11-22-2021, 09:29 PM | #11 |
Join Date: Oct 2021
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Re: Paper tires and infinite range
Pretty much every game we have played I have tweaked the arena size down from the bigger style ones I started with and basically the games get better with smaller arenas.
I think this game does so well with tighter spaces. If you have 8 cars, then sure, go for Double Drum style size arenas, but we are doing 4-6 players and 6-8 tiles is more than enough. At this point my recommendation to most groups would be to go for much smaller arenas and then worry about going bigger if they need it. Even racing arenas, 8 tiles can begin to feel like a lot. I don't know if that helps? |
11-22-2021, 09:41 PM | #12 |
Join Date: Nov 2021
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Re: Paper tires and infinite range
It does, how can I get more dashboards without buying additional game copies?
I still am thinking about tweaking range rules. Even without loss of control, it seems that even if your target isn't moving (ie no dice to roll) it should be harder to hit than being adjacent |
11-23-2021, 04:37 AM | #13 | |||||||
Join Date: Nov 2011
Location: Frederick, MD
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Re: Paper tires and infinite range
Okay, that is perfectly sensible. (But not what you were describing earlier.)
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Last edited by beetle496; 11-23-2021 at 05:27 AM. |
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11-23-2021, 07:51 AM | #14 |
Join Date: Oct 2021
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Re: Paper tires and infinite range
In playing some higher point games, everyone has a number of defensive dice from gear. Mean they still get those when out of control, and can take advantage of range re-rolls.
So it seems like the biggest problems mostly exist under this subset of situations where all the below are true if I have this right:
An easy house rule would be something simple like every four car lengths (2 turnkeys) gives a "range shield" instead of a range re-roll. It doesn't give extra defense dice which might be more unbalancing than using the "cover" rules and so using longer range as "cover" seems like an alternate way to handle it. Thoughts? |
11-23-2021, 07:56 AM | #15 |
Join Date: Oct 2021
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Re: Paper tires and infinite range
Now that I have said the above, I thought of even an easier house rule that I like more.
Just allow anyone to convert three "range re-rolls" to a shield. Just effectively trade them in. Statistically, that is similar assuming someone has enough dice to begin with. Where that above is broken is that range re-rolls don't help someone if they only have a couple of defense dice and they are already showing shields. so the above idea does make Range a more powerful part of defense, but it is very easy to work with and doesn't come in to play till someone gets three or 6 re-rolls from range. Thoughts on game balance for this one? It will likely have the effect of slowing the game down a little as range is a better defensive strategy thanit was before. |
11-23-2021, 08:40 AM | #16 |
Join Date: Aug 2004
Location: Scotland
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Re: Paper tires and infinite range
I think if / when I play on a large map I'll make sure there is copious cover. So long range sniping without crossing some kind of cover is unlikely. That was you'll generally get *some* defence.
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"If it's not broke... hit it again." "There's only so much Munchkin a man can demo." MIB #0366. Scotland. |
11-23-2021, 10:03 AM | #17 |
Join Date: Nov 2021
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Re: Paper tires and infinite range
I like the "convert range refills to shield" option, since your counting anyway it doesn't add significant overhead. It also makes sense for armor types that don't add dice and helps balance bad luck (my sons are amazed at my ability to roll slips when maneuvering). What mechanics/balance would this break?
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11-23-2021, 11:34 AM | #18 | |
Join Date: Nov 2011
Location: Frederick, MD
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Re: Paper tires and infinite range
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I would like to see the rules simplified: All defenses are dice. Speed (when not out of control) gives yellow defensive dice, add more for range, add more for partial and full cover. Ace tokens should still reman an (optional) re-roll. Cards/Crew/Accessories remain as-is. The status quo is that some defenses are dice, some are re-rolls, and some are straight-out shields. It detracts from Vroom-Vroom, Pew! Pew! The suggestion to have range give Shields makes range too valuable IMHO. I already didn’t really like it that cover is so dependable, so my recommendation to make most every defense mean more dice helps with that. Dice are fun! Last edited by beetle496; 11-23-2021 at 11:41 AM. |
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11-23-2021, 11:42 AM | #19 |
Join Date: Aug 2011
Location: Snohomish, WA
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Re: Paper tires and infinite range
Unless your names is Possum.
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11-23-2021, 01:41 PM | #20 | |
Join Date: Oct 2021
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Re: Paper tires and infinite range
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I was just trying to say I hadn't done any thinking yet on how unbalancing any changes might be. It seems like they were very careful on balancing lots of items and ESPECIALLY careful to make sure the "best" way to get defense dice was to go fast, thereby encouraging players to go vroom vroom. But the game balance was already built around allowing for cover, so I figured a "little more cover" probably wouldn't break anything. And since they had been so careful about adding defense dice, I really hadn't done any thinking on the potential unbalancing of how more dice might interact with builds that have lots of ACE rerolls or other factors. That was the unbalancing I was referring to, the larger game impact, less that specific roll. More defense of any kind, shields or extra dice, for range, does some to make Range a more important defensive factor and make the speed you are going less important. Potentially creating a different play experience. Last edited by NexusGameTheory; 11-23-2021 at 01:46 PM. |
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