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Messages - evilcherry

Pages: 1 ... 143 144 [145] 146 147 ... 182
2161
good game, but might be too much for ccg.
This.

What about:

Multiple heroes with changeable class or race?
This has the problem of keeping track of multiple Hero HP. I've realized that simple is better. It's better, easier, and faster to utilize strategy around one Hero. This also means Resources should be something akin to either Magic with land. Either that, or a separate Token system that tracks Exp to be used to play Hero and Dungeon cards. One Resource is easier for now. We can expand that later if the need arises.

Not at all. Various degrees of complexity attract various players.
As long as the game is easy to learn, it can have all kinds of complex interections.

Thanks to all who contributed to this topic, I have enough to make an alpha version of the rules. Expect them shortly.
But... that's two different things. If it's easy to learn, then there aren't complex interactions. Or these complex interactions aren't as important. His idea also can take far too long to play a game.
I still think that class or race as HP would be a sensible idea. Easier to track, and so class change would be a piece of equipment.
And as per RAM's idea: One test run would be enough to kill this. His idea got lots of detail, but it seems none of them are really important, or at least play a non-trivial role in game experience. That is, trying to pack too much into one single game.

Why don't we simplify things? One deck per player, containing both hero cards and dungeon cards. The objective is to run your opponent out of cards, signifying that his hero has died and his dungeon has been conquered. You play dungeon cards to attack your opponent, and hero cards to clear dungeon cards. If you have no dungeon cards on the field, you must immediately play one, or, if you don't have one in your hand, draw until you get one and then play it.
This leaves you with two basic win strategies: Assemble a nasty collection of dungeon cards that damages your opponent, milling cards from his deck directly, or make your hero so potent that he can immediately clear any obstacle in his path, burning through all your opponent's dungeon cards.
I think the OP specifically want a separate deck. If he allows a combined deck I'll die for this idea.

2162
good game, but might be too much for ccg.

2163
It is not that randomness is bad, but randomness that can't be managed and have obvious good and bad results are bad.

A CCG is inherently random, but you can manage it by altering deck composition. If your strategy is centered on a few cards, for example, you will probably put the means to search for and power them in the deck, if these cannot be drawn. Or you might pack a plan B while you turtle for your plan A. either way, you remained in control, even if the circumstances isn't perfect.

But for example, if you get 1d6 darts for playing a card, then you throw 1. You are probably screwed, unless the cost of such card is token.

And it is very, very hard to manage a dice throw in a ccg, unless you are doing it a la Troyes, when dice isn't just dice, and you can pay to change it. Though it could make a very good CCG, I doubt this is a good idea for this game.

2164
as said I do want to keep the main driving force in terms of hero cards. So dungeon cards would be best described as a "pseudo-random pile of challenges which total value would probably be so and so".

2165
Maybe I'm more of an Eurogamer than a CCG or Ameritrash player; Using a dice is a very, very big no-no as it adds too much uncertainty in a card game, which already have a great deal of uncertainty in terms of shuffling the deck. You already do not have all your guns in hand; and if your guns tend to dud on a d6, it leads that a bad roll would further cripple a bad draw.
I can stand a d6 for some exotic weapons which has a random effect, or a priest which tend to enchant weapons in a randomy fashion; but I hate having to roll d6s for attacks in general. Paper is also bad - keep things simple, really. If a mechanism can be done with only stones, do them in stones. If you really want 1d6 darts, just put 1d6 stones on darts. If armor is meant to be ablative, use stones to represent durability. If a particular card is used as an weapon enchantment, just attach it. Bookkeeping is what make typical ameritrash more fiddly than euros (not saying that ameritrash is trash, but it is only from an euro perspective).

As per the dungeon room idea, it was just a starting point; I do not gave much thought in it. Maybe a dungeon which consists of 60 15-costers is too extreme, and should be cut down a bit. There must be some mechanisms on-board to dictate a player to mix his dungeon up with weak and strong rooms (or monsters). A easy way to implement it might be an one-epic rule, though rooms that can be invested into (and made stronger) is also a good idea.

2166
I don't understand the fuss about multiple heroes here. Having to use a 1d6 and paper is a very horrible thing to do in a ccg.
Perhaps to simplify things up, or to provide a more concrete platform for everyone to move on:

Hero Cards: The main driving force behind the game. Hero Cards are, broadly speaking, divided into actions, equipment, resources, and race+class;
Also, they are divided into different colors for different classes, i.e. play-styles(a la MtG).
When playing cards, they have to discard (and/or play, or activate; activate is something i tend to avoid as it is too MtG-ly) a set number of cards, which a set number of them should be its color.
Treat Xp as extra cards you can play, and they should expire the next turn (to prevent hoarding up).
Races and Classes is just a special class of equipment, as it not only strengthens you but regulates what kind of actions and equipment you can equip.
Some Hero Cards might dictate the playing of Dungeon cards.

As for dungeon cards, I prefer a simpler mechanism to all these. As the situation dictates the next dungeon card be turned over (for a lack of it, or a dungeon card which calls for one, or a hero card, or so on), the player should then discards the next x dungeon cards as its cost, so the strength of dungeons could be balanced. Some cards might have low cost, but provides a large xp bonus once vanquished, some might be opposite. This could promote different play-styles.

2167
Just for a further idea.
If Eliza is indeed given a dragon as her armor, we should also raise an aerial infanry (i.e. Harpies or such) or Cavalry (Dragon riders) to ride with her.

A Death Knight in Dragon Armor riding a horse just does not make sense.

2168
It might be a better idea to make it domi-like. Especially if you don't want munchkin-style gameplay.

That said If we are keeping to the tcg premise, I would prefer a single hero multi hp system. Better still make equipments, titles, races and classes pieces of extra hp that would be added or discarded as the game progresses.
Dungeon cards should go in play iff a hero card instructs so, a dungeon card calls for, or there is no active dungeon card in play. That is, the hero deck should be dictating game pace.
For resources I'm undecided. A pokemon style (a leads to b), MTG style (different units need different resources), or Gundam (3 red for red mech). all are possible, but I guess thete won't be much variety.

2169
Forum Games and Roleplaying / Re: Divinity. - Necromancers Deposed: 2
« on: February 13, 2012, 06:48:01 am »
hmm, now that I think about it, this cult thing might be of use after all. I would advise to return the temple to the gods, but start a cult - Not to worship us, but to provide aid to lands shrouded in evil. Our cult will be defined in the following ways -

Candle in the Dark

 - Does not worship us.

 - Organized in a non-hierarchical fashion; No member has any greater status than that granted by the respect of their peers.

 - Prime commandment is to be good; even in the most desperate situations - so as to be a metaphorical "candle in the dark".

 - Heavy emphasis on self-improvement; Followers engage in meditation, learning, and physical discipline in order to be the best they can spiritually, mentally, and physically. Especially important are teachings on how to recognize and resist evil.

 - Seeks primarily to keep hope alive in lands shrouded in evil, and to combat that evil where it can.

 - Members devote their lives to the cause of good, but decide for themselves what that means.

Theres more, but I'm not sure exactly how to say it. For now, this is what I've come up with. if anything seems unclear, go ahead and ask.
That is, Kantian philosophy, with good being more a concept than a deity?
Looks good.

2170
The War Council has finished deliberations and orders are now sent forth.

Very good: In general I guess, referring to their general defenses against a demon (so, yes. Magical defense and how effective our assassination attempt was), The overall cohesion of their soldiers (morale lowered or loss in commanders as well).

Casualties amounting to...nearly 1/4th of the whole army?

Though don't make your vote on what I said. I don't understand how these rolls go.
would rather say, if the enemy still cannot organize themselves at 15 mins after titanghoul drop.

2171
Forum Games and Roleplaying / Re: Divinity. - Slaves Freed: 292
« on: February 11, 2012, 08:09:18 am »
Now hey wait a minute whats the matter hold on

What about fixing the temple? I don't know what's going on in there, but I don't like it. If we put a stop to... whatever it is, one suspects that Sir Braithe will invest a great deal of effort into trying to fix it; luring him out of his fortress, into the narrow streets, where resistance members disguised as members of the public can surround him and his soldiers, slowing him down, making him vulnerable to a charge by ourselves and our most skilled warriors.

Or something like that, you know?
This.
Before doing that, make sure the temple is not connected to the fortress underground. Better still, try to create a nuisance at the temple would be good enough. Or something Braithe would have to personally attend to.

2172
Forum Games and Roleplaying / Re: Hivemind-Let's Slither some more.
« on: February 09, 2012, 04:29:21 am »
Camo. After that, try to assimilate in the core of a tree. This part is dead, anyway. try to leech from the tree.

2173
Forum Games and Roleplaying / Re: Divinity. - Slaves Freed: 292
« on: February 09, 2012, 04:20:45 am »
Project the images of freed slaves to the nearby villages. Do the same trick again - a synchronized peasant uprising should be enough to attract an army in hundreds. Bless them, and march into Ferrun.

2174
The titanghoul (or titanmaw, whatever) seems to be the ultimate weapon for routing an army. Try to keep it at bay (like in a canyon or something), only unleash it at a set-piece battle, when both sides are locked in. I can see this monstority destroyed after a definite number of uses, either by exhausting itself, or its power reaches some singularity.

As for the consort, twist her enough so she will never become insane again, yet still remain enough of her humanity (in form). Raise her into some form of priestess for one of our cults, like the alternate faith.

2175
Forum Games and Roleplaying / Re: Colonization - Suggestion Game.
« on: January 23, 2012, 11:26:24 am »
There are 79 men,

So we could have 10 build houses, to make sure they get finished, 15 to build the docks and then the remaining 54 can go cut wood.

Sorry for the unprecedented hiatus. I planned to come back after a day and it become nearly a week due to Chinese New Year. Kung Hei Fat Choy, anyway.

The winter was very bitter. So bitter, in fact, there is already more than a feet of snow.
The woodcutters only come back with 30 wood. They can only work for a couple of hours a day before the weather become too cold for working. Some wood has already been chopped into firewood and burnt, and they are already not accounted for.
The townhouses are finished, but work of the docks are put on hold due to a lack of materials. Work can resume once there is enough wood.
The pelts are made into a few coats. Even they are intended as trade goods, your people waste no time in utilizing them to keep out the cold.
The weather also prevented any attempt to work with the natives.

10 male and 8 female colonists died from the cold and other diseases.

Spoiler: Philipia (click to show/hide)
Spoiler: notes (click to show/hide)

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