Kiradawea2011-10-16 18:10:16
Adding races won't actually change the number of cards available. It just adds another descriptor that can be changed later.
Incidentally, it seems that your cards aren't actually displaying any specific constitution score.
Incidentally, it seems that your cards aren't actually displaying any specific constitution score.
Unknown2011-10-16 18:13:15
I changed the rules for that actually, it ended up making minimal difference. All Denizens are now destroyed if they ever have more that 5 Affliction Counters unless otherwise specified.
Enyalida2011-10-16 18:59:02
Easy way to do races would be to add a bit saying that you can customize any card by adding the descriptor to them which has ]effect] that sticks on. The same could pretty easily be done with all of the different tertiaries too.
Unknown2011-10-16 19:24:39
Eh. Races could certainly work like that, but I would never want to do tertiaries like that, since the various tertiaries have different effects depending on the archetype in order to better fulfill that archetype's role.
Unknown2011-10-16 19:41:42
I would also love suggestions for the Heroes of each org. I am aiming for 10 in each for the initial release.
Each Org will have the following:
1) Nexus Keeper
2) Demon Lords/Supernals/Spheres/Fleshpots/Avatars (One card to represent all of them for each Org.)
3) Elemental Lords/Aspects (Again, 1 Card per org)
4-5) Two other important NPCs
6-10) 5 (in)famous players.
Each Org will have the following:
1) Nexus Keeper
2) Demon Lords/Supernals/Spheres/Fleshpots/Avatars (One card to represent all of them for each Org.)
3) Elemental Lords/Aspects (Again, 1 Card per org)
4-5) Two other important NPCs
6-10) 5 (in)famous players.
Kiradawea2011-10-16 20:02:06
Made a suggestion for the various guardians. Maybe I'll think of some heroes later.
For heroes though, you should probably snatch up their permission before you go making them.
For heroes though, you should probably snatch up their permission before you go making them.
Unknown2011-10-16 20:05:04
Of course. These are merely suggestions.
Kiradawea2011-10-16 20:07:42
Ah, to clarify. Get the permission of the players to depict them in the card game. In this instance, you really want to get permission rather than pardon.
Unknown2011-10-16 20:19:57
I understood you. I will be sure to do so.
I really like your Wiccan/Guardian Denizen work. Making a few minor edits to bring them in line with other cards, but a very good job. Thanks much.
I really like your Wiccan/Guardian Denizen work. Making a few minor edits to bring them in line with other cards, but a very good job. Thanks much.
Kiradawea2011-10-16 22:40:15
Do you have any ideas for what you want the planar-specific creatures to be buildwise? Or the neutral creatures?
Unknown2011-10-17 00:55:51
Planar creatures are intended as powerful, efficient, defensive cards. They are very useful, but may only be played on a particular Arena and may not leave that Arena.
Neutral creatures are intended primarily as support, rather than combat; like a Wandering Scholar that lets you draw cards, ect.
Neutral creatures are intended primarily as support, rather than combat; like a Wandering Scholar that lets you draw cards, ect.
Malarious2011-10-17 06:57:04
Themes are a basis for something but should not design the game.
Most of the cards seem bland copy and pastes with very mild adjustments. Why would I use anything but say forcefield if the game revolves around counters? Variation is like 1 skill and for the most part there is little reason to both with that many cards, it looks more like cards are being made for the sake of making them at that point. I also dislike the arenas setup and several other things though. Not necessarily bad, just not a fan.
Funny how this was Kiradaweas lead and suddenly its fools card game.....
Most of the cards seem bland copy and pastes with very mild adjustments. Why would I use anything but say forcefield if the game revolves around counters? Variation is like 1 skill and for the most part there is little reason to both with that many cards, it looks more like cards are being made for the sake of making them at that point. I also dislike the arenas setup and several other things though. Not necessarily bad, just not a fan.
Funny how this was Kiradaweas lead and suddenly its fools card game.....
Unknown2011-10-17 16:18:19
Well, this is just my idea for it. Kiradaweas can feel free to come up with one as well; I may even like it better. I'm not stealing the card game; I simply had an idea and wanted to share it.
Yes. The BASIC cards are mostly copypastas, they are just your most basic tools, and basic tools that all Orgs must use. How much variety is there in useful non-effect non-sacrifice Yugioh monsters? The real variety will show up in the heroes, events, structures, and other special units.
Because the different tertiaries allow for different functionality. Sure, telekines are tankier, but telepaths do more damage on the offensive, runic mages are better in defense of controlled areas, and dreamweavers can negate threats both offensively and defensively.
Yes. The BASIC cards are mostly copypastas, they are just your most basic tools, and basic tools that all Orgs must use. How much variety is there in useful non-effect non-sacrifice Yugioh monsters? The real variety will show up in the heroes, events, structures, and other special units.
Malarious:
Why would I use anything but say forcefield if the game revolves around counters?
Because the different tertiaries allow for different functionality. Sure, telekines are tankier, but telepaths do more damage on the offensive, runic mages are better in defense of controlled areas, and dreamweavers can negate threats both offensively and defensively.
Malarious2011-10-17 18:37:53
Go design decks using each guild/class specifically and see what it does. I have a hunch we can get a power arc.
Unknown2011-10-17 19:02:56
The game is being designed with the idea of Org v Org combat, not guild v guild. The various guilds are made to act as counters and support to each other; they are not made for use dependently, any more than a MtG deck with nothing but Land and 2/2/2 creatures is made to be effective.
Kiradawea2011-10-17 19:39:39
While I'm still finding my original ideas like having power count as both HP and mana to summon creatures, I've nothing against working within this idea either. The goal is that a good system is made.
Malarious2011-10-17 20:01:02
The best way to find a power arch is to try all of one thing and see where it goes.
Unknown2011-10-17 20:01:14
Kiradawea:
While I'm still finding my original ideas like having power count as both HP and mana to summon creatures, I've nothing against working within this idea either. The goal is that a good system is made.
Ooh! That reminds me of an old card game called Magi-nation, which I loved. We could very easily implement Power as dual MP/HP. It even makes sense as an additional victory condition. You drain them of power, defeating their Nexus. It's that what Project Harmony (i think) was supposed to do anyway? I;m going to play with the numbers and see what we can do.
Kiradawea2011-10-18 19:57:50
Mmm. It's just so thematically fitting as well. And opens up interesting power play. In M:tG, Healing spells are considered poor because "only the last hit point matters". But by tying health and mana together like that, it adds another layer of strategy as suddenly you can't use your mana resources recklessly. It means that the nexus should start with a certain amount of power, and perhaps the 10 point you have made it so that you gain each round can be considered the upper limit to the amount of power you can spend in a round without access to other cards.
Unknown2011-10-18 20:45:03
I like this idea, but having played a game with rules like this (MagiNation), I know that you also have to implement a cap on stored Power; otherwise Stall becomes the best possible tactic.