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(YB3) Prelimary Rules (Comments and Criticism Wanted Please?)
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1393068" data-attributes="member: 748"><p>Hi KD Ladage, I'm personally glad to see some one who's very familiar with the original YB look at this version in the works.</p><p></p><p>I think Life Points are a great idea, personally, although I think it will end up being called Stamina Points, to get rid of the misconception that you're directly damaging/killing your opponent. By renaming it and working it as Stamina, it represents more of a fatigue factor that can be elegently used and inserted into the rules.</p><p></p><p>I'll try to address most of your points and my opinions (pardon me if this is long, I tend to rant)</p><p></p><p></p><p></p><p>Definately an interesting idea, not to say the least, however, I must disagree with it. The main reason why I don't think this works is because this idea would basically kill one of the basic elements of YB, the judge factor. Different judges have different styles of judging, and if you make a list deciding on what verbs are more powerful than others, than you're taking part of their job away from them-besides, alot of verbs don't make sense with the styles that they use-a foot punches or a fist kicks, for instance-it would be silly if they dealt as much damage as a fist punching or similar. Same with certain defenses which are more effective vs. some styles or locales. You may say that these things are judged separately, but how is a judge supposed to react if one fighter draws a move that is 1/1 on your system and the other has 3/3? Too many life points also leads to more book-keeping annoyingness and complexity.</p><p></p><p></p><p></p><p>To add on to Kalanyr's commentary, half of those "3+" abilities each tier really are small things (Signature Styles/Locs) that only come into play maybe once in five matches at the beginning levels, with only a few activatable abilities that actually require action on their part. By the time they get multiple abilities, they're no longer a new player and should get the hang of it soon. Also, Kal hasn't mentioned this publicly but there will be a couple, perhaps several more tiers than the last game. With the new rules and the creative control we're working with we'll have enough powers to continue the current progression of abilities up to higher tiers without getting entirely repetitive.</p><p></p><p></p><p></p><p>A major part of Yb3 that grants all paths an enormous amount of flexibility is the personalized artifact system. These artifacts are akin to the original Yb Artifacts (although I'd like to say more balanced), but are still strong enough to help define a character's traits and abilities. All characters at least Tier 3 can pay a certain amount of yen to get a personalized artifact, and they can make sacrifices (like path abilities) ala Yb1 to strengthen it even more.</p><p></p><p>The ranking system you've given has merit, although I'm still unsure about it so I'd have to think a bit more after I've gotten some sleep.</p><p></p><p>Path buildings, not just Dojos and Gangs are in the process of being refined, although they're going to be included into the game in an interesting way I believe.</p><p></p><p>Thanks for making such insightful comments about the rules (which will hopefully be finished soon), I hope to see you around more often <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1393068, member: 748"] Hi KD Ladage, I'm personally glad to see some one who's very familiar with the original YB look at this version in the works. I think Life Points are a great idea, personally, although I think it will end up being called Stamina Points, to get rid of the misconception that you're directly damaging/killing your opponent. By renaming it and working it as Stamina, it represents more of a fatigue factor that can be elegently used and inserted into the rules. I'll try to address most of your points and my opinions (pardon me if this is long, I tend to rant) Definately an interesting idea, not to say the least, however, I must disagree with it. The main reason why I don't think this works is because this idea would basically kill one of the basic elements of YB, the judge factor. Different judges have different styles of judging, and if you make a list deciding on what verbs are more powerful than others, than you're taking part of their job away from them-besides, alot of verbs don't make sense with the styles that they use-a foot punches or a fist kicks, for instance-it would be silly if they dealt as much damage as a fist punching or similar. Same with certain defenses which are more effective vs. some styles or locales. You may say that these things are judged separately, but how is a judge supposed to react if one fighter draws a move that is 1/1 on your system and the other has 3/3? Too many life points also leads to more book-keeping annoyingness and complexity. To add on to Kalanyr's commentary, half of those "3+" abilities each tier really are small things (Signature Styles/Locs) that only come into play maybe once in five matches at the beginning levels, with only a few activatable abilities that actually require action on their part. By the time they get multiple abilities, they're no longer a new player and should get the hang of it soon. Also, Kal hasn't mentioned this publicly but there will be a couple, perhaps several more tiers than the last game. With the new rules and the creative control we're working with we'll have enough powers to continue the current progression of abilities up to higher tiers without getting entirely repetitive. A major part of Yb3 that grants all paths an enormous amount of flexibility is the personalized artifact system. These artifacts are akin to the original Yb Artifacts (although I'd like to say more balanced), but are still strong enough to help define a character's traits and abilities. All characters at least Tier 3 can pay a certain amount of yen to get a personalized artifact, and they can make sacrifices (like path abilities) ala Yb1 to strengthen it even more. The ranking system you've given has merit, although I'm still unsure about it so I'd have to think a bit more after I've gotten some sleep. Path buildings, not just Dojos and Gangs are in the process of being refined, although they're going to be included into the game in an interesting way I believe. Thanks for making such insightful comments about the rules (which will hopefully be finished soon), I hope to see you around more often :) [/QUOTE]
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