Dungeonbowl playtesting Q+A

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

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hoomin_erra
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Post by hoomin_erra »

It's only an option. Choose at the beginning of the game if you want a marathon. Also, with Multiballs, i think you'll find that the whole game will change as you have to guard from 2 balls. I think the game will be a lot quicker as you won't get 4 teams after 1 ball.

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Post by MadLordAnarchy »

With the same number of players and more balls in play the number of players going after one ball is going to be reduced so defending isn't as easy. With additionally complex layouts and traps, players might also be thinning out more rapidly thanks to damage and not being as clustered together.

When I get round to running some DB of my own I'm almost certainly going to add different types of balls from the A Load Of Balls article http://www.midgardbb.com/BBMagArticles/LoadofBalls.html

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Post by mrbrownesquire »

2 balls might be an interesting idea. You could either have 2 of the 6 chests with balls in, or reset all six chests in random spots after the first ball has been found. More chance of exploding antics. I would be interested in finding out how this works.

As for finishing the game, it could be first touchdown wins - making it imperative to push with the ball to score while stopping anyone else scoring too fast.

Alternatively keep playing till 2 TDs have been scored. This may lead to alot of draws. This then raises the issue of splitting winning points for 2 winners in a 4-player game. Split the winnings and points evenly I guess.

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Post by jammydodger »

i've got to say i like the "more balls than most" option - it'll increase the risk and force people to attack and defend at the same time, splitting play and action, increasing teleporter effectiveness as you need to cover larger areas of the pitch, etc.
in the newest version there is a suggestion of an extra teleporter per player - the same could be applied to chests, allowing for the hidden ball and still keeping the find rate low.
the second option; reset all the chests allows for a continuous pressure to find the second ball, although it could result in people ignoring it because they have to defend from the ball already on the pitch - but i guess the difference is actually pretty minimal.
i don't think a "play to 2 tds" rule would help - someone is going to be seriously dominating if they manage to score twice and otherwise its going to be a tie every game. and i think dungeonbowl need more, rather than less, pressure and so everyone needs to score as soon as possible. anything to streamline needs to be considered seriously.

@darkson: can you clarify your comments on spps for pits, slams and teleports? which are you advocating dropping?
@hoomin: actually there isn't necessarily any spps for pushing someone into a teleporter - only if you knock them down as well.

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Post by Darkson »

clockwork steve wrote:@darkson: can you clarify your comments on spps for pits, slams and teleports? which are you advocating dropping?
No SPPs for pits and teleports, SPPs for wall slams.

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Post by mrbrownesquire »

Here is another question that occured to me. What would happen if a goblin fanatic scatteres into a wall, would you reroll or would he just hurt himself?

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fire olli
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Post by fire olli »

I would say he would hurt himself.

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Post by Darkson »

Ditto. :lol:

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Post by mrbrownesquire »

I took some footage on my PSP last week. I will try and do a longer vid during the next game.

http://www.youtube.com/watch?v=sO_LYhDENXw

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