Author Topic: Ideas for future ROOT rulechange experiments.  (Read 80189 times)

Chronic Apathy

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Re: Ideas for future ROOT rulechange experiments.
« Reply #25 on: December 29, 2011, 12:52:27 AM »
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Mono color would be interesting, but it would pose two big problems. First off, brown would rule defense, since Gomer, Uzzah, and Plot are already found in most defenses anyway. It wouldn't be hard to add a few brown battle winners and Wickedness Abounds and call it a day. Even so, it would be a nice change of pace, and might encourage a few more bigger brown defenses. On the offense, I fear that Disciples would rule, though it would help some, stripping them of Passover Hymn, Peter (and 4DC), and Simon the Zealot, along with Pentecost. Disciples and Genesis (even without Joe) would likely rule the meta. I wouldn't mind seeing this though. Although, now that I think about it, TGT would be huge (but be balanced out by the mono defenses). Huh. I'm starting to like this a lot.

Genesis + Kings of Israel. All the time.

Genesis loses their best hero, which makes Disciples more likely, and even then, Disciples take a pretty big hit too.

Offline katedid

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Re: Ideas for future ROOT rulechange experiments.
« Reply #26 on: December 29, 2011, 01:03:47 AM »
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Monocolor is an interesting idea, but Redemption will of course never make a rule requiring that of decks.  I'd like to keep the experimental rules limited to ideas that could actually be applied to the overall game someday if possible.

1. If they ever added a monocolor category that could be a rule then.
2. Couldnt we have a ROOT month for pure fun instead of for playtesting?

Chronic Apathy

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Re: Ideas for future ROOT rulechange experiments.
« Reply #27 on: December 29, 2011, 01:06:04 AM »
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Traditionally, ROOT has never been used to playtest things. This is all new.

Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #28 on: December 29, 2011, 01:34:20 PM »
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2. Couldnt we have a ROOT month for pure fun instead of for playtesting?
- A month with NO rule modifications. (This WILL happen sometime this spring)


Traditionally, ROOT has never been used to playtest things. This is all new.
Actually after ROOT had been going on for over a year, people started to get tired of playing the same people using the same decks, and so the idea was raised of trying some different variations to spice things up.  So this is just continuing that tradition, only in a way that is more helpful to the community at large :)

Offline SomeKittens

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Re: Ideas for future ROOT rulechange experiments.
« Reply #29 on: December 29, 2011, 02:01:53 PM »
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Here's a serious idea from me: Pan.  An CBN, protected from everything Iron Pan, active the entire game.
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Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #30 on: December 29, 2011, 02:30:31 PM »
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Here's a serious idea from me: Pan.  An CBN, protected from everything Iron Pan, active the entire game.
So basically, you would be banning all cards in the game with the words "protect, immune, ignore, draw, and play" on them?

Although that would make for an interesting gameplay, I don't see that ever having the potential to happen.  Do you?

Offline SomeKittens

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Re: Ideas for future ROOT rulechange experiments.
« Reply #31 on: December 29, 2011, 02:38:42 PM »
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I'd just like to see more fun variants.  CBN protect, immune, etc would still be around.  It would make for a deckbuilding challenge, and not be facing the same decks again and again.
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Offline katedid

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Re: Ideas for future ROOT rulechange experiments.
« Reply #32 on: December 29, 2011, 02:40:57 PM »
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yeah I know what you mean about variation. Ive played he same brown Isreal kings, destroy my offense defense 4 times. its not fun

Offline Josh

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Re: Ideas for future ROOT rulechange experiments.
« Reply #33 on: December 29, 2011, 09:40:53 PM »
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While we're throwing out ideas for nerfing speed, I think one month should be thrown in that does something of this sort:  Ban Mayhem/NJ.  No more, no less.  Speed decks will have less reason to plow through their deck, the game will always last more than 3 turns, more enhancements/longer battle phases, no FTMs, etc.  See what kind of change can happen with AS FEW BANS as possible.  I would nominate these two.

If ridiculous ideas like a "Gifts of the Magi" rule and a D1 rule get consideration for nerfing speed, then why not give this a try?  There's 10-20 participants in ROOT from month to month.  After months of trying all these different ideas, there should be a general consensus about what alternate rules:

1.  Nerfed speed without turning the meta into herolite decks WHILE STILL
2.  Making the game more fun

At the risk of oversimplification, if changing the rules only accomplishes the first while not accomplishing the second, the rule isn't worth it.  Let's find the alternate condition that does both the best.

Put Banning to the scientific test.  It would be a waste not to use this opportunity, since it will be easy to compare ideas (all will happen during the same expansion when the meta is theoretically not going to change much).  You are already planning on instituting rules that don't exist, so there's no real reason not to do it.
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Offline Red

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Re: Ideas for future ROOT rulechange experiments.
« Reply #34 on: December 29, 2011, 11:36:11 PM »
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I suggest a limit of characters equal to the number of lost souls in deck. applies for both good and evil. so 7 ecs and 7 heroes
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Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #35 on: December 30, 2011, 10:42:23 AM »
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Ban Mayhem/NJ.
2 problems with this one.  Firstly, Rob has already stated that he is strongly opposed to banning.  Secondly, I agree with Rob, so I'm not inclined to champion this cause.  Banning 1 card (or 2) only leads to banning more.

I suggest a limit of characters equal to the number of lost souls in deck. applies for both good and evil. so 7 ecs and 7 heroes
I'm not really a big fan of this idea personally because I usually like to give players flexibility in deck building.  However, I don't see why this couldn't someday become a rule, and it would deal with the power of characters that people like Alex_O has been talking about recently, so I'll add it to the list.

Offline Josh

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Re: Ideas for future ROOT rulechange experiments.
« Reply #36 on: December 30, 2011, 12:08:45 PM »
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Ban Mayhem/NJ.

2 problems with this one.  Firstly, Rob has already stated that he is strongly opposed to banning.  Secondly, I agree with Rob, so I'm not inclined to champion this cause.  Banning 1 card (or 2) only leads to banning more.

If we asked Rob about all of the proposed rule change experiments for the upcoming (and past) months of ROOT, would we not find even one that he would also be "strongly opposed to"?  It's an experiment, like the others.

Banning 2 cards doesn't NEED to lead to more.  Just hold a vote where all ROOT participants get to assign, say, 10 points to up to 5 different cards, split as desired, with a minimum of 2 cards.  Tally up the points and ban the top two.  No questions asked, no arguments, no bans beyond the two winners.  Then, in true scientific form, compare the results with the other methods.

I'm not saying anything has to be permanent from this.  We already know it's not going to happen.  But most (if not all) of the other experimental rules are not going to happen either.
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Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #37 on: December 30, 2011, 12:36:31 PM »
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I'm not saying anything has to be permanent from this.  We already know it's not going to happen.  But most (if not all) of the other experimental rules are not going to happen either.
The difference is that all of the other experimental rules that we have tried COULD POSSIBLY happen, and in fact many have been talked about pretty seriously even among elders.

Again, I'm just not interested in championing this idea.  Maybe now that Chronic Apathy has joined me in ROOT leadership, that perhaps he'll be more inclined to support it.

TheHobbit13

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Re: Ideas for future ROOT rulechange experiments.
« Reply #38 on: December 30, 2011, 01:03:05 PM »
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I wonder if Root is the best place to test out all of these rule changes, I mean it is an official catagory and it is ment to help prepare people for tournament play.

Chronic Apathy

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Re: Ideas for future ROOT rulechange experiments.
« Reply #39 on: December 30, 2011, 01:27:23 PM »
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To an extent I agree with TheHobbit13; I feel like we have to tread lightly with which rule changes we experiment with, because anything too drastic just takes the fun out of the game, in my opinion. However, ROOT is unique in that we never have the opportunity to see a bunch of people from different regions come together to play aside from the T2 Only and Natz, and we can't examine rule changes like these at either of those two events (though I am cooking up an unofficial category for Natz this year - more on this later). It would be a shame to squander the opportunity to look at the way some of these rules changes effect people and games. Also, it's nice to inject a bit of variety into the game; playing the same thing over and over again (even though I'm not using the same deck for every game I play in a season  ;D) gets stale. It's for that reason that I'm against the ideas put forth by Red and Somekittens, respectively. Seems like too much for rules that will likely never get implemented (and in the case of Red's suggestion, I'm against anything that so much dresses the same way T2 does).

Regarding the ban suggestion, I'm a little more mixed. I was actually going to suggest this myself yesterday, but I forgot. I've been on the record before in support for banning cards (specifically New Jerusalem [so the people who want it banned will be quiet  ::)] and Mayhem (seems to be the easiest way to stop FTM). I'm well aware that Rob and several of the Elders are fully 100% against the idea, but I feel if nothing else, in order for their position to hold true legitimacy (I understand Rob's reasoning, but I don't feel like it holds much weight [not that it matters how much weight I think it holds]), the idea should at least be tested and commented on. I'm in support of having a "Type Ban" category, and I'm working on putting together an unofficial category for Natz this year, much the same way Teams was a couple years ago. Having a month of ROOT with these cards banned would at least allow everyone some insight and be able to see what the pros and cons are regarding gameplay. Now that said, I'll defer to Underwood; if he doesn't see any large need to test the idea (since it really doesn't ever have a shot of being implemented into T1 or T2 permanently), I don't feel so strongly about the issue that I'll push it at all; these are just my thoughts.

Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #40 on: December 30, 2011, 02:24:20 PM »
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I feel like we have to tread lightly with which rule changes we experiment with...However, ROOT is unique in that we never have the opportunity to see a bunch of people from different regions come together to play...It would be a shame to squander the opportunity to look at the way some of these rules changes effect people and games.
+1
Regarding the ban suggestion, I'm a little more mixed. I was actually going to suggest this myself yesterday
In support of my fellow ROOT leadership, I'll add it to the list then, and we can talk about it with the others :)

Offline SomeKittens

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Re: Ideas for future ROOT rulechange experiments.
« Reply #41 on: December 30, 2011, 03:49:49 PM »
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Didn't they do Type Ban a while ago?
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Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #42 on: December 30, 2011, 03:53:18 PM »
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Didn't they do Type Ban a while ago?
I don't remember it being done in ROOT before, but yes a few people on the forum did a Type Ban for a while.  I think it died around the same time as Nats '11.

Offline SomeKittens

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Re: Ideas for future ROOT rulechange experiments.
« Reply #43 on: December 30, 2011, 03:55:33 PM »
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That's about what I remember.  It seemed to have fizzled after whatever the best deck was got nerfed.  I'd be against something like that in ROOT
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Chronic Apathy

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Re: Ideas for future ROOT rulechange experiments.
« Reply #44 on: December 30, 2011, 03:59:52 PM »
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That's about what I remember.  It seemed to have fizzled after whatever the best deck was got nerfed.  I'd be against something like that in ROOT

You don't remember the massive debate regarding whether or not to ban Sam and Joseph? It went on for about a month before we all got bored with it.

Offline Alex_Olijar

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Re: Ideas for future ROOT rulechange experiments.
« Reply #45 on: December 30, 2011, 04:04:30 PM »
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I can tell you what happens if we ban mayhem and new jerusalem. Genesis enters God tier.

Chronic Apathy

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Re: Ideas for future ROOT rulechange experiments.
« Reply #46 on: December 30, 2011, 04:08:48 PM »
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I can tell you what happens if we ban mayhem and new jerusalem. Genesis enters God tier.

I disagree. Genesis searches for New Jerusalem, it's only going to get hurt by that.

Offline Alex_Olijar

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Re: Ideas for future ROOT rulechange experiments.
« Reply #47 on: December 30, 2011, 04:12:13 PM »
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We played that exact ban list in type ban without the new set and gen dominated. Genesis is far and away the best deck because of the increased power of search.

Offline Prof Underwood

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Re: Ideas for future ROOT rulechange experiments.
« Reply #48 on: December 30, 2011, 04:13:38 PM »
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I think it died
Thinking about things that died, reminded me of that novel that was being collectively written here on the forum many years ago.  Did that get lost in the purge, or is that still hanging around somewhere.  Does anyone remember enough of it to do a search for the thread?

I was trying to remember a name.  Remme or something for a first name.  Ratzinger or something for a last name, but I just can't quite remember.

Offline Alex_Olijar

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Re: Ideas for future ROOT rulechange experiments.
« Reply #49 on: December 30, 2011, 04:18:01 PM »
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It should still be around. Look at JSB or Spy's older posts. They were involved.

 


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