Will there be the ability to mix cards together to see some synergy? Either your own cards or even more interesting, with other players. Some obvious ones would be poisons (applied to blades) and also effect combos. For example, a fireball sets someone on fire and the warrior may have a potion of alcholol witch either grants him plus one strenght minus one dex or can be used to do d8 damage to target on fire. Personally I would really like synergies between characters as I feel that often this element is poorly explored in rpg's. Thought this thread could be used to 1) get feedback from the makers and 2) be used to see whethe the community think its a good idea and for their creative inputs to be noted.
I can see this two ways, although there should be more ways heh - synergies adding more depth to just your basic classes or making specific duos of classes the norm removing the desire to mix and match a rag tag team. What I dislike with most gaming is min/maxing where combat performance is all that matters. This is my opinion of course - I'm anti-competitive in gaming and in life I'd rather work together against a goal rather than fight amongst ourselves. I do however think there could be room for some conditionals like you said. Your example is good, another could be a form of water and lightning. We don't really know yet if they are going to be tracking certain conditions. I'd assume they'll have some, since poison and other lingering effects are a norm for this setting. Don't take what I said in the first paragraph in a negative light - I am just against having it turn into a "must be played this way or your playing dumb" scenario Maybe having tons of synergy possibilities per class would solve that as long as one is not overly powerful.
Card combos are a really important part of any CCG I think, so we are definitely looking for them. And classes are a very natural way to express those. In many ways a class is a bit like a colour in Magic - and a party is a bit like a multi-coloured deck. You can build a mono-coloured deck (all one class) but you are going to miss out on some possible synergies/combos that you might get between different classes.
Conversely there could be an advantage for a mono-colour / class deck, such as three warriors would be needed for a 'Shield Wall' combo, which adds to defence or three mages could combine three different spells to create a 'Prismatic Spray' etc., etc.
So in contrast we could symbolize: Warrior = Red = Main damagers Ranger = Green = Damager/Healer/Support Cleric = White = Main healers Mage = Blue = Befuddlers/Support Necromancer = Black = Main necrotic/life steal Or is this much too simplified or outright incorrect?
Card combos give me the same feeling as when I find cash in the couch or laundry. When you go beyond the combos everyone knows about and find a gem of a combo on your own, life is good!
The best thing about being involved at the start of a game is that there's no "l33t pwnorz" to spolier the whole thing!
Well, I assume you're just making an analogy; as that, the analogy seems okay. The graphics we've seen do use colored cards, though, and they don't match classes: "Parry" is Green, "Tactical Move" is Blue, and the Elf Rogue holds both.
I think the Magic analogy is a little stretched - though you can't knock "The Red & The Black" as the Blue Oyster Cult would say.
I agree that was a very rough analogy. I really like however, the concept of using a character class as a magic/color in some fashion.
Yup, I like that concept too. I've also been racking my brains thinking of the game that Card Hunter reminded me of: http://boardgamegeek.com/boardgame/2599/valkenburg-castle Tactical fantasy combat in small spaces with small units.
It's a great game, one of the Microgames type affairs. A strong warrior could hold a doorway or narrow corridor for ever and a day, but was vulnerable to outflanking or a sneak attack.
lolzzz that game is old!!i tried it as a kid ( 6-7 years) was to complex for me since i couldn't understand english very well
This is the game I always wanted to play but whose rules I could never get my head around: http://www.boardgamegeek.com/boardgame/5265/commando
Good to hear that synergy is being considered well, hate it when games force you to "focus" in a single class/role to do well.