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There's still one round to go, but the game seems to need some work. The way I've got it set up now, one player can get an unbeatable lead with a few lucky dice rolls.
I think there needs to be a pirate vs. pirate mechanic to level the playing field. Since this is a play-test game, I'm going to be mean to Space Jawa and institute it now.
How about this?:
Every round, instead of a mission, you can choose to attack another pirate. This would be resolved by adding each pirate's Combat or Cleverness (whichever is higher) to a d10 roll. Crew losses are also subtracted from the roll. A tie goes to the defender.
The winner gets half the loser's total loot.
Pirate vs. pirate attacks would happen after regular missions, but BEFORE anyone returns to port for more crew.
WE ARE GOING TO INSTITUTE THIS FOR THE LAST ROUND--SO REMEMBER YOU HAVE THE CHOICE OF ATTACKING ANOTHER PIRATE.
Here's the missions for this round:
Attack merchant shipping:
base chance of success: 80% + Seamanship
expected loss if successful: 2 crew
expected loss if unsuccessful: 1-6 crew
expected loot if successful: 200-2000 pieces of 8 (p8)
Loot the port of Cartegena:
base chance of success: 60% + combat
expected loss if successful: 7 Crew
expected loss if unsuccessful: 5-55 crew
expected loot if successful: 4000-40,000 p8
Attack the Dutch treasure galleon:
base chance of success: 65% + seamanship
expected loss if successful: 3 crew
expected loss if unsuccessful: 2-12 crew
expected loot if successful: 3000-11,000 p8
Fight 2 giant snakes to obtain a pair of priceless emeralds:
base chance of success: 25% + combat
expected loss if successful 3-18 crew
expected loss if unsuccessful:5-50 crew
expected loot if successful: 150,000 p8
Visit the gambling den on Nassau:
base chance of success: 50% (no attributes or crew losses apply)
expected loot if succesful: DOUBLE your current p8
expected loss if unsuccessful: LOSE all your current p8
Fight 2 giant snakes to obtain a pair of priceless emeralds:
base chance of success: 25% + combat
expected loss if successful 3-18 crew
expected loss if unsuccessful:5-50 crew
expected loot if successful: 150,000 p8
I will attack Space Jawa if I can. If not, then I will atack Antipathy while he is drunk. If I can't do that, I will attack some merchant shipping to at least get something from this season of pirateing.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
There's still one round to go, but the game seems to need some work. The way I've got it set up now, one player can get an unbeatable lead with a few lucky dice rolls.
Maybe each pirate can only do this once? The big prize I mean?
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
There's still one round to go, but the game seems to need some work. The way I've got it set up now, one player can get an unbeatable lead with a few lucky dice rolls.
Maybe each pirate can only do this once? The big prize I mean?
I think that's a great idea. When I run the full version of this game: only one "win a priceless jewel" attempt may be made for each pirate during the game.
I just realized that poor Space Jawa really gets cheated this round, since I instituted the Pirate vs. Pirate rule when he's down 21 crew. I don't think he can win.
We'll go ahead and finish the last round, but I do appreciate my tinkering with the game mid-way has kind of spoiled it this time around.
SO HERE'S THE WAY I THINK THE FULL VERSION OF THE GAME WILL WORK:
The mechanics for completing missions can stay as they are, but each player is allowed to attempt to get a 100,000 p8 prize only once per game.
The Pirate vs. Pirate option will go into effect on the second round of the game. I'll have to also decide what sort of crew losses will be in effect for that.
Please let me know what you all think: Does the game sound balanced and fun if I run it this way?
It's not that you're implementing the rule, it's that you're implementing it when it's pretty certain that anyone could pick me at this point. If I had been able to pick up some additional crew first, then it might not have been so bad...
But you might want to run another trial version or two with the newer rules before going into a full run.
I know--you are getting stomped on this turn because of the abrupt rule addition. That's the nature of play-testing, though. When I'm running a full version, I'll make sure everything goes more fairly.
Fight 2 giant snakes to obtain a pair of priceless emeralds:
base chance of success: 25% + combat
expected loss if successful 3-18 crew
expected loss if unsuccessful:5-50 crew
expected loot if successful: 150,000 p8
Since the dice hate me anyway, let's give 'em a bigger chance to slaughter my crew
I think that's a great idea. When I run the full version of this game: only one "win a priceless jewel" attempt may be made for each pirate during the game.
I just realized that poor Space Jawa really gets cheated this round, since I instituted the Pirate vs. Pirate rule when he's down 21 crew. I don't think he can win.
We'll go ahead and finish the last round, but I do appreciate my tinkering with the game mid-way has kind of spoiled it this time around.
SO HERE'S THE WAY I THINK THE FULL VERSION OF THE GAME WILL WORK:
The mechanics for completing missions can stay as they are, but each player is allowed to attempt to get a 100,000 p8 prize only once per game.
The Pirate vs. Pirate option will go into effect on the second round of the game. I'll have to also decide what sort of crew losses will be in effect for that.
Please let me know what you all think: Does the game sound balanced and fun if I run it this way?
I think this is fine. And Space Jawa I am only attacking you to help Kal playtest the mechanic. As far as I'm concerned, you handily won this game.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
Ghost Pirate (machine) unsuccessfully tries to fight the giant snakes and loses 30 men.
Redbeard (TAK) attacks Swift Mouth Lee (Space Jawa) with a hefty advantage (TAK's stats work out to a straight d10 dice roll, whereas S.J. works out to d10 - 7) Redbeard wins, looting 50,000 p8 from Swift Mouth.
The Dread Pirate Cumberbund also tries for the giant snakes, but also fails, losing 25 men.
theanalogkid:
Redbeard the Pirate
Cleverness: 10
Seamanship: 10
Combat: 10
crew: 90
p8: 50,000
manchine:
Ghost Pirate
Cleverness--6
Seamanship--10
Combat--14
crew: 65
p8: 20,000
Grinner:
The Dread Pirate Cummerbund
Cleverness - 13
Seamanship - 8
Combat - 9
crew:68
p8:11,000
Space Jawa:
Swift-Mouth Lee!
Cleverness 14
Seamanship 5
Combat 11
crew: 71
p8: 50,000
Antipathy:
Redheart.
Cleverness--10
Seamanship--13
Combat--7
crew: 100
p8: 19,000
So Space Jawa and TAK are tied for first, with 50,000 p8 each. But, as TAK graciously admited, this result was mostly because I tossed in a new rule at the last moment. Space Jawa, with the stuffed giant squid and mounted skeletons on his deck, is the honorary Best Pirate ever for this initial play test.
I'm goin' on vacation next week, so I'll run a full version of this game starting in June. I appreciate those of you who played through this--I know play-testing isn't as fun as a real game and I appreciate everyone's suggestions and patience.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost