A Force Bolt can knock an opponent off a victory square and that's just a Paper Common. Newborn can give you a win instantly, a mechanic that breaks the point of the game entirely. Too OP.
Rarity is not based on power. There are more then just 7 ratings. There are 21 ratings(AAA+,AAA,AAA-,AA+,AA=,AA-,A+,A,A-,B+,B,B-,C+,C,C-,D+,D,D-,E+,E,E-). Cards with a gold border have a general rating of A and can have a + or - with it. Cards have up to 8 different ratings which determine the level of items with it. The 8 ratings are: +- rating, general rating(Default, Quick Draw), warrior's rating, priest's rating, wizard's rating, elf's rating(only used for elf skills), dwarf's rating(only used for dwarf skills), human's rating(only used for human skills). D = 0 total value. + or - adds or subtracts 1. Changing the letter changes the total value by a multiple of 3. The level of a 3 card item is equal to the total value of all the cards in it, the level of a 6 card item is half of total value of all the card in it.
Not an argument IMO. What does constitute instantly? I used Whirlwind Enemies as an example, because it does not require a sight (as in Newborn). How much would you value Newborn? Or are you saying that the card is OP as of the value of Amethyst?
Well, thats complicated (not grasping all of it). I looked at rarities as reflecting both complexity and power. I changed rarity to common because while unique, in principle Newborn is as minimal as you can get.
WWE can be blocked. After WWE is played, the round hasn't ended, and the other player/team can continue to attempt to come back from being WW'd. Even Cantrip plays can be counter-Cantrip'd. Unpreventably ending a round with a single card prevents any attempts from the other player/team to 1. rescue VS VPs, 2. protect chars from attachment effects (char attachments or terrain), 3. play any type of card from any remaining char's hand, 4. control even the Pass order (including by Cantrip play), 5. etc. probably. I like surprise, mind-blowing, OP combos. I don't like "force the round to end without the other player/team's input." Even Accelerate Time can be played around -- although it's certainly green quality for a reason -- because the round itself doesn't end. ...unless you only want an adventure module's boss character to have the card. Giving the card to Gary or Melvin to bumble around with would probably be an interesting challenge to puzzle over -- rather than the unfun exercise in losing every semblance of control for a round. Even if you could only get the card on a character once, and it had poor itemization, this AAAAA+ card (so to speak) would still find its way into parties thrice. ...or, unless you only want this for Jeweler class. That's totally reasonable. ~nodnod~ $;^ J
Hallowed Armor Armor 2 roll 4+ Keep When this armor prevents damage, Heal 2 to all allies including you. ---0--- Immunity to Unholy, Keep.
Cursed Armor Armor / handicap Armor 3 Roll 4+ Keep When this armor reduces damage, every character takes 1 unpreventable unholy damage. ---0--- Immunity to holy You can't be healed. Keep When you discard this card, you take 5 unpreventable unholy damage.
Mind Melt Magic attack Type psychic Range 6 - Damage 1 Attach to target Every time target plays a card, takes 1 unpreventable psychic damage.
I'm already convinced that you probably don't care to make cards anybody wants, but I can guarantee that I'd avoid your Cursed Armor, even if paired with amazing cards.
I care to put ideas out of my head. They occupy space for remembering things, like eating or sleeping. Bottled Oblivion Magic assist Type holy Range 1 Target discards any number of cards. Heal 3 per card discarded.
Smiling Fortune Assist, bronze Magic holy, range 6 Attach to target. Duration 2. Every time the target rolls a die, they heal 1.
I thought you were suggesting 2 cards. In other words formatting needs to be improved. Let's take a look at the formatting you presented: Type Text 1 Text 1 part 2 Text 1 and 2 separator name of effect? (effects don't get names) Text 2 Text 2 part 2 I believe my formatting is simple. Here is an example card: Name Play Text Response Text 1, a number at the end if there is a roll requirement Response Text 2, a number at the end if there is a roll requirement Suggested rating Type Here is what your suggestion would be like if it was formatted my way: Cursed Armor: Armor 3. When this Armor reduces damage, all characters takes 1 unpreventable Unholy damage. Keep. 4+ You may not gain health. If this card is discarded, you take 5 unpreventable Unholy damage. (You didn't suggest a rating) Armor, Handicap.
I guess you got it wrong again. Immunity to holy is actually a thing. Or would be if holy would deal damage. That wasn't a title. The title of my cards is always written like this. Also, written word is such a poor medium for conveying emotions. Are you angry? I am amused.