Songs of Battle WiP - Rules dev
Nov 2, 2021 6:19:04 GMT -9
squirmydad, Vermin King, and 1 more like this
Post by creyates on Nov 2, 2021 6:19:04 GMT -9
Hello everyone, I have been working on a hex based tabletop wargame for some years now. I’m looking for some feedback on a key aspect of my rules. I’ve been struggling with how to lay this out in a clear way. In order to explain how I’d like it to work, I think I need to explain my thought process a bit.
I wanted to keep the play area as free from clutter as possible, while also keeping the bookkeeping to a minimum. This led me to come up with a double-sided Marker system for several mechanisms. Basically there are 3 “Dynamic Attributes”, let's call them, that are state based. Players keep track of these with the double-sided Markers. The default state for each of these “Dynamic Attributes” is indicated by the absence of a marker (I hope you’re still with me); as certain criteria are met, the players place these Markers by their Units, flipping them over as necessary.
Example: Condition (effective hit points); Units start the game Unscathed (no marker), if a Unit suffers a point of Damage, the controlling Player marks it with a Battered Marker; if it suffers another point of Damage, the Player flips the marker over for a Bloodied Marker; if it suffers another point of Damage it is destroyed and removed from the game.
Condition is more or less linear in that it only gets worse as the battle progresses (with the exception of healing). However, the other 2 “Dynamic Attributes” (Movement & Morale) are not.
Every “Dynamic Attribute’s” state has certain effects on the unit’s options/effectiveness throughout the battle, including the default state (no marker). This is tricky too, because the absence of a Marker in each case function as…a Marker.
I’ve rewritten this section of the rules several times now, coming at it from different angles with different wording. Here is my most recent iteration:
BASIC ATTRIBUTES & DYNAMIC ATTRIBUTES
Every Unit has 6 Basic Attributes, and 3 Dynamic Attributes.
Basic Attributes appear as part of a Unit’s Profile. These Attributes are represented by numeric values, and are associated with a Unit’s capabilities on the battlefield.
Basic Attributes: Moves, Will, Defense, Melee Attacks, Charge Attacks, and Ranged Attacks.
Dynamic Attributes can change throughout the course of a battle, depending on how events unfold. Unlike Basic Attributes, they are not represented by numeric values. Throughout the battle, players keep track of their Units’ Dynamic Attributes with Markers. Dynamic Attributes, along with the corresponding Markers, are tied to certain ongoing effects.
Dynamic Attributes & Markers:
Condition
Unscathed (no marker)
Battered
Bloodied
Special Condition Markers (only Units with the associated Special Rules will make use of these Markers)
Tough 2
Tough 1
Hard to Kill
Morale
Steady (no marker)
Wavering
Routed
Movement
Holding (no marker)
Moving
Running
Special Movement Markers (only Units with the associated Special Rules will make use of these Markers)
Flying
It may be helpful to think of Basic Attributes as quantities which the Units possess, and Dynamic Attributes as qualities that describe them. For example; A Unit may HAVE 5 Defense (Basic Attribute Defense), while it IS Holding (Dynamic Attribute: Movement).
Does this make sense? Please let me know if you have any questions. I’d greatly appreciate any feedback. Thanks!
I wanted to keep the play area as free from clutter as possible, while also keeping the bookkeeping to a minimum. This led me to come up with a double-sided Marker system for several mechanisms. Basically there are 3 “Dynamic Attributes”, let's call them, that are state based. Players keep track of these with the double-sided Markers. The default state for each of these “Dynamic Attributes” is indicated by the absence of a marker (I hope you’re still with me); as certain criteria are met, the players place these Markers by their Units, flipping them over as necessary.
Example: Condition (effective hit points); Units start the game Unscathed (no marker), if a Unit suffers a point of Damage, the controlling Player marks it with a Battered Marker; if it suffers another point of Damage, the Player flips the marker over for a Bloodied Marker; if it suffers another point of Damage it is destroyed and removed from the game.
Condition is more or less linear in that it only gets worse as the battle progresses (with the exception of healing). However, the other 2 “Dynamic Attributes” (Movement & Morale) are not.
Every “Dynamic Attribute’s” state has certain effects on the unit’s options/effectiveness throughout the battle, including the default state (no marker). This is tricky too, because the absence of a Marker in each case function as…a Marker.
I’ve rewritten this section of the rules several times now, coming at it from different angles with different wording. Here is my most recent iteration:
BASIC ATTRIBUTES & DYNAMIC ATTRIBUTES
Every Unit has 6 Basic Attributes, and 3 Dynamic Attributes.
Basic Attributes appear as part of a Unit’s Profile. These Attributes are represented by numeric values, and are associated with a Unit’s capabilities on the battlefield.
Basic Attributes: Moves, Will, Defense, Melee Attacks, Charge Attacks, and Ranged Attacks.
Dynamic Attributes can change throughout the course of a battle, depending on how events unfold. Unlike Basic Attributes, they are not represented by numeric values. Throughout the battle, players keep track of their Units’ Dynamic Attributes with Markers. Dynamic Attributes, along with the corresponding Markers, are tied to certain ongoing effects.
Dynamic Attributes & Markers:
Condition
Unscathed (no marker)
Battered
Bloodied
Special Condition Markers (only Units with the associated Special Rules will make use of these Markers)
Tough 2
Tough 1
Hard to Kill
Morale
Steady (no marker)
Wavering
Routed
Movement
Holding (no marker)
Moving
Running
Special Movement Markers (only Units with the associated Special Rules will make use of these Markers)
Flying
It may be helpful to think of Basic Attributes as quantities which the Units possess, and Dynamic Attributes as qualities that describe them. For example; A Unit may HAVE 5 Defense (Basic Attribute Defense), while it IS Holding (Dynamic Attribute: Movement).
Does this make sense? Please let me know if you have any questions. I’d greatly appreciate any feedback. Thanks!