The March 2011 Newsletter has issued forth from the Secret Clanhold. (Time to do a happy dance! Just imagine me dancing. Aren't you glad there is no video.)
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I have gotten myself distracted by these blasted Orcs. I now have 20 cards that I can't properly evaluate because I need the Dragons and Universal combats to compare them to.
Friday I think you will be seeing the start of the next Potion set.
When you finally do the orc cards, will that include the new basic orc character card or will that be part of each orc clan card or what? I'm rather anxious to see the new character cards beyond the human dragon,... (since I very rarely play dragons) and I do enjoy a good orc.
ReplyDeleteThe Orc character card will be the old deluxe card. There are almost no changes in any of the base character cards. All of the classic character cards will work just fine.
ReplyDeleteWhat I am looking at with the Orc in particular is the changes that are caused by the ten things rule, and how those affect the Orcs combat abilities.
Orcs should be able to almost fight with greater forms. The Orc max out at four attacks per round, shifters at five. However, Orcs outhit shifters inside Labyrinths due to size restrictions. Therefore Rumble may need an upgrade, but that would be a broken card in Classic games.
If we upgrade Rumble then Orcs can not gain a fifth attack in future cards.
Necromancer targeting based on draining is:
#1. Clanborn Dragons
#2. Dragons
#3. Other shifters
a distant 4th: Orcs, magic users and Latents.
Therefore the characters need to reflect the targeting a GM will be doing.
Allow da Orks to destrakt ya!! Us green skins be the futur!! Giv me nyne attakks a round!
ReplyDeleteRumble and Roar! Bone Orks Liv On!!
-Stalin, The Black Orc
(Firestar, AROC4)
While I ain't no egalitarian, I do believe in level playing fields and from that perspective I would think that if some PCs can achieve this 5 attack ceiling then all PCs should be able to. I have no Orc PCs (and have no interest in playing anything that can't someday shift so I ain't invested in this) and ain't looked at balance or gameplay issues and will leave that to y'all and the Orc players. That being said, thanks to this game roleplaying has primacy over powergaming for me and from that perspective I would welcome hearing any Grandilarian roleplaying reasons to keep the Orcs down at 4 attacks (and possibly with reparat...er...compensitory Rumble adjustments.) I'm sure all Orcs not of the Troll Tribe would accept the Gospels of Sue and Mark. ;-)
ReplyDeleteHmmm, just realized I play Pygar, who does have a use for his Orc form and is quite capable of becoming addlepatted over one. Shoot, Pygar is crazy enough to join the Troll Tribe...;-) Guess I am invested...need to look at those cards...
ReplyDeleteWe made a bad error in letting people talk us into boosting Orcs into the monster hitters they are.
ReplyDeleteMaking the same mistake twice will not solve the problem. We need to make all new mistakes.
No problem with that line of thinking. As Einstein said "Anyone who has never made a mistake has never tried anything new." Y'all in good company. But I ain't talking about the power of the hits but the issue of giving all PCs that ability to achieve this 5 attack ceiling. If there is a reason to limit Orcs to 4, then so be it. Folks choose what they play. And I suppose The Grandfathering process will work out something for those that already play Orcs. Frankly, I'd just like to know the roleplaying reasons for roleplaying...and curiosity.
ReplyDeleteWith a Dual Action, Dual Strike and a Kick classic Orcs have four attacks now. Dragons can add a Tail Strike to get five. So no change there.
ReplyDelete