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Showdown: 3 faction balancing...

 
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robert4818
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PostPosted: Tue May 01, 2012 4:52 pm    Post subject: Showdown: 3 faction balancing... Reply with quote

I'm thinking of creating a 3-faction showdown set, each featuring a diferent level of magic and technology.

Fantasy - High magic, Low tech
Steampunk - Mid Magic, Mid Tech
Futuristic - Low Magic, High Tech

Right now, the two big things I'm worried about "balancing" are AB's and rank and file troops.

I'm not worried about the big things. (Dragons, Mechs, etc.) as I feel those will balance just fine.

I'm more worried about the smaller rank and file troops. I.E. Infantry soldier with a gun, vs elf with a bow or Man with long-sword... Any suggestions?


As for the AB's. Using normal Showdown rules, they already ARE balanced because there's no difference between them.

Each faction will have an AB unique to it.
Fantasy AB: Magic
Steapunk AB: Weird Science
Future AB: Psionics.

I'm wanting to give each AB a little something to make them different, (similar to minor trappings) but balanced amongst themselves.
Any thoughts there?
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Virgobrown72
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PostPosted: Tue May 01, 2012 6:11 pm    Post subject: Reply with quote

I dunno, 'cause it seems to me that the weapons and armor for the most part balance out anyway. I think you would probably be okay...
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ValhallaGH
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PostPosted: Wed May 02, 2012 3:29 pm    Post subject: Reply with quote

Psionics - confusion and manipulation powers. Ignore damage effects, and go with cool "mind games" powers.

Weird Science - Steam cannons, steam gattlings, and auto-surgeons. All of which can, of course, explode.

Magic - Fireballs, fog banks, walls of ice, and the other traditional big-wizard spells.

I expect that they'll lend themselves to different play styles but be equally viable and useful within those styles.
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robert4818
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PostPosted: Wed May 02, 2012 4:01 pm    Post subject: Reply with quote

ValhallaGH wrote:
Psionics - confusion and manipulation powers. Ignore damage effects, and go with cool "mind games" powers.

Weird Science - Steam cannons, steam gattlings, and auto-surgeons. All of which can, of course, explode.

Magic - Fireballs, fog banks, walls of ice, and the other traditional big-wizard spells.

I expect that they'll lend themselves to different play styles but be equally viable and useful within those styles.


I wasn't thinking of that sort of trapping Razz Should have made myself clear.

I was meaning giving each one a "minor secondary effect" unique to each one. Showdown ignores trappings like Fire, Lightning, etc. So, I wanted some minor effect like:

Psionics: Offensive, target suffers a -1 penalty to smarts rolls until the beginning of their next turn.
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ValhallaGH
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PostPosted: Fri May 04, 2012 1:43 pm    Post subject: Reply with quote

robert4818 wrote:
ValhallaGH wrote:
Psionics - confusion and manipulation powers. Ignore damage effects, and go with cool "mind games" powers.

Weird Science - Steam cannons, steam gattlings, and auto-surgeons. All of which can, of course, explode.

Magic - Fireballs, fog banks, walls of ice, and the other traditional big-wizard spells.

I expect that they'll lend themselves to different play styles but be equally viable and useful within those styles.


I wasn't thinking of that sort of trapping Razz Should have made myself clear.

I was meaning giving each one a "minor secondary effect" unique to each one. Showdown ignores trappings like Fire, Lightning, etc. So, I wanted some minor effect like:

Psionics: Offensive, target suffers a -1 penalty to smarts rolls until the beginning of their next turn.

Apparently we both need to clarify. Very Happy

I meant that each arcane set has a different power list. So some blow things up and others mess with, but do not damage, the enemy.
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robert4818
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PostPosted: Fri May 04, 2012 8:58 pm    Post subject: Reply with quote

ValhallaGH wrote:
robert4818 wrote:
ValhallaGH wrote:
Psionics - confusion and manipulation powers. Ignore damage effects, and go with cool "mind games" powers.

Weird Science - Steam cannons, steam gattlings, and auto-surgeons. All of which can, of course, explode.

Magic - Fireballs, fog banks, walls of ice, and the other traditional big-wizard spells.

I expect that they'll lend themselves to different play styles but be equally viable and useful within those styles.


I wasn't thinking of that sort of trapping Razz Should have made myself clear.

I was meaning giving each one a "minor secondary effect" unique to each one. Showdown ignores trappings like Fire, Lightning, etc. So, I wanted some minor effect like:

Psionics: Offensive, target suffers a -1 penalty to smarts rolls until the beginning of their next turn.

Apparently we both need to clarify. Very Happy

I meant that each arcane set has a different power list. So some blow things up and others mess with, but do not damage, the enemy.


That may work.

I'm actually (as I'm playing around with concepts) settling on my vision for each faction better.

The "Steampunk" faction is going to lack any true AB, I think. Instead it will have a number of weird fantastic devices. Troops will be "Moureau's" (I.E. Human-animal Hybrids) and clockworks, and I'm thinking many of their devices will be Lightning based (think Tesla)

The "fantasy" faction will have a large number of Fantasy style troops (Elves, Dwarves, Skeletons, Vampires, Liches, etc.) There will be a decent number of magic users.

The "Futuristic" faction will be closer to Extrapolated Modern. (Infantry with rifles, tanks, etc.) with some truly futuristic capabilities. (The Grey Goo Bomb, that works like a swarm, but can grow/split as it defeats troops.) There may be some psionics, but I plan on the Psions being on par with "apprentice mages" in strength.
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