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Old 09-06-2007, 03:07 PM
Nez477 Nez477 is offline
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Default Dungeon 3 Signup and Discussion Thread (Begins September 17)

My first game in WW was Dungeon 2, and to this day it is one of my favorites.

I think this is exactly what POG needs right now, a game where each player has a role with night actions and each vote has meaning.

I'm a math guy, so I'm going to enjoy the bookkeeping aspect of this game and think it suits me very well, and can hopefully be a consistent addition to POG that people enjoy.

I've PMed Sighing and we discussed briefly (as he has retired from POG) and the last game was favoring the village. So this game has been tweaked to make it more challenging for the village.

I hope to take this franchise and run 3-4 games per calendar year with different rule sets. Dungeon 4 will probably be a game where all roles come from teh same character set so roleclaiming becomes more difficult.
But to start back in, I've tweaked the game to create Dungeon 3. This thread is for discussion and sign-up, only 26 players get to enter the game.

This is a complicated one, but really really entertaining and gratifying to play in.

The game will start on Sep 17 unless I'm told otherwise (I had the go ahead for a Labor day start but when Bobo's game got pushed back I decided to wait until it was over to get things rolling)

--------------------------------

Changes from the Dungeon 2 are noted in bold (there aren’t many)

A valiant party of adventurers seek to destroy a nest of foul undead creatures. There are 26 roles in this game.

All villagers starts with 90 health points, unless otherwise noted. The starting health value is also the maximum possible health value for that player.

Voting: Every evening there is a general melee where the players try to hurt the player they think is the greatest danger to their group. Each day, players publically announce (vote) who they intend to attack. Players may not attack themselves, though they may choose not to fight at all. At nightfall, the number of attacks each player suffers is squared, and they take that amount of damage. With 15 or fewer players, damage is doubled; 10 or fewer, tripled; 5 or fewer, quadrupled. If there are only three players, then anyone receiving one vote takes 25 damage, or two votes, 100 damage. Anyone dying in this melee is revealed shortly after nightfall.

All players learn, by private message at dawn, how much damage was done to them, or healed in them, if any. This is presented as a single sum. No PM means no apparent change.

All roleblocking effects happen first, then all effects that don't involve a damage amount (e.g. protection) are applied (in random order), then the Evil Team's night attack occurs, and then all other health-modifying effects are applied (in random order). 0 health means you're dead, even if healing actions come in later the same night. If you're dead before making your own damage or healing action, your action is blocked. All fractions are rounded in favor of players being hurt more, if applicable.

Flavor text will not reveal the nature of any attacks or abilities used by players, unless otherwise noted. Please assume that the flavor text is just being flavorful.

Adventurer Class or Evil Role is always revealed at death.

There are no secret abilities or roles.

Anyone who doesn't post at all during a game day cannot use any ability that night, and takes 20 points of damage from a vicious weasel. Exceptions may be made with an excuse given in advance.

The game ends when all Evils are dead, or when the Adventurers are numerically unable to kill all the Monsters. A simple voting majority does not end the game.

Not all classes will be used. I will define a "skeleton" party with the key roles as I see fit, and then pretty much rand in the rest, so there could be no samurai or three samurai.




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Every Adventurer is a member of one of the following Classes (in no particular order):

Cleric: Each night, can optionally heal or harm another player. You may cast a total of five spells during the game, no more than one per night. You may choose from:
--* Heal: Target learns they were hit by this spell, but not who cast it. If the target is human, they are healed 20 points. If the target is undead, there is no effect.
--* Turn Undead: Target learns they were hit by this spell, but not who cast it. If the target is undead, they take 20 damage. If the target is human, there is no effect.

High Priest: Each night, can optionally heal or harm another player. You may cast a total of two spells during the game, no more than one per night. You may choose from:
--* Holy Blessing: Target learns they were hit by this spell, but not who cast it. If the target is human, they are healed 50 points. If the target is undead, there is no effect.
--* Holy Fire: Target learns they were hit by this spell, but not who cast it. The target is roleblocked and takes 50 damage. If the target is human, the priest himself takes 50 damage as well, which cannot be mitigated (e.g. by a Paladin).

Druid: Can use each of the following abilities once per game, at night, no more than one ability per night:
--* Blanket of Health: All Humans 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.
--* Armor of Thorns: Anyone attacking you that night takes an amount of damage equal to the damage they do to you.
--* Paralyze: Roleblock a player.

Paladin: Each night, can optionally protect any other player (even Undead) from all damage taken, but he himself will take 3/4 the damage amount. He can protect himself in this way, and thus take only 3/4 damage from attacks. This absorbed damage cannot be mitigated (e.g. by another paladin protecting the first paladin). There will only be one paladin

Barbarian: Starts with 120 health. Each night, can optionally choose to attack another player with his axe, dealing 0, 10 or 30 points of damage (randomly determined).

Wizard: 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, including the primary Evil Attack.
--* Silence: Target is roleblocked and prevented from posting at all in the thread the following day. The use of this spell is announced publically, but does not reveal who cast it. Affected player may still choose someone to attack in melee (i.e. vote for) that day by sending me a PM by nightfall, and who was attacked will be made public in the Nightfall message.
--* Rune: The following day, anyone who attacks your target in voting-melee takes 20 damage at nightfall. You may cast this on yourself if you wish. The target is not informed that they have been Runed.

Diviner: Seer. Learns the class or monster-name of one selected target per night. If the Phylactery is peeked, the Diviner will learn that he is the Phylactery. A diviner MIGHT get a Night 0 peek. There will be only one Diviner.

Mystic: Starts with 80 health points. Senses any spell cast by a player, though not who cast it nor what the target was. Can select one player each night, and if that player casts a spell that night, learns specifically what it was.

Monk: 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: His sharp night senses allow him a 50% chance of learning the identity of each person who attempted to damage him with a night effect (attack, spell, etc), but not their role, attack method, or specific damage amount.

Assassin: Starts with 80 health points. The assassin uses a poisoned blade. He may attack any player at night for 30 damage, and they then take a further 10 damage every night from then on. After using the poisoned blade, the assassin must re-apply the poison the next night and cannot make another attack then. The blade is poisoned at the start of the game.

Samurai: Does an additional 10 damage to whoever he attacks in voting-melee, at nightfall. Any voting-melee damage done to the samurai is reduced by 10.

Knight: Starts with either 100 or 120 health points. Each night, can optionally choose to attack another player with his sword, doing 0 or 10 points of damage (randomly determined). In addition, he uses a Holy Sword, and his melee attack and night attack both only harm Undead, not Humans.

Shadow Knight: Starts with either 100 or 120 health points. Each night, can optionally choose to attack another player with his mace, doing 10 points of damage. If not attacking, can choose to Harm Touch another player, where BOTH the Shadow Knight AND the target take any amount of damage the Shadow Knight wishes to inflict, up to the SK's current health total at the time the attack takes place. The SK can die from this ability, and the self-damage cannot be absorbed by another source (e.g. the Paladin).

Bard: Vote-buyer. At each Nightfall, can optionally redirect any one player's attack (within five minutes after nightfall) onto another player of your choice.

Ranger: Each night, can optionally choose to track another player's movements. There is a 50% chance that you will learn whatever night action they took, including the primary Evil night attack. You will not learn the target of their action, just their action. If you do witness the primary night attack, there is a 50% chance that you will be spotted and revealed to the Evil group as a Ranger. You will not know the difference between failing to track someone and succeeding on someone who takes no action.

Sorceror: Starts with 60 health points. Can use each of the following abilities an unlimited number of times per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing either 0, 10 or 30 points of damage (randomly determined).
--* Protection from Magic: Any magical night effect (including heals, but not including peeks) aimed at you has no effect.
--* Protection from Physical Harm: Any physical night effect (including an assassin attack, but not including pre-existing poisons) aimed at you has no effect. Does not protect against the primary Evil Attack.

--------

The Evil group must choose a player to make each night's attack. That attack can either be 90 damage on a single target, or 30 damage on each of three targets, at the player's option. All Evil Roles start with 100 HP unless otherwise noted The Evil roles are:

Skeleton: Undead. Immune to damage from a blade. Takes no damage from Barbarians, Samurai, or Assassins in either voting-melee or night actions. The Knight's holy weapon still inflicts damage.

Ghoul: Undead. Role-blocker. Each night, can optionally paralyze one player, whose night actions then have no effect. If this action is viewed, it is seen as a Paralyze spell.

Vampire: Undead. If the Vampire does the multi-target night attack, it does 40 damage to each target. Each night, attempt to name the class of the Monster attack target (or the class of the first given target in a multi-target attack). If you are correct and the target dies from the primary attack, you steal his essence and may use that person's power on a future night and the following day, once. Stolen abilities are "evilized" (e.g. a Cleric heal can be used on a Skeleton or Turn Undead can be used against Human players). If the essence has more than one ability (e.g. Wizard spells), you may choose any one of the given options. You may only use one stolen ability per night.

Zombie: Starts with 120 health points. Every time a Human is killed in voting-melee, you eat his brains during the night and heal 20 health at the end of the night. You may attack a player at night for 10 damage, at the cost of 20 health to yourself, or attack a player for 30 damage, at the cost of 50 health to yourself. If making your attack would result in your death, the attack does not occur.

Lich: Undead. Starts with 150 health points. If the Lich does the single night attack, it does 120 damage instead of 100. At the beginning of the game, chooses another player, unaware, to hold his soul as his Phylactery. If the Lich is killed but the Phylactery is still alive, the Lich does not die and is reset to full health, while the Phylactery takes 50 damage and then is no longer the Phylactery. If the Phylactery is killed before the Lich dies the first time, the Lich takes 50 damage. The Lich's identity is not revealed in either case. The second time the Lich is killed, he is dead. If there is a Mystic alive, the Mystic detects the use of the Phylactery to cheat death.

Necromancer: Human. Starts with 60 health points. The Necromancer cannot do the primary Evil Attack and cast a spell on the same night. Can use each of the following abilities an once per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing 30 points of damage.
--* Silence: Target is roleblocked and prevented from posting at all in the thread the following day. The use of this spell is announced publically, but does not reveal who cast it. Affected player may still choose someone to attack in melee (i.e. vote for) that day by sending me a PM by nightfall, and who was attacked will be made public in the Nightfall message.
--* Mend Bones: Restore 30 health to any Undead.
--* Rune: The following day, anyone who attacks your target in voting-melee takes 10 damage at nightfall. You may cast this on yourself if you wish. The target is not informed that they have been Runed.

-------

Other rules:

Day will be from roughly 9:00am until 11pm. 10:59 counts, 11:00 doesn't. Night actions are due by 7am, by private message only (not AIM).

Unvoting is allowed. Night never falls early.

Dead players may make one "I'm dead" post with no strategy information. Preferably something clever.

Quoting Moderator PMs (real or imaginary) is not acceptable

For clarity, the Dawn PM sent to someone who started the game with 100 health, started the day with 90 health, was healed 50, and damaged 20, would look like this: "You recovered 30 health. Your current health is 100."
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  #2  
Old 09-06-2007, 03:15 PM
Mark_K Mark_K is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

IIIIIIIIIIIIIIIIIIIIIIIIIINNNNNNN for an awesome Brad run game.
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  #3  
Old 09-06-2007, 03:20 PM
Stephen H Stephen H is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

Main problem in these games is the ability of the village to role claim and prove it, and I don't see anything in this ruleset to help that out - any ideas?
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  #4  
Old 09-06-2007, 03:22 PM
clowntable clowntable is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

in, make me a villager
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  #5  
Old 09-06-2007, 03:23 PM
Nez477 Nez477 is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

[ QUOTE ]
Main problem in these games is the ability of the village to role claim and prove it, and I don't see anything in this ruleset to help that out - any ideas?

[/ QUOTE ]

I thought about adding a roleclaim God who strikes a 50HP blast to anyone who roleclaimes, true or false.

But that's silly. Dungeon 4 will combat this obviously, but looking back at D1 and D2, the decreased HP and only one paladin/diviner will help the evils immensly.
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  #6  
Old 09-06-2007, 03:27 PM
soah soah is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

The game needs changes to its core elements to really be functional. It's just pretty [censored] impossible for the evils to make plausible roleclaims. Most of the villagers can confirm themselves because the evils can't properly mimic their powers.

Tweaking the numbers might improve the evils' chances of winning but it won't really increase the playability of the game - it just means that whichever team plays well the first couple days and jumps out to a lead will be able to ride it out to victory. imo the focal point of any ww game should be trying to determine who the evils are, and killing them... in this setup it's just too easy to figure them out, and the tweaks here just give the evils a better shot at winning via brute force. And actually now that I've said that, the tweaks don't even seem very strong. The humans have slightly less health... but the primary evil attack is also weakened.
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  #7  
Old 09-06-2007, 03:30 PM
Nez477 Nez477 is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

Soah,

Only having one seer is big.

The paladin now takes 3/4 of HP, not 1/2

Minor things obv, but the village wasn't THAT far ahead in d2

I see your point though and am open to suggestions
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Old 09-06-2007, 03:31 PM
Zurvan Zurvan is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

NOTE: I didn't read the rules in any detail.

But, I think if you do NOT tell people their current HP totals, or if they took damage at night, you'll go a long way towards levelling the playing field. (Also good for the added MDD-like "htf did I just die factor??!!!")
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  #9  
Old 09-06-2007, 03:32 PM
soah soah is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

there was only one seer last game, but who the [censored] cares about seers when most of the villagers can absolutely confirm themselves

the wolves had almost no chance last game
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  #10  
Old 09-06-2007, 03:33 PM
Nez477 Nez477 is offline
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Default Re: Dungeon 3 Signup and Discussion Thread (Begins September 17)

[ QUOTE ]
NOTE: I didn't read the rules in any detail.

But, I think if you do NOT tell people their current HP totals, or if they took damage at night, you'll go a long way towards levelling the playing field. (Also good for the added MDD-like "htf did I just die factor??!!!")

[/ QUOTE ]

Wow, this is actually a really interesting idea.

Or maybe only PM them when they are at half strength or something like that?
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