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Balancing Acts


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#1 Wormious

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Posted 01 December 2008 - 08:42 AM

I've been browsing some PBEM games on the wiki lately and noticed something. It's also something that comes up in the forums quite a bit. As players become more experienced it seems almost required to "fix" the game in some light so that it doesn't come down to who picked the better race or some such. I use "fix" lightly because that is not exactly what I mean.

There are many cases in the PBEM games where there are house rules added that "fix" some of the race. Example: "Xxcha start with an extra ground force" or "Norr start with an extra Carrier." Has the community come to a consensus on which ones of these are required and is that listed somewhere?

Then there are variants to people claim fix the game. They'll usually name which one it is but never a link. And when I go to check the Variants page on the wiki it isn't there. What home-made variants do players see as necessary and where are the rules provided for them?

In short: what does the community suggest in regards to what tweaks/variants that should be brought to every game after a player has a great handle on the rules?



#2 sigmazero13

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Posted 01 December 2008 - 09:27 AM

For what it's worth, while there are some tweaks to some of the races, there are very few of them that are "nerfs".  Most of them are boosts to underpowered races.  IE, making races like the Xxcha, N'orr, and Mentak more viable in the game.

The Yssaril "skip" ability is pretty powerful, but I can't think of any popular changes to it.  The only "nerf" i can actually think of off hand is to make the Winnu's Bioptic Recyclers an "at any time" ability to prevent them from using it to stall.

 

IE - Most races, even the powerful ones, are rarely reduced in power, but some of the weaker ones ARE boosted a little.



#3 Tawnos76

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Posted 01 December 2008 - 09:34 AM

I have started always giving the Xxcha 2 extra GF to start with and there used to be a good thread on them back on the old forums that justified it.  I have found that the extra GF help boost their initial planet grabbing and the Xxcha need all the help they can get.  As my own variant I also started allowing them to start with 3/3/3 so they could use their SA more often with their Racial ability.

As for house rules I use a lot and it is mostly because I have found them fun and flesh out the game more for me.  It was not to "fix" some part of it but to bring out the game more for myself and others I play with.  I do not mind a straight vanilla game with FFG variants either but having played with the variants I use now I prefer to keep them in the game.

I have not changed the Norr to add another Carrier but have not seen them played enough to warrant the change.

Another standard I use that can be seen on a lot of boards is not allowing Political Cards to be traded in for Trade Goods.



#4 Wormious

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Posted 01 December 2008 - 12:20 PM

sigmazero13 said:

For what it's worth, while there are some tweaks to some of the races, there are very few of them that are "nerfs"...

I agree and that's what I'm trying to ask. What are some of the tweaks people use that seem necessary to game play? And not just to Races but ACs, SCs, PCs, Planets, or anything.

Tawnos76 said:

I have started always giving the Xxcha 2 extra GF to start with and there used to be a good thread on them back on the old forums that justified it.

For those wondering where to locate such a thread it can be found here

Tawnos76 said:

...As for house rules I use a lot and it is mostly because I have found them fun and flesh out the game more for me...

I know you are the creator of a lot of variants but which are the favorites you use and can you spply links for the rules?

THANKS

#5 magicoctopus

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Posted 01 December 2008 - 06:53 PM

I don't think there is a consensus on house rules. There are, however, many things that most want to fix (some in a similar way, other in their own way):

  • Sardakk N'orr is too weak at the start
  • Xxcha is too weak, full stop
  • Winnu's race tech is too powerful
  • Mentak's steal ability is nearly useless
  • Yssaril might be too powerful
  • Dreadnoughts are too weak for their cost

The most common 'fixes' for these issues I think might be:

  • Give Sardakk another Carrier or Destroyer or 2 fighters
  • Give Xxcha 2 extra Ground Forces
  • Change Winnu's race tech to 'At any time'
  • Let Mentak do the stealing right after Trade is played
  • Remove 1 carrier from Yssaril
  • Give Dreadnoughts another die for either space battle or bombardment

All this said, I recommend the Shattered Ascension rules set from PsiComa. It is well playtested and enhances the Twilight Imperium experience. I for one, have incorporated most of these rules in our groups games. I find it awesome that someone has done the research and playtesting so that everyone can reap the benefits! None of these house rules have met any resistance from my group.

SA rules

SA graphics



#6 Tawnos76

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Posted 02 December 2008 - 01:52 AM

I have most of the variants I use on the wiki on the Variant page in my user Box.

www.ti3wiki.org/index.php

 

 

Just scroll down a bit and you will see the User Box with my user name and all the variants I use are there.  Just click on the links and it will take you to the wiki page.

Also my signature has a link to many of the downloadable files.

As for my Favorites I like to use are – Anomalies, Variant Strategy Cards created by Lance, Neutral Forces, Elders, and variant Facilities. 



#7 Wormious

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Posted 02 December 2008 - 06:09 AM

Tawnos76 said:

I have most of the variants I use on the wiki on the Variant page in my user Box.

I think I've gone through and read almost all the variants on that page. I am way too addicted to that wiki and these forums

Tawnos76 said:

As for my Favorites I like to use are – Anomalies, Variant Strategy Cards created by Lance, Neutral Forces, Elders, and variant Facilities.

And what are some of your thoughts on the tweaks magicoctopus mentioned above?

Do you have political variants that you see necessary or help improve the game?






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