Other Classes and Races?

Discussion in 'Off-Topic' started by brock, Jan 9, 2012.

?

What other races and/or classes would you like to see (check all that apply)?

  1. Orc or Half-Orc

    50.0%
  2. Half-Giant

    16.7%
  3. Gnome/Halfling

    45.8%
  4. Nymph/Sprite

    25.0%
  5. Some sort of anthropomorphic animal or mineral?

    25.0%
  6. Spellblade

    16.7%
  7. Some sort of -mancer (pyro, necro, geo, gastro, etc.)

    29.2%
  8. Druid

    54.2%
  9. Ranger

    50.0%
  10. Other...

    16.7%
Multiple votes are allowed.
  1. Michael

    Michael Mushroom Warrior

    Man I hadn't even considered the possibility of Golems.
    Robots!? In my fantasy CCG!?
    Sold.

    If we're looking for interesting race choices, aside from the stock standard fantasy tropes (Which are interesting in their own way, because of the variety they bring to the table) we might consider taking a leaf out of Gamma World's book.
    While every race presented in the book was actually a horribly mutated being that just happened to resemble what was described (for fluff reasons), it did have characters that included;
    -Plant People
    -Bird People
    -Fire People (like...on fire...all the time)
    -Upright, sentient Cockroaches
    -Gelatinous Humanoids
    -Robots (Woo, Robots!)
    -Stone People

    I forget the rest (and I never bought the expansions, so there are more than likely a few kooky examples I was never even aware of) but you can probably see what I'm getting at.
    This is a brand new intellectual property with whole frontiers to explore.
    Elves are great (and smexy), but let's see the curve-balls, the setting specific humanoids, the sentient muffins.
    And some Robots/Golems/Animated Constructs (I lump the Undead in with the Constructs, which may be naive of me) would be pretty cool too. That's a personal thing, though. I don't think Robots would actually help the setting.

    Golems totally would though.
    Yeah, Golems.
     
  2. Zoorland

    Zoorland Goblin Champion

    Hmmm, golems... their movement side deck could actually be a movement/armor deck; so every turn you would either draw a default Move card or a default Armor card in addition to your normal draw. They wouldn't get around the board very well, but they'd be tough as nails.

    Actually... that's a terrible idea. :| Never mind.

    (Why did you post it then, Zoorland?)
     
  3. Ystin

    Ystin Orc Soldier

    So people like me could be all, "No way Zoorland, that's not a terrible idea, just misplaced. That set up for a group of enemies would be way cool."
     
  4. Michael

    Michael Mushroom Warrior

    I think it's an alright idea, personally.
    And it brings up the possibility of races with variable movement/ability cards.

    Trolls that can walk or regenerate and fairies/avians that can fly or walk, for example.

    And in looking at the preview cards, there are those that are half-and-half, so you could have something like;

    //Stones Endurance, Golem Default Card.//
    // //
    //Walk 2 //
    //---------------------------------------------//
    //Armor 1, 5+, keep in hand. //

    And if there's already some precedent set for laying out speculated cards in the forums, my bad.
     
  5. Zoorland

    Zoorland Goblin Champion

    Heh, I don't think we ever formalized such a thing. Oddly enough we haven't really done all that much card speculation here on the forums. :/

    Well, mostly I posted it so others could see and learn from my mistake. But that works too. :p

    Edit follows:
    I suppose I should clarify just why I decided it was such a bad idea.

    The movement side deck exists for a very important reason - to give you movement cards. Shocking, yes? Well, in a game like this being able to move your characters is paramount. You need to be able to maneuver characters towards or away from opponents and environmental hazards, something other card games don't have to worry about. Without this movement you may not be able to bring any of your other cards to bear... melee character more than a square or two away? Sorry, no attacks for you. Magic user stuck on the wrong side of the board? Even they may not be able to act. You could even end up stuck standing in a pool of acid or lava with no way of ever moving out of it. Talk about a bad day.

    The regular deck could contain movement cards, sure, but there is no guarantee you would ever draw them. In a situation similar to not drawing land cards in certain other card games, you would be left in a compromising position with no way to get out of it. Thus, the movement deck. It ensures that our characters always draw at least one movement card per turn.

    An idea like I proposed above removes this safeguard the devs have so lovingly crafted for us. We can still get in a boatload of trouble if we're not careful, sure, but we always have that lifeline. Removing it (by, for example, having the side deck either give a movement card or an armor card) takes away that assurance. Once again we could hypothetically go through an encounter, even an entire module, without ever drawing a movement card. Suddenly our character is left to the whims of an AI designed be people who... well... it wouldn't be pretty.

    Therefore my initial suggestion, while perhaps not horrible, is not a good one. Now, Michael, your counter to it is quite workable... though as a default movement card that seems a bit too powerful. Definitely something that could be part of an item. But I suppose if the rest of the golem (or whatever) was limited sufficiently, it could still work. Not quite sure how we would accomplish that just yet, but once I get my hands on the game...

    As a side note, I would have called it Rolling Stone. ;)
     
  6. Jon

    Jon Blue Manchu Staff Member

    That's a pretty cool default move card! It would make a golem strictly better than a dwarf who has the Walk (move 2) card currently. Unless you also reduced the golem's health or something.
     
  7. Michael

    Michael Mushroom Warrior

    Implying implications.

    I didn't want them to only move 1, 'coz they'll be too easy to counter with damaging terrain (or highly mobile creatures) and 1 armor on a 6+ seemed too piddly.(2 armor on a 6+ too broken)

    The only justifications I can think of would be to either have Golems appear only as a summoned creature (and thus, only temporary/never guaranteed to make an appearance) or to take away their armor slot and give them an "Alchemical (hehe, AlcheMichael) Core" item with light magical damage or movement enhancing cards.
    That way they can only ever get the armor gained from a helmet or holding on to their movement card.
     
  8. LightPhoenix

    LightPhoenix Orc Soldier

    Without knowing how strongly race influences a character's play-style, right now adding new races seems like a minor thing.

    New classes, in my opinion, should only really be created to service new play-styles. Right now it seems that we have a tank, a blaster, and a support class. Rogue presumably will be a damaging class, based on the description (DOT poison, backstab for extra damage). Some class concepts could (and IMO should) be serviced by the elegance of the item system. For example, a Mage Knight could be a Warrior whose weapons give spell-like cards, or a Wizard with some melee attacks and armor cards. A Paladin could easily be a Warrior or Priest with items/cards servicing the concept.

    Some concepts seem broad enough that a new class might be appropriate. A summoning class (in whatever form) wouldn't necessarily be serviced by the Wizard, for example. You'd presumably want cards that interact with your summons, exerting some player decision. On the other hand, you can't have the class summoning every turn if summons last more than one turn. So then you have one turn summons and multi-turn summons. You might include inanimate objects as well (walls, spikes, traps, etc). All of this can be folded under the banner of adding complexity to the board. At this point, we're starting to get outside the scope of simply adding a set of cards (realistically multiple sets) to support one concept. Yes, you could fold these under the existing classes - Wizard summons undead, Priest summons angelic beings, Warrior summons troops. At this point though, it's worth considering keeping the mechanic under one class and letting the player decide what summoning to focus on.

    In short, any new concept has to offer significant differences from current classes to justify separating it versus integrating it.
     
  9. LightPhoenix

    LightPhoenix Orc Soldier

    I would leave them as Move 2 and move Armor and other Golem-y things to the skill system. You might have something like "Trained Armor Plating" that grants armor. If you really wanted to combine concepts, you could have a skill like "Trained Bracing" that reduces all move by 1 but increases armor by 1.
     
  10. Michael

    Michael Mushroom Warrior

    Alright, even though the skill system doesn't actually work like that (the last time the Devs deigned to talk about it it was more akin to a racial equip slot) I think I see what you're getting at.

    Lose the Move or X card, leave them with a standard move and armor and dedicate their skill slot to defensive/armor-like abilities...right?

    It works, but I'll still hold out hope for eventually seeing Move/Something else cards implemented as a racial default.
     

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