Orion wrote:What happens if the number of regions gets wonky?
Flight and Burrowing create regions that are *supposed* to be unable to be rolled. But what about the "retreat" region?
The Retreat Region is also supposed to be unrollable. If your target region is contested, then your retreat is cut off until you fight your way through or use some action or ability to bypass that. This also means that if you leave disposable minions behind, you are very likely to get away since the other enemies will get bogged down fighting them while you book it.
Where it gets a
little on the odd side is where you can actually roll up regions that do not currently exist in the battle. And then you get to straight up
add one by interacting with it. Regions can be removed from the lists by having them be added to another extant region, and some battles simply do not start "complete". In either case, you can end up with a battle where there are regions with enemies in them, regions with your folks in them, and then straight up undefined regions. And if you decide to interact with them, you can generate a new region with new features, and even have some control over that (after all:
you are the one moving the battle). In this manner, a battlefield can move and expand over time.
What I'm iffy about is the act of straight dropping regions from the battle. Because people are totally going to want to do that. Once a region has a barbwire fence an no enemies in it, you'd probably rather just run away and fight elsewhere.
Preliminarily, I'm thinking that if you go contest the retreat region someone made, you can bring it
back into the normal region rotation by sacrificing a region you own outright to the unrollables.
Kaelik wrote:Do you have a definitive definition on contesting somewhere here? I get the general idea, but I haven't been able to find a specific definition.
Nothing is nailed down in solid text yet. The
idea is that if you assault something or withdraw into it then you are contesting it. And if no one else is contesting it, it's yours (and uncontested for your team). It gets complicated by people using abilities that specifically contest or don't contest regions. But the general idea is that if you are in an area you are contesting it if your enemies are also there or owning it if they are not. And you keep ownership of an area until someone else successfully contests it even when you go elsewhere.
I'm also having problems modeling Attacks of Opportunity in a way that isn't super complicated. My gut idea is that actions should impose some kind of numerical value to how easy it is to get in or out of your region after it is used. And that Assaults and Withdrawals will have associated Maneuver values that would determine whether such presences nailed you or not. This would make the maneuver value on Retreat and Advance super important - because abilities strong enough to control those could seriously cramp the style of basic enemies (who would often be simply using basic maneuvers anyway).
virgil wrote:Wall-mancer: Uses terrain manipulation to create/reduce/divide regions, possibly splitting up people if they're not sharing a feature.
Region division could be the inverse of area attacks - both newly created regions have to be
at least as big as the size in the division ability. So if a feature was big enough, you seriously could just divide it down the middle.
-Username17