|
Card Games Including 'collectable' card games. |
|
Thread Tools | Search this Thread | Display Modes |
#13
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
Quote:
By the way - I highly doubt I'll attach more than 2 Elements to any card. That seems like enough. Quote:
It also makes for an interesting game twist, because those with higher Resistance will probably be the Heroes with higher Element levels, and vice versa. That means that big level Element users will have more difficulty healing themselves than they have healing a teammate that focuses more on Physical Attacks (high Strength and Defense, low Magic and Resistance). I'm hoping it makes for a blend of heroes, and also for a blend of Magic and Items. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 Last edited by killercactus; June 26th, 2009 at 09:56 AM. |
#14
|
|||
|
|||
Re: Any Interest in a Turn-Based RPG Style CCG?
If I had an idea as to what opposed lightning I would share, my best guess would be that earth is the closest to opposite but that only works in one direction.
Thank you for the explanation on the resistance, that is what I figured but I wanted to see why it was made like that. It looks like a good game so far and I'm sure it will only get better as equipment and spells are revealed. My Collection: Everything except Templar, Greeks and Vipers, Kilts and Commandos |
#16
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
Yea a class system would definitely help, as it would also give you a place to start with what a hero can and can't use/equip. I like the basic stat list you have for heroes, but with all the abilities/stats/items (the other cards you said that heroes could use) I think that hero cards might have to be a bit bigger than the rest of the cards in the deck. Just a thought.
Looking for quality maps for 3+ players? Think your latest map-masterpiece deserves a place of honor? Join in the discussion of The War-zones of Valhalla It doesn't get any more classic than this: The C3V project |
#17
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
Quote:
So far, the Heroes I have drawn up have these classes: Fighter - Can use any weapon, Gray innate Martial Artist - Fists, Attacks multiple times, Red innate Scientist - relies on chemical weapons - Yellow innate Cyborg - probably guns, very high defense, Brown innate Necromancer - Staff or scythe, animates the dead, Black innate Paladin - swords, balanced fighter and magic user - White innate Thief - Knives, Steals cards out of opponent's hand - Yellow innate Knight - Spears, can take hits for others, Green innate Cleric - support/holy magic user - White innate I've been thinking about a Pyromancer, some sort of Green innate magic using Elf, and a Blue fighter (probably a Monk). Quote:
Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#18
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
My fear about the game right now is that Physical Attacks will dominate it, because you don't need anything in your hand for a Physical Attack, where Spells or Items must be in your hand to be used.
I've thought of a couple of fixes to that if it becomes a problem: 1) Physical Attack cards - you can only use a Physical attack if you have that card in your hand. This would also allow for different types of Physical attacks (things like Bum Rush, Sword Thrust, Hit and Run, etc.) that could be stronger or weaker and have different attributes attached. It also takes away the advantage of Physical Attackers being able to load their deck with Items, some of which don't have a limit as to the amounts allowed in the deck. 2) Charging Spells - I've toyed with the idea of, on a Hero's turn, searching their deck for a Spell card and laying it face down and passing their turn. Then, after a period of time, the spell casts automatically. That helps with the "I need the spell card in my hand" problem, but it creates more stuff to keep track of, so I'm shying away from it. 3) Aggressive Card Drawing for Magic users - I could make it so that Heroes with higher Element levels draw more cards. The current card drawing rules are this: Begin the game with 5 cards in hand, and draw 1 card at the beginning of each Hero's turn. I could base that on the Element Levels of the Heroes instead. Something like: Begin the game with X cards in hand, where X = the combined Element Level of your Heroes. Then, at the beginning of each Hero's turn, Draw X cards, where X = that Hero's Element Level. I really like both 1 and 3, and might do a combination of the two. 2 adds a different strategy to the game, but I think it would be tough to keep track of. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#19
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
This sounds really cool Killercactus. I'm normally against CCG's but this is one I could get involved in.
As many others have said, put my name on that list and I'll be more than happy to try it out with people. My Map Thread My Battle Blog and Strategy Blog and Article Links. OVAH site. Sept. 19, 2010 - ITS A BOY |
#20
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
Quote:
|
#21
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
Here's something I've been bouncing back and forth about and could use some input on - Deck restrictions.
I'm pretty set on a 60 card deck (Heroes not included in the 60, but equipment is). I'm also set on Spell (and Attack, if applicable) cards being shuffled back into the Inventory (deck) when used, and Items being discarded to a Dead pile when used. What I'm not set on is limits on certain cards in the deck. For example, Magic: The Gathering allows infinite Land in the deck and 4 copies of any one non-land card. I want to go outside the box a bit on this, and these are my two ideas: 1) Rarity - Rarity is a term you often hear thrown around in CCG's, normally referring to how difficult cards are to find. I would use it for that, and to define how many copies of Item/Equipment cards would be allowed in a deck. It's obvious when playing RPG's that some things are very common (using Final Fantasy as an example, Potions and Phoenix Downs are everywhere) and some are very rare or unique (there's only one Excalibur in the game, and it's really tough to find a Megalixir). I could use this to limit the copies of cards in the decks. Common = infinite Uncommon = 3 copies Rare = 2 copies Legendary = 1 copy That also prohibits a player from loading their deck up with Items that heal everything and forces them to use some Common and Uncommon cards. 2) Money restrictions - This is the one that I think is more thematic. All I have to do is assign a monetary value to each Item, piece of Equipment or Spell card, then place a monetary limit on the decks. This would signify the Heroes having to go to a Shop to purchase equipment before they set out to battle. For example, decks could be limited to 1,000 Gold. If the Excalibur sword costs 500 Gold, the other 59 cards in your deck need to be cheap. That way, I don't have to worry about keeping limits on the copies of cards allowed in a deck - it's built in because the strong cards will be more expensive (the Heroscape points system gave me that idea). That also gives me the ability to add powers to Heroes that increase the available Gold (would be a nice Thief ability, or would allow for an Investor-type Hero - sucks at fighting and magic, but he just pays for everything), or create Items that do so. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#22
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
Assuming I would start the game off with 8 heroes and just 4 elements, these are the other 7 heroes that would probably be released first - you already know Kistri. (by the way, the names are anagrams of my friend's and family's names for the most part).
Vade Male Fighter Gray 1 Weapon: Any Armor: Any HP: 8 MP: 3 STR: 6 DEF: 6 MAG: 2 RES: 4 AGI: 6 SPD: 6 Ability: You may pack Weapon cards in your Inventory. During Vade's turn, instead of acting, you may search your Inventory for a Weapon card, exchange the Weapon equipped on him with that card, and then use a Physical Attack. Shuffle the old Weapon into your Inventory. Sejisca Female Martial Artist Red 1 Weapon: Claws, Gloves Armor: Clothes HP: 7 MP: 3 STR: 6 DEF: 5 MAG: 3 RES: 5 AGI: 6 SPD: 9 Ability: If Sejisca's Critical Hit roll is < 5, Sejisca may attack again this turn with a Physical Attack. Chis Nesa Male Monk Blue 2 Weapon: None Armor: Clothes HP: 9 MP: 5 STR: 10 DEF: 6 MAG: 4 RES: 7 AGI: 8 SPD: 5 Ability: If Chis Nesa does not act on his turn, draw 1 card and he may recover up to 2 HP. MKR-A Male Cyborg Brown 4 Weapon: Gun Armor: None HP: 6 MP: 8 STR: 5 DEF: 10 MAG: 5 RES: 8 AGI: 3 SPD: 3 Ability: When MRK-A's HP are reduced to zero, he is not considered dead until the end of the round. Idoriyo Male Enchanter Gray 4 Weapon: Staff Armor: Cloak HP: 7 MP: 10 STR: 4 DEF: 5 MAG: 9 RES: 8 AGI: 6 SPD: 6 Ability: Once per game, Idoriyo may take an extra turn during a round. You may use this ability before any turn, even your opponent's. Czar Riban Male Pyromancer Red 4 Weapon: Staff Armor: Cloak HP: 5 MP: 10 STR: 2 DEF: 5 MAG: 8 RES: 7 AGI: 4 SPD: 6 Ability: Instead of drawing a card for Czar Rabin's Draw Phase, you may instead search your Inventory for one Red spell and put it into your hand. Warden KF Male Soldier Brown 1 Weapon: Sword, Gun Armor: Mail HP: 8 MP: 4 STR: 8 DEF: 8 MAG: 3 RES: 8 AGI: 2 SPD: 2 Ability: Once per game, Warden KF may prevent all damage done on an opponent's turn after that turn has been resolved. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 Last edited by killercactus; June 29th, 2009 at 10:35 AM. |
#23
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
The second wave of Heroes to round out the Elements - Garic is already posted.
Joh Male Necromancer Black 4 Weapon: Staff Armor: Cloak HP: 7 MP: 10 STR: 5 DEF: 5 MAG: 9 RES: 9 AGI: 6 SPD: 7 Ability: Before acting, you may roll the D20 once for each dead ally. If Roll > 10, that ally is Revived, recovers 5 HP and is considered Undead. (Undead status is signified by turning the Hero card face up, but upside-down. They are weak against Red and White spells in addition to their innate weakness but healed by Black spells, and are damaged by any Restorative Spells or Items.) Karf Male Paladin White 3 Weapon: Sword Armor: Mail HP: 8 MP: 7 STR: 6 DEF: 5 MAG: 5 RES: 6 AGI: 5 SPD: 4 Ability: Before acting, you may select one dead ally and roll the D20. If Roll > 11, that ally is Revived and recovers up to 7 HP. (Karf and Joh are brothers - they obviously went down opposite paths in life...) Draybel Male Thief Yellow 1 Weapon: Knife Armor: Clothes HP: 7 MP: 3 STR: 5 DEF: 4 MAG: 2 RES: 5 AGI: 9 SPD: 9 Ability: Instead of acting, you may attempt to Steal. Roll the D20. If Roll >5, randomly choose one card from your opponent's hand to take into your own. After you play the card, place it into your opponent's Lost Pile. Rimitan Male Knight Green 1 Weapon: Sword / Spear Armor: Mail HP: 9 MP: 3 STR: 7 DEF: 7 MAG: 1 RES: 4 AGI: 5 SPD: 5 Ability: Once per round, if an ally is targeted by a Physical Attack, you may cause the Rimitan to be the target instead. Nythaeb Female Elf Green 4 Weapon: Bow Armor: Cloak HP: 7 MP: 9 STR: 4 DEF: 2 MAG: 8 RES: 7 AGI: 7 SPD: 7 Ability: If any Ally is currently under a Status effect, before acting you may search your Inventory for any Green Spell with the word "Cleanse" in the text and put it into your hand. ("cleanse" is the term I've denoted for removal of status effects. The cool thing about this hero is positive status effects like Haste will trigger her ability too) Adma Male Scientist Yellow 4 Weapon: Gun Armor: Clothes HP: 9 MP: 10 STR: 3 DEF: 4 MAG: 8 RES: 10 AGI: 6 SPD: 7 Ability: Instead of drawing a card, look at the top 3 cards of your Inventory, place one into your hand and place the other 2 onto the bottom of your Inventory. Gemna Female Priestess White 4 Weapon: Staff Armor: Cloak HP: 6 MP: 10 STR: 2 DEF: 4 MAG: 9 RES: 10 AGI: 6 SPD: 7 Ability: Gemna's Allies are +1 to all stats. After you draw a card for Gemna's Draw Phase, you may reveal the drawn card to your opponent. If the reevaled card is not a Spell, you may draw another card. When I created each of the heroes, I used their innate Element's attached emotions to create their Ability, to try and give each hero a personality (for instance, Draybel should feel greedy to you, Sejisca very passionate and Gemna very inspiring). Those will be all of the heroes that I'll playtest with for now. There should be two for each element - one geared towards fighting and the other towards magic. Also, I've tried to give the mages abilities that push towards drawing cards, since Spells need to be in hand to use (and I don't have Physical Attack cards in the works - yet). Any comments or thoughts on the heroes? Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 Last edited by killercactus; June 29th, 2009 at 02:29 PM. |
#24
|
||||
|
||||
Re: Any Interest in a Turn-Based RPG Style CCG?
As someone who played a lot of JRPGs when I was younger and likes card games, this sounds pretty cool.
The one worry I have with it, (of course without actually playing it) is the two dice rolls for every attack. It seems like it would add time and randomness to a game that would already have that from the card drawing aspect of it. I'm also wondering what would fill up 60 cards in a deck. Could it be possible to make the physical attacks into cards, just as the magic ones are, but make them all common or something? (or there could be unique or legendary attacks too I suppose, which are less frequent, but more powerful). |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Turn Flow Turn Phases | Tribesofwar | Official Rules & FAQ's | 78 | February 24th, 2010 12:24 PM |
Turn-Based Map Construction | LUCKE13 | HeroScape General Discussion | 25 | January 28th, 2010 12:31 AM |
Turn-Based Drafting | Blackrock | HeroScape General Discussion | 10 | August 2nd, 2007 12:27 PM |
Wife losing interest, HELP! | gr8dane | HeroScape General Discussion | 60 | May 23rd, 2007 09:16 AM |
Any Interest in Indianapolis Game Day? | Zuse | Events | 5 | November 21st, 2006 11:36 AM |