Cycle 15/Proposal Drafting: Difference between revisions
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Party Time! Implemented. |
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* If a rule requires an NdK dice roll '''with a target number x (abbreviated as "x+")''', the resulting value is instead the number of N independent 1dK rolls that meet or exceed the target number. | * If a rule requires an NdK dice roll '''with a target number x (abbreviated as "x+")''', the resulting value is instead the number of N independent 1dK rolls that meet or exceed the target number. | ||
== Skill Upgrades == | |||
Create a new subrule of '''Players''' entitled '''Hearts''' with the text:<blockquote>All players have 2 maximum hearts initially. | |||
When a player takes damage, they loose that many hearts. This does not decrease their maximum hearts. | |||
If a player has less than 1 heart, they die.</blockquote>Create a new subrule of '''Hearts''' entitled '''Death''' with the text:<blockquote>If a player dies, they are sent to space 0 and their hearts are restored to their maximum hearts.</blockquote>Create a new subrule of '''Players''' entitled '''Level''' with the text:<blockquote>Experience Points are an item. They cannot be traded. | |||
Skill Points are items. They cannot be traded. | |||
All players have a level equal to ⌊√(x)⌋, where x is the number of Experience Points possessed by that player. When a player's level increases to the succeeding integer, they gain 1 Skill Point.</blockquote>Create a new subrule of '''Players''' entitled '''Attributes''' with the text:<blockquote>All attributes are items that cannot be traded. | |||
A player may use 1 Skill Point to select an attribute and grant themself 1 of it. | |||
Attributes do not have to be used and their effect is always applied to the player that owns it. | |||
The following table details the available attributes and the effect that possessing them has on the player.</blockquote> | |||
{| class="wikitable" | |||
|+ | |||
!Name | |||
!Effect | |||
|- | |||
|Vitality | |||
|Increases the your maximum hearts by 1. | |||
|- | |||
|Speed | |||
|Roll 1 additional d4 when moving. | |||
|- | |||
|Perseverance | |||
|Select 2 additional spaces when moving. | |||
|- | |||
|Rizz | |||
|You gain a +10% chance to roll again when gambling (values over 100% are treated as 100%). | |||
|- | |||
|Insightfulness | |||
|Gain 1 additional garbage if you gain garbage when landing on a Garbage Pile space. | |||
|} | |||
Create a new subrule of '''Attributes''' entitled '''Traits''' with the text:<blockquote> | |||
A trait is a type of item that cannot be traded. | |||
If a player would have multiple of the same trait, they are removed until they have only 1. | |||
Traits are obtained by performing a specific method, as outlined below.</blockquote> | |||
{| class="wikitable" | |||
|+ | |||
!Name | |||
!Effect | |||
!Obtaining | |||
|- | |||
|Infernal Heart | |||
|When you have 1 heart, select between 0 and 3 (you may choose) additional spaces when moving. | |||
|Land on or pass through a Hazard type space (with non-blank pseudo-type) whilst having 1 heart and not dying from it. | |||
|- | |||
|Double Trouble | |||
|For each set of the same values rolled in movement, roll kd6, where k is the number of same values. | |||
|Roll at least two of the same number in movement. | |||
|- | |||
|Dice Deuce | |||
|If you roll any 2s in moving, you may reroll those dice. This applies recursively. | |||
|Roll at least two 2s in movement. | |||
|- | |||
| | |||
| | |||
| | |||
|} | |||
Create a new subrule of '''Spaces''' entitled '''EXP''' with the text:<blockquote>"EXP" is a type of Space. When a player lands on an EXP type space, they gain 3 Experience Points. When a player passes through an EXP type space, they gain 1 Experience Point.</blockquote>Change spaces -212, -207, -35, -25, -15, 15, 35, 200 and 209 to type EXP. | |||
Create a new subrule of '''Spaces''' entitled '''Thorns''' with the text:<blockquote>"Thorns" is a type of Space. When a player passes through a Thorns type space, they take 1 damage.</blockquote>Append "Thorns" to the list in '''Hazard'''. | |||
Create a new subrule of '''Spaces''' entitled '''Molten Coals''' with the text:<blockquote>"Molten Coals" is a type of Space. When a player lands on a Molten Coals type space, they take 1 damage.</blockquote>Append "Molten Coals" to the list in '''Hazard'''. | |||
Create a new subrule of '''Spaces''' entitled '''Caltrops''' with the text:<blockquote>"Caltrops" is a type of Space. When a player passes through or lands on a Caltrops type space, they take 1 damage.</blockquote>Append "Caltrops" to the list in '''Hazard'''. | |||
= Implemented Proposals = | |||
Once your proposal has gone into the ruleset, place it here for posterity. | |||
== Party Game Nomic Wheel == | |||
''[https://discord.com/channels/515560801394753537/1192640599048859678 Read the discussion here]'' | |||
Add a subrule to the rule '''Spaces''' entitled '''Spinner''' with the text: | |||
<blockquote> | |||
"Spinner" is a type of space. When a player lands on a spinner space, they must roll 1d4. This number is then added to the Wheel Rotation. | |||
</blockquote> | |||
Add a subrule to the rule '''Spaces''' entitled '''Crystal Beam''' with the text: | |||
<blockquote> | |||
"Crystal Beam" is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces: | |||
* Spaces 200 through 204 and all successors of space 204. | |||
* Spaces 205 through 209 and all predecessors of space 205. | |||
* Spaces 210 through 214 and all predecessors of space 210. | |||
* Spaces 215 through 219 and all successors of space 219. | |||
All players on any space in the selected set lose one crystal. | |||
</blockquote> | |||
Add a subrule to the rule '''Board''' entitled '''Wheel Rotation''' with the text: | |||
<blockquote> | |||
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board's main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it. | |||
For wheel rotation WR, the following connections should exist: | |||
* Space 204 precedes space WR. | |||
* Space 205 succeeds space (WR+10) mod 40. | |||
* Space 210 succeeds space (WR+20) mod 40. | |||
* Space 219 precedes space (WR+30) mod 40. | |||
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR. | |||
</blockquote> | |||
For each integer N between 200 and 219, inclusive, create space N with the following types: | |||
* If the last digit of N is 1, 4, 5, or 8: Spinner. | |||
* Otherwise, Blank. | |||
Create space 220 with the space type Crystal Beam. | |||
Create the following lines: | |||
* from space 200 to space 204 | |||
* from space 205 to space 209 | |||
* from space 210 to space 214 | |||
* from space 215 to space 219 | |||
Also, add successors such that space 220 follows space 209 and space 214 and that space 220 precedes spaces 200 and 215. | |||
Set the Wheel Rotation to 5. Create connections as specified in '''Wheel Rotation''', if they do not already exists. | |||
== Antiloop == | |||
Add a sub-rule to the rule '''Spaces''' entitled '''Spin-up''' '''Spinner''' with the text:<blockquote>"Spin-up Spinner" is a type of space. When a player lands on a spin-up spinner space, they must roll 1d4. This number is then added to the Wheel Rotation.</blockquote>Add a sub-rule to the rule '''Spaces''' entitled '''Spin-down''' '''Spinner''' with the text:<blockquote>"Spin-down Spinner" is a type of space. When a player lands on a spin-down spinner space, they must roll 1d4. This number is then subtracted from the Wheel Rotation.</blockquote>Replace all "Spinner" type spaces with "Spin-up Spinner" type spaces. | |||
Remove '''Spinner''', the sub-rule of '''Spaces.''' | |||
Amend '''Crystal Beam''' to state:<blockquote> | |||
"Crystal Beam" is a type of space. When a player lands on a crystal beam space, they must choose one of the following sets of spaces: | |||
* Spaces 200 through 204, all successors of space 204, spaces -204 through -200 and all successors of space -200. | |||
* Spaces 205 through 209, all predecessors of space 205, spaces -209 through -205 and all predecessors of space -209. | |||
* Spaces 210 through 214, all predecessors of space 210, spaces -214 through -210 and all predecessors of space -214. | |||
* Spaces 215 through 219, all successors of space 219, spaces -219 through -215 and all successors of space -215. | |||
All players on any space in the selected set lose one crystal. | |||
</blockquote> | |||
Amend '''Wheel Rotation''' to state: | |||
<blockquote> | |||
Wheel rotation is an integer that tracks the rotation of the wheel spaces within the board's main loop. If the wheel rotation is less than 0, then 40 is automatically added to the wheel rotation. If the wheel rotation is greater than 39, then 40 is automatically subtracted from it. | |||
For wheel rotation WR, the following connections should exist: | |||
* Space 204 precedes space WR. | |||
* Space 205 succeeds space (WR+10) mod 40. | |||
* Space 210 succeeds space (WR+20) mod 40. | |||
* Space 219 precedes space (WR+30) mod 40. | |||
* Space -204 succeeds space -WR. | |||
* Space -205 precedes space (-WR+10) mod 40. | |||
* Space -210 precedes space (-WR+20) mod 40. | |||
* Space -219 succeeds space (-WR+30) mod 40. | |||
When the value of wheel rotation changes, remove successors from spaces as specified by the list above, using the previous value of the wheel rotation as WR, then add successors as specified by the list above using the current value of the wheel rotation as WR. | |||
</blockquote> | |||
Create spaces -39 through -1 with type Blank. Change the type of space -20 to Treasure. Change the type of spaces -21, -14, -7, -3, -1 to Hazard. Change the type of spaces -32, -22, -12, -2 to Spin-down Spinner. Create a loop from -39 to 0. | |||
For each integer N between -219 and -200, inclusive, create space N with the following types: | |||
* If the last digit of N is 1, 4, 5, or 8: Spin-down Spinner. | |||
* If the last digit of N is 0, 3, 6, or 9: Hazard. | |||
* Otherwise, Blank. | |||
Create space -220 with the space type Crystal Beam. | |||
Create the following lines: | |||
* from space -204 to space -200 | |||
* from space -209 to space -205 | |||
* from space -214 to space -210 | |||
* from space -219 to space -215 | |||
Also, add predecessors such that space -220 precedes space -209 and space -214 and that space -220 succeeds spaces -200 and -215. | |||
Create connections as specified in '''Wheel Rotation''', if they do not already exists. | |||
Append the following text to '''Garbage''':<blockquote> | |||
Antimatter Wormhole "You move to the space with identifier equivalent to the negative of your space's identifier, if it exists." | |||
Brakes "Subtract 1d4 from the wheel rotation." | |||
Archgarbage "This item cannot be used, rules to the contrary notwithstanding. If it is somehow used anyways, you are granted 2 Archgarbage, to negate the effect of using it twice over. If you have 'Actual Garbage' and 'Archgarbage' at the same time, 1 of each is destroyed."</blockquote> | |||
== Antitwop :) == | == Antitwop :) == | ||
Change the type of space -5 to Boulder Trap, with boulder path on spaces {-6, -4, -3, -2, -1} and safe haven on space 0. | Change the type of space -5 to Boulder Trap, with boulder path on spaces {-6, -4, -3, -2, -1} and safe haven on space 0. | ||
| Line 229: | Line 406: | ||
Once per phase, a player can MacGyver by posting to #game-actions and specifying 2 different items in their possession, then granting themselves a random item defined by Garbage. This destroys the specified items. | Once per phase, a player can MacGyver by posting to #game-actions and specifying 2 different items in their possession, then granting themselves a random item defined by Garbage. This destroys the specified items. | ||
= | == Party Time! == | ||
Create a new rule entitled '''Party''' with the text:<blockquote>''It's Party time!!!'' | |||
If a party is started it is deemed to be party time. If another party is started it is no longer party time.</blockquote>Create a new subrule of '''Movement''' entitled '''Combos''' with the text:<blockquote>If it is party time and multiple players roll the same number on any of their dice, any of these players may choose to combo. When a player combos, they gain a 'Party Pizza' and a random garbage item.</blockquote>Create a new subrule of '''Movement''' entitled '''Dancing''' with the text:<blockquote>If it is party time and a player lands on a space with other players, grant each player on that space N 'Time Bean Chilis', where N is one less than the number of players on that space.</blockquote>Create a new subrule of '''Movement''' entitled '''Doubles''' with the text:<blockquote>If you roll multiple of the same number when moving, grant yourself a 'Time Bean Chili'.</blockquote>Create a new subrule of '''Spaces''' entitled '''Dance''' '''Pad''' with the text:<blockquote>"Dance Pad" is a type of space. When a player lands on a Dance pad space, they may choose to start a party.</blockquote>Change the type of space 20 to Dance Pad. | |||
Create a new subrule of '''Spaces''' entitled '''Disco Ball''' with the text:<blockquote>"Disco Ball" is a type of space. When a player lands on a Disco Ball space during party time, they may randomly select a Blank space to change it's type to Dance Pad.</blockquote>Change the type of space 10 to Disco Ball. | |||
Append the following to '''Garbage''': | |||
{| class="wikitable" | |||
|+ | |||
|Birthday Cake | |||
" | |Start a party. | ||
|- | |||
|Present | |||
|Select a player. Randomly select 1 Garbage item and grant them it. A party is then started. | |||
|- | |||
|Party Pizza | |||
|You move again with a roll of 2. | |||
|- | |||
|Saxophone | |||
|If it is party time you are cool and sexy. This means you grant yourself 2 Crystals. | |||
|- | |||
|Beer | |||
|You are now tipsy. If you are tipsy or drunk when this is used, you are drunk. | |||
|- | |||
|Vodka | |||
|You are now drunk. | |||
|- | |||
|Magic Water | |||
|You are not tipsy or drunk. You are also reminded to water the plant. | |||
|}Append the following to '''Casino''':<blockquote>If it is party time you must be drunk to gamble.</blockquote> | |||
Append the following | |||