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Messages - n-factorial

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1
Forum Games / Re: Nomic: TROTLR: Turn 8 (Bardikin)
« on: October 15, 2010, 01:51:55 AM »
cookie or no this works for me

2
Forum Games / Re: Nomic: TROTLR: Turn 8 (Bardikin)
« on: October 14, 2010, 02:29:12 AM »
i would vote for a draw game or a "199-c" proposal

this however is silly, will pass.

3
Forum Games / Re: Nomic: TROTLR: Turn 8 (Bardikin)
« on: October 05, 2010, 02:27:15 AM »
fucking arsetwat why the damned hells do the forums keep going down during early morning

anyway. excal raises good point, this puts a lot of stress on mod in what should generally be hands-off mod game

iunno how to construct rule that does encourage posting w/o any such burden

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Forum Games / Re: Nomic: TROTLR: Turn 8 (Bardikin)
« on: October 03, 2010, 09:00:18 PM »
understand motive to encourage posting, but conflicts with people that can't post on a consistent schedule (hi)

unsure how to suggest establishment of delineated method

in absence of better option would support reduction to +1/+2 over +3, though i do like concept

thinking

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Forum Games / Re: Nomic: TROTLR: Turn 8 (Bardikin)
« on: October 03, 2010, 07:11:41 PM »
otoh if people want to join now due to freer schedule why the hell not? you narrow it down to "interest" which i find way too restrictive, illogical as such

i would support this, though i favor mob chaos over official player joining ala last game - but whatever works

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Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 29, 2010, 12:28:12 PM »
looking in quickly before depart

i'm not sure i feel the appeal of duel, - i like the further team-stratification attempts of it though i'm not sure the executon will be optimal - i suppose my issue is with the reward list. i would agree that that feels too complex (part is needing two variants for stats on win, which seems just unneeded - perhaps also i object to gaining stats in this fashion along with the points confusion that's listed)

basically i don't mind base concept but recommend streamline i think, can't say i support as stads because it feels both awkward and cluncy

also i don't see anything b: favoritism influencing choices of who people side with, which basically creates a gangjack dynamic over actual balancing of weighted costs

tonfa: you mean rules that have been overwritten eg 209/212? my interp guesses they no longer count as rules for that, but i could be mistaken

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Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 09:56:57 PM »
also i think time is pretty much up, and even if it isn't it's close

voting time start now, hey?

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Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 09:54:37 PM »
i am... pretty much as stated previous neutral to points/percents, think i will keep point mechanic as it is still cheap this way (and frankly btoh methods have the first few cards be pretty inconsequential). one temptation is to implement %/flat simultaneous (pay whichever is higher) but not terribly excited for that finagling.

excal: if you wish to set up a system in which you can have a hand and hold/discard as such, do so, but i do not think i will attempt to make the setup that broad on this implementation. it sounds interesting but this does enough as is, more should be done in other amendments.

mage: no interest in removing the joker of bane.

reasoning: one, this is a gamble. while most options offer some shifting it is possible to slowly increase your total stats. to forbid complete abuse the JoB is present. as there is a lot of control capable over what is increased/decreased on average and how it is done i can't really condone it.

two: benefit still outways risk under this. 1/21 chance of reset is not that high since it never will increase, and stats can be accumulated. can someone be burned? naturally. will it happen? rarely.

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Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 04:14:24 AM »
306. All players in the current game of Nomic, as of the inception of this rule, will have the options of drawing from the Deck on their turn. Draws cost a certain amount of points listed below, deducted as soon as the card is drawn. The cards drawn counter resets on the player's next turn. All Draws must be done before the Voting Phase, but need not be done consecutively; all Draws and their results must be declared in topic, and a player cannot draw more than once if he is at or below 0 points.

First draw: 1
Second draw: 3
Third draw: 6
Fourth draw: 10
Fifth draw: 15
Sixth draw: 21
Drawing past six cards is not permitted.

There are twenty-one cards in the Deck, and when a card is drawn, it is immediately replaced and the deck is reshuffled.

The twenty cards are divided into four suits and four ranks; each card has a unique suit/rank combination. The four suits are phlegm, sanguis, cholera, and melancholia. The ranks are Jack, Queen, King, Ace, and Eight. (In order, these may be corresponded to spades, hearts, diamonds and clubs, and Jack, Queen, King and Ace when using a real deck to draw from). The twenty-first card is the Joker of Bane.

The suits change a player's stats as follows permanently, unless stated otherwise by the rank of the card. The maximum stat allowed by card-drawn mods is 8.

Phlegm/Spades: Intelligence +1, Spirit -1.
Sanguis/Hearts: Spirit +1, Intelligence -1.
Choleric/Diamond: Attack +1, Defense -1.
Melancholic/Clubs: Defense +1, Attack -1.

Jack: If this rank is drawn, another point is deducted from the player's score. This cannot reduce the player's score below zero.
Queen: Instead of accepting the stat modification as written on the card, the player may instead swap the two stats and then apply the stat modification. (So if someone with Int 4/Spi 1 drew the Sanguine Queen, for example, they could first swap Int and Spi (to Spi 4/Int 1) and then apply the stat mod (to Spi 5/Int 1).
King: The drawer may instead choose which stat is reduced, instead of following the suit's reduction. It cannot reduce the stat increased in this way.
Ace: The drawer may instead choose which stat is increased, instead of following the suit's increase. It cannot increase the stat reduced in this way.
Eight: Instead of accepting the stat modification as written on the card, the player may choose to stop drawing for his turn. If he does so, he gets a +3 to the stat that would have been boosted, and a -3 to the stat that would have been reduced. (The player may also accept the stat mod as normal and then stop drawing.) This boost lasts until the player's next turn.
Joker of Bane: The player's stats are reset to their base.

------

kneejerk adjustment. i don't know if i will have morning time to adjust this. appraise and comment please.

(willing to flipflop on % vs straight pointcost due to not caring either way myself)

10
Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 04:10:54 AM »
mmm. give me a moment.

11
Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 02:01:23 AM »
i see.

how intriguing, tonfa

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Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 01:40:34 AM »
i'm a dork is why the goofy suit names. there is a reason i provided wequivs.

re: drawing, what aspects would you want to see? i cannot say i would implement them now, but if not this round i may look at doing so later

or at least others might, this is meant to make things more entertaining and if others adapt it to do so for everyone i'm game even if i dno't do it myself

13
Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 25, 2010, 12:20:32 AM »
306. All players in the current game of Nomic, as of the inception of this rule, will have the options of drawing from the Deck on their turn. Draws cost this many points, rounded up and deducted as soon as the card is drawn. The cards drawn counter resets on the player's next turn. All Draws must be done before the Voting Phase, but need not be done consecutively; all Draws and their results must be declared in topic.

First draw: 1%
Second draw: 4%
Third draw: 9%
Fourth draw: 16%
Fifth draw: 25%
Sixth draw: 36%
Drawing past six cards is not permitted.

There are twenty-one cards in the Deck, and when a card is drawn, it is immediately replaced and the deck is reshuffled.

The twenty cards are divided into four suits and four ranks; each card has a unique suit/rank combination. The four suits are phlegm, sanguis, cholera, and melancholia. The ranks are Jack, Queen, King, Ace, and Eight. (In order, these may be corresponded to spades, hearts, diamonds and clubs, and Jack, Queen, King and Ace when using a real deck to draw from). The twenty-first card is the Joker of Bane.

The suits change a player's stats as follows permanently, unless stated otherwise by the rank of the card. The maximum stat allowed by card-drawn mods is 8.

Phlegm/Spades: Intelligence +1, Spirit -1.
Sanguis/Hearts: Spirit +1, Intelligence -1.
Choleric/Diamond: Attack +1, Defense -1.
Melancholic/Clubs: Defense +1, Attack -1.

Jack: If this rank is drawn, another point is deducted from the player's score. This cannot reduce the player's score below zero.
Queen: Instead of accepting the stat modification as written on the card, the player may instead swap the two stats and then apply the stat modification. (So if someone with Int 4/Spi 1 drew the Sanguine Queen, for example, they could first swap Int and Spi (to Spi 4/Int 1) and then apply the stat mod (to Spi 5/Int 1).
King: The drawer may instead choose which stat is reduced, instead of following the suit's reduction. It cannot reduce the stat increased in this way.
Ace: The drawer may instead choose which stat is increased, instead of following the suit's increase. It cannot increase the stat reduced in this way.
Eight: Instead of accepting the stat modification as written on the card, the player may choose to stop drawing for his turn. If he does so, he gets a +3 to the stat that would have been boosted, and a -3 to the stat that would have been reduced. (The player may also accept the stat mod as normal and then stop drawing.) This boost lasts until the player's next turn.
Joker of Bane: The player's stats are reset to their base.

-----

this allows for perma-statupos, but has a risk of resetting hard work so the system cannot be gamed too inctredibly hard.

i've no object to the capability to hold a hand, so to speak, but i'll leave that to someone else?

14
Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 24, 2010, 11:58:17 PM »
210. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question.

Based on this, n!'s turn is on hold (rest of 210) and Mage is the Judge. (Excal, make sure he sees this. >_>)

i'll have an edited porp up soon regardless, approve of a lot of the suggested changes but still tossing around implements. i presume i have since the judgment was put down, so give me a bit of time (do not carry the hours a lot fo you guys do  :P)

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Forum Games / Re: Nomic: TROTLR: Turn 6 (1, 2, 6, 24, 120...)
« on: September 23, 2010, 02:33:32 AM »
306. All players in the current game of Nomic, as of the inception of this rule, will have the options of drawing from the Deck on their turn. There are twenty cards in the Deck, and when a card is drawn, it is immediately replaced and the deck is reshuffled.

The twenty cards are divided into four suits and four ranks; each card has a unique suit/rank combination. The four suits are phlegm, sanguis, cholera, and melancholia. The ranks are Jack, Queen, King, Ace, and Eight.. (In order, these may be corresponded to spades, hearts, diamonds and clubs, and Jack, Queen, King and Ace when using a real deck to draw from).

The suits change things as follows for three turns, beginning (and taking effect) the turn it is drawn.

Phlegm/Spades: Intelligence +2, Spirit -2.
Sanguis/Hearts: Spirit +2, Intelligence -2.
Choleric/Diamond: Attack +2, Defense -2.
Melancholic/Clubs: Defense +2, Attack -2.

Jack: The card affects a random person other than the person who drew the card (roll a die to determine who is targeted).
Queen: The drawer may choose to double the negative effects of the card (with a minimum of stats of 1). If he does so, all positive effects have their numerical score increased by 1.
King: The drawer may instead choose which stat is reduced, instead of following the suit's reduction. It cannot reduce the stat increased in this way.
Ace: The drawer may instead choose which stat is increased, instead of following the suit's increase. It cannot increase the stat reduced in this way.
Eight: The drawer does not gain the positive effects of the card, but instead gains eight points immediately.


first shitdraft so if people want revision of ranks (or even suits) feel free to chime out or just discuss it

also tonfa dickmove is still dickmove. dont intend to punch you again but wanted to get a swing it. also screw you bard.

16
as a reminder, we still run into


110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void in effect. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

as a stonewall - but as most of those are not too restrictive and simply diplojargon, i do not believe it will be too problematic


i have no issues laying some of my own cards on the table, pun intended - i intend to propose a card-based system to further amplify/dampen the effects of the fightan game, though my concept is unpolished yet, will work on it in meantime

i support this rule as it allows us to edit rules without worrying overmuch over the 20x set, promulgates chaos and interest, and allows for more creative measures


17
i also support this voluminous proposition, though vice prez = tonfa?! confused

would be talking much more but much of my time around is when this site crashes it seems

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Forum Games / Re: Nomic: TROTLR: Turn 3 (Mageykins)
« on: September 14, 2010, 08:49:19 PM »
a few things

for one, i presume energize boosts -attack- or intelligence, though i'm not sure it matters with the current rules (it might if more modifications are made in future addendums)

secondly, clarification request: all players on a new round make an action, or only the player proposing? i prefer first option

finally, uncertainly, but energize feels weak comparatively - perhaps give the option of stealing a (small) number points (1d6 if attack succeeds?) as an alt spirit option?


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Forum Games / Re: Nomic: TROTLR: Turn 3 (Mageykins)
« on: September 12, 2010, 02:42:26 AM »
i can be operational for this, sure, even though my own attendance is on occasion erratic  :P

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Forum Games / Re: Nomic: TROTLR: Turn 1 (Excal!)
« on: September 08, 2010, 02:56:43 PM »
hahahaha okay good catch, i missed that totally.  :P  anything else for us, Bardiche?

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Forum Games / Re: Nomic: TROTLR: Turn 1 (Excal!)
« on: September 08, 2010, 03:31:27 AM »
thinking that having more voteweight (1/5 over 1/6) is more incentive to vote than not, but.also, why specify nonattendance? neutral vote seems potential, think that's what happened last time as update fired before 24 hour mark unless i'm mistaken

your first line is taken under advisement, though i flatly disagree; interesting is intersting and should likely pass, i don't see the concern there.

22
Forum Games / Re: Nomic: TROTLR: Turn 1 (Excal!)
« on: September 08, 2010, 03:17:37 AM »
i like how you're skewering this against "getting interesting things passed", but let's let that be for a moment

this is to ensure that an actual majority of people thinks something should go through. that's it. i'm perhaps less inclined to allow wishywaffly to be a factor in letting something pass than you, i suppose?

let's face it, if something's 1) interesting and 2) refined (excalprop didn't manage 2), it'll likely get both your vote and mine unless one of us thinks it badly breaks something. interesting will likely not be so hard to pass as you are dramatizing, i don't see the need to flail as if this will make it omgimpossible to do so.

perhaps if it fails it wasn't as interesting as you thought it was.

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Forum Games / Re: Nomic: TROTLR: Turn 1 (Excal!)
« on: September 08, 2010, 02:54:24 AM »
except it's not entirely redundant, as i pointed out - right now two+proposer can make majority if someone abstains. this closes that gap.

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Forum Games / Re: Nomic: TROTLR: Turn 1 (Excal!)
« on: September 08, 2010, 01:33:46 AM »
neutrally ambivalent to this, as it makes little practical difference other than eliminating tied votes (providing no abstentions...). iow reqs three solid votes outside proposer to pass, which i actually... yeah, that is something i approve of

as had, say, i voted yes last round, proposal would have passed despite only having two non-proposer votes (and fifty per cent approval rating)

mmm, talked myself into tenative yes vote, as it forces more solid support to pass a bill - not as intriguing as excal's proposal had potential to be but that can return on his next turn or sommat  :P

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Forum Games / Re: Nomic: TROTLR: Turn 1 (Excal!)
« on: September 07, 2010, 05:30:14 PM »
i profess a disinclination to allow the passage of this rule, for much the reason as Ozymandius has stated. while the desire for a final chance is understood i erred myself in bringing up the majority/tie vote conclusion (as it is not majority at a tie vote it fails, this is a correct conclusion i think) and as such would proffer to Bardiche that a new concept be made, perhaps, as no need for a tiebreaker system exists

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