Forum    Members    Search    FAQ

Board index » Your Things » Your Games




Post new topic  Reply to topic  [ 295 posts ] 
 
Author Message
 Post Posted: Fri Jan 25, 2013 9:15 am 
Offline
Joined: Mon Sep 10, 2012 10:29 pm
Posts: 316
What, my new marbit got cwoaked? KILL THEM KILL THEM ALL. WITH FIRE AND BRIMSTONE!

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Fri Jan 25, 2013 10:20 am 
    Offline
    Joined: Thu Jun 24, 2010 9:52 pm
    Posts: 620
    Did Xino have nothing to say about the value of the 3 mushroom samples or should I have used an action to give them to him?

    I'm counting a total of 5 other marbits going to the gobwin 3 hut hex, so I'm going to increase that to 8. Not sure if they can make it due to possible stacking and attacking costs, but I'll be join that group so they have food next turn.

    If we can initiate stacked combat by simply going east twice.
    M4 "Pod" will stack up with melee, go east and go east.
    M15 "Bod" will stack up with melee, go east and go east.
    M26 "Zod" will stack up with melee, go east and go east.


    If we can't, and Xino still needs to be given the samples.
    M4 "Pod" will give 1st mushroom sample to Xino, stack up with melee, and go east.
    M15 "Bod" will give 2nd mushroom sample to Xino, stack up with melee, and go east.
    M26 "Zod" will give 3rd mushroom sample to Xino, stack up with melee, and go east.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Fri Jan 25, 2013 11:39 pm 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    So I have orders from all 6 players, but I think I need to give another 24 hours because some have changed orders, and others are in a disagreement about the plan, such as it is.

    23 hour extension - final this time.

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 5:10 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    Ok then. Processing...

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 5:53 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    In the bottom right hex...

    3 Marbits 3 Crossbows 3 Axes 1 Heavy Armour
    8 Defence between 3 units = 2.7 average defence
    9 Ranged Combat +3d6
    12 Hits

    3 Gobwins 3 Axes
    6 Defence between 3 units = 2 average defence
    12 Combat +3d6
    12 Hits


    Round 1:
    Marbits, Attack! Ranged!
    9 Combat + 17 Random = 26
    Total Attack divided by Gobwin Average defence = 13 Hits inflicted.

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 6:03 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    in the top right hex...

    8 Marbits 3 Swords, 6 Shields, 1 Axe, 3 Spears, 6 Heavy Armour, 1 Crossbow, 1 Shovel)
    34 Defence between 8 units = 4.3 average defence
    35 Combat +3d6
    32 Hits

    3 Gobwins 1 Axes, 2 Spears, 3 Shields
    9 Defence between 3 units = 3 average defence
    12 Combat +3d6
    12 Hits


    Round 1:
    Marbits, Attack!
    34 Combat + 36 Random = 70 Total Attack divided by Gobwin Average defence = 23 Hits inflicted.

    Gobwins, Attack!
    9 Combat + 11 Random = 20 Total Attack divided by Gobwin Average defence = 5 Hits inflicted.

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 6:12 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    In the Gobwin Turn, a stack of Gobwins enters the top right hex...

    8 Marbits 3 Swords, 6 Shields, 1 Axe, 3 Spears, 6 Heavy Armour, 1 Crossbow, 1 Shovel)
    34 Defence between 8 units = 4.3 average defence
    35 Combat +3d6
    27 Hits

    8 Gobwins 4 Axes, 4 Spears, 7 Shields
    23 Defence between 8 units = 2.9 average defence
    32 Combat +8d6
    32 Hits


    Round 1:
    Marbits, Attack!
    34 Combat + 22 Random = 56 Total Attack divided by Gobwin Average defence = 19 Hits inflicted.

    Gobwins, Attack!
    32 Combat + 32 Random = 64 Total Attack divided by Gobwin Average defence = 15 Hits inflicted.


    Round 2:
    Marbits, Attack!
    34 Combat + 25 Random = 59 Total Attack divided by Gobwin Average defence = 20 Hits inflicted.

    Gobwins, Attack!
    32 Combat + 32 Random = 64 Total Attack divided by Gobwin Average defence = 15 Hits inflicted.

    All Gobwins Cwoaked.
    All Marbits Cwoaked.

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 6:16 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    Turn 16
    Actions: . . .

    Random VII and Random Henchmarbit II move E twice and attack.

    M18 Klump Stack with melee marbits, move east(x2) and attack gobwins.
    M22 Buddy Stack with melee marbits, move east(x2) and attack gobwins.

    M3, M25, M12 Orders Go SE, Go SE, Go SE, ATTACK!

    M21 stack up with melee fighters, move east x2 move eastx 2 attack gobwins
    M27 equip crossbow equip axe move east x2 M27 says to xino... "Xino thoase 2 berries are mine, I'll be back to see if they're worth anything" as he drops the berries to equip weapons

    M4 "Pod" will stack up with melee, go east and go east.
    M15 "Bod" will stack up with melee, go east and go east.
    M26 "Zod" will stack up with melee, go east and go east.

    M13 equips best armor/shield/non-two-handed weapon possible.





    Unit Status
    Spoiler: show
    Name
    M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M4 "Pod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M13 "Em Fyv" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M15 "Bod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M21 "Em Tyn" (Werebiscuit) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M24 "Random Henchmarbit II" (KF25) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M25 "back up" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M26 "Zod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
    M27 (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M28 (WhirdCheese) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1

    Equipment List [spoiler]
    Sword Weapon, +3 Combat costs: 3 iron
    Spear Weapon, +2 Combat costs: 2 wood
    Crossbow Weapon, +1 Combat, Ranged costs: 1 wood, 1 iron
    Axe Chopping Tool, +2 Combat costs: 1 wood, 1 iron
    Shovel Digging Tool, +1 Combat costs: 1 wood
    Knife Tool costs: 1/2 wood
    Light Armour Armour, +1 Defence costs: 1 Hide
    Heavy Armour Armour, +2 Defence costs: 3 iron
    Shield Armour, +1 Defence costs: 2 wood
    Bag Carries up to 6 small things - food, gems, etc. costs: 1 Hide



    Pop Queue
    Spoiler: show


    Image


    Things to Note:
    J-Raffes (aka OtisNecks) are Combat 0, Defence 1, Hits 8, Move 2.
    Testudo Aurbreii (aka VFCs) are Combat 2, Defence 5, Hits 8, Move 2.
    Butter Bear are Combat 4, Defence 2, Hits 6, Move 2.
    El Tigre are Combat 8, Defence 3, Hits 10, Move 6.
    Gobwins are Combat 2, Defence 2, Hits 4, Move 4.
    FereWolves are Combat 6, Defence 2, Hits 8, Move 6.
    Chee-Kee Mon-Kees are Combat 0, Defence 2, Hits 8, Move 8.
    Spidon'ts are Combat 2, Defence 3, Hits 3, Move 4.

    Rules (such as they are)
    Spoiler: show
    Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed.
    Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc.
    Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please!
    This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create.
    Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat.
    If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak.
    Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex.
    If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits.
    Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2).
    Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals.
    NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending).
    Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map.
    It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road.
    All the necessary information should be displayed on the map, above. Any questions? Just ask.

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 6:28 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    And I think we'll call it there...

    With all the Gobwins Cwoaked, the valley is free to be mined to exhaustion, upsetting no one but the native Pandorans.

    Thanks for playing!

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 11:06 am 
    User avatar
    Offline
    Joined: Thu Apr 30, 2009 5:41 pm
    Posts: 2521
    Thank you for running the game, LTDave!

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 7:06 pm 
    Offline
    Joined: Mon Sep 10, 2012 10:29 pm
    Posts: 316
    And M13 lived happily ever after standing around in the arrival hex. Cause after his bad experience with one in about 3 turns not even the king could force him to pick one up.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Sun Jan 27, 2013 8:48 pm 
    Print Book 2 & Draw Book 3 Supporter Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Tue Oct 13, 2009 9:23 am
    Posts: 1568
    So how were we supposed to level up in this game anyway?

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jan 28, 2013 12:24 am 
    Offline
    Joined: Mon Sep 24, 2012 7:52 am
    Posts: 426
    Yea, we need to add leveling up through combat into the game. Cause gaining levels by praying at stone pillars seems like an ineffective and relatively limited method. Assign xp amounts to creatures, xp goals for each level - maybe an exponential multiples of 5? 5 xp to Lv 2, 10 to Lv 3, 15 to Lv 4, 20 to LV 5, etc. In large combats add up xp of the creatures defeated and split it up among the marbits that survived the fight.

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jan 28, 2013 4:48 am 
    User avatar
    This user has been published!
    Offline
    Joined: Sun Aug 23, 2009 7:53 pm
    Posts: 3062
    RE: Thanks - You're welcome.

    RE: Levelling up - I had a whole thing where the fulfillment of missions for Xino would result in levelling - but none of his missions were completed. The problem with levelling through combat is that it requires a lot of record keeping for the GM - keeping track of which Marbit cwoaked what, and the problems of competing for kills - is it last blow, or most wounds? It just causes headaches.

    Incidentally, I'm not planning on running any more of these games. Others are welcome to run games based on lessons learnt.

    _________________
    Erfworld Empires X

  • Tip this post

    Make Anonymous
  • Top 
       
     Post Posted: Mon Jan 28, 2013 1:39 pm 
    Print Book 2 & Draw Book 3 Supporter Here for the 10th Anniversary Has collected at least one unit
    Offline
    Joined: Tue Oct 13, 2009 9:23 am
    Posts: 1568
    CroverusRaven wrote:
    Yea, we need to add leveling up through combat into the game. Cause gaining levels by praying at stone pillars seems like an ineffective and relatively limited method. Assign xp amounts to creatures, xp goals for each level - maybe an exponential multiples of 5? 5 xp to Lv 2, 10 to Lv 3, 15 to Lv 4, 20 to LV 5, etc. In large combats add up xp of the creatures defeated and split it up among the marbits that survived the fight.
    That's what I would do...

  • Tip this post

    Make Anonymous
  • Top 
       
    Display posts from previous:  Sort by  
     
    Post new topic  Reply to topic  [ 295 posts ] 

    Board index » Your Things » Your Games


    Who is online

    Users browsing this forum: Dark Shadow, tigerusthegreat and 3 guests

     
     

     
    You cannot post new topics in this forum
    You cannot reply to topics in this forum
    You cannot edit your posts in this forum
    You cannot delete your posts in this forum
    You cannot post attachments in this forum

    Search for:
    Jump to: