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Game #47: Ludus by emxibus

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Anonymous
Game #47: Ludus by emxibus

SiskNY wrote:
I love the way everything is coming together! It sounds like a very elegant system of interplay between the various mechanics.

One last question, didn't thumbs-down mean life and thumbs-up mean death in Roman times?

Lucky me I was paying attention when we studied Rome, yes you're right. Back then a thumbs down meant life and the thumbs up, death.

Trickydicky
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Joined: 12/31/1969
Game #47: Ludus by emxibus

Quote:
Fighting Animals: Add two to your charisma total and roll 1D6. If your roll is greater than (charisma + 2) then you die. If you have an aglity token then you may re-roll the die once. If you survive the animal fight you get a charisma token and money.

I know I am pointing out a lot of problems and very few solutions, but I hope I'm helping you with the balance issue between animals and gladiator fights.

In your last post the following situation could happen:

First Festival. No one challenges any of my gladiators. I challenge with one of mine on my turn. Two of my gladiators fight animals where they have a 66% chance of dying because I have to roll lower than charisma (0) +2 on a d6. Chances are I would lose both gladiators, almost for sure one. If you have thought about this and that is what you want good. I just thought I would bring it to mind.

By raising the +2 to +3 you increase the chances of them living at the beginning of the game but decrease the chances of them dying at the end of the game.

I lied I have thought of a possible solution.
Perhaps you could make it (charisma+training tokens +2). Anything more than this and the gladiators die. This way it allows an unchallenged gladiator to still use their training, thus making training all the more valuable. Players would have to decide about dividing their training tokens up in order to protect their gladiators who won't be particitpating in challenges. It would also help keep gladiators alive at the beginning of the game. Just an idea.

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

Trickydicky wrote:
First Festival. No one challenges any of my gladiators. I challenge with one of mine on my turn. Two of my gladiators fight animals where they have a 66% chance of dying because I have to roll lower than charisma (0) +2 on a d6. Chances are I would lose both gladiators, almost for sure one. If you have thought about this and that is what you want good. I just thought I would bring it to mind.

By raising the +2 to +3 you increase the chances of them living at the beginning of the game but decrease the chances of them dying at the end of the game.

Your right, too much death.

Quote:

I lied I have thought of a possible solution.
Perhaps you could make it (charisma+training tokens +2). Anything more than this and the gladiators die. This way it allows an unchallenged gladiator to still use their training, thus making training all the more valuable. Players would have to decide about dividing their training tokens up in order to protect their gladiators who won't be particitpating in challenges. It would also help keep gladiators alive at the beginning of the game. Just an idea.

It's a good Idea, I'm off to test it out.

Thanks
-JR

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

SiskNY wrote:
I love the way everything is coming together! It sounds like a very elegant system of interplay between the various mechanics.

I hope so, I'm just about to sit down and test some of the things we talked about today.

Quote:

One last question, didn't thumbs-down mean life and thumbs-up mean death in Roman times?

I left out the actual sign in the rules because there is debate over the correct signs. With that, here's an interesting link

http://www.ur.ku.edu/News/97N/SepNews/Sept29/thumbs.html

zaiga
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Joined: 12/31/1969
Game #47: Ludus by emxibus

snipy3 wrote:
Lucky me I was paying attention when we studied Rome, yes you're right. Back then a thumbs down meant life and the thumbs up, death.

The experts don't agree, apparently. I recently saw a documentary on Discovery in which they said the signal for "let live" was a closed fist with the thumb pressing on the index finger.

The signal for "death" was the thumb pointing at the throat, because that was the way the death penalty was executed: a sword thrust through the throat. Makes sense to me.

- René Wiersma

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

Results from testing last night:

I tested the "dying" mechanism for gladiator vs. gladiator, and gladiator vs. beast.

From the suggestions yesterday, there was a need for a new definition.

Experience = count of all tokens(training and charisma) below a gladiator's card, plus one. All gladiators start out with one XP (thus +1), and gain additional experience from training and fighting.

Trickydicky wrote:
Perhaps you could make it (charisma+training tokens +2). Anything more than this and the gladiators die. This way it allows an unchallenged gladiator to still use their training, thus making training all the more valuable. Players would have to decide about dividing their training tokens up in order to protect their gladiators who won't be particitpating in challenges. It would also help keep gladiators alive at the beginning of the game. Just an idea.

This worked out well. So, for now, determining death when fighting animals works like this.

Roll 1D6, this is the beast's attack. If the roll is greater than the gladiators experience then he dies. If the gladiator has an agility token he may re-roll the die once.

jwarrend wrote:
It seems like, rather than have the “thumbs-down” vote rest simplistically on whether the “winner” took any hits, you could have the player “cash in” tribute tokens to prevent this eventuality (or, choose to keep them till the end, when they’d be worth VPs). Additionally, you could have the “voice of the people” sway the Emperor’s decision somewhat, basing the outcome in some way on the Favor tokens that the gladiator has accumulated. (For example, a super-popular gladiator should be hard to "kill" if he loses because the people will discourage the Emperor from doing so)

I thought it would be nice if there was tribute tokens available on the first round, so I tried giving each player two tribute tokens at the start of the game. This worked out work well.

I tried the "cashing in" of favors before the roll and I didn't like it, to costly. I then tried it after the roll and it worked out well. You only have to decide to use favors if the crowd reaction is unfavorable.

So, for now, the Emperor's call will work like this.

Roll 1D6, this is the crowd reaction. If the crowd reaction is greater than the gladiator's experience the crowd wants him dead. The Emperor must now decide if he's going to throw the death sign. His decision can be swayed by cashing in favors (tribute tokens from the fame chart). Each favor is valued at two points. If the crowd reaction is greater than the gladiator's experience + favors the Emperor issues the death signal.

Trickydicky
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Joined: 12/31/1969
Game #47: Ludus by emxibus

I'm glad your playtesting worked out well. That is the exciting part, when you get to see all the new mechanics in action, especially if they work they way you wanted them to.

Just a question: At the beginning of the game (first festival), on average how many gladiators are killed all together? You said the two death versions worked out well, so I'm not questioning them. I was just wondering for wonder's sake.

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

Trickydicky wrote:
Just a question: At the beginning of the game (first festival), on average how many gladiators are killed all together? You said the two death versions worked out well, so I'm not questioning them. I was just wondering for wonder's sake.

It averaged about one per player. The ones that usually died where the gladiators with a low intellegence and little or no experience.

emxibus
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Joined: 10/24/2008
Game #47: Ludus by emxibus

As the week comes to a close I would like to thank everyone for their time and insightful comments!

-JR

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