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What are Net Epic's defining rules mechanics

 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Tue Feb 24, 2015 5:38 pm 
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Individual unit activation ... vs. the primative IGOUGO ... 8)

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Tue Feb 24, 2015 8:37 pm 
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Legion 4 wrote:
Individual unit activation ... vs. the primative IGOUGO ... 8)


Hi!

Agreed. IGOUGO, is a relic that needs to be taken behind the shed and shot in the head (twice, just in case). ;)

I have yet to design a game that doesn't have integrated activations. ;D

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 7:58 pm 
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Even though I was against Armageddon for many years as I was a follower of 2nd Ed, having gone back and checked the rules out more recently, I do like some of what I see, so it has got me thinking about trying to mash the two systems and seeing if I can get the best bits of both systems to work together.


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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 8:07 pm 
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Mattman wrote:
Even though I was against Armageddon for many years as I was a follower of 2nd Ed, having gone back and checked the rules out more recently, I do like some of what I see, so it has got me thinking about trying to mash the two systems and seeing if I can get the best bits of both systems to work together.


Hi!

Some concepts are indeed good ideas and there is no shame in pinching good ideas regardless of source. ;)

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 8:09 pm 
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I have Evolution which was essentially thieving the activation system from E:A, Primarch is looking at creating another system and this would be another... Wouldn't we be best trying to pool our efforts into one project?

I see you've already voted on the FB group Matt about range changes. I'm proposing a series of these questions to gauge fan feeling. If we know what we can mess with and can't then we maximise our chances of creating a system the Net Epic community can embrace.

What do you think?

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 8:12 pm 
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The Bissler wrote:
I have Evolution which was essentially thieving the activation system from E:A, Primarch is looking at creating another system and this would be another... Wouldn't we be best trying to pool our efforts into one project?

I see you've already voted on the FB group Matt about range changes. I'm proposing a series of these questions to gauge fan feeling. If we know what we can mess with and can't then we maximise our chances of creating a system the Net Epic community can embrace.

What do you think?


Hi!

I wouldn't mind pooling efforts, the thing is we first need to sit down the three of us and discuss "philosophy of design". Because if that is not compatible between us then it will be difficult to reach consensus.

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 9:33 pm 
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Consensus is always a good thing. At least, if the systems are intended to work together.

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 11:04 pm 
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MagnusIlluminus wrote:
Consensus is always a good thing. At least, if the systems are intended to work together.


Hi!

They were originally not intended to be "compatible", but if there is consensus on using a d20, I think there could be. ;)

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Feb 25, 2015 11:23 pm 
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The type of die used is the question I was planning on asking the FB epic group tomorrow. I was planning on giving various options.

I still feel strongly that if any project is worth doing we should try & bring the community with us.

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Thu Feb 26, 2015 1:13 am 
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God please not D20s. I am sure I have mentioned this before, but the practicalities and cost associated with rolling hand fulls of D20s will put people off. I have a number of them lying around from my RPG days, but if a rule set told me I needed a dozen or so of them to play, odds are I wouldn't even look at the rules. You might be able to get away with D10s or smaller as they are likely to be a bit more common in peoples collection.


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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Thu Feb 26, 2015 1:48 am 
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Mattman wrote:
God please not D20s. I am sure I have mentioned this before, but the practicalities and cost associated with rolling hand fulls of D20s will put people off. I have a number of them lying around from my RPG days, but if a rule set told me I needed a dozen or so of them to play, odds are I wouldn't even look at the rules. You might be able to get away with D10s or smaller as they are likely to be a bit more common in peoples collection.


Hi!

Oh, well so much for "consensus". ;) ;D

Also, why handfuls of d6's doesn't put people off in the same way as d20's.

If that is true, then my 2d6 system IS the way to go. ;)

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Thu Feb 26, 2015 1:59 am 
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primarch wrote:
Mattman wrote:
God please not D20s. I am sure I have mentioned this before, but the practicalities and cost associated with rolling hand fulls of D20s will put people off. I have a number of them lying around from my RPG days, but if a rule set told me I needed a dozen or so of them to play, odds are I wouldn't even look at the rules. You might be able to get away with D10s or smaller as they are likely to be a bit more common in peoples collection.


Hi!

Oh, well so much for "consensus". ;) ;D

Also, why handfuls of d6's doesn't put people off in the same way as d20's.

If that is true, then my 2d6 system IS the way to go. ;)

Primarch


D6s are generally smaller so it is easier to roll a handfull. Not to mention all wargamers have buckets of D6s at their disposal already.
2D6 is a bit awkward, you can't exactly roll a handful of them. They would be fine for single shots or actions, but 6 marine stands each rolling 2D6 to hit would really slow things down.


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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Thu Feb 26, 2015 4:02 am 
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Mattman wrote:
primarch wrote:
Mattman wrote:
God please not D20s. I am sure I have mentioned this before, but the practicalities and cost associated with rolling hand fulls of D20s will put people off. I have a number of them lying around from my RPG days, but if a rule set told me I needed a dozen or so of them to play, odds are I wouldn't even look at the rules. You might be able to get away with D10s or smaller as they are likely to be a bit more common in peoples collection.


Hi!

Oh, well so much for "consensus". ;) ;D

Also, why handfuls of d6's doesn't put people off in the same way as d20's.

If that is true, then my 2d6 system IS the way to go. ;)

Primarch


D6s are generally smaller so it is easier to roll a handfull. Not to mention all wargamers have buckets of D6s at their disposal already.
2D6 is a bit awkward, you can't exactly roll a handful of them. They would be fine for single shots or actions, but 6 marine stands each rolling 2D6 to hit would really slow things down.


Hi!

D6's come in all shapes and sizes easy enough to use 3 or more pairs of different color dice. I got tons of them. ;)

But point taken. :)

Primarch

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Apr 15, 2015 1:20 am 
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What makes Epic Epic....

Off the cuff

Large Armies with varied types of units
Army Cards
Victory Points
Streamlining for large scale battles (5k points is for wimps!)
Special abilities
Terrain having more than a trivial impact on gameplay
Victory Points and Morale
Gigantic handfuls of D6's conspiring to make your night miserable
Templates pissing off your friends!

What can change and should change:

Phase/IGOUGO combat. Makes for tons of downtime and can lead to tedium. I like what NE:E has done here
I could go for a minor consolidation of Special abilities
Additional units from new GW Codexes (I hate the EA army list concept, BTW) and lore (don't necessarily need to be hugely different from older units)
Better integration of Campaign rules (like Titan Princept Experience from AT:1)
Bring back weapon differentiation in titan pricing.

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 Post subject: Re: What are Net Epic's defining rules mechanics
PostPosted: Wed Apr 15, 2015 1:25 am 
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madmagician wrote:
What makes Epic Epic....

Off the cuff

Large Armies with varied types of units
Army Cards
Victory Points
Streamlining for large scale battles (5k points is for wimps!)
Special abilities
Terrain having more than a trivial impact on gameplay
Victory Points and Morale
Gigantic handfuls of D6's conspiring to make your night miserable
Templates pissing off your friends!

What can change and should change:

Phase/IGOUGO combat. Makes for tons of downtime and can lead to tedium. I like what NE:E has done here
I could go for a minor consolidation of Special abilities
Additional units from new GW Codexes (I hate the EA army list concept, BTW) and lore (don't necessarily need to be hugely different from older units)
Better integration of Campaign rules (like Titan Princept Experience from AT:1)
Bring back weapon differentiation in titan pricing.


Hi!

I would agree with a lot of what you said. :)

Primarch

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