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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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First and for most I know the other one was locked but I would like a chance to discuss this IN A GOOD MANNER NO ATTACKS OR TRYING TO CHANGE PEOPLES WORDS. Thank you, Now on to the discussion... So I do not see why everyone thinks adi was so wrong on this. If bringing in a stormtrooper with the new vader counts as points when defeated when he has to role specific numbers, then I do not see why bringing in a creature automatically does not count as points. I get that it was already set by wizards, and all that, and that the creature you bring in is really not that great and can be killed rather easily, but I do not get why the one that has a kind of hard requirement counts as points, but the one that is quite easy does not count as points? maybe some of the lead people can better explain this to me.
ONCE AGAIN PLEASE KEEP THIS CIVIL I WOULD REALLY LIKE TO LEARN SOMETHING HERE.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,291
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I would like to know this as well. No complaining or anything, but what warrants a piece to not count as points, and another to count. even the difference between the Lobots. I just never heard the reasoning behind it. clarify please :)
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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The Reserves vs Reinforcements is easy. Reinforcements have always been considered to be part of the main character's cost (ie Lobot is a 7 pt piece + 20 pts of other figs). The fact that Reserves cost victory points has always been a huge drawback to the ability. Not till Immediate or Reserves 30 did the ability become anywhere a good idea, and even then, it is too luck based.
And it is pretty easy to see how Sith Alchemy came about. THIS IS SPECULATION, I HAD NO REAL INSIGHT INTO THE DESIGN. Obviously, we start with Celeste Mourne who's deal is generating Rakghouls. Whatever she started out with, is probably similar in concept to Sith Alchemy 2. Presumeabley, this proto-power would work similar to the existing ability, Rakghoul Disease, to keep things similar. Makes sense, right? So it is platested. Now, somewhere along the way, someone gets, imo, the brilliant and fun idea to make it a tiered power, eventually to bring in other creatures (I would make a fun poll if it wasn't disabled, but I should start the thread anyway). Now, at this point, they would probably already have plenty of playtest info about whether the Rakghoul from Sith Alchemy should cost points or not. And keep in mind, the Rakghoul is the most problematic, since it spawns more of itself. Obviously, playtesting did not show a problem with Sith Alchemy 2 and the Rakghoul, so they kept it for the main power of Sith Alchemy, since costing victory points has always been a major drawback to Reserves.
Anyway, that is how I see the ability was created. Designers are free to correct me.
And remember, costs are not fixed. If it works out too powerful in playtesting, the cost will be adjusted accordingly to playtesting. The designers do listen to the playtesters.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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Sithborg wrote:The Reserves vs Reinforcements is easy. Reinforcements have always been considered to be part of the main character's cost (ie Lobot is a 7 pt piece + 20 pts of other figs). The fact that Reserves cost victory points has always been a huge drawback to the ability. Not till Immediate or Reserves 30 did the ability become anywhere a good idea, and even then, it is too luck based.
And it is pretty easy to see how Sith Alchemy came about. THIS IS SPECULATION, I HAD NO REAL INSIGHT INTO THE DESIGN. Obviously, we start with Celeste Mourne who's deal is generating Rakghouls. Whatever she started out with, is probably similar in concept to Sith Alchemy 2. Presumeabley, this proto-power would work similar to the existing ability, Rakghoul Disease, to keep things similar. Makes sense, right? So it is platested. Now, somewhere along the way, someone gets, imo, the brilliant and fun idea to make it a tiered power, eventually to bring in other creatures (I would make a fun poll if it wasn't disabled, but I should start the thread anyway). Now, at this point, they would probably already have plenty of playtest info about whether the Rakghoul from Sith Alchemy should cost points or not. And keep in mind, the Rakghoul is the most problematic, since it spawns more of itself. Obviously, playtesting did not show a problem with Sith Alchemy 2 and the Rakghoul, so they kept it for the main power of Sith Alchemy, since costing victory points has always been a major drawback to Reserves.
Anyway, that is how I see the ability was created. Designers are free to correct me.
And remember, costs are not fixed. If it works out too powerful in playtesting, the cost will be adjusted accordingly to playtesting. The designers do listen to the playtesters. Thats sounds reasonable. Nice job explaining the difference between reserves and reinforcements Sithborg
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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Sithborg wrote:The Reserves vs Reinforcements is easy. Reinforcements have always been considered to be part of the main character's cost (ie Lobot is a 7 pt piece + 20 pts of other figs). The fact that Reserves cost victory points has always been a huge drawback to the ability. Not till Immediate or Reserves 30 did the ability become anywhere a good idea, and even then, it is too luck based.
And it is pretty easy to see how Sith Alchemy came about. THIS IS SPECULATION, I HAD NO REAL INSIGHT INTO THE DESIGN. Obviously, we start with Celeste Mourne who's deal is generating Rakghouls. Whatever she started out with, is probably similar in concept to Sith Alchemy 2. Presumeabley, this proto-power would work similar to the existing ability, Rakghoul Disease, to keep things similar. Makes sense, right? So it is platested. Now, somewhere along the way, someone gets, imo, the brilliant and fun idea to make it a tiered power, eventually to bring in other creatures (I would make a fun poll if it wasn't disabled, but I should start the thread anyway). Now, at this point, they would probably already have plenty of playtest info about whether the Rakghoul from Sith Alchemy should cost points or not. And keep in mind, the Rakghoul is the most problematic, since it spawns more of itself. Obviously, playtesting did not show a problem with Sith Alchemy 2 and the Rakghoul, so they kept it for the main power of Sith Alchemy, since costing victory points has always been a major drawback to Reserves.
Anyway, that is how I see the ability was created. Designers are free to correct me.
And remember, costs are not fixed. If it works out too powerful in playtesting, the cost will be adjusted accordingly to playtesting. The designers do listen to the playtesters. Thank you for this response as it helped clear up some things for me, but I guess what I am trying to get at is something that will never be resolved. I am pretty much wondering why we continue to use the guidelines set forth by wizards, instead of making a set of guidelines that actually make sense? There is no plausible reason why reserves should count as victory points, and these new creatures spawned by sith alchemy should not count as victory points. EXCEPT to keep it the same way wizards had it for simplicity. So I guess what I am saying is I do no agree with just keeping with what wizards set forth, BUT MOST IMPORTANTLY I want to thank the designers for all the work and effort they put into this and for keeping the game going, I really do appreciate it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Deaths_Baine wrote:Thank you for this response as it helped clear up some things for me, but I guess what I am trying to get at is something that will never be resolved. I am pretty much wondering why we continue to use the guidelines set forth by wizards, instead of making a set of guidelines that actually make sense? There is no plausible reason why reserves should count as victory points, and these new creatures spawned by sith alchemy should not count as victory points. EXCEPT to keep it the same way wizards had it for simplicity. So I guess what I am saying is I do no agree with just keeping with what wizards set forth, BUT MOST IMPORTANTLY I want to thank the designers for all the work and effort they put into this and for keeping the game going, I really do appreciate it. Go back and listen to the SHNN shows from the fall of 2010. We talked about the design work many times. Just for fun, I will bring this particular topic up tonight on the SHNN in about 30 minutes :).
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Deaths_Baine wrote: Thank you for this response as it helped clear up some things for me, but I guess what I am trying to get at is something that will never be resolved. I am pretty much wondering why we continue to use the guidelines set forth by wizards, instead of making a set of guidelines that actually make sense? There is no plausible reason why reserves should count as victory points, and these new creatures spawned by sith alchemy should not count as victory points. EXCEPT to keep it the same way wizards had it for simplicity. So I guess what I am saying is I do no agree with just keeping with what wizards set forth, BUT MOST IMPORTANTLY I want to thank the designers for all the work and effort they put into this and for keeping the game going, I really do appreciate it.
Because the goal is to continue the game, not change it. WOTC set the foundation, and that foundation won't change. I know that there are rulings people don't like. But not liking something isn't a reason to just change it. And quite honestly, with Immediate Reserves, it would be a bad idea to change how Reserves works.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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and does a rak earn points for your opponent when they defeat it when you bring it with Reserves?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/1/2008 Posts: 328 Location: Windsor, ON
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A Rakghoul, brought in by Reserves, counts for point of killed by your opponent. Just like every other piece brought in by reserves.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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yes I know this...which is my point...but every Rak that Rak makes doesn't earn you anything...so you have to track the costed Rak vs. the free Raks...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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adidamps2 wrote:and does a rak earn points for your opponent when they defeat it when you bring it with Reserves? Which has nothing to do with the discussion here........if this is a legitimate question, then yes, it does.....the fact that its a rahkghoul doesn't change the victory points, its the way its brought in
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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it actually does if you read my thread that got locked.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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adidamps2 wrote:it actually does if you read my thread that got locked. What actually does? And yes I did read your thread and I hope you don't get this what shut down like you did your own
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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The difference is the cost of Lobot (27point) or Jabba(50 point) have the cost of the free figures they allow you to bring in built into them…so it’s understandable that what they bring in are free points. They’re meant to be a swiss army piece for your squad so you can make minor adjustments to your squad to try and counter something your opponent has. “Oh you have stealth; I’ll bring in this piece with “it’s a Trap.””
15 point Lobot and other Reserve pieces are luck of the draw pieces who allow you to bring in whatever beat sticks/shooters/counter pieces you can…to try and tie up your opponent or support your main pieces…these pieces are hoped for, but never really part of squad design… unless you’re running something like a Kaz who has a way better chance of getting reserves due to the multiple different initiative numbers he can roll to earn it. These cost points, IMO, because they are excess points being added to your squad base cost. A 200 point squad who rolled an 11 with Lobot now just became a 230 point squad.
A 200 point reinforcement squad with a 27 point Lobot is still essentially 200 points even with his 20 point Swiss army ability… because those points are built into his cost. If you wanted the 15 points Lobot pieces to be free he’d have to cost 45 points…so that his chanced roll pieces are built into his cost.
Now Celeste is different…I don’t see a point cost built into her to factor for an infinitely point based creature who can make more of itself…if the cost is built in, then she should start with a Rak. She doesn’t. so it’s not like Reinforcements. And it doesn’t work like Reserves either…since there is no roll involved. And even the Rak has to make attacks to defeat a piece to make more of itself (which is a equivalent to a save or specified initiative number).
What her FP is (IMO), is sort of like reserves, in that it brings in pieces (as Bill said, that a player is really NOT counting on; his words not mine; and would be a pain to track the costed Rak vs. the free Raks it makes because of this (again his words not mine)), but with some slightly different circumstances… one is there is no rolling involved. just be within 6 squares of and automatically defeat a character who has 20 hit points or less left on it when you spend 2 force points…and earn a free Rak that can now (with Celeste’s CE) Ambush and drop a 60hp (or less) figure (not counting the extra possible damage from Rak Disease ) and create another Rak (which is free too)…plus it doesn’t matter at that point if you kill the Rak she just made because you have now been tied up fighting something that was free to your opponent anyways.
With the availability of movement breakers (Doombot, swap squads, Troop Carts, Skiffs, Mount) any talk of well you have to get her in position to do it, is moot IMO, especially with her being Fringe. She has access to any and all of that…
And the point out of all of this is simple there is no real down side to her ability and what she brings in…only positives…
Again my problem is NOT with Autodamage…I can live with autodamge…Heck I love me some flamethrower.
It’s the autodamage/defeat AND automatic addition of a new character to my opponents squad, that I will earn no points for, can make more of itself, and not a single die roll was involved… just a *poof* oh look your uggies is now a Rakghoul.
Which is why I said I think (IMO) why something should have been added to this. either points for the initial Rak made. A save for the Rak creation (still keep the autodamage) or when the creating character is defeated all the Sith Alchemy creatures are automatically defeated (like a force spirit) or change the ability to adjacent or replace turn…
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Remember, Rob had started to mess with the Reinforcements/Reserves precedent with Rakghoul Disease, which is the basis for Sith Alchemy. So while comparing it to Reinforcements and Reserves is valid, your arguement lacks a key point if you do not look at Rakghoul Disease.
And again, you have to look at it in the context of her as a whole. Celeste is a beatstick, a pretty good one at that. Even with her CE, creating a Rak is actually not really the most powerful way to use her. To use create a Rak, you have to give up your Triple Attack, Ambush, Jedi Hunter. She won't be creating a lot or Raks with those as an option. She is a great finisher, as Sith Alchemy doesn't actually do damage, but I think the playtesters have nailed her point cost quite well. The cost that is built into her, is that Sith Alchemy actually ISN'T THE BEST WAY TO USE HER.
And again, you need to have a legal, living target within 6 who also has 20 or less HPs. Trust me, once the opponent sees Celeste on the board, watch the little piggies run away.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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well to be honest I don't rightly agree with Rak Disease either, in that the new Raks earn no points for your opponent...and I never said using Sith Alc2 is the best option for Celeste...I am talking about this force power and the thought of newer versions of it coming out...but it is hard to not talk/mention her when you talk about SA2 when she is the only figure to have it right now. and I haven’t mentioned her cost other than to say the cost of her is not inclusive of the idea of reinforcements or reserves...
and although I mention the damage of SA2...it was only in the attempt to illustrate that removing my 20hp figure form the board is not the issue either...
also when looking at Rakghoul Disease there is a difference between it and SA2...attack rolls...the Rak has to attack AND defeat the piece it turns...
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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You don't have to agree with Rakghoul Disease, you just need to understand that it is the basis for Sith Alchemy.
And really, Sith Alchemy 2 has a lot more restrictions on it than say, Push 2 or Lightning 2. So it should be a little bit more potent. And when you really get down to it, yeah, you don't attack with Alchemy, but you do have to weaken a character down to use it, it's almost like it.
And having a the figures cost points is a major, major drawback in official play. I don't see why you would want to hinder Sith Alchemy in this way, as on Celeste, it already has a tough time getting use.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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First, much better discussion. Keep from twisting my words this time and I won't have to ask for a lock :) adidamps2 wrote: also when looking at Rakghoul Disease there is a difference between it and SA2...attack rolls...the Rak has to attack AND defeat the piece it turns...
You are correct. Those are differences. It's even more different from reserves. A Special Ability causing defeat is much closer in approximation to an attack than it is to rolling a specific reserve number. As for you not liking the Rak Dis precedent, that's all well and good, but you can't deny its existence. And therein lies the basic problem. I'll give a comparable example. Many people (maybe even most) would change the lightsaber +10 precedent to become a melee attack if we could. It's perhaps the most egregious error in WotC's game. But like Rak Dis, we have followed it with the V-sets. And we will continue to use Lightsaber +10 when it's an appropriate part of a given character, even though very few (if any) of the designers agrees with that particular ruling. As for the other stuff, you really really need to do more than one play test (which I have confirmed is what this is all about). One test proves nothing. Further, your group has not yet even reported the results of that one play test. I don't believe that character to be broken at all, but certainly if there are issues with it, then they will be addressed by PT results. You can discuss it until you are blue in the face, but as you can see, you are fighting an uphill fight without your best weapons. Show us the problem via PT. I hope you can tell by now, that a public discussion of Celeste Morne is going to get you no where.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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What brought me to Celeste is the PT of a new ability. That is true. But Celeste just came out, and I wasn't really aware of what she was capable of until I seen her in play with the new piece...it's a twofold issue...a PT'ed piece and the realization of Celeste’s Force Power...I am trying to discuss her FP...Which is linked directly to the new one, and my concerns when I play tested it...so of course any issue I seen with the new one is going to bring me back to her and vice versa...
Needless to say if I hadn't PT'd the new piece; I probably wouldn’t have noticed Celeste’s FP for quite some time...
and really not changing something that WOTC gave us, because that's how WOTC did it is retarded...it makes ZERO sense at this stage of the game for a self driven community to stick to something that even designers don't agree with. That’s like rubbing two sticks together to make fire because that’s how Ugg did it in the Stone Age, when we could use a lighter today to make the same fire, only better. Especially when I seen grown men almost come to throw punches over Lightsaber because it’s not a “Melee” attack. Changing rules and making things clearer is better…
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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"Clearer" for who? As written, I understand 98% of all the rulings, and how they got to them. There are very few I don't agree with the logic to get there, but they are available to find.
And the game will depend on returning gamers a lot more now, so changing rules is a bad way to keep returning gamers.
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