Master Tactician (working title) Trait. Regardless of all other moves, your team will play first the next round. Duration 1. OR Trait. Cantrip moves cannot be played by your opponent. Duration 1 Thinking it could be a new human trait. Sure you can get 3 of them in a team, but if you draw all 3 in a round, it's a waste. And you may not want to play first the next round. Maybe too powerful, but you can put it on skills with major tokens. IDK.
Wrestle Melee attack Type Crushing Damage 1 Range 1 Stun Halt Duration 1 Attach this card to your character too.
Got a bunch of new ideas. Final Strike Attack, melee crushing, 7 damage, 1 range, warrior card. If you are under 25% health, increase the damage of this attack by 5 and add hard to block 2. Earthquake Bludgeon Attack, melee crushing, 8 damage, 1 range, warrior card. Deal 2 unblockable crushing damage to all characters adjacent to the target other than yourself. Unstable Electricity Attack, magic electricity, 6 damage, 6 range, wizard card. Burst 1, hard to block 2 immediately deal 6 electric damage to yourself when you play this card. Illusion Shield Utility, magic arcane, 1 range, wizard card. All adjacent characters slide back 1, all adjacent squares become illusion terrain, duration 1. Magic Sap Attack, magic unholy, 0 damage, 2 range, priest card. When this card does damage, increase the damage by 2 for every magic card in the target's hand, when this card deals damage, heal 1 for each point of damage dealt. Holy Power Utility, magic holy, range 0, priest card. Draw two cards, if any of the two cards is an unholy card, discard both cards and take 5 unpreventable holy damage. Fragile Armor Armor. Armor 3 (roll 3+), keep unless 3 or 4. Distracting Scream Block. Block any (roll 3+), the attacker must be within 3 squares of you, this block can block attacks targeting an ally if the attacker is within 3 squares of you, this block does not require you to face the attacker, but subtract 3 from the roll if you are not, set your facing towards the attacker after the roll, if you roll 2+, set the facing of the attacker towards you after the attack. Dwarven Punch Attack, melee crushing, 5 damage, 1 range, dwarf card. If this attack is blocked, you take 3 crushing damage and return this card to your hand. Watch Out Soldier Boost, human card. Whenever an enemy targets an ally within 6 spaces of you and you have line of sight to the attacker, the targeted ally faces the attacker, roll a dice as well, if you roll a 6, the ally moves 1 before facing the attacker, keep Guerrilla Attack Attack, melee piercing, damage 3, range 1, elf card. Step 2, after the attack, move 2, regardless of the outcome of the attack.
The walls are lava! Amethyst Magic attack all tiles adiacent to blocking terrain become lava tiles, duration 2.
Name: Paranoid Background: Black (Drawback) Quality: Black (1/7) Description: Trait. Whenever an enemy moves to another square, immediately change your facing to a random direction. --- --- --- --- --- --- Name: Alert Background: Orange (Boost) Quality: Bronze (3/7) Description: Trait. Whenever an enemy moves to another square that is within 4 squares of you, immediately turn to face them. --- --- --- --- --- --- The cards take effect no matter what caused the enemy to move (whether they played a move card or you played Whirlwind). However, if the enemy just spins around, or plays a move card but stays in place, the cards do not take effect. They activate during step moves before the attack (hence "immediately").
The quality of cards are not formatted like the wiki does, but rather a letter grade and for some a + or -. The letters are AAA, AA, A, B, C, D, and E. D = 0 total value for items, changing the letter changes the total value by a multiple of 3, + or - adds or subtracts 1. 3 card items level is = to the total value of the sum of cards in it. Cards have a general rating(QD and default), Warrior, Priest, Wizard, Dwarf, Elf, and Human.
I had a Paranoid idea, once. Post #191: Also, Divine Inspiration Assist card [White] Draw 2 cards. You can only use this card on yourself. Cosmic Inspiration Assist/Handicap card [White/Black] Create a random card and put it in your hand. You then take 4 Unblockable, Impenetrable Psychic Damage. You can only use this card on yourself. Shield Bash Attack/Handicap card [Red/Black] Melee Crushing. 3 Damage. Range 1. Add 5 damage to this card for every Block Card in your hand. Unless this attack is Blocked, Immediately discard all Block cards in your hand after doing damage. Slide Back 1. Desperate Bash Attack card [Red] Melee Crushing. 5 Damage. Range 1. Add 10 Damage to this card if you have 5 or less HP remaining. Slide Back 1. NO! GO AWAY!
Here is a card idea that got a lot of positive feedback in the Global Chat in-game: SPELL OF SIGHT Trait, Duration 2, Stick to Self Mage Card Unknown tier For the duration of this trait, the user this is stuck to can hit enemies with Arcane Magic attacks that are in their teammates line of sight. Example: Situation: Elf Wizard has Spell of Sight, Spark (Electric Magic), Sizzling Bolt (Fire Magic), and Big Zap (Arcane Magic). Human Warrior can see Opposing Dwarf Warrior. The Elf Wizard cannot. What Happens: Elf Wizard uses Spell of Sight. Elf Wizard can now hit Opposing Dwarf Warrior with Big Zap (As long as Opposing Dwarf Warrior is 2 or less squares away from the Human Warrior, as range still applies). Elf Wizard CANNOT hit Opposing Dwarf Warrior, however, if said dwarf moves out of the teams line of sight, or tries to use Spark or Sizzling Bolt. UPDATE: I forgot to add, when seeing through another teammate your attached cards do not apply. Nor do theirs. So if you had Mass Frenzy active, you would not get the frenzy boost, for example.
Sorry I saw only huge advertising there. If you add ... range of attack is halved (round down) ... then could be not OP that much. PS: Imagine how many work it will cost to aply that into game.
Not much work. Maybe none. Think of Arcing Spark. Mechanics like that. Third person is based off seconds location. Second person based of firsts location. Just edit it a little.
Actually its like mixing Mass Frenzy/Team Heal (The use without line of sight), and Arcing Spark (Selecting more than one target based on relative positions).
@BlueSabere: As I told you in World Chat yesterday, Punishing Bolt's range effectively becomes quadrupled with a card like this. Wizards already have cards with ranges of up to 10 as it is; this would be massive overkill of the highest degree. If you thought a Unholy Wellspringed, Unholy Frenzied, Savage Cursed Wizard was OP right NOW, try to imagine that same wizard having a nearly infinite range. It'd be carnage...and not the fun kind. Lemme try to change the subject a bit: Heavy Bludgeon Attack card [red] Melee Crushing 6 Damage 1 Range This card's damage cannot be increased or lowered by any means. Unblockable.
Thrust & Remise (working title) Melee Piercing ~5 Damage 1 Range Step 1. If this attack is blocked, do ~9 Piercing damage to the target. A remise in fencing is a follow up strike to an attack that has been parried. I think the intent of this card is fairly obvious: to discourage the vastly overused parrying buckler. However this card, feeling relatively balanced with vicious thrust, can add flavor to any step oriented weapon, would aid against control/volcano wizards, and would slightly reduce the punch of buffed warriors (when in vicious thrust's stead). The damage outputs here are entirely dependent upon the desired quality of the card, however, to have any ripple effect in pvp, the remise damage (when attack is blocked) must be at least 7. 9 feels safe. 11 feels desirable, but that's probably my bias talking. I know trying to alter the meta without testing is dangerous, but, at least, I hope this suggestion is food for future thought. Also I'm sure you'll appreciate the fact you don't have to invent some new game mechanic to make this work...