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Years ago, when I was first learning Alamaze, Phil told me, "Study the order sequence."
My recollection of the spell description for Dome of Invulnerability is that it "prevented" attacks against the popcenter. The spell description for Dispel Dome of Invulnerability still says "allow the population center to be attacked."
The Wall of Flame spell description still says "prevents attacks."
The point is by understanding that magic "prevented" a particular action the intended actor was still free to perform a different action. Hence order 190 was the single action against the population center.
I still believe that if 150 is prevented, the 171 SPELL will still work as that is a different actor: i.e. the mage, instead of the group.
Rick is free to have the game function exactly as he intends. My opinions are nothing more than that - opinions.
But nuance creates complexity beyond the simple rock, paper, and scissor format.
Is it truly a problem to have a group issue 150 and a prospective 190 if the opponent happens to cast Dome? The attacker is issuing two orders knowing that at least one will have to fail. Not a bad trade-off if I am the defending kingdom... It certainly isn't an "exploit" - with the negative connotation carried by that word.
Presently a group with terrain mastery can "avoid" combat in specified terrain . . . and still issue an order 150 to attack a popcenter. Exploit? Or complexity/nuance which should be preserved? How is this any different than a mage casting Wall of Flame and having his group attack on a 1 so that the combat is "prevented?" This group can still issue a 150 order exactly like a group with terrain mastery.
A successful 170 order can be reversed by a succesful 320 or 330 order. Exploit? Or nuance?
I did not understand all of the above when I was first learning Alamaze. Phil certainly didn't tell me any of these things. But once I studied the rules and order sequence much of this became clear and I knew, beyond doubt, I was a better player after having learned these things.
New players no longer need to learn as much.
It is not a matter of these exploits/nuances not being mentioned in the rules, because they were always there once one came to understand the order sequence. It is quite obvious that a 320 and 330 order can both be issued in the same turn (by different characters). It is less obvious that a 310 order will impact a 170 order the following turn. Should the rules spell this out? Is knowledge of this an exploit? How about an attacker issuing 170 and 310 in the same turn? This possibility is not spelled out in the rules. But understanding the order sequence makes it obvious in my mind.
At the end of the day, a siege requires the same order to be successfully issued for three consecutive turns. The player who casts Dome of Invulnerability to prevent a 150 attack has gained a great benefit even if the attacker successfully initiates a siege on the same turn. What more should a player expect?
Call it removing "exploits" or "eliminating complexity" but whatever term is used the game is marginally simpler now.
The same thing happened when a Wall of Flame was limited to only one such spell being effective in a turn. Whenever I am willing to charge through one Wall I am certainly willing to charge through three and I was extremely happy that other spells weren't cast. I have slaughtered many a wizard by running through Walls of Flame and casting Chaos (another spell that was nerfed). Walls of Flame, even three of them, do exactly zero damage if I used either tactic 1 or 2. Therefore, I have never taken damage from Walls of Flame unless I wanted to (or failed to recon where my group was landing)!!! Was this knowledge an "exploit?"
As always, just my two cents.
Lord Thanatos
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Agree with LT. I suppose the real issue in my mind is that there are quite a few changes (not all bad) that are seeming to land at the same time, and are about to be frozen (ostensibly) forever. These changes make the game play a bit differently than the "classic" Alamaze we're used to playing.
I'm sure we'll adapt to whatever changes make it into the final release, and plan our game play accordingly, but it's the messaging and the process that will undoubtedly be frustrating to a number of long-time players, even if I personally will make the decision to just roll with it.
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It's done once everything in the document From Clipper to Java is in place in the code.
All future changes will be in subsequent releases.
So everyone should be on the same page now, and not be concerned about the next changes.