Twelve Clans - Official Thread



  • @Cernel Would you suggest changing the dice system to allow for more variance in units? As with a d12 system I don't know how much we can change stats around from how they are now. Do you have any stat change or PU change suggestions instead of removing units from the map?


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    @NetHackFan1006 I would strive to avoid going anywhere above a d12 system, but, of course, the higher the dice sides the easier to find solutions. Also in the moment the d12 is flavour for these kinda games (because of the boardgames), I think you should better stick with it.

    Honestly, it would be very hard even for me to come up with a balanced system that keeps every unit worthwhile for everyone while having a mostly single value boost national advantage system in place for 12 different powers. And I'm not even going to think how to, then, deal with a requirement to work with any AI too.

    As far as the basic units go, if the "national advantages" would not exist (everyone having exactly the same frontier), I could furnish a full set of balanced values, but I don't think either me or you want me to do that. This is your game, after all, not my mod of it.



  • Actually, the typo was a side note. The matter is that it says "Improved Teppo Offense", while it should say "Improved Teppo Defense".

    I'll get that fixed shortly...thanks! Somehow I completely missed that 😵



  • Update 1.3 should be out soon. This update will add clan objectives for bonus PUs, tweaks to the Bushi unit, and some additional graphical/audio modifications 🙂


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