In a straight fight, Gothmog. But Sauron doesn't do straight fights.
I think this fight would be like a fighter/paladin between a straight up barbarian. In a straight fight, as Half has stated, Gothmog would dominate. But I think we all know Sauron is smart enough not to fight Gothmog face to face. If we're talking like a full scale war between the two...Suaron fo sho.
Agreed. For most of the character vs character things, assume it’s a straight up slugfest between the two btw.
The Tavern Mother (Trust me, it's not as weird as it sounds!)
I am the God-Queen of Trickery, Cunning, Lies, and Gaslighting- but you already knew that... "Moon's Haunted." *Cocks shotgun with malicious intent* "Eliksni must rise...yes?" _________ When it comes to pronouns I preferVariks-Senpai(But I'm a dude. Pronouns are weird.)
We need more/new bartenders (mods) for the LotR tavern since Ghost is gone, Gradius is gone, and Half isn’t very active (I think Half can still stay tho since he is on sometimes). I think Penelope definitely, since she’s a Maia and on a lot. Being active is the main concern, rank is secondary btw. We need someone else, though. Suggestions?
We need more/new bartenders (mods) for the LotR tavern since Ghost is gone, Gradius is gone, and Half isn’t very active (I think Half can still stay tho since he is on sometimes). I think Penelope definitely, since she’s a Maia and on a lot. Being active is the main concern, rank is secondary btw. We need someone else, though. Suggestions?
We need more/new bartenders (mods) for the LotR tavern since Ghost is gone, Gradius is gone, and Half isn’t very active (I think Half can still stay tho since he is on sometimes). I think Penelope definitely, since she’s a Maia and on a lot. Being active is the main concern, rank is secondary btw. We need someone else, though. Suggestions?
I agree with you. Wb TTB?
That would be great, but TTB hasn’t expressed any interest in the tavern and turned down our first offer of barkeeper.
Would any of you be interested in a LOTR game where you play as the faction leader of a whatever faction, gather resources, build up your faction, and whatnot? If so, this is sort of what I have so far...
Each player chooses a Faction to lead and plays as whatever leader of that Faction they want (e.g. you could choose either Aragorn or Islidur if you chose Gondor). One player MUST choose Sauron (or else it just gets boring lol). From there, it kind of becomes a mix between Settlers of Catan and RISK; Each Faction has it's own territory that supplies certain resources like food, stone, iron, and wood (This is where having a map would be nice, but since I can't use one I'll have to get creative and simplify some stuff) On your turn you gather the amount of resources supplied in your Faction (like if you have FF, you take 2 food, or if you have S, you take 1 stone- make sense?), then you are free to either; - Build and Fortify - Recruit and Populate - Craft and Forge - Expand Territory - Trade with other Factions - Invade/Raid/Ambush other Factions
BUILD AND FORTIFY: Like in Catan, if you have the amount of resources necessary to build something, you can build it. You can only build one of each o the different buildings on your turn that you have the resources for. - Walls add defense bonuses to your Faction Capital. +15 stone and +10 wood for +5 to defense. +15 iron increases it to +10 defense. +15 Morgul increases it to +15 defense. You can only have up to 4 walls.
- Mines increase the amount of stone and iron you gather. +5 wood, +5 stone, and +5 iron to double the amount you gather. You can only have up to 10 Mines.
- Farms increase the amount of food you gather. +10 wood and +5 food to double the amount you gather. You can only have up to 10 Farms.
- Lumber Mills increases the amount of wood you gather. + 15 wood to double the amount you gather. You can only have up to 10 Lumber Mills.
- Barracks/Homes increase the amount of peeps you can recruit/populate. +10 stone and +5 wood to double the amount you recruit/populate. You can only have up to 10 Barracks/Homes.
- Stables increase the amount of mounts you gather. +10 wood and +5 stone to double the amount you tame. You can only have up to 5 Stables.
- Siege Weapons add offense bonuses when Invading. Battering Ram: +10 wood, +15 iron, +10 stone, and 20 troops to gain +30 to offense. Catapult: +15 wood, +5 iron, +10 stone, and 10 troops to gain +15 to offense. Ballista: +10 wood, +10 iron, +5 stone, and 5 troops to gain +10 to offense. Trebuchet: +10 wood, +5 iron, +10 stone, and 5 troops to gain +10 to offense. Warships: +15 wood, +10 iron, + 10 stone, and 30 troops to gain +20 to offense and +10 to defense. Siege Towers: +20 wood, +15 iron, +5 stone, and 50 troops to gain a +40 to offense.
RECRUIT AND POPULATE: Like in RISK, the more people you have, the more stuff you can do essentially. - 1 food required to add 1 rando NPC to your faction. NPCs have attack and defense bonuses of 1, starting out. - For each NPC you have, you can only gather one of whatever resources are in your territory (e.g. One Orc can only gather 1 stone from a SSS place.) - You are aloud to have up to 20 NPCs per Barracks/Home. However, you start with 5 NPCs at the beginning of the game. - Mounts are beasts native to your Faction territory that you can tame with 2 food. - Tamed mounts double traveling speed.
Wargs: +3 to offense and +1 to defense Horses: +2 to offense and +2 to defense Mountain Goats: +1 to offense and +3 to defense Mamukil: +20 food to tame, +10 offense and +10 defense. +15 wood gives a +5 bonus to offense and defense. Fellbeasts: +10 food to tame, +5 offense and +5 defense. Traveling speed is tripled.
CRAFT AND FORGE Crafting uses resources to help you gain more resources- yes, instead of "Using the Stones to destroy the Stones," it's "Using the Stones to make more Stones." - When using this action, you are able to make any amount of tools, weapons, and armor that you have the resources for. - A Forge is required to create weapons or armor out of Mithril and Morgul. Mount Doom acts as a Forge for Mordor. Forge: +10 iron, +10 stone.
Tools: Axe: +1 wood, +1 iron/stone (whichever works). Giving an NPC an axe allows them to gather all the wood you can gather in your territory instead of just one. Pickaxe: +1 wood, +1 iron/stone. Same as the Axe but for stone and iron. Hoe: +1 wood, +1 iron/stone. Same as the Axe but for food.
Weapons: Sword/Battleaxe/Warhammer: +1 wood, +2 iron/Mithril/Morgul. NPCs gain a +2 to offense for iron and +4 for Mithril and Morgul. Spear/Halberd/Glaive: +2 wood, +1 iron/Mithril/Morgul. NPCs gain a +1 to offense and defense and a +2 for Mithril and Morgul. Greataxe/Greatsword: +2 wood, +2 iron/Mithril/Morgul. NPCs gain a +3 to offense and +1 to defense. +6 offense and +2 defense for Mithril and Morgul. Bows: +4 wood/Mithril/Morgul. NPCs gain a +2 to offense and defense. +4 for Mithril and Morgul. - Arrows and ammunition are not required to be made in this game.
Armor: - Mounts do not receive armor (Mamukil are the only exception with the addition of +15 extra wood to turn it into a Siege Weapon.) Light: +4 food (yes, food- Ever play Minecraft?), +1 iron/Mithril/Morgul. NPCs gain a +2 to defense or +4 with Mithril and Morgul. - Traveling speed is doubled without a mount. - If most of your ambush party is wearing Light Armor, you always roll with advantage for attacks. Medium: +2 food, +3 iron/Mithril/Morgul. NPCs gain a +4 to defense. +6 with Mithril and Morgul. - Traveling speed remains the same. - If most of your raid party is wearing Medium Armor, you always roll with advantage for attacks. Heavy: +4 iron/Mithril/Morgul, +1 food. NPCs gain a +6 to defense. +8 to defense with Mithril and Morgul. - Traveling speed is halved without a mount. - If most of your invasion party is wearing Heavy Armor, you always roll with advantage for attacks. Shields: +1 wood, +3 iron/Mithril/Morgul. NPCs gain a +2 to defense. +4 with Mithril and Morgul. - If most of your defending forces have a shield, you can create a phalanx, adding an additional +2 to defense. - If most of your attacking forces have a shield, you can create a wedge, adding an additional +2 to offense.
EXPAND TERRITORY Does your Faction's territory not have a lot of the resources you want? Well guess what! Now you can expand your reach over Middle Earth! - In order to expand your territory, you must have at least 5 NPCs scout out the destination of your choice. This destination cannot be already claimed by another Faction unless you wish to Raid, which is described later. - These NPCs must spend three rounds at this destination, during this time they cannot gather any resources. After the three rounds have passed, the destination is considered apart of your Faction. - When recruiting/populating, you can place any amount of your NPCs in any part of your territories outside of your main territory.
TRADES AND TREATIES Are your neighbors being eaten alive by orcs again? Maybe someone out there wants to help you take meat off the menu and give you some of their own! - As a bonus action on your turn, you may reach out to any Faction you wish and establish a trade route (or trade if you already have one) AND write a treaty of any kind.
Trade Routes: At least 2 NPCs must be sent to whichever Faction's territory you wish to trade with. Upon their arrival, the chosen Faction can decide whether or not they want to create a trade route. If they choose to, then they must send your NPCs back with any amount of resources as a statement of cooperation. If you continue to trade in this way for ten consecutive rounds, you no longer need to send NPCs to each other's Factions.
Treaties: There are many kinds of treaties one can right that declare several meanings- so, here's a list of what you can choose to do. Treaties in this game are the essential social aspects- so if you don't see anything down below that suits you, feel free to make your own. Also, treaties are a fickle thing as are politics, so be careful what you put for all of Middle Earth to read. - State of Neutrality: You declare that your Faction will be remaining neutral in any conflict until further notice. - Declaration of War: You declare war upon another Faction and ask for support of other Factions is assist you in this endeavor. - Sovereign Vassals: You declare that your Faction is too weak to continue on by it's self and will allow another Faction to subsume control over what remains. If you choose this, you are not out of the game. Instead, you are considered a 2nd in Command to whoever Vassalizes you. - Peace Treaties: You declare a state of peace with your Faction and any others that are willing to. Similarly, you can use this as a way to ally with other Factions and see who wants to be your enemies. Support/Relief Treaties: You declare that your people need help in any shape or form- whether that's protection from an unrelenting enemy, food for survival, or another resource you are in need of. This is the best way to start a Trade Route.
RAIDS, AMBUSHES, INVASIONS GALORE! Is there Faction that's just been really pissing you off? Want to put them in their place? By all means, if you think you can pull it off, go straight on ahead! - There are three main ways of attacking in this game;
Raids: A Raid is a small warband that consists of up to 50-60 NPCs that must be matched by the defending Faction (If I send 20 orcs, you have to defend with 20 treants lmao- this is a joke, but I hope I got my point across). Raids allow your Faction to takeover pieces of another Faction's territory that you desire. - You are allowed to use mounts to reach your destination. - You are not allowed to use Siege Weapons or Mamukil. 1. You must declare OOC that you are going to Raid another's territory. 2.You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first. 3. Whoever rolls first must roll a d100 and add up all of the defense/offense points to that roll with an additional +5 for each group of 10 soldiers there are defending/attacking. Whoever rolls second must roll a d100 and up all of the defense/offense points without an additional bonus. 4. Take whichever roll was highest and subtract it by the losing side's roll. Take that number and divide it by ten rounding down. The losing side then loses that many soldiers. 5. Do this two more times. Whoever has the most soldiers remaining after the three rounds wins and the opposing side must retreat.
Retreating from a Raid: - You lose the destination that has been raided. - You lose half of the amount of tools/weapons/armor on your lost soldier rounded down.
Ambushes: Ambushes consist of a small group consisting of up to 20 NPCs. An Ambush is a way to cut off trade routes, causing the two Factions to start over on their 10-streak to trade with each other without having to send NPCs. - You are allowed to use mounts. - You are not allowed to use Siege Weapons or Mamukil or Fellbeasts. 1. You must declare OOC that you are going to ambush a trade route. 2. You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first. 3. If the ambushers roll first, roll a d6 for each NPC present, adding their offense bonuses to the rolls. If the traders roll first, roll a d6 for each NPC present, adding their defense bonuses to the rolls. Whichever side rolls last must roll a d4, adding the bonuses necessary. 4. The ambush ends after either the traders/ambushers retreat or lose all of their NPCs.
Retreating from an Ambush: - You lose any resources that were being delivered during that trade. (Traders) - You must start over on your 10-streak to establish the Trade Route. (Traders) - You lose all tools/weapons/armor used by your fallen NPCs. (Ambushers)
Invasions: Invasions are huge legions of troops consisting of at least half or more of your NPCs. If the Invaders reach and take over the Faction Capital, that Faction is out of the game and all of it's territory belongs to the invading Faction. - All mounts and Siege Weapons can be used. 1.To invade, you must make a Declaration of War. 2.You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first. 3. Whoever rolls first must roll a d100 and add up all of the defense/offense points to that roll with an additional +5 for each group of 10 soldiers there are defending/attacking. Whoever rolls second must roll a d100 and up all of the defense/offense points without an additional bonus. 4. Take whichever roll was highest and subtract it by the losing side's roll. Take that number and divide it by ten rounding down. The losing side then loses that many soldiers. Divide the amount of lost soldiers evenly among your Factions. The side that should take the most deaths should be the Faction that Declared war or the Faction that was Declared war upon. 5. Do this for 3 rounds per destination the defending Faction has in it's territory. Every best-out-of-3 battle won by the Invaders decimates a surrounding destination so badly that it can no longer be used to gather resources for 10 rounds following the the end of the invasion. These destinations must be the farthest ones away from the defending Faction's Capital. 6. If at least half of the defending Faction's destinations have been destroyed in this way, the Invading forces can attempt to take the Capital. 7. In an epic final battle, the Invading forces clash with the Defenders over the Faction Capital for 6 rounds following these rules; 0-6, Defenders: Invaders lose all of their invading forces. 1-5, Defenders: Only a 1/4 of the Invaders survive and retreat. 2-4, Defenders: Only half of the Invaders forces survive and retreat. 3-3, Tie: Both Defenders and Invaders lose 1/4 of their forces and repeat another 6 rounds. 4-2; Invaders: Only half of the Defending forces survive and retreat to an ally's Faction to be vassalized. 5-1, Invaders: Only a 1/4 of the Defending forces survive and retreat to an ally’s Faction to be vassalized. 6-0 Invaders: The Faction defending its own Capital lose all their defending forces.
Rollback Post to RevisionRollBack
The Tavern Mother (Trust me, it's not as weird as it sounds!)
I am the God-Queen of Trickery, Cunning, Lies, and Gaslighting- but you already knew that... "Moon's Haunted." *Cocks shotgun with malicious intent* "Eliksni must rise...yes?" _________ When it comes to pronouns I preferVariks-Senpai(But I'm a dude. Pronouns are weird.)
The Tavern Mother (Trust me, it's not as weird as it sounds!)
I am the God-Queen of Trickery, Cunning, Lies, and Gaslighting- but you already knew that... "Moon's Haunted." *Cocks shotgun with malicious intent* "Eliksni must rise...yes?" _________ When it comes to pronouns I preferVariks-Senpai(But I'm a dude. Pronouns are weird.)
Would any of you be interested in a LOTR game where you play as the faction leader of a whatever faction, gather resources, build up your faction, and whatnot? If so, this is sort of what I have so far...
Each player chooses a Faction to lead and plays as whatever leader of that Faction they want (e.g. you could choose either Aragorn or Islidur if you chose Gondor). One player MUST choose Sauron (or else it just gets boring lol). From there, it kind of becomes a mix between Settlers of Catan and RISK; Each Faction has it's own territory that supplies certain resources like food, stone, iron, and wood (This is where having a map would be nice, but since I can't use one I'll have to get creative and simplify some stuff) On your turn you gather the amount of resources supplied in your Faction (like if you have FF, you take 2 food, or if you have S, you take 1 stone- make sense?), then you are free to either; - Build and Fortify - Recruit and Populate - Craft and Forge - Expand Territory - Trade with other Factions - Invade/Raid/Ambush other Factions
BUILD AND FORTIFY: Like in Catan, if you have the amount of resources necessary to build something, you can build it. You can only build one of each o the different buildings on your turn that you have the resources for. - Walls add defense bonuses to your Faction Capital. +15 stone and +10 wood for +5 to defense. +15 iron increases it to +10 defense. +15 Morgul increases it to +15 defense. You can only have up to 4 walls.
- Mines increase the amount of stone and iron you gather. +5 wood, +5 stone, and +5 iron to double the amount you gather. You can only have up to 10 Mines.
- Farms increase the amount of food you gather. +10 wood and +5 food to double the amount you gather. You can only have up to 10 Farms.
- Lumber Mills increases the amount of wood you gather. + 15 wood to double the amount you gather. You can only have up to 10 Lumber Mills.
- Barracks/Homes increase the amount of peeps you can recruit/populate. +10 stone and +5 wood to double the amount you recruit/populate. You can only have up to 10 Barracks/Homes.
- Stables increase the amount of mounts you gather. +10 wood and +5 stone to double the amount you tame. You can only have up to 5 Stables.
- Siege Weapons add offense bonuses when Invading. Battering Ram: +10 wood, +15 iron, +10 stone, and 20 troops to gain +30 to offense. Catapult: +15 wood, +5 iron, +10 stone, and 10 troops to gain +15 to offense. Ballista: +10 wood, +10 iron, +5 stone, and 5 troops to gain +10 to offense. Trebuchet: +10 wood, +5 iron, +10 stone, and 5 troops to gain +10 to offense. Warships: +15 wood, +10 iron, + 10 stone, and 30 troops to gain +20 to offense and +10 to defense. Siege Towers: +20 wood, +15 iron, +5 stone, and 50 troops to gain a +40 to offense.
RECRUIT AND POPULATE: Like in RISK, the more people you have, the more stuff you can do essentially. - 1 food required to add 1 rando NPC to your faction. NPCs have attack and defense bonuses of 1, starting out. - For each NPC you have, you can only gather one of whatever resources are in your territory (e.g. One Orc can only gather 1 stone from a SSS place.) - You are aloud to have up to 20 NPCs per Barracks/Home. However, you start with 5 NPCs at the beginning of the game. - Mounts are beasts native to your Faction territory that you can tame with 2 food. - Tamed mounts double traveling speed.
Wargs: +3 to offense and +1 to defense Horses: +2 to offense and +2 to defense Mountain Goats: +1 to offense and +3 to defense Mamukil: +20 food to tame, +10 offense and +10 defense. +15 wood gives a +5 bonus to offense and defense. Fellbeasts: +10 food to tame, +5 offense and +5 defense. Traveling speed is tripled.
CRAFT AND FORGE Crafting uses resources to help you gain more resources- yes, instead of "Using the Stones to destroy the Stones," it's "Using the Stones to make more Stones." - When using this action, you are able to make any amount of tools, weapons, and armor that you have the resources for. - A Forge is required to create weapons or armor out of Mithril and Morgul. Mount Doom acts as a Forge for Mordor. Forge: +10 iron, +10 stone.
Tools: Axe: +1 wood, +1 iron/stone (whichever works). Giving an NPC an axe allows them to gather all the wood you can gather in your territory instead of just one. Pickaxe: +1 wood, +1 iron/stone. Same as the Axe but for stone and iron. Hoe: +1 wood, +1 iron/stone. Same as the Axe but for food.
Weapons: Sword/Battleaxe/Warhammer: +1 wood, +2 iron/Mithril/Morgul. NPCs gain a +2 to offense for iron and +4 for Mithril and Morgul. Spear/Halberd/Glaive: +2 wood, +1 iron/Mithril/Morgul. NPCs gain a +1 to offense and defense and a +2 for Mithril and Morgul. Greataxe/Greatsword: +2 wood, +2 iron/Mithril/Morgul. NPCs gain a +3 to offense and +1 to defense. +6 offense and +2 defense for Mithril and Morgul. Bows: +4 wood/Mithril/Morgul. NPCs gain a +2 to offense and defense. +4 for Mithril and Morgul. - Arrows and ammunition are not required to be made in this game.
Armor: - Mounts do not receive armor (Mamukil are the only exception with the addition of +15 extra wood to turn it into a Siege Weapon.) Light: +4 food (yes, food- Ever play Minecraft?), +1 iron/Mithril/Morgul. NPCs gain a +2 to defense or +4 with Mithril and Morgul. - Traveling speed is doubled without a mount. - If most of your ambush party is wearing Light Armor, you always roll with advantage for attacks. Medium: +2 food, +3 iron/Mithril/Morgul. NPCs gain a +4 to defense. +6 with Mithril and Morgul. - Traveling speed remains the same. - If most of your raid party is wearing Medium Armor, you always roll with advantage for attacks. Heavy: +4 iron/Mithril/Morgul, +1 food. NPCs gain a +6 to defense. +8 to defense with Mithril and Morgul. - Traveling speed is halved without a mount. - If most of your invasion party is wearing Heavy Armor, you always roll with advantage for attacks. Shields: +1 wood, +3 iron/Mithril/Morgul. NPCs gain a +2 to defense. +4 with Mithril and Morgul. - If most of your defending forces have a shield, you can create a phalanx, adding an additional +2 to defense. - If most of your attacking forces have a shield, you can create a wedge, adding an additional +2 to offense.
EXPAND TERRITORY Does your Faction's territory not have a lot of the resources you want? Well guess what! Now you can expand your reach over Middle Earth! - In order to expand your territory, you must have at least 5 NPCs scout out the destination of your choice. This destination cannot be already claimed by another Faction unless you wish to Raid, which is described later. - These NPCs must spend three rounds at this destination, during this time they cannot gather any resources. After the three rounds have passed, the destination is considered apart of your Faction. - When recruiting/populating, you can place any amount of your NPCs in any part of your territories outside of your main territory.
TRADES AND TREATIES Are your neighbors being eaten alive by orcs again? Maybe someone out there wants to help you take meat off the menu and give you some of their own! - As a bonus action on your turn, you may reach out to any Faction you wish and establish a trade route (or trade if you already have one) AND write a treaty of any kind.
Trade Routes: At least 2 NPCs must be sent to whichever Faction's territory you wish to trade with. Upon their arrival, the chosen Faction can decide whether or not they want to create a trade route. If they choose to, then they must send your NPCs back with any amount of resources as a statement of cooperation. If you continue to trade in this way for ten consecutive rounds, you no longer need to send NPCs to each other's Factions.
Treaties: There are many kinds of treaties one can right that declare several meanings- so, here's a list of what you can choose to do. Treaties in this game are the essential social aspects- so if you don't see anything down below that suits you, feel free to make your own. Also, treaties are a fickle thing as are politics, so be careful what you put for all of Middle Earth to read. - State of Neutrality: You declare that your Faction will be remaining neutral in any conflict until further notice. - Declaration of War: You declare war upon another Faction and ask for support of other Factions is assist you in this endeavor. - Sovereign Vassals: You declare that your Faction is too weak to continue on by it's self and will allow another Faction to subsume control over what remains. If you choose this, you are not out of the game. Instead, you are considered a 2nd in Command to whoever Vassalizes you. - Peace Treaties: You declare a state of peace with your Faction and any others that are willing to. Similarly, you can use this as a way to ally with other Factions and see who wants to be your enemies. Support/Relief Treaties: You declare that your people need help in any shape or form- whether that's protection from an unrelenting enemy, food for survival, or another resource you are in need of. This is the best way to start a Trade Route.
RAIDS, AMBUSHES, INVASIONS GALORE! Is there Faction that's just been really pissing you off? Want to put them in their place? By all means, if you think you can pull it off, go straight on ahead! - There are three main ways of attacking in this game;
Raids: A Raid is a small warband that consists of up to 50-60 NPCs that must be matched by the defending Faction (If I send 20 orcs, you have to defend with 20 treants lmao- this is a joke, but I hope I got my point across). Raids allow your Faction to takeover pieces of another Faction's territory that you desire. - You are allowed to use mounts to reach your destination. - You are not allowed to use Siege Weapons or Mamukil. 1. You must declare OOC that you are going to Raid another's territory. 2.You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first. 3. Whoever rolls first must roll a d100 and add up all of the defense/offense points to that roll with an additional +5 for each group of 10 soldiers there are defending/attacking. Whoever rolls second must roll a d100 and up all of the defense/offense points without an additional bonus. 4. Take whichever roll was highest and subtract it by the losing side's roll. Take that number and divide it by ten rounding down. The losing side then loses that many soldiers. 5. Do this two more times. Whoever has the most soldiers remaining after the three rounds wins and the opposing side must retreat.
Retreating from a Raid: - You lose the destination that has been raided. - You lose half of the amount of tools/weapons/armor on your lost soldier rounded down.
Ambushes: Ambushes consist of a small group consisting of up to 20 NPCs. An Ambush is a way to cut off trade routes, causing the two Factions to start over on their 10-streak to trade with each other without having to send NPCs. - You are allowed to use mounts. - You are not allowed to use Siege Weapons or Mamukil or Fellbeasts. 1. You must declare OOC that you are going to ambush a trade route. 2. You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first. 3. If the ambushers roll first, roll a d6 for each NPC present, adding their offense bonuses to the rolls. If the traders roll first, roll a d6 for each NPC present, adding their defense bonuses to the rolls. Whichever side rolls last must roll a d4, adding the bonuses necessary. 4. The ambush ends after either the traders/ambushers retreat or lose all of their NPCs.
Retreating from an Ambush: - You lose any resources that were being delivered during that trade. (Traders) - You must start over on your 10-streak to establish the Trade Route. (Traders) - You lose all tools/weapons/armor used by your fallen NPCs. (Ambushers)
Invasions: Invasions are huge legions of troops consisting of at least half or more of your NPCs. If the Invaders reach and take over the Faction Capital, that Faction is out of the game and all of it's territory belongs to the invading Faction. - All mounts and Siege Weapons can be used. 1.To invade, you must make a Declaration of War. 2.You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first. 3. Whoever rolls first must roll a d100 and add up all of the defense/offense points to that roll with an additional +5 for each group of 10 soldiers there are defending/attacking. Whoever rolls second must roll a d100 and up all of the defense/offense points without an additional bonus. 4. Take whichever roll was highest and subtract it by the losing side's roll. Take that number and divide it by ten rounding down. The losing side then loses that many soldiers. Divide the amount of lost soldiers evenly among your Factions. The side that should take the most deaths should be the Faction that Declared war or the Faction that was Declared war upon. 5. Do this for 3 rounds per destination the defending Faction has in it's territory. Every best-out-of-3 battle won by the Invaders decimates a surrounding destination so badly that it can no longer be used to gather resources for 10 rounds following the the end of the invasion. These destinations must be the farthest ones away from the defending Faction's Capital. 6. If at least half of the defending Faction's destinations have been destroyed in this way, the Invading forces can attempt to take the Capital. 7. In an epic final battle, the Invading forces clash with the Defenders over the Faction Capital for 6 rounds following these rules; 0-6, Defenders: Invaders lose all of their invading forces. 1-5, Defenders: Only a 1/4 of the Invaders survive and retreat. 2-4, Defenders: Only half of the Invaders forces survive and retreat. 3-3, Tie: Both Defenders and Invaders lose 1/4 of their forces and repeat another 6 rounds. 4-2; Invaders: Only half of the Defending forces survive and retreat to an ally's Faction to be vassalized. 5-1, Invaders: Only a 1/4 of the Defending forces survive and retreat to an ally’s Faction to be vassalized. 6-0 Invaders: The Faction defending its own Capital lose all their defending forces.
Since you have mentioned both Risk and Catan, I assume you are building this like a board game. In such case, I think you are trying to accomplish too much. You want your game to be complex enough that players find it fun and unique, but not so complex that they have to memorize or constantly consult a bunch of tables or unique rule interactions. Take your two examples. With Risk, you do not need to memorize anything other than the base rules as the territory bonuses are briefly written on the board. For Catan, you only need to know how to build five things, which all fit on a very simple, straightforward card.
You have 22 different items and units to keep track of, each with its own bonuses, most with their own upkeep costs. That is going to start to get rather unwieldy very quickly, necessitating individual reminder cards for each of the different options. That is not necessarily a problem, but with 22, you are drastically increasing your chances of errors and the odds that players need to consult the rules on a regular basis--neither of which is exactly ideal.
Combat in particular should be as straightforward as possible. Right now, you have multiple different types of combat, each with its own limitations, and a whole host of different bonuses that have to be added up. You want combat to be the most straightforward part of the game--right now, it feels a lot like combat consists of looking at a number of different tables to decide what is or is not legal. You do not want the combat to have so many factors that attackers cannot easily and at-a-glance decide whether an attack is profitable and worth the risk.
You could probably get away with simplifying pretty much everything. Here are some changes I would make:
1. Cut all the things with walls, and just focus on having two levels of settlement--you have a basic settlement and a more advanced version. Your basic settlement provides you access to resources on that square but no defensive bonuses. The advanced version provides a defensive bonus in addition to giving you access to the resources.
2. You could simplify a lot of this by eliminating some of the subcategories. Instead of a bunch of different types of weapons/armor with different bonuses, you could just have "weapons" and "armor" exist as singular bonuses to units.
3. Overall, you appear to be making a strategy game--one like Risk that looks at big picture--that tries to also incorporate elements of tactics (smaller-scale parts of battle, such as the method of attack). I would recommend against that and cut the different mechanisms for attacking. Focus instead on the bigger picture such as movement of units and armies, instead of trying to account for the myriad complexities of combat. Tactical games are a different type of game than you are designing and trying to make a hybrid of the two does not do either genera a service.
The most important thing to remember when designing a game--less is more. Things either need to be intuitive and easy to remember, or very easy to execute with a brief glance at something readily available to the player.
Super cool, tho I barely understand half of it lol. If it isn’t Warhammer or D&D I don’t know any game systems whatsoever lol.
I have a whole bunch of old ones from the late 80s, Warhammer, D&D Second Edition and 2e AD&D, TMNT, Heroes Unlimited, Marvel, Palladium, 2300 AD, Ninjas and Superspies, you name it. I read them all, thinking I would play them. Hah, silly me.
I actually know nearly every D&D edition, it’s a personal mark of pride. I’ve also played quite a few dungeon crawler games, mostly GW ones.
Super cool, tho I barely understand half of it lol. If it isn’t Warhammer or D&D I don’t know any game systems whatsoever lol.
I have a whole bunch of old ones from the late 80s, Warhammer, D&D Second Edition and 2e AD&D, TMNT, Heroes Unlimited, Marvel, Palladium, 2300 AD, Ninjas and Superspies, you name it. I read them all, thinking I would play them. Hah, silly me.
I actually know nearly every D&D edition, it’s a personal mark of pride. I’ve also played quite a few dungeon crawler games, mostly GW ones.
Super cool, tho I barely understand half of it lol. If it isn’t Warhammer or D&D I don’t know any game systems whatsoever lol.
I have a whole bunch of old ones from the late 80s, Warhammer, D&D Second Edition and 2e AD&D, TMNT, Heroes Unlimited, Marvel, Palladium, 2300 AD, Ninjas and Superspies, you name it. I read them all, thinking I would play them. Hah, silly me.
I actually know nearly every D&D edition, it’s a personal mark of pride. I’ve also played quite a few dungeon crawler games, mostly GW ones.
Oooh, is it going to be like a play-by-post? If it is, I might do an application...
Want a place to roleplay in your spare time? Here: Lord's Rest Inn
Please don't hide your imperfections, if one part is beautiful, it all is.
I don't like rp-heavy games, I LOVE them.
Agreed. For most of the character vs character things, assume it’s a straight up slugfest between the two btw.
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
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Cool!
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
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VTL: Awesome!!!
And Legolas I agree with your analysis of Ancalagon and Glaurung.
Welp, I just realized that I need a map lmao.
The Tavern Mother (Trust me, it's not as weird as it sounds!)
I am the God-Queen of Trickery, Cunning, Lies, and Gaslighting- but you already knew that...
"Moon's Haunted." *Cocks shotgun with malicious intent*
"Eliksni must rise...yes?"
_________
When it comes to pronouns I prefer Variks-Senpai (But I'm a dude. Pronouns are weird.)
Can we please remind ourselves the real Gothmog is a half-boiled rock-stepping and short orc?
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
We don’t talk about him.
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
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No, that's a random NPC in the LotR movies. I am the real Gothmog.
I have a weird sense of humor.
I also make maps.(That's a link)
We need more/new bartenders (mods) for the LotR tavern since Ghost is gone, Gradius is gone, and Half isn’t very active (I think Half can still stay tho since he is on sometimes). I think Penelope definitely, since she’s a Maia and on a lot. Being active is the main concern, rank is secondary btw. We need someone else, though. Suggestions?
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
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I agree with you. Wb TTB?
That would be great, but TTB hasn’t expressed any interest in the tavern and turned down our first offer of barkeeper.
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
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Would any of you be interested in a LOTR game where you play as the faction leader of a whatever faction, gather resources, build up your faction, and whatnot?
If so, this is sort of what I have so far...
Each player chooses a Faction to lead and plays as whatever leader of that Faction they want (e.g. you could choose either Aragorn or Islidur if you chose Gondor).
One player MUST choose Sauron (or else it just gets boring lol).
From there, it kind of becomes a mix between Settlers of Catan and RISK; Each Faction has it's own territory that supplies certain resources like food, stone, iron, and wood (This is where having a map would be nice, but since I can't use one I'll have to get creative and simplify some stuff)
On your turn you gather the amount of resources supplied in your Faction (like if you have FF, you take 2 food, or if you have S, you take 1 stone- make sense?), then you are free to either;
- Build and Fortify
- Recruit and Populate
- Craft and Forge
- Expand Territory
- Trade with other Factions
- Invade/Raid/Ambush other Factions
BUILD AND FORTIFY:
Like in Catan, if you have the amount of resources necessary to build something, you can build it. You can only build one of each o the different buildings on your turn that you have the resources for.
- Walls add defense bonuses to your Faction Capital.
+15 stone and +10 wood for +5 to defense.
+15 iron increases it to +10 defense.
+15 Morgul increases it to +15 defense.
You can only have up to 4 walls.
- Mines increase the amount of stone and iron you gather.
+5 wood, +5 stone, and +5 iron to double the amount you gather.
You can only have up to 10 Mines.
- Farms increase the amount of food you gather.
+10 wood and +5 food to double the amount you gather.
You can only have up to 10 Farms.
- Lumber Mills increases the amount of wood you gather.
+ 15 wood to double the amount you gather.
You can only have up to 10 Lumber Mills.
- Barracks/Homes increase the amount of peeps you can recruit/populate.
+10 stone and +5 wood to double the amount you recruit/populate.
You can only have up to 10 Barracks/Homes.
- Stables increase the amount of mounts you gather.
+10 wood and +5 stone to double the amount you tame.
You can only have up to 5 Stables.
- Siege Weapons add offense bonuses when Invading.
Battering Ram: +10 wood, +15 iron, +10 stone, and 20 troops to gain +30 to offense.
Catapult: +15 wood, +5 iron, +10 stone, and 10 troops to gain +15 to offense.
Ballista: +10 wood, +10 iron, +5 stone, and 5 troops to gain +10 to offense.
Trebuchet: +10 wood, +5 iron, +10 stone, and 5 troops to gain +10 to offense.
Warships: +15 wood, +10 iron, + 10 stone, and 30 troops to gain +20 to offense and +10 to defense.
Siege Towers: +20 wood, +15 iron, +5 stone, and 50 troops to gain a +40 to offense.
RECRUIT AND POPULATE:
Like in RISK, the more people you have, the more stuff you can do essentially.
- 1 food required to add 1 rando NPC to your faction. NPCs have attack and defense bonuses of 1, starting out.
- For each NPC you have, you can only gather one of whatever resources are in your territory (e.g. One Orc can only gather 1 stone from a SSS place.)
- You are aloud to have up to 20 NPCs per Barracks/Home. However, you start with 5 NPCs at the beginning of the game.
- Mounts are beasts native to your Faction territory that you can tame with 2 food.
- Tamed mounts double traveling speed.
Wargs: +3 to offense and +1 to defense
Horses: +2 to offense and +2 to defense
Mountain Goats: +1 to offense and +3 to defense
Mamukil: +20 food to tame, +10 offense and +10 defense. +15 wood gives a +5 bonus to offense and defense.
Fellbeasts: +10 food to tame, +5 offense and +5 defense. Traveling speed is tripled.
CRAFT AND FORGE
Crafting uses resources to help you gain more resources- yes, instead of "Using the Stones to destroy the Stones," it's "Using the Stones to make more Stones."
- When using this action, you are able to make any amount of tools, weapons, and armor that you have the resources for.
- A Forge is required to create weapons or armor out of Mithril and Morgul. Mount Doom acts as a Forge for Mordor.
Forge: +10 iron, +10 stone.
Tools:
Axe: +1 wood, +1 iron/stone (whichever works). Giving an NPC an axe allows them to gather all the wood you can gather in your territory instead of just one.
Pickaxe: +1 wood, +1 iron/stone. Same as the Axe but for stone and iron.
Hoe: +1 wood, +1 iron/stone. Same as the Axe but for food.
Weapons:
Sword/Battleaxe/Warhammer: +1 wood, +2 iron/Mithril/Morgul. NPCs gain a +2 to offense for iron and +4 for Mithril and Morgul.
Spear/Halberd/Glaive: +2 wood, +1 iron/Mithril/Morgul. NPCs gain a +1 to offense and defense and a +2 for Mithril and Morgul.
Greataxe/Greatsword: +2 wood, +2 iron/Mithril/Morgul. NPCs gain a +3 to offense and +1 to defense. +6 offense and +2 defense for Mithril and Morgul.
Bows: +4 wood/Mithril/Morgul. NPCs gain a +2 to offense and defense. +4 for Mithril and Morgul.
- Arrows and ammunition are not required to be made in this game.
Armor:
- Mounts do not receive armor (Mamukil are the only exception with the addition of +15 extra wood to turn it into a Siege Weapon.)
Light: +4 food (yes, food- Ever play Minecraft?), +1 iron/Mithril/Morgul. NPCs gain a +2 to defense or +4 with Mithril and Morgul.
- Traveling speed is doubled without a mount.
- If most of your ambush party is wearing Light Armor, you always roll with advantage for attacks.
Medium: +2 food, +3 iron/Mithril/Morgul. NPCs gain a +4 to defense. +6 with Mithril and Morgul.
- Traveling speed remains the same.
- If most of your raid party is wearing Medium Armor, you always roll with advantage for attacks.
Heavy: +4 iron/Mithril/Morgul, +1 food. NPCs gain a +6 to defense. +8 to defense with Mithril and Morgul.
- Traveling speed is halved without a mount.
- If most of your invasion party is wearing Heavy Armor, you always roll with advantage for attacks.
Shields: +1 wood, +3 iron/Mithril/Morgul. NPCs gain a +2 to defense. +4 with Mithril and Morgul.
- If most of your defending forces have a shield, you can create a phalanx, adding an additional +2 to defense.
- If most of your attacking forces have a shield, you can create a wedge, adding an additional +2 to offense.
EXPAND TERRITORY
Does your Faction's territory not have a lot of the resources you want? Well guess what! Now you can expand your reach over Middle Earth!
- In order to expand your territory, you must have at least 5 NPCs scout out the destination of your choice. This destination cannot be already claimed by another Faction unless you wish to Raid, which is described later.
- These NPCs must spend three rounds at this destination, during this time they cannot gather any resources. After the three rounds have passed, the destination is considered apart of your Faction.
- When recruiting/populating, you can place any amount of your NPCs in any part of your territories outside of your main territory.
TRADES AND TREATIES
Are your neighbors being eaten alive by orcs again? Maybe someone out there wants to help you take meat off the menu and give you some of their own!
- As a bonus action on your turn, you may reach out to any Faction you wish and establish a trade route (or trade if you already have one) AND write a treaty of any kind.
Trade Routes: At least 2 NPCs must be sent to whichever Faction's territory you wish to trade with. Upon their arrival, the chosen Faction can decide whether or not they want to create a trade route. If they choose to, then they must send your NPCs back with any amount of resources as a statement of cooperation. If you continue to trade in this way for ten consecutive rounds, you no longer need to send NPCs to each other's Factions.
Treaties: There are many kinds of treaties one can right that declare several meanings- so, here's a list of what you can choose to do. Treaties in this game are the essential social aspects- so if you don't see anything down below that suits you, feel free to make your own. Also, treaties are a fickle thing as are politics, so be careful what you put for all of Middle Earth to read.
- State of Neutrality: You declare that your Faction will be remaining neutral in any conflict until further notice.
- Declaration of War: You declare war upon another Faction and ask for support of other Factions is assist you in this endeavor.
- Sovereign Vassals: You declare that your Faction is too weak to continue on by it's self and will allow another Faction to subsume control over what remains. If you choose this, you are not out of the game. Instead, you are considered a 2nd in Command to whoever Vassalizes you.
- Peace Treaties: You declare a state of peace with your Faction and any others that are willing to. Similarly, you can use this as a way to ally with other Factions and see who wants to be your enemies.
Support/Relief Treaties: You declare that your people need help in any shape or form- whether that's protection from an unrelenting enemy, food for survival, or another resource you are in need of. This is the best way to start a Trade Route.
RAIDS, AMBUSHES, INVASIONS GALORE!
Is there Faction that's just been really pissing you off? Want to put them in their place? By all means, if you think you can pull it off, go straight on ahead!
- There are three main ways of attacking in this game;
Raids: A Raid is a small warband that consists of up to 50-60 NPCs that must be matched by the defending Faction (If I send 20 orcs, you have to defend with 20 treants lmao- this is a joke, but I hope I got my point across). Raids allow your Faction to takeover pieces of another Faction's territory that you desire.
- You are allowed to use mounts to reach your destination.
- You are not allowed to use Siege Weapons or Mamukil.
1. You must declare OOC that you are going to Raid another's territory.
2.You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first.
3. Whoever rolls first must roll a d100 and add up all of the defense/offense points to that roll with an additional +5 for each group of 10 soldiers there are defending/attacking. Whoever rolls second must roll a d100 and up all of the defense/offense points without an additional bonus.
4. Take whichever roll was highest and subtract it by the losing side's roll. Take that number and divide it by ten rounding down. The losing side then loses that many soldiers.
5. Do this two more times. Whoever has the most soldiers remaining after the three rounds wins and the opposing side must retreat.
Retreating from a Raid:
- You lose the destination that has been raided.
- You lose half of the amount of tools/weapons/armor on your lost soldier rounded down.
Ambushes: Ambushes consist of a small group consisting of up to 20 NPCs. An Ambush is a way to cut off trade routes, causing the two Factions to start over on their 10-streak to trade with each other without having to send NPCs.
- You are allowed to use mounts.
- You are not allowed to use Siege Weapons or Mamukil or Fellbeasts.
1. You must declare OOC that you are going to ambush a trade route.
2. You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first.
3. If the ambushers roll first, roll a d6 for each NPC present, adding their offense bonuses to the rolls. If the traders roll first, roll a d6 for each NPC present, adding their defense bonuses to the rolls. Whichever side rolls last must roll a d4, adding the bonuses necessary.
4. The ambush ends after either the traders/ambushers retreat or lose all of their NPCs.
Retreating from an Ambush:
- You lose any resources that were being delivered during that trade. (Traders)
- You must start over on your 10-streak to establish the Trade Route. (Traders)
- You lose all tools/weapons/armor used by your fallen NPCs. (Ambushers)
Invasions: Invasions are huge legions of troops consisting of at least half or more of your NPCs. If the Invaders reach and take over the Faction Capital, that Faction is out of the game and all of it's territory belongs to the invading Faction.
- All mounts and Siege Weapons can be used.
1.To invade, you must make a Declaration of War.
2.You and the enemy Faction Leader both roll one d20. If your roll is higher, you attack first as the defending forces don't see you coming in time to prepare. If your roll is lower, the other Faction Leader rolls first.
3. Whoever rolls first must roll a d100 and add up all of the defense/offense points to that roll with an additional +5 for each group of 10 soldiers there are defending/attacking. Whoever rolls second must roll a d100 and up all of the defense/offense points without an additional bonus.
4. Take whichever roll was highest and subtract it by the losing side's roll. Take that number and divide it by ten rounding down. The losing side then loses that many soldiers. Divide the amount of lost soldiers evenly among your Factions. The side that should take the most deaths should be the Faction that Declared war or the Faction that was Declared war upon.
5. Do this for 3 rounds per destination the defending Faction has in it's territory. Every best-out-of-3 battle won by the Invaders decimates a surrounding destination so badly that it can no longer be used to gather resources for 10 rounds following the the end of the invasion. These destinations must be the farthest ones away from the defending Faction's Capital.
6. If at least half of the defending Faction's destinations have been destroyed in this way, the Invading forces can attempt to take the Capital.
7. In an epic final battle, the Invading forces clash with the Defenders over the Faction Capital for 6 rounds following these rules;
0-6, Defenders: Invaders lose all of their invading forces.
1-5, Defenders: Only a 1/4 of the Invaders survive and retreat.
2-4, Defenders: Only half of the Invaders forces survive and retreat.
3-3, Tie: Both Defenders and Invaders lose 1/4 of their forces and repeat another 6 rounds.
4-2; Invaders: Only half of the Defending forces survive and retreat to an ally's Faction to be vassalized.
5-1, Invaders: Only a 1/4 of the Defending forces survive and retreat to an ally’s Faction to be vassalized.
6-0 Invaders: The Faction defending its own Capital lose all their defending forces.
The Tavern Mother (Trust me, it's not as weird as it sounds!)
I am the God-Queen of Trickery, Cunning, Lies, and Gaslighting- but you already knew that...
"Moon's Haunted." *Cocks shotgun with malicious intent*
"Eliksni must rise...yes?"
_________
When it comes to pronouns I prefer Variks-Senpai (But I'm a dude. Pronouns are weird.)
(Reserved)
The Tavern Mother (Trust me, it's not as weird as it sounds!)
I am the God-Queen of Trickery, Cunning, Lies, and Gaslighting- but you already knew that...
"Moon's Haunted." *Cocks shotgun with malicious intent*
"Eliksni must rise...yes?"
_________
When it comes to pronouns I prefer Variks-Senpai (But I'm a dude. Pronouns are weird.)
Super cool, tho I barely understand half of it lol. If it isn’t Warhammer or D&D I don’t know any game systems whatsoever lol.
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
Sorry VTL. I suck at strategy games.
Since you have mentioned both Risk and Catan, I assume you are building this like a board game. In such case, I think you are trying to accomplish too much. You want your game to be complex enough that players find it fun and unique, but not so complex that they have to memorize or constantly consult a bunch of tables or unique rule interactions. Take your two examples. With Risk, you do not need to memorize anything other than the base rules as the territory bonuses are briefly written on the board. For Catan, you only need to know how to build five things, which all fit on a very simple, straightforward card.
You have 22 different items and units to keep track of, each with its own bonuses, most with their own upkeep costs. That is going to start to get rather unwieldy very quickly, necessitating individual reminder cards for each of the different options. That is not necessarily a problem, but with 22, you are drastically increasing your chances of errors and the odds that players need to consult the rules on a regular basis--neither of which is exactly ideal.
Combat in particular should be as straightforward as possible. Right now, you have multiple different types of combat, each with its own limitations, and a whole host of different bonuses that have to be added up. You want combat to be the most straightforward part of the game--right now, it feels a lot like combat consists of looking at a number of different tables to decide what is or is not legal. You do not want the combat to have so many factors that attackers cannot easily and at-a-glance decide whether an attack is profitable and worth the risk.
You could probably get away with simplifying pretty much everything. Here are some changes I would make:
1. Cut all the things with walls, and just focus on having two levels of settlement--you have a basic settlement and a more advanced version. Your basic settlement provides you access to resources on that square but no defensive bonuses. The advanced version provides a defensive bonus in addition to giving you access to the resources.
2. You could simplify a lot of this by eliminating some of the subcategories. Instead of a bunch of different types of weapons/armor with different bonuses, you could just have "weapons" and "armor" exist as singular bonuses to units.
3. Overall, you appear to be making a strategy game--one like Risk that looks at big picture--that tries to also incorporate elements of tactics (smaller-scale parts of battle, such as the method of attack). I would recommend against that and cut the different mechanisms for attacking. Focus instead on the bigger picture such as movement of units and armies, instead of trying to account for the myriad complexities of combat. Tactical games are a different type of game than you are designing and trying to make a hybrid of the two does not do either genera a service.
The most important thing to remember when designing a game--less is more. Things either need to be intuitive and easy to remember, or very easy to execute with a brief glance at something readily available to the player.
I actually know nearly every D&D edition, it’s a personal mark of pride. I’ve also played quite a few dungeon crawler games, mostly GW ones.
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
Ever play the board game Fury of Dracula?
No, but I’ve heard of it. Is it any good?
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig