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Post by aaron on Jan 15, 2014 16:26:11 GMT -9
ok by now most of the rules are ironed out and the game is in a mostly playable state so we decided to throw down and I had the clairvoyance to capture all the action in a first ever battle report ... yes I know there will be some problems with it ( spelling and bad camera work) but it's a work in progress and I'm SUPER excited that Temporum Oblitus has come this far! you can check out the whole report on my Bootsy website www.pigmiart.com/ if you have problems with the slider then download the PDF it's the same thing only BIGGER LOL that's my Texan coming out again! here's a sample of the game !
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Post by squirmydad on Jan 17, 2014 11:49:23 GMT -9
Looking good. Do the rules give you the results that you envisioned?
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Post by aaron on Jan 18, 2014 19:39:41 GMT -9
well at first I was thinking it was going to be more like 40k, but as time went on I really started thinking about the rules and I wanted to simplify them.
In many other war games their are lots of little nuances that I don't test for, like I didn't add a terrain element because I think it slows down the game play and complicates the strategies. I don't have an element of leadership because like terrain it just starts to mire the game down when you have to stop every turn for this kind of test or that one... in fact when watching table top war games on YouTube I discovered that most 40k players either willing forgo, completely forget or just play wrong many of the rules. This is because they are so convoluted or there are to many of them to make sense of. SO the first big rule of my game was Keep it simple, the second big rule is make it cool ... sometime those two rules conflict with each-other and I have to compromise a bit one way or the other but all in all I think it's working I decided right away I wanted this to be focused on the troops and not Uber heroes or vehicles. I wanted each turn to be uncomplicated and fluid. like each turn has only three element : Move, grab the ruler and move the distance shown unless theirs something really big in your way... some units move a little further some units don't move as far it's that easy. shoot, measure the distance, roll the dice, do the math either you can kill something or not. simple attack, if you can get into base to base contact then you can attack it roll the dice , do the math and either you killed it or you didn't...
there is no initiative, if it's your turn then you attack me you get the hit I don't hit back untill it's my turn then I attack you and I get the hit and it goes like that untill one unit beats the other one simple there is none of this rolling to see if your unit can attack me. with 5 attacks you charge into battle only to find I have a higher initiative so I'm faster than you, so I get to attack first, with my 3 attacks and 2 special ones I start to roll the dice only one special one has to be resolved after combat , except I'm holding a weapon that make me attack last so you get to go first except your holding a weapon that makes you go last so we both roll at the same time but then I get my special attack back only you have a special rule that prevents the attack back but then I have a special rule that prevents your preventing me so in the end you declare an attack and we both do nothing. oddly enough there is A LOT of that kind of stuff in 40k and other games like it. If there is something in the rules that is some how broken then create a special rule to counter it which only breaks the game further creating a horrible imbalance among the armies. Though there are certainly different weapons in Temporum Oblitus they all have the same results. For instance I have a plasma cannon and I kill you with it or I have a sniper rifle and I kill you with it or I have a big rock and ... you get the idea in all cases your equally dead so there is no point in beleaguering how it was done.
By focusing on the outcome and not the weapon it's self I made the game play unfettered by huge charts and lists upon lists of things to look up. It also helps curb Rules lawyering and keeps cheesy weapons from being used in ways they weren't intended. Though some weapons do different kinds of damage and can be used creatively like flame or plasma weapons can create impromptu impassable terrain and or hurt more than one model at a time, all of these are templated weapons and have specific rules governing all of them so I don't have to make more lists. Like how CSS can govern the templates for all the pages on a site the rules for templated weapons work the same in every army. though the way the weapon is carried or applied may be different. Right now the game has elements of chance but it's tempered by a solid strategy i.e. changing the variables to get a more favorable outcome reduces the ammount of chance and can almost eliminate it some some circumstances Because of this Temporum Oblitus plays more like chess than any other game I can compare it to. This actually surprised me, but in the end it was a pleasant surprise. Like the kill zone when I first encountered it, I thought I have to change it but then as I thought about it, not only did it make sense but like in a chess game where you cover spaces with a specific piece it works the same in the kill Zone. adding the terrain bonus then compensates for the kill Zone and makes the game not only playable but every time I have played it now the games have been verry veryy close. there were no one sided battles where you knew the outcome before it happened. Every victory was won with one eye and missing limbs. the subtle strategies are ripe for people who can manipulate and exploit the battlefield. I think over all it's playing very well though were still polishing it up before it goes into official Beta mode and when I have the rule book completely finished I plan on putting a copy in your inbox so you can crawl through it and tell me what I did wrong! LOL
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