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  #1  
Old July 17th, 2008, 03:37 AM
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Default Re: Fear mechanics

Fear starts from Fear -5. That's from DomII, where Fear was different.

I'm not sure how it works, but Fear +0 having AoE 5 is certainly one quite probable option.


The protection/damage thing is also quite interesting.
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  #2  
Old July 17th, 2008, 08:07 AM
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Default Re: Fear mechanics

> In my tests, it was shown that not only does the Fear effect not just produce its own isolated rolls, but it rapidly deteriorates the Morale of adjacent units. This effect is cumulative over at least 3 rounds of exposure, and is measurably far greater than the Morale deterioration seen without Fear active. For this reason, many people consider Fear + Awe to be invaluable, and my testing confirms that it is incredibly powerful - perhaps too powerful. -- Just a recap, the manual does not state that the Fear does anything other than force a check, but it does reduce Morale as well.

As I said, an omission.

> My own tests had implied the same, that there is something awry with the Fear radius. It DOES describe it as "additional" squares, which says to me that it works the same as AOE spells do, but does that mean that Fear+0 radiates to only the 8 squares surrounding the monster, and that each point after that only adds 1 square? If so, then at Fear+12 you would finally get a full radius of 2 around your monster, however even with a Fear +20 PoD, I was hard pressed to find units that were not adjacent, that had measurably lowered Morale scores.

It is 12 random squares close to the fear inspiring one, not necessarily the squares surrounding him.

It might distribute lik this (X=targeted square, M=monster)

Code:
OXOOO
XXXXO
XXMXX
OOXOO
OOXOO
I think it targets a square, and if that one is already targeted it tries to target a random neigbopring square of the first attempted square
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Last edited by lch; November 11th, 2008 at 05:27 PM..
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Old July 17th, 2008, 08:14 AM

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Default Re: Fear mechanics

JimMorrison:

What do you mean by strength? Isn't it AoE of Fear increased every 5 levels of Fear and every point of fear making it harder to resist?
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Old July 17th, 2008, 08:19 AM
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Default Re: Fear mechanics

> Fear value is aoe, not power - With fear 14 my monster should have had a fear radius of 20 (6+14) but the only units with reduced morale were directly adjacent.

This might be due to the fact that units regain morale every turn. Thus units not adjacent might have their morale restored to their normal value before it is comes into effect. Units closer to the fear source get their morlae lowered enough that they never have time to regain it, making it appear as if they were the only ones affected.
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Old July 17th, 2008, 08:22 AM
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Default Re: Fear mechanics

It's the other way around. AOE is increased for every point and resistance penalized for every 5 points. Otherwise it would be insanely powerful.
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Old July 17th, 2008, 08:24 AM

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Default Re: Fear mechanics

Empowering or getting D booster increases fear?
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Old July 17th, 2008, 08:28 AM
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Default Re: Fear mechanics

Yep
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Old July 17th, 2008, 08:30 AM
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Default Re: Fear mechanics

> I haven't seen individual units rout, just groups

A group is a unit, as is an individual
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Old July 17th, 2008, 04:01 PM
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Default Re: Fear mechanics

Quote:
Zeldor said:
JimMorrison:

What do you mean by strength? Isn't it AoE of Fear increased every 5 levels of Fear and every point of fear making it harder to resist?
This notion of resisting is complicated.

As far as I can tell, Fear reduces morale, consistently, and constantly. The implication of what I've seen, is that the effect of having morale reduced, is irresistible.

If when people are talking about resisting, they are referring to making successful morale checks, then this is a bit misleading as well. Since next turn the morale continues to deteriorate, and morale checks are automatic every turn, it starts to seem more that the unit is just "withstanding" the Fear. The actual Fear effect still occurs, morale continues to deteriorate.


And KO, this seems like more than an omission. The problem is that all that we're observing only corroborates what we can observe, and not what is in the manual at all. Also, it might be worthwhile to take a look and see what is actually happening - if the Fear effect reduces morale AND raises the opposing roll, then it is effectually twice as strong as implied. That is, Fear +5 reduces morale by an additional point, and raises the opposing roll by 1 as well, giving an effective balance of a 2 point shift. Also, even Fear +0 will reduce morale by more than 1 point. You can watch it go down each round, though perhaps not as swiftly as with a stronger Fear, but stronger Fear drops morale by more than 2 points etc as well. It looked like the cap might be 5 or 6, but that is a huge amount, it basically means that some less disciplined units can practically be auto-routed by a D10 PoD, even before you start adding a Horror Helm or whatever.
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Old July 17th, 2008, 04:07 PM

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Default Re: Fear mechanics

As far as units getting lucky blows, i had it benefit me twice in the 1st big game where my MA Ctis province defense killed a Bogus thug from Lanka, and later in the game a gor tartarian of Velusion.

So sometimes you just get very very lucky with the dice and your militia kill stuff they should not kill.
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