself is an auto-success move used on an ajascent ally that swaps their places in-ring and out-of-ring. HELLO FUTURE OPTIONAL RULE Anonbutts 23:14, 8 November 2009 (UTC)

edit: actually this blows and de-emphasizes the teamwork aspect. Anonbutts 06:05, 23 December 2009 (UTC)

Balance Issues[edit]

Ideas[edit]

HP may be too high. Grab sucks right now and needs buffing. Move sucks right now and is an obvious dump stat. The game could use some terrain/hazards/map features other than walls and floors.

Grab could be buffed by giving it morale damage, HP damage, increasing the degree to which it debuffs the grabbed character, or forbidding the grabbed character from using anything but grab break.Anonbutts

Also, the main things I'm considering changing:

  • Make attacks be vs defense stat + flat number instead of defense stat + 2d6. So, strike would become attacker skill + 2d6 vs defender skill + x. This would theoretically make the game less complicated (and therefore faster) without making it any different on average. To simulate an average 2d6 rule, x should be 7. I kind of think turns where nothing happens should be discouraged, so I might be inclined to make it 6 or even 5 to make hits more common. Not sure about this though.
  • Reduce HP to either 2*physique or physique plus a flat number. The second one would be a buff to low point characters and a nerf to high point ones, which I don't think is necessarily a good idea. The goal here is to get more dazed characters more quickly.
  • Make rest increase HP by 2, for either dazed characters or all characters. This might be another buff to low point characters.
  • Remove controlling and associated moves completely, buff grab/taunts. I don't think a single character will ever land 3 attacks in a row while maintaining a grab.Anonbutts 10:28, 5 November 2009 (UTC)

Test Results[edit]

Forbidding anything but grab break is terrible. Tested, failed.Anonbutts 10:28, 5 November 2009 (UTC)

HP is pretty good now considering the bonuses on striking from a charge (in related news, between reactions, bonus charge damage, and the trip buff, move is no longer an obvious dump stat and I'm calling that more or less fixed too). Gonna leave it where it is for now unless something convinces me otherwise. Anonbutts 11:06, 6 November 2009 (UTC)

Tried a giant brawl with special moves allowed. Went horribly, unbalanced everything. Considering "1 per character, but they cost character points" as offensive buffs allow you to take out other characters early, and as a result are pretty much objectively the best. Alternatively, no offensive buffs, though if I go with defensive moves only then padded sumo, slow, etc. Thinking there's no way to do this without making the rule "no DPR increases, no attack accuracy/defense changes." So, conclusion, spin is fine, fuck literally every other idea so far.70.36.134.178 18:54, 9 November 2009 (UTC)

Ideas for Specialties (that have the slightest chance of being put in)[edit]

  • Berserk - auto success, character gains half max HP, and -2 to attack and defense
  • Cheap Shot - costs 2 morale, skill vs skill, does skill damage and target loses next turn
  • Confuse - target must be grabbed by attacker, morale vs morale, target takes 2 morale damage and loses next turn
  • Improved AoO - characters with this specialty may perform opportunity attacks on enemy characters that make any move from a square adjacent to them
  • submission - characters with this specialty do 1/2 physique morale damage with submission holds in addition to HP damage

Tentative Campaign Mode[edit]

My idea for campaign mode: Decide on a point total. Both players make that many points worth of characters, as well as a leader character worth 30 points. Both players then pick up to 100 points worth of characters who will fight in the next scenario. Players determine randomly who is on defense first, then alternate. Then, a d6 is used to pick from the following list:

1-2: brawl Entire squad of selected characters fights.

3: capture the flag (item) Same as brawl, but there is a neutral-teamed item that functions as a character with skill - 0, physique - 4, move - 0, and infinite HP and morale in the center of the map. A team may also win by moving the item to the edge of the map, and having a character grabbing the item flee the map.

4: capture the flag (character) Same as capture the flag (item), but the flag is a character with skill - 4, physique - 4, move - 4, and infinite HP and morale. The flag cannot be grabbed if it is being grabbed by a second character. The flag is played by the opponent of whoever grabbed it last.

5: jailbreak Same as brawl, but all characters in the defender's jail are freed and return to the attacker should the attacker win.

6: base attack Same as brawl, but in addition to the defender's selected squad, the defender must also field the leader character. If the leader character is defeated and has no allies left on the map, the attacker wins the campaign.

During all scenarios, either player may, on a character's turn, for a character who is on the edge of the map, declare that character to have run away. This character leaves the scenario and may not return, and goes back to that player's pool of characters. A player wins the scenario when all enemy characters are defeated

Additional character points are awarded as follows after a fight: 1 CP to every character on the winning side who was neither defeated nor ran away (excluding characters who ran away to capture the flag) 1 CP to every character on the winning side for every character on the losing side who was defeated and did not escape.

When determining what characters can be fielded in a squad by CP cost, use the original, non-leveled up cost of the character.

The campaign ends when either all of one player's fieldable characters are captured, or when a player's leader is defeated. Anonbutts 06:37, 23 December 2009 (UTC)