V6 Character creation

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What type of character will you create next game V6?

General -
17
20%
Warrior -
8
9%
Strategist -
12
14%
Developer -
7
8%
Recruiter -
3
3%
Governor -
6
7%
Crafter -
3
3%
Plotter -
3
3%
Balanced -
4
5%
Custom -
12
14%
Not Sure -
11
13%
 
Total votes : 86

Re: V6 Character creation

Postby Calistoknight » 16 Oct 2012, 14:05

What he said. Im going to look at the skill set as more of "what I want to eventually have" vs starting per say because you can't start with multiple (e)'s as mentioned.

My thoughts are with the plotter the skill set is fine to build up to, just don't get upset if your plot ends up falling through since there is a lot more to them than just skills of course.

Tactician general is fine if your hopes and dreams are to come along as an advisor. Tactician(e) allows you to pass on three of your skills to the CiC. However if that is the case you don't really need to e anything other than Tactician(e) since you can only pass on base level skills to the CiC. (unless the CiC has Tactican then you can pass on one of your (e) skills to him) So having logistics(e) and mystic(e) in this case doesn't do you or the CiC any good. Better to reduce one and pick up another base skill if you expect the CiC will have tactician (or plans to get it).

With the raid general, from the sound of the description you really want an ambush general not a raid one. Ambush your small unit hides and you can sneak around. Raid acts more like a range attack, so long as someone is close enough and nothing blocks you the roll of the dice happen so there isn't any reason to be sneaky or to have a small unit in case of raid.

The thing with study as Xeniphon already touched on is that it's a future minded skill, especially when you start it off as an (e). Because it has no functionality other than decreasing the amount of time it takes to learn new skills, but you're basically dropping 1/4 of your starting SP into a skill. So you're already behind, and have to play catch up. I remember doing some math and I vaguely remembering that starting with study doesn't actually become better than starting without until turn 30+ when you actually get a skill ahead of the competition. I like zeal though, it was a skill I regreted not taking last version if PT's and skills stay the same I'll be picking it up this version for sure.
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Re: V6 Character creation

Postby Strategist » 16 Oct 2012, 22:13

-On the Plotter: The nature of that was acceptable to me.

-On the Raid General: The Raid General uses a small unit because to Raid targets only needs a small unit and because it's easier to persuade rulers to part with a small unit than a large one. Combining this with hiding allows me to raid despite having only a small unit (otherwise I'd be even more vulnerable to archers), and to raid targets that otherwise might not be acessible. It also makes me less likely to face ploys, although come to think of it it's still a risk.

-Tactician: Noted. I was considering Logistics(e) so I could also act as a Supply unit, but you have a good point.
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Re: V6 Character creation

Postby Radical Dreamer » 16 Oct 2012, 22:17

As someone who played a purely raid general last game I can say it's a mixed bag. Raids that have critical successes can be very useful (for morale shifts and ad hoc duels) but if you're an important general in the country you do not want one as your character. I'm fairly certain that the reason Zi Tong didn't clench that last battle with Zhuge was because we lacked a strong general with good skills.

Diversification is best if you really want a raid build. Make sure you get raid (obviously) and duel skills, but also one or two good general battle skills.
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Re: V6 Character creation

Postby Calistoknight » 16 Oct 2012, 23:50

Strategist wrote:-On the Raid General: The Raid General uses a small unit because to Raid targets only needs a small unit and because it's easier to persuade rulers to part with a small unit than a large one. Combining this with hiding allows me to raid despite having only a small unit (otherwise I'd be even more vulnerable to archers), and to raid targets that otherwise might not be acessible. It also makes me less likely to face ploys, although come to think of it it's still a risk.


You're thinking too hard about it. No where in the description does it state you have to be given a small unit and since kingdoms are limited to how many units they can field they would be less likely to put a tiny unit on the field. Last version raid units also took damage so you'd suffer from attrition and lose. And again raid is basically a ranged attack, read the description. You won't have to worry about sneaking close to an enemy probably in a real battle.

Raid
TP Cost: 35
Skill Requirement: Raid
Unit Requirement: None
Relevant Stats: Lead, War, Cha
Restrictions: The acting unit must have a path to the target which is no longer than 4 hexes and does not go through mountains, closed gates, or walls (if the acting army owns the walls of the fortification they may path as if there is no wall). The acting unit cannot be on a wall. When targetting a unit on a city wall there must be a path to it from the inside of the city; they are considered behind the wall to raiders outside the city walls.
Description: The acting unit’s commander daringly leads an elite group of soldiers to attack the target unit’s camp in an attempt to cause mass disarray and confusion. Besides inflicting some damage, there is the potential of many different things, such as inflicting the Riot status effect on the target unit, injuring the enemy commander, engaging in an ad-hoc duel, or stealing supplies. The Valor, Stealth, and Loyalty skills will increase the odds of success.
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Re: V6 Character creation

Postby Strategist » 17 Oct 2012, 00:50

I didn't know there was a limited number of units that could be wielded, which is why I planned things out the way I did. I figured I might get taken out but I would do disproportinate amounts of damage before I was, and that if I didn't hide I could be picked off by archer fire.
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Re: V6 Character creation

Postby Calistoknight » 17 Oct 2012, 01:22

Strategist wrote:I didn't know there was a limited number of units that could be wielded, which is why I planned things out the way I did. I figured I might get taken out but I would do disproportinate amounts of damage before I was, and that if I didn't hide I could be picked off by archer fire.


Yes only a limited amount of units can be fielded by a kingdom. I wouldn't worry about not being fielded as people eventually go inactive in kingdoms and as an active person that has a growing character you're chances increase. If you really want to check out raid in action check out the V5 battle thread viewtopic.php?f=9&t=10377

Can probably pick any random battle 10 pages in and it will have someone using raid.
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Re: V6 Character creation

Postby Xeniphon » 17 Oct 2012, 01:28

There is a limited number of troops you can command for Ambush, but not Raid. When you Raid you preform a ranged attack of sorts and the reasoning is that you take a small unit of your men into the enemy camp. This however in no way means that you can't command more troops since you don't take them all but only a small number into the enemy camp.

I would not however expect disproportionet damage. While it is true that raid generals after guilding their stats and skills can do the same damage as a normal attack or even more it is more likely to cause much less damage. Plus there is the risk of complete failure even in the best built raid general when you can lose troops and do little to no damage unlike a normal attack where you will always do some damage. Further injuries without duels can occur both to yourself and the enemy, plus the potential for duels of course. The end result is that a Raid General tends to be a tool for hit and run or moral effecting situations but does little real damage to the enemy, the best they do is when they duel and defeat an enemy comander and send the unit running back home (but thats rare and actually easier to do with a pure duelist build).

What you are describing really does sound more like an Ambush General than a Raid General. An Ambush General can cause greater damage if they can hit from Ambush and if they can repeatedly pull it off they really can do disproportionate damage. If you take Ambush, Stealth, Innocuous, and (from the looks of the skill we have seen in the battle rules) Strategics you will be more like crowd control in an MMO than anything else and can screw up enemy plans bigtime (disrupting enemy plans is every bit as useful as helping your own side's go according to plan, or moreso). I suspect this is more along the lines of what you are imagining.
Oh well, back to the drawing board...

V6 Character: Now Undecided
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Re: V6 Character creation

Postby Strategist » 17 Oct 2012, 05:55

Alright- my Plotter build seems fine with some minor amendments, as does the Tactician. As for some alternate builds for Generals:

The Ambush General: 81-70-78-41-36
Skills: Ambush(e), Arson, Stealth, Duelist, Leader, Navy

A basic Ambush build, designed to sit back and wait for the enemy.

The Ambush General(Alt):
Skills: Ambush, Arson, Stealth, Duelist, Navy, Cunning(e)

Less powerful, but has 90 TP instead of 50- enough to use Elude six times instead of three and thus provide for more flexible ambushes.

The Cavalry Build: 84-84-55-41-41
Skills: Leader, Trample(e), Formation, Aid

Stacks the Formation and Trample attack bonuses to do massive damage, ideally with the aid of allies.

The Archer Build: 90-55-75-36-40
Skills: Leader, Formation, Arrowstorm(e), Volley, Navy

A fairly basic archer build.
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Re: V6 Character creation

Postby yujie » 21 Oct 2012, 23:46

Assuming I can finally stick with a game (I tend to get bored of forum-based RPs, even the awesome ones like this, because it's so hard to get into the mood of a scene when the replies are so intermittent), I'm thinking of making a general type. High Lead and Int. I'm not completely sure though... I'm used to having characters that can defend themselves...

Wish I could find out when V6 is slated to start, though.
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Re: V6 Character creation

Postby Tiger Mask » 22 Oct 2012, 02:59

Judging by the polls and responses, I must be in the minority of people who are looking to make a developer. The few times I've tried a general type it usually ended with my character doing nothing. I've always leaned towards being a high Pol character since there will always be high demand for your character, and I tend to enjoy the roleplay aspect of a politician / ministerial type character.

Also I'm a wimp, so I like to work behind the scenes while everyone else dies in battle.
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Re: V6 Character creation

Postby Jolt » 22 Oct 2012, 12:21

Tiger Mask wrote:Judging by the polls and responses, I must be in the minority of people who are looking to make a developer. The few times I've tried a general type it usually ended with my character doing nothing. I've always leaned towards being a high Pol character since there will always be high demand for your character, and I tend to enjoy the roleplay aspect of a politician / ministerial type character.

Also I'm a wimp, so I like to work behind the scenes while everyone else dies in battle.


Well, the poll at least, judging by the time it was concluded, leads me to believe that it isn't exactly that accurate. :)

I'm also making a developer for the first time in Three Kingdoms sims.
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Re: V6 Character creation

Postby Xe of Greed » 22 Oct 2012, 15:03

Tiger Mask wrote:Judging by the polls and responses, I must be in the minority of people who are looking to make a developer. The few times I've tried a general type it usually ended with my character doing nothing. I've always leaned towards being a high Pol character since there will always be high demand for your character, and I tend to enjoy the roleplay aspect of a politician / ministerial type character.

Also I'm a wimp, so I like to work behind the scenes while everyone else dies in battle.


I hear that. Everyone always talks down to Pol characters in terms of roleplaying fun, but I actually had more fun last version playing a governor then any of my previous characters. I'm going for a Governor build again, with a few development skills thrown in.
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Re: V6 Character creation

Postby Radical Dreamer » 22 Oct 2012, 15:08

The problem with development characters are that you cut yourself off from a lot of the real fun stuff like dueling, the gritter assassination plots, and battles. If you're fine with doing a three stat spread, though, I suppose you could do it.
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Re: V6 Character creation

Postby JohannXIV » 22 Oct 2012, 15:43

The most popular civil skill in v6 will be . . . . Civil Engineer!

Seriously though, I've only ever played dev/gov builds and I've had a blast, even in vThatShallNotBeNamed. Civil builds require a decent amount of RP to really be fun, you get out of them exactly what you put into them. Thankfully as staff I can play a fun PC for myself, then pick-up entertaining warrior-types as GMNPCs.
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Re: V6 Character creation

Postby General Yuan » 22 Oct 2012, 16:11

First time playing this time so figure a general will be the best way of easing myself in and seeing how this all works. If someone could explain what sort of things I should be picking for a run-of-the-mill unit commander that would be a real help. Seems to be all sorts of skills and, as far as I can see, no links to which stats work well with which skills. Or indeed which stat does what? Is it worth taking a higher WAR stat if your a general or do you need more LDR?

...Help? :oops:
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