Rock SgtDan
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ASL started as a reconciliation of the SL module rules expansions, but grew into many new rules concepts for which mechanisms were created.
What are the most key, "signature" rules concepts that make ASL unique?
The first that comes to my mind is the concept that you shoot at someone more than once, one shot PER MF/MP. Not once per hex entered, or once per "expenditure" which might costs several MP/MF.
But it does surprise me that the concept is buried in A8.3. An SL player in 1986, would read A4.2 and then A8.1 and probably interpret the mechanism to be shooting once per "expenditure" (as the word is used in 4.2 & 8.1). Then he gets to A8.3 and there's a sentence saying "it works just like A8.1," followed by the "one shot per MF/MP" sentence which is completely contrary to his expectations. A reader without any SL experience would likely be very confused.
I wonder if there was an article in The General introducing the "one shot per MF/MP" concept. This is one of those concepts that requires tutoring to avoid struggles with connecting disparate rules sections.
What are the most key, "signature" rules concepts that make ASL unique?
The first that comes to my mind is the concept that you shoot at someone more than once, one shot PER MF/MP. Not once per hex entered, or once per "expenditure" which might costs several MP/MF.
But it does surprise me that the concept is buried in A8.3. An SL player in 1986, would read A4.2 and then A8.1 and probably interpret the mechanism to be shooting once per "expenditure" (as the word is used in 4.2 & 8.1). Then he gets to A8.3 and there's a sentence saying "it works just like A8.1," followed by the "one shot per MF/MP" sentence which is completely contrary to his expectations. A reader without any SL experience would likely be very confused.
I wonder if there was an article in The General introducing the "one shot per MF/MP" concept. This is one of those concepts that requires tutoring to avoid struggles with connecting disparate rules sections.