5 hours ago, Starbane said:I do like the game. I also like the dueling rules.
You are in good company.
5 hours ago, Starbane said:Based on the definition of honor in the rules as I posted earlier, duels are functioning as FFG intended them. You are attempting to turn dueling into something it is not per the rules.
Yes, this is all true. I read the rules and played by them. That is the entire reason I want them changed to something better.
5 hours ago, Starbane said:You are confusing what you don’t like with the conditioning of being broken.
Oh, I am sorry. I will try to be more clear. As a matter of fact I will give you the best reasons why these rules are broken, right now:
Thesis: "The dueling rules are broken."
1.) Game Mechanics: No other action type in the game punishes the initiator of an action in the same way dueling does. "Route", "Outwit", "For Shame" and others, for example, do not "punish" the initiator. You pay a cost, sure. But that is not punishment. You are managing resources to achieve an effect on the game board. The cost of that effect is up front and everyone can see it before you the resolution of the event is made manifest. If we say there should be an element of randomness in a duel mechanic...and there should be...it should punish the losing character/player and reward the winning player/character. The current system, in the vast majority of duels, punishes BOTH sides. So, it is possible to win every duel and lose the game because of it.
2.) Game Balance: This game is made up of micro-conflicts. Each micro-conflict can have different win conditions, subjectively or objectively. Plus, because each player can have different methods for their "win condition" and "goals" for the action, the "win condition" can be obscured. This adds subtly to the game and it is a good thing. But winning each micro-conflict is supposed to get the winner closer to one of the possible win conditions not farther way, or rather, it should not contribute to the winner of the micro-conflict losing the game, directly. Under the current rules, it is possible for a player to initiate 4 duels, in a single combat phase, and lose the game at the end of the fourth duel, immediately. This gives a very slanted advantage to the loser of the duel and in so doing, unbalances the game.
3.) Effect of Honor Loss: No clan starts the game with more than 12 honor and, I think, more clans start a game with 10 honor, more clans start with 10 honor than any other value. Dishonor is a victory condition. There are cards that transfer "1" honor from one player to another, one clan to another clan. Character effects, a clan stronghold and the Air Ring can do this. But the dueling rules can force one player/clan to transfer "4" honor to the other player/clan and the transfer can be as high as "5" or "6" honor with other card effects. This is one-third to almost one half of a clan's starting honor, possibly in one duel. This means, the dueling rules can force transfers of honor, in one duel, more power than any clan champion ability, any stronghold, any single activation of a ring. No action in the game is this powerful. And, even if we came to the conclusion that any card/action should be this much power, because most duels are normally trigger against characters with lower duel stats than the initiating character, this transfer is more likely to go to the loser of the duel. So, the player initiating the duel is giving his opponent access to the most powerful action in the game, as far as honor transfers are concerned, but because of the math behind the challenger having a higher duel stat, the largest honor transfers will happen in favor of the player/character losing the duel. The reward is going in the wrong direction.
4.) Fictional Storyline: Rokugan is a realm governed by an honor component. This has duelists and the majority are supposed to honorable. Because the rules say, "you must enter a number on the dial of how much honor you are willing to lose", it makes gives every duel an element of dishonor. Honorable samurai/duelists would not want to be dishonorable, by definition. The dueling rules directly contradict the idea of honorable duelist, by definition. Because you always have to add the number on the dial (the amount of honor to risk) to your military stat. So, under this current system, every duel is DISHONORABLE, at some level, even when both players choose "1", because both characters are still RISKING "1" honor. That, by definition, is DISHONORABLE. Honorable characters would not do this.
This dueling system does all four of these things at the same time, and so, none of these points stand alone. And for these reasons the dueling rules should be changed.
6 hours ago, Starbane said:However, that does not make them broken and none of your post have proven the rules to be broken
If you think none of my post have been point to what is broken in the dueling rules, you are not reading my posts.
But hey, I am not the only one. Zesu Shadaban identified an honor dial issue (Yay Zesu!) and shosuko says there should be changes when around the idea of duels that end in ties. These are two people that ridiculed the idea of changing the dueling rules at all. There was another person that came up with a whole new lay of rules that included political dueling. I knoe the thread is long, but it is all in here. We have been very busy.