Kaunisto
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Registered: 01-2008
Location: Finland
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Re: Gladiator Arena: design and chat
To solve the standoff problem, I may have to make a rule change that a moving players are always considered to strike before ones not moving.
That would make giant too weak, useless compared to dwarf, would have to add HP or two.
Though that would balance races better - but weapons worse.
That's a tough call, whether to keep the design as I've had so far or make a change this big...
I'd rather try few games to see if it's necessary.
I've been thinking that as long as we'll have 2 or 3 players, we might play with two or three "characters" each, a team game.
But let's just start with a simple one.
I think I'm ready for a test game. No major rule changes coming for the moment.
PR, OW, anyone who happens to be around... make yourselves a topic according the instructions if you want to play in first ever game of Gladiator Arena!
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6/12/14, 2:26 am
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Pastor Rick
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Registered: 07-2005
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Re: Gladiator Arena: design and chat
What about using the action point system used in the pirate game to determine initiative? The player with the highest total strikes first...
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6/12/14, 10:00 am
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Kaunisto
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Re: Gladiator Arena: design and chat
No, I prefer to keep this all strategy with no random element beyond player's choices. And with that, idea of purely simultaneous turns.
For now I hope rule addition 8d is enough or I'll have to make the "moving players strike first" rule and redesign some details.
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6/12/14, 11:40 am
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OldWarrior
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Gladiator Arena: design and chat
Sorry, but only one game here is plenty for me right now -- the Pirate game. I have cut way back on my main gaming site because of life situations slowing me way down.
--- Old Warrior
Check out Bible Notes
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God bless you, everyone!
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6/12/14, 4:35 pm
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Catcherlady
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Registered: 06-2006
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Re: Gladiator Arena: design and chat
Speaking of which, it's your turn...we're waiting on you!
---
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6/12/14, 6:45 pm
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Kaunisto
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Re: Gladiator Arena: design and chat
Sooo... Rick, how about the two of us have a go? Maybe two characters each, no need for scoring in two player game.
No need to hurry or keep a regular pace, I'd just run turn whenever you posted.
We would need only one topic. Two player is that way easier for whoever plays me.
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6/13/14, 8:43 am
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Pastor Rick
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Re: Gladiator Arena: design and chat
Everything I do this week is in a hurry!
How about this for a game cover?

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6/14/14, 8:56 am
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Kaunisto
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Re: Gladiator Arena: design and chat
Ooh, nice. That does have a feel to it. But thinking of it, I'd like better two warriors standing, about to strike each other.
Anyways, if you're too busy to play for some time, I'll just start working on...
Wild West Arena (tadaa!)
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6/14/14, 10:12 am
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Pastor Rick
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Re: Gladiator Arena/Wild West Arena: design and chat
Wednesday looks like I might have free time to do something...
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6/17/14, 1:04 am
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Kaunisto
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Re: Gladiator Arena/Wild West Arena: design and chat
I think GA is shorter, but WWA is easier to play (and on that we can have quick game using 5 HP instead of 10).
Take your pick.
WWA still needs design, the basic problem is that when you look into abyss... I mean, when you can shoot the other player, he can also shoot you. I added the stab because a player with shotgun and big enough lead could've just stayed in corner.
Also, rifle has no advantage to pistols in two player game, and a significant one only with large number of players. Should I make it damage 3? I guess I do.
WWA: When a man with .45 meets a man with a rifle, you said, the man with a pistol's a dead man. Let's see if that's true. Go ahead, load up and shoot.
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6/17/14, 6:35 am
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