PDF Draft Rules on Kickstarter Update

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PDF Draft Rules on Kickstarter Update

Postby c0d3monk33 » Mon May 07, 2012 6:57 pm

PDF of the first draft of the rules is available on the latest update to the Kickstarter project. They're looking great btw! Going to exercise them tonight.

Joshua, where do you want feedback/typos? Here?

Page 75: Second column: "The player with the highest initia score has the initiative". You're missing an 'L' on initial.
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Re: PDF Draft Rules on Kickstarter Update

Postby Forged » Mon May 07, 2012 7:51 pm

For the deployment, page 71, you say in the final defense you an place your frames anywhere. In the forum you said you HAD to be in cover if you were outside your perimeter. I assume the rulebook is correct.
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Re: PDF Draft Rules on Kickstarter Update

Postby shrimplor » Mon May 07, 2012 8:22 pm

Also on page 75: "The round ends when the last mobile frame's taken its turn."

I would change this to "...frame has taken its turn," or "...last mobile frame's turn has been taken."

While the sentence in the book is written how a person would speak it out loud, I think it might be incorrect; I also think the other ways are simply more clear. ;)
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Re: PDF Draft Rules on Kickstarter Update

Postby Dukayn » Mon May 07, 2012 9:01 pm

Guys, it says on the Kickstarter that these are just beta rules and as such there are typographical errors and whatnot, so I wouldn't worry too much about proof-reading it. I'm sure the guys will go over it with a fine-tooth comb before releasing.

And heck, it can't be any worse than the Cyberpunk 203X rulebook :shock:
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Re: PDF Draft Rules on Kickstarter Update

Postby randolph » Mon May 07, 2012 9:06 pm

On the other hand... free, crowdsourced, pre-release editing, no strings attached :P
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Re: PDF Draft Rules on Kickstarter Update

Postby c0d3monk33 » Mon May 07, 2012 9:07 pm

I'm reading the rules, so I don't see any problem posting any typos I see. The wording may change in the future, but the MFZ team is on here after all and more eyes are better than less eyes surely.
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Re: PDF Draft Rules on Kickstarter Update

Postby Joshua A.C. Newman » Mon May 07, 2012 10:53 pm

Yeah, typo hunting is wasted at this juncture. We're more interested in inclarity.

Thanks for the feedback! Keep it coming!

Forged, I don't know why we said that before. It's just a good idea to put them in cover, though I can see reasons that sometimes you wouldn't want that. It's more that you can put them in cover, unlike the point frame.
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Re: PDF Draft Rules on Kickstarter Update

Postby ferrelferret » Tue May 08, 2012 12:09 am

Joshua A.C. Newman wrote:Yeah, typo hunting is wasted at this juncture. We're more interested in inclarity.

Thanks for the feedback! Keep it coming!

Forged, I don't know why we said that before. It's just a good idea to put them in cover, though I can see reasons that sometimes you wouldn't want that. It's more that you can put them in cover, unlike the point frame.

It was stated that you put them in cover outside of the perimeter because combat would have started sooner, since my army wouldn't willingly walk past an enemy frame And let them have the flank once combat starts.

~ferret~
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Re: PDF Draft Rules on Kickstarter Update

Postby Mantisking » Tue May 08, 2012 12:37 am

I took a peek at the PDF earlier. It looks really nice.
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Re: PDF Draft Rules on Kickstarter Update

Postby Ramcat » Tue May 08, 2012 2:05 am

Woohoo, the rules are out!!!!! Yay!!!!

Page 77
"Once the cascade is done, return to tactical order to continue the round." (bold and italics added)

I think you mean "initiative" order, not "combat" order.

Page 79
I think step 1 is unclear. And the following text to explain it. I know what you intend but on reading it, it does not convey that. What is missing is declaring what range I am attacking at. All it says is declare a target. If I have a direct fire and arty mech and I declare my target, effectivly I have two ranges to attack at (three, if you count HtH). Meaning people might missunderstand that because they only rolled two red dice - which works at both those ranges. To back that up on page 80 where it says "appropriate range" I would change to say "declared range".

I would add a step 8. Take damage. And explain that no damage affects your turn until here (except maybe falling?).

PS: I like the climbing rules.
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Re: PDF Draft Rules on Kickstarter Update

Postby ferrelferret » Tue May 08, 2012 2:13 am

Ramcat wrote:I would add a step 8. Take damage. And explain that no damage affects your turn until here (except maybe falling?).


Really? I was under the impression that damage happens immediately.

P.S.
I like the Per-Unit order. :)
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Re: PDF Draft Rules on Kickstarter Update

Postby Joshua A.C. Newman » Tue May 08, 2012 2:18 am

You take damage immediately, but you don't remove dice you've already rolled. Those events are happening simultaneously.
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Re: PDF Draft Rules on Kickstarter Update

Postby timonkey » Tue May 08, 2012 2:20 am

I get that everything else in the list is pretty vague, but when I read "a ruler" in the list of stuff I'll need to play, I think of a wooden or plastic thing 12" or maybe 18" long, which isn't what you really mean.
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Re: PDF Draft Rules on Kickstarter Update

Postby timonkey » Tue May 08, 2012 2:22 am

Ramcat wrote:I would add a step 8. Take damage. And explain that no damage affects your turn until here (except maybe falling?).

Or if you take damage as cover.
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Re: PDF Draft Rules on Kickstarter Update

Postby Joshua A.C. Newman » Tue May 08, 2012 2:24 am

ferrelferret wrote:
Joshua A.C. Newman wrote:Yeah, typo hunting is wasted at this juncture. We're more interested in inclarity.

Thanks for the feedback! Keep it coming!

Forged, I don't know why we said that before. It's just a good idea to put them in cover, though I can see reasons that sometimes you wouldn't want that. It's more that you can put them in cover, unlike the point frame.

It was stated that you put them in cover outside of the perimeter because combat would have started sooner, since my army wouldn't willingly walk past an enemy frame And let them have the flank once combat starts.

~ferret~



Oh, there's a practical thing there: very often, by the time there are that many frames on the table, you can't put them in cover to everyone.

I'll have to discuss with Vincent his thinking on that, though. The reasoning's good, it's just that often it's not an option.
Last edited by Joshua A.C. Newman on Tue May 08, 2012 2:28 am, edited 1 time in total.
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Re: PDF Draft Rules on Kickstarter Update

Postby Joshua A.C. Newman » Tue May 08, 2012 2:25 am

timonkey wrote:I get that everything else in the list is pretty vague, but when I read "a ruler" in the list of stuff I'll need to play, I think of a wooden or plastic thing 12" or maybe 18" long, which isn't what you really mean.


There will be a rendering of a ruler later. I just don't have it yet.
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Re: PDF Draft Rules on Kickstarter Update

Postby c0d3monk33 » Tue May 08, 2012 3:45 am

Rules look great and will be fairly clear once the example placeholders are filled in.

On page 81 under the 'Assigning Your Dice' it might be worth noting (or including in an example) that double weapon systems grant you a D8 instead of a D6. I only mention that because while reading the rules I forgot that fact and wondered momentarily why you only got to assign ONE dice to your attack, even if you had double assault rifles etc. Years of playing other systems meant I've been trained to think two weapon systems = two attacks.
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Re: PDF Draft Rules on Kickstarter Update

Postby Yojisaka » Tue May 08, 2012 5:39 am

A few questions that spring to mind on the first couple of read through.

1. Is it just assumed but not stated you need to 'see' your target to shoot at it?

I might be missing something but from the read through on this no where does it say you need line of sight to your target. If your target is within HtH of an obstacle of at least 3 bricks height they get cover but nothing on if you cant see your target at all. If this is the case maybe a small blurb on the powerful weapons ability to blow through any terrain/obstacle that might be out there.

2. Artillery range is any frame on the table not closer then direct fire range. Again this kind of hints you dont need to have line of sight to your target. Is this the intent?

3. Page 60 "Your company must carry 3 one-shot rockets." Maybe put in a subtext that this number is whatever the group agrees on which is better defined much later in the rules.

4. Page 80 "Each one-shot rocket fired adds one red 8-sided die." No mention of range so it looks like you can use them at any of the three ranges. I thought I saw earlier it was only at DF?

5. The definition of what each color of dice can be used for is scattered,repeated and a little inconsistent through the document. For example your summary of "3.Assign Your Dice" on page 81 leaves out some critical items such as you can only assign white dice to a HtH attack or white dice to spot only if the target is not in cover and within DF range. Depending on where you happen to reference in the book it can change what you think the dice can do.

Hope to print out the whole thing (98 pages!!!) so I can see it all at once and see where the flow is and such and hopefully get a better feel for where things are and are again and again in some cases.

Time to put some LEGO down and blow it up.

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Re: PDF Draft Rules on Kickstarter Update

Postby Karoline Dianne » Tue May 08, 2012 9:38 am

I'm fairly certain I've seen that line of sight doesn't matter in this game.

Though that was in the rules overviews here in the Forum.
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Re: PDF Draft Rules on Kickstarter Update

Postby Joshua A.C. Newman » Tue May 08, 2012 10:11 am

Yojisaka wrote:A few questions that spring to mind on the first couple of read through.

1. Is it just assumed but not stated you need to 'see' your target to shoot at it?

I might be missing something but from the read through on this no where does it say you need line of sight to your target. If your target is within HtH of an obstacle of at least 3 bricks height they get cover but nothing on if you cant see your target at all. If this is the case maybe a small blurb on the powerful weapons ability to blow through any terrain/obstacle that might be out there.


There's no such rule. The only things that matter are range and cover. Your frames aren't just standing still; they're dodging, running between things, aiming. If you've ever played paintball, you know just how ephemeral that cover can turn out to be.

2. Artillery range is any frame on the table not closer then direct fire range. Again this kind of hints you dont need to have line of sight to your target. Is this the intent?


Yep.

3. Page 60 "Your company must carry 3 one-shot rockets." Maybe put in a subtext that this number is whatever the group agrees on which is better defined much later in the rules.


Unless you're using the advanced rules that explain the effect that changing the number of OSRs has, you're required to use three per company.

4. Page 80 "Each one-shot rocket fired adds one red 8-sided die." No mention of range so it looks like you can use them at any of the three ranges. I thought I saw earlier it was only at DF?


Ah, that's an artifact. It was briefly useable at artillery range, but we never played that way, so it's not in the rules.

5. The definition of what each color of dice can be used for is scattered,repeated and a little inconsistent through the document. For example your summary of "3.Assign Your Dice" on page 81 leaves out some critical items such as you can only assign white dice to a HtH attack or white dice to spot only if the target is not in cover and within DF range. Depending on where you happen to reference in the book it can change what you think the dice can do.


OK, we'll look to see if there's an order of explanation that could get better.

Hope to print out the whole thing (98 pages!!!) so I can see it all at once and see where the flow is and such and hopefully get a better feel for where things are and are again and again in some cases.


It's actually only 48. It starts on 51. It's not the first chapter.

Time to put some LEGO down and blow it up.


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