Civilization 6: Rules posted for discussion

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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Sat Apr 12, 2014 11:58 am

So I've been thinking of instead of using Aspects, just rolling 3d10 against a difficulty of say, 7 (so if you roll 3 7+, it's a complete success). Doing something related to occupation/skill/hobby adds more dice to the roll (bigger chances for rolling many 7+ or whatever the difficulty might be); rolling 10s would add Action Points (extra dice on top of that, to a maximum of 10 dice per action), and you could trade in AP for Mastery Points (where masters give one "auto success" to the 3 successes needed). Whatcha think?
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NewOneAround
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Re: Civilization 6: Yes, there will be one.

Post by NewOneAround » Sat Apr 12, 2014 12:23 pm

sounds good.(I had something like that for a RPG system I never fully finished) Thought about giving boni to single rolls?

For example Book of lesser Summoning gives (+1/0/-3) Summon against 6: you roll 5/7/6 and get 6/7/3. 2 successes.
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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Sat Apr 12, 2014 1:39 pm

Oooh, books that give bonuses to rolls. I hadn't thought about that. Maybe I'll do that with Masters.
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ChuckDaRighteous
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Re: Civilization 6: Yes, there will be one.

Post by ChuckDaRighteous » Sun Apr 13, 2014 2:00 pm

If you had different rolls representing success you could have each roll representative of different parts of success. Such as quality/quantity/insight. If you rolled. For example if you were trying to clear land for farming. So if critical success on the first roll (quality) would mean you cleared it well so that there were fewer weeds/rocks/etc or such making your farming easier. Critical on the second roll (quantity) would mean you cleared more land meaning you could make a bigger crop. Critical on the third roll (insight) would grant bonus exp or teach some sort of farming knowledge such as discovering a new crop or way to clear land. If you were making weapons, it would be better weapons / more weapons / exp or forging techniques. For diplomatic actions, it could mean better relationship improvement / more trade gains or treaty duration / knowledge about who you're dealing with. Now you would still have to succeed on all rolls succeed for criticals to have any effect but it would definitely make things interesting. It would also make things like the aforementioned book of summoning interesting. If you had +2/0/-2, it would mean you could summon stronger creatures, but because the book is guiding you, you're not learning any insight.
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Re: Civilization 6: Yes, there will be one.

Post by Kelten » Sun Apr 13, 2014 6:19 pm

I wold like a bit higher mortality rate among players. And a lot more wounds, limb-loss and trophies after a battle and dungeons. Preferably
from monsters and not other players And perhaps reinstate the statue guarder with the rememberable dead?
Call me a brute, but i liked the fact in the first games that any character that stuck out in a battle both got rewards and cons, I liked the wolves with missing ears, and characters getting mawled so badly they survived but where retired. Also the decor of the slain around there necks, extra gear, and perhaps a kill counter?
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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Sun Apr 13, 2014 9:38 pm

I'm going to be codifying the wound system, Kelten; there will be a chance for permanent injury.

The statue garden was goblin-only, but sure, I can bring it back for Civ 6 if you really want it.
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Re: Civilization 6: Yes, there will be one.

Post by Kelten » Mon Apr 14, 2014 10:53 am

Yes please! :-)
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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Mon Apr 14, 2014 2:41 pm

Haven't heard back in two weeks on the landlord issue, called the officer I talked to earlier twice and he didn't return my calls; gonna keep trying this week until I reach him so I get an update. Considering adding classes for PCs so that Trance increases if you do actions based on class... also considering adding adding a "annoyance" kind of meter that when full means you can't fail on rolls for a time (said meter is charged by failure rolls or critfails).
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Re: Civilization 6: Yes, there will be one.

Post by madmartin26 » Mon Apr 14, 2014 3:47 pm

The classes sounds interesting, though i do wonder how it will mesh with the Occupation-Skill-Hobby stuff.

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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Mon Apr 14, 2014 7:14 pm

*rereads Chuck's earlier post* I like the idea now that I think about it but that's an awful lot of rolling... unless I split it up... hmmm. maybe 10d10 an action divided among 3/3/3 +1 odd out placeable wherever you want...

That will require some more brain cells firing...
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ChuckDaRighteous
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Re: Civilization 6: Yes, there will be one.

Post by ChuckDaRighteous » Mon Apr 14, 2014 9:02 pm

hmmm.... It seems I misread your original post about 3d10s and missed the bit about extra rolls. I thought you meant 3 rolls total each having to succeed. I somehow misread the part about 10s adding more dice. Doing that on top of what I suggested seems overly convoluted and likely quite taxing. I was thinking just 3 rolls total. Something like 3d20 needing 7+ (turns out that's only 34.3% complete success without any bonuses) with 18+ being critical in that area (lol, 0.3375% of triple crit without bonuses, kudos to whomever can do it).

If you wanted to do the extra dice rolling with the 3d10/3d10/3d10 +1d10 go for it. Though that seems like a lot of extra work and aspirin to put yourself through.
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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Tue Apr 15, 2014 12:16 pm

I reached the City Inspector, it looks like I could be out as early as the 28th depending on what my landlord tries to pull. 28th, 29th, 30th. I have one emergency plan in the works (I don't want to pull that trigger if I don't have to --- he's an older man, nicest guy in the universe but radiates an intense pedo vibe to me so I can only imagine the skeletons in his closet). I will keep you folks posted.
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Re: Civilization 6: Yes, there will be one.

Post by ttwig » Tue Apr 15, 2014 3:04 pm

good luck aegis

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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Wed Apr 16, 2014 12:42 pm

Against my better judgement, I'm going to post what I've written down so far as far as rules for Civ 6 as far as dice rolling. Let me know what you think.
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This is all subject to change, of course.
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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Wed Apr 16, 2014 12:45 pm

More rule discussion:
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Aegis J Hyena
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Re: Civilization 6: Yes, there will be one.

Post by Aegis J Hyena » Wed Apr 16, 2014 12:46 pm

And finally, Races, as they stand for right now.
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Aegis J Hyena
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Wed Apr 16, 2014 12:48 pm

Oh, and universe tweaks.
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Re: Civilization 6: Rules posted for discussion

Post by BadgeAddict » Wed Apr 16, 2014 1:01 pm

Based on what you said above about everyone having their own personal AP pool, what if you removed SA's and FH's and simply had an AP pool that slowly regenerated throughout a year. When it comes to actions, we choose how many of this AP pool we want to use. So, if SA's are typically 3 AP (3 dice) then we would say we wanted to use 3 AP to do (insert idea).

This essentially cuts out the middle man of SA/FH and goes into straight AP (when AP = # of die rolled). This also allows people to either, spend only a few AP on a simple action...or go all out 10 AP on a major action.

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Re: Civilization 6: Rules posted for discussion

Post by kida » Wed Apr 16, 2014 2:00 pm

I think natural 0s causing an automatic failure for the roll is problematic.
The more dice you have the more chance you have to fail the roll (even on easy tasks).
so the chance to roll at least 1 natural 0 is:
4 dice - ~31%
5 dice - ~37%
6 dice - ~43%
7 dice - ~48%
8 dice - ~53%
9 dice - ~58%
10 dice - ~61%

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Re: Civilization 6: Rules posted for discussion

Post by Davecom3 » Wed Apr 16, 2014 2:08 pm

Those are D11s.

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Re: Civilization 6: Rules posted for discussion

Post by Kelten » Wed Apr 16, 2014 2:13 pm

I liked the SA, and FH system, it stopped players from hijacking the game.
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Re: Civilization 6: Rules posted for discussion

Post by Davecom3 » Wed Apr 16, 2014 2:48 pm

And, frankly, kida's estimates are on the kind side, when you realize they don't calculate the possibilities for the dice turning up enough 1s to fail the action without having any 0s.

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Re: Civilization 6: Rules posted for discussion

Post by kida » Wed Apr 16, 2014 2:56 pm

I only calculated the natural 0s.
I have a problem with it because the more rolls you add it increases the chance of failure.

When the difficulty of the roll is 9, it is better not to add dice at all (as it decreases your chance to succeed).

My opinion is that if you want to keep the 0 failing the task you need to have the possibility to roll 0 only on the original 3 dice. That way The player will have the incentive to add the additional dice.

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Re: Civilization 6: Rules posted for discussion

Post by Alaen » Wed Apr 16, 2014 4:20 pm

Races seem interesting. If two races have the same Cons do they stack?

And the tweaks confuse me a bit. Some don't have a negative modifier, some don't have a positive. Is that intentional? I also don't see the reason to pick the "if this is negative, you get an extra tweak", can't you just pick a different tweak and get the same result?
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Aegis J Hyena
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Re: Civilization 6: Rules posted for discussion

Post by Aegis J Hyena » Wed Apr 16, 2014 4:23 pm

The tweaks have been lumped together, I'll either add benefits to the rest of the dangerous tweaks, or split things up into "positive" and "negative" and go "pick 2 or 3 of each".

0s on the original 3 dice... I'll think about it, Kida. Not likely, but I'll consider it, especially how trance already goes "if any trance dice are 10s", etc.

Cons might stack. I haven't decided yet.
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