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New Take Root

Posted: Fri Nov 02, 2007 7:02 pm
by Jural
Thinking about Take Root a bit, I think the penalty is too harsh for the Halfling team.

For the Wood Elves, simply having the tree may be enough, and Take Root is frankly not such a bad negatrait! He has his value maximized just sitting on the LOS and giving a guard assist to the two poor line elves next to him :)

With this in mind, I wanted to propose three Take Root changes aimed at the Halfling team. If the changes are too much for the Wood Elf team, I'd suggest removing the treeman from the Wood Elves altogether, or having a different negatrait for the Woody tree.

Option 1- Take Root simply removed from the 'Fling trees.

Option 2- Take Root changed to GFI requires a 4+ always.

Option 3- Take Root same as now, but MA is reduced to 1 for the rest of the drive, and can not GFI... all of this is after failing the 2+ roll, of course.

Posted: Sun Nov 04, 2007 2:40 pm
by plasmoid
Option 2 :)

Posted: Mon Nov 05, 2007 9:41 am
by stormmaster1
option 2 does sound good. But i think it would almost amount to Treemen can't GFI as the consequences of a tree failing a GFI can be severe (don't stand up for a while)

Posted: Mon Nov 05, 2007 9:47 am
by stashman
Blizzard = GFI 5+

Posted: Mon Nov 05, 2007 10:26 am
by plasmoid
Perhaps Option 2 should be written as "-2 modifier to any GFI". That would take care of the blizzard exception.

Posted: Mon Nov 05, 2007 1:13 pm
by cyagen
Why not be more drastic (it needs to compensate for a Neg trait).

GFI succeed ONLY on 6.

AND take them away for the Woodies, they do not need these guys.

Posted: Mon Nov 05, 2007 2:43 pm
by David Bergkvist
No, any new version of take root does not need to compensate for a negatrait, because halflings, regardless how take root is rewritten, aren't going to be anywhere near tier 1. That's why my vote is to simply drop take root from the game altogether.

And even in the hypothetical scenario where halflings without any negatrait on their treemen turns out to be too good, my choice would be to reduce treemen MA to 1 and still drop take root from the game. Negatraits that essentially do the same as a stat change don't deserve to exist.

Posted: Mon Nov 05, 2007 2:52 pm
by voyagers_uk
shame this isn't an actual poll

Posted: Mon Nov 05, 2007 9:30 pm
by stashman
Why should the tremman have an easier way to fall if take root was changed. Why don't make all treeman with the new take root:

"When a treeman is taking root it will be harder for them to move, ingame terms: No GFI can be made!"

Posted: Tue Nov 06, 2007 1:00 am
by Little_Rat
stashman wrote:Why should the tremman have an easier way to fall if take root was changed. Why don't make all treeman with the new take root:

"When a treeman is taking root it will be harder for them to move, ingame terms: No GFI can be made!"
When he takes Roots, you can“t move. If you want to change the rule, you should give the tree the chance to unroot himselt, like falling down as action or to make it possible to tackle your own player for that. That would be fair enough

Posted: Wed Nov 07, 2007 11:41 am
by plasmoid
Hi Stashman
>Why should the tremman have an easier way to fall if take root was changed.

Well, if you run real fast and your foot gets caught on a branch, you trip.
Similarly, if your roots keep sinking into the ground when you're running, you'll trip too.
Cheers
Martin

Posted: Wed Nov 07, 2007 7:45 pm
by tenwit
Didn't Galak say that Take Root didn't have to be thought of as a literal thing: he prefers to think of it as spacing out due to having a poor grasp of the instantaneous. Slow mental functions due to normally thinking season-by-season instead of millisecond-by-millisecond.

You should leave the fluff reasoning behind what happens in Take Root out of it. Come up with a balanced alternative, then come up with fluff that explains it (if you want to).

Posted: Wed Nov 07, 2007 8:27 pm
by Sherlocko
plasmoid wrote:Hi Stashman
>Why should the tremman have an easier way to fall if take root was changed.

Well, if you run real fast and your foot gets caught on a branch, you trip.
Similarly, if your roots keep sinking into the ground when you're running, you'll trip too.
Cheers
Martin
Nothing hard meant, but M2 is not exactly running real fast. :P

Thanks for clearing things up :lol:

Posted: Wed Nov 07, 2007 9:11 pm
by Snew
tenwit wrote: he prefers to think of it as spacing out due to having a poor grasp of the instantaneous. Slow mental functions due to normally thinking season-by-season instead of millisecond-by-millisecond.
Which is a real good way to justify them not being on the pitch. If they can't remember to move, how can they remember to Block or throw their teammate?

Posted: Wed Nov 07, 2007 10:04 pm
by tenwit
i'unno. Instincts of self-preservation and an interest in the size of their bank account?

I reckon 2MA is already enough of a movement penalty. How about this new house-rule negatrait to replace Take Root:

Foliage
This player is plagued by the arboreal equivalent of dandruff. In situations demanding quick actions and sudden movements, his vision is obscured by falling leaves and swinging branches. When blocking another player, roll one die. If a 1 is rolled, he completely misses, and the block action is lost.