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RPG Laboratory

MACE: Charge Updated

For the record, I am not actively looking for responses with the following posts (though I love feedback). I am simply getting these idea's down before I forget them. I have found RPG Lab to be excellent for this purpose.

Charge Tokens
Charge Tokens are gained by performing the Charge Action. Replace the standard Charge and Blast Actions presented in the MACE rules with the below Actions. Whenever a Player discards cards due to Damage, they must remove one Charge Token (if they have any).

Charge
Spend one Action to gain one Charge Token.

Blast - Clubs
Spend one Charge Token in order to use Blast. Choose one Fighter within a number of hexes equal to the CV of the card played. That Fighter takes Damage equal to the CV of the card used for Blast. A player cannot use Blast if their Fighter is within an opponents Reach.

What is going on?
I have had a couple of posts trying to nut out how Charging cards can be balanced. By itself, the current model is fine. However, playing a card face down did not mesh well with Fighter Cards and the new Counter system (coming next post). It also caused minor problems with discarding order and charging cards of other Suites.
Little did I realise that there was a simple solution. By replacing the "Charge" with a Token instead of a face down card, it simplified and sped up play. It also made way for extra innovations in regards to Fighter Creation and Fighter Cards (which might get replaced with the term Custom Move).

If you don't know what MACE is, click here.

Charge Updated (again)

I know, I am missing in action more and more, but I have been working overtime a lot recently (plus a baby). However, I did fit in another playtest, which resulted in the below addition to the Charge rule.

Before, during a players Turn, they could perform one Action and one Momentum Boost. A Charge counted as an Action, meaning a player was forced to spend two Turns to perform the Blast. While it was important to balance Blast against Strike, this now seems like too much of a disadvantage.

Now, a Charge can be performed in place of your Action OR your Momentum Boost. This means a player can, in their Turn, discard to Charge a Token, then Blast an opponent in the same Turn! This had an interesting side effect in that it also made Dodge more vital for Blasting characters, because they can still move with a succesful Dodge, then repeat the Blast in their own Turn (otherwise they would have to Momentum Boost and Charge, then Blast next Turn).

This is coming together even better. Next, I will post the test Fighter Creation rules (more structured than the other ones). Feel free to comment.

http://www.1km1kt.net/Aaron-White.htm

Result of playtest

As you will see in the playtest, Charge changed slightly again. Before, you simply spent one Action to gain a Charge Token. However, because before you played a card face down, the turnover of cards in hand was greatly reduced, which hurt players who got bad hands. So, now you must also discard a card when using Charge (don't forget to redraw).

http://www.1km1kt.net/Aaron-White.htm

You're famous...

MACE showed up on the on a pair of war gaming blog/archives - MiniatureWargming.com and Free Wargmaes Rules I think a few of the one page games showed up a while ago.

Just wanted to see inf you knew - it a little ironic that they post the game on the 26th and then you post new rules.

Happy new year, and good luck with MACE.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

I am speechless

To think that people out there are not only noticing MACE, they are posting it on their blogs! I appreciate you letting me know, it has helped make my day (though I am going to a Cousins wedding, so I am already on a high).

What makes it more interesting is the fact that both of these sites are for Wargames, not RPG's. Jeff Moore has mentioned that he wanted his game to be as much RPG as tabletop game, which I also felt with MACE. So you can imagine how much it means to have these people consider MACE in this light.

You are right, it is ironic that only after this moment I have started revising elements of MACE. However, on both sites they link to 1KM1KT, so all I have to do is revise and replace the PDF on that site.

While I am here, I just wanted to thank Keeton for giving us all the opportunity to post our works on RPG Lab and 1KM1KT. I don't think I would have had the opportunity to develop MACE as I have without both the Lab crews input and the excellent hosting service from 1KM1KT.

Thanks to everyone (see, told you I was on a high).

http://www.1km1kt.net/Aaron-White.htm