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Old 04-22-2007, 01:38 AM
LuckayLuck LuckayLuck is offline
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Join Date: Aug 2005
Location: Luckysville
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Default Re: How to Balance WW games.

A humorous look at Dungeon I: The most imbalanced game of all time (not a dig at sighing, it was a completely new genre, and balancing was extremely hard). But looking back, and it is of course easy to look back, this is what I get:


Good Side;
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Cleric (3): Each night, can optionally heal one Adventurer (no effect on a Monster). The first time the power is used, it heals 10 points of damage. Each subsequent use heals 10 points more, until after five healing attempts there is no more healing power left (so the final heal is for 50 points). Can use the power on himself. However, one of the Clerics (and we're not sure which) has been forsaken by his god. Any healing attempt he makes will instead inflict the appropriate amount of damage to the targeted player, including Monsters.

Druid (1): Can use each of the following abilities once per game, at night, no more than one ability per night:
--* Blanket of Health: All non-Monsters gain 10 health. The use of this spell is announced publically, but does not reveal who cast it.
--* Invisibility: Take no damage from voting-melee the next day. (like most other spells, the use of this spell is not announced publically)
--* Armor of Thorns: Anyone attacking you that night takes an amount of damage equal to the damage they do to you. Does not work on Pestilence attacks or pre-existing poisons.
--* Nature's Uprising: All Monsters lose 10 health. Using this ability drains you of all power, and you can no longer use other abilities. The use of this spell is announced publically, but does not reveal who cast it.

Paladin (2): Each night, can optionally protect another player (even a Monster) from all damage taken, but he himself will take half the damage amount. He can protect himself in this way, and thus take only half damage from attacks. He may choose not to use this power, in which case he himself is protected during the next day instead, and he takes only half damage from that day's voting-melee. If two paladins protect the same person, they protect in sequence, determined randomly.

Barbarian (4): 2 start with 100 health points, and 2 start with 150 health points. Each night, can optionally choose to attack another player with his axe, dealing 0, 10 or 30 points of damage (randomly determined).

Wizard (2): Starts with 60 health points. Can use each of the following abilities once per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing 50 points of damage.
--* Illusory Twin: Avoid all night effects aimed at you.
--* Magic Missile: Hit three players for 10 damage each.
--* Control Monster: Select a player and attempt to control them as a Monster. If they are not a Monster, nothing happens. If they are a Monster, you learn their role and they learn your role. Additionally, there is a 50% chance that the Monster will get loose when you first attempt to control him, in which case you will be viciously devoured (killing you, and revealing their nature in public).

Diviner (1): Seer. Learns the class or monster-name of one selected target per night. The diviner DOES get a Night 0 peek. (this is a change, both to the count -- only one seer -- and to the night 0 peeking)

Mystic (1): Starts with 80 health points. Learns which Monster makes each night's attack (by monster-name, not which player). Senses any spell cast by a Wizard, Cleric, Druid, or Conjurer, though not who cast it nor what the target was.

Monk (1): Starts with 80 health points. Does two attacks (on the same target) during voting-melee. Automatically avoids one attack on him (if any) during voting-melee. If undamaged during any night phase, the Monk meditates and recovers 20 health at dawn.

Thief (1): If attacked by any player at night, has a 25% chance of avoiding the attack and learning that he was targeted. Each attack is avoided separately. Additionally his sharp night senses allow him a 25% chance of learning the identity of each person who attempted to attack him, but not their role or specific damage amount. These powers apply only to abilities that deal damage, and do not apply to attacks that target more than one person at a time (pestilence, fire, magic missile).

Assassin (1): Once per game, the assassin may make an attack on another player for 100 points of damage. This attack can come during the day by sending a PM to the moderator. If the attack is made in daylight, the assassin's role is revealed publically, but the target fights back fiercely, reducing the assassin to one hit point remaining. If made at night, nothing is revealed. The attack may not be made within ten minutes of nightfall, when the players are gathering towards the evening's melee.


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Cleric (3) - sort of like 2 weak seers actually, along with some semi-doctor-ish-qualities, since the monsters didn't know if they would be targetted by a heal with a cleric. The forsaken one I'll give 3 points, the clerics I'll give 5 points each. 13 Points

Druid (1): Coolish. Confirmed Villager, with lots of useful abilities. 3 Points

Paladin (2): 2 extremely powerful Angels. 2*6 = 12 Points.

Barbarian (4): Actually could confirm themselves easily. Confirmable villagers. 2*4 = 8 Points.

Wizard (2): The control monster would be like a one-time-seer-peek. Plus lots of cool things. Let's give them 3.5 points each = 7 Points.

Diviner (1): Seer. 6 Points.

Mystic (1): Super-Tracker. 4 Points.

Monk (1): Confirmable Villager. 2 Points.

Thief (1): Villager. 1 Point.

Assassin (1): Vigilante. 3 Points.

Villagers: 59 Points

Evils:

[ QUOTE ]
Abaddon "Destroyer". Has 150 health points. Hits a single target for 100 damage.

Adramelech "Flame". Burns three separate targets for 50 damage each. Must choose exactly three targets, unless there are only two players left.

Vetis "Corruptor". Hits target for either 10 or 30 damage, at random. If the target is killed by this attack, he becomes corrupted into a Lesser Demon, who has no special powers. Note that the corrupted player has the Monster victory condition and joins Monster Chat at night.

Barbas "Pestilence". Hits all non-Monsters for 10 damage each.

Conjurer (1). (NOTE: This role has changed!) Has 60 health points. A human who initially summoned these Monsters into the world. Converses with them at night, and shares their victory condition, and DOES have to be killed for the Adventurers to win. If viewed by a Diviner, appears to be a Wizard. Immune to the "Control Monster" and "Nature's Uprising" spells. Can attack normally for 50 damage. Separate from the nightly Monster attack, can use each of the following abilities once per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing 50 points of damage.
--* Illusory Twin: Avoid all night effects aimed at you.
--* Magic Missile: Hit three players for 10 damage each.
--* Control Adventurer: Select an Adventurer to control for the night. All that player's night actions have no effect. There is a 50% chance that you learn their class. There is a 50% chance that they learn your class.

Lesser Demon. (only in the game if an Adventurer is corrupted) Has 50 health points. Hits a single target for 50 damage.


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Abaddon - Vanilla Wolf. 4 Points.
"Flame" - Vanilla Wolf with a sort of different attack. 5 Points.
"Corruptor" - It would prove near impossible to actually corrupt anyone. 10 or 30 damage? gack! And of course the adventurer would probably already have cried about getting hit hard. Blah. Let's say, 5 points.
"Pestilence" - lol 10 damage. 4 points.
Conjurer - sort of weak godfather wolf. 5 points.


Wolves: 23 Points



59 Points vs 23 Points

zomg
it was a slaughter in the game too

but it was a good lesson in balancing ww games
I look forward to Dungeon III a lot too
where is it zomg
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