Could someone explain to me the difference between critical hits (if any) between the rules in the core box and the rules for critical hits in the AGL rules? Thanks.
Core rules: A Critical Success is either one 'unblockable' Success, or if used for Switches it's two Successes. AGL: A Critical Success is either one 'unblockable' Success and one regular Success, or if used for Switches it's two Successes. The difference is in bold.
They often do this to beta test. rules They did the same thing with tags and medium infantry in infinity.
Because introducing it through the AGL prevents any need to errata the core game while allowing competitive patching. As we've seen with TAGs and other modifications in Infinity.
I don't think that will happen any time soon. But I would certainly play with the AGL rules as soon as you add anything beyond the Core 8 from the Starter box.
Oh okay, I didn't know that was recommended. Which AGL rules specifically do you think it's best to use?
Well I would argue that you want to use the two default AGL Rules from PG 8 of the AGL doc (First Blood and Critical Success) in any game beyond the core box. The Mods aren't necessary, 'though we found the Carano Mod very useful for building a scene.
I actually dislike first blood quite a bit and hope it disappears. I would recommend using zlavin, makes drafting very interesting.
Specifically i dislike the extra draw as rewarding someone who is already ahead. The tiebreaking aspect is fine.
Getting first blood doesn't prevent you from losing. :D For example, last time I got stomped on Assault after killing Musashi with my first activation. Because of dice, tactics and your opponent you can always still loose. :) The rules are fine imo. Some scenarios and maybe characters needs some evaluation maybe (change some dice or tactics, the attacks, actions and passives are great for all of them), but we are just at the beginning and should just enjoy this cool game.
As I understand it, the intent is to push back against heavily movement and positioning based play. It rewards early aggression, discouraging holding back overly defensively at the start of the game.
The penalty for losing an Aristo is not increased, simply the reward for removing one. So that's not how reward incentivisation of behaviour typically functions. Further to this, and specifically to my experience, what I have seen in play is that is does the job of encouraging more aggressive play well.
But some of Aristeia! characters are focused for a control playstyle. The first blood extra card is really bad for that kind of teams that I personally love to play. I would like to keep the First Blood rule only for tiebreaking but whit no extra card.
I understand that, and I recognise the strength of such teams. In most scenarios it is more effective to have good movement and displacement effects than Attacking, especially because it totally bypasses Defense. The strength of this kind of play is impossible to downplay. First Blood, as it functions now, offers a small incentive to include at least some genuine offensive potential in your Team.