Another "sub-class" idea. A Necromancer/Gravemaster build for Wizard or Priest. Some card ideas include: Zombie Call Summon | Range: 3 Create a zombie minion “terrain” on an empty space (it is immobile, have 5hp, does 4 damage attack to any random adjacent enemy at the start of the game, last for duration 2 turns (unless destroyed) block movement like other character, and immobile) ......................................................................................................... Zombie Wall Summon | Range: 3 Create 3 zombie minion “terrain”. ......................................................................................................... Skeletal Body Trait | Duration 2 For duration, you are immune to piercing or slashing damage. ......................................................................................................... Bone Cone Spell Attack | Piercing | Cone | Range:2 Does 3 piercing damage to all in the AoE. Change the effected space to Bone Terrain for duration 2. (Bone terrain have Stop) ......................................................................................................... Bone Pile Spell Attack | Piercing | Adjacent and current space | Range:1 Does 3 piercing damage to all in the AoE. Change the effected space to Bone Terrain for duration 2. ......................................................................................................... King of Bones Armor | Armor 2 You gain +3 damage if you are standing on a Bone terrain. ......................................................................................................... Skeleton Summon Summon | Range: 3 Create a Skeleton minion “terrain” on an empty Bone space (it is immobile, have 6hp, does 5 damage attack to any random adjacent enemy at the start of the game, last for duration 3 turns (unless destroyed) block movement like other character, and immobile) ......................................................................................................... Flesh Feeds Trait | Duration 2 For duration, you are healed for 2hp whenever you deal damages to an enemy. ......................................................................................................... Playing around the concept of a more close-range geomancer. the "minions" will be more versatile, as they not only do damage, but also act as a road block. Feel free to suggest what other cards could go in. ----------------------------------------- Additional Sub-class ideas Necromancer Berzerker Defender
I really like the idea of the summoned creatures acting as terrain. cards that spawn independant characters with their own movements and actions seem like it would make turns long and drawn out. However, I think it would be cool if the summons could be affected by push cards (bash, telekenesis etc) as a counter.
+1 nice idea Imho not sure about the sub class idea... Much easyer to balance separate classes than one class with so many sub classes. Just make necro a ranged class with good area denial and some good defensive abilitys. But I like the idea of immobile summons One idea of a summon: a zombie with : tount the closest enemy character + on death effects like Death meld or festering guts The best part is most of the cards needed for the class are allready in the game.
Seems like it'll be way too OP. With a bunch of 'summon' type cards in your hand, you can block narrow passages and amass VP for way too long. Unless they're made to give 1VP when they die or something (then they might become useless, but just a thought).
Thxs for the replies. I guess Necromancer is a fan-favorite. @shazbot: Yes, there are many ways to do summons. I adapt for a stationary one so would be easier to add. Could see adding a more mobile summons in future future (like an elemental summoner) and yes, I like the idea of summons being push. They are not really "terrain", but should be treated as characters. @ninoG: Well, it is not sub-class per say, but I it more of bundle of close-themed cards (which could be added to both wizard and priest). I could see more zombies, and an exploding one certainly fits the bill @vici: Well, summons can't win VP. however, while balancing is tricky, I see them balance where the cast range are shorter, and that killing the zombie is a way to get pass them. Could also see a special rule for moving around summon, in which you could side step them easier (so to pass a summon would need just 2 movement, while a character be 3). None the less, I could see them as hard to deal with as a geomancer build.
I mean summons are cool and all, but not sure how well it'll mesh in practice. Since the game is kind of built around a very limited amount of cards per turn, killing a zombie would require you to use 1 possibly 2 cards (for people who are starting that don't have access to high end cards) to actually kill a 4-5hp zombie. Since you have to waste those 1-2 cards on a zombie that is blocking your way, you'll be at a huge disadvantage, since obviously the other player can use his full arsenal on you. And since a player can summon multiple zombies, which lasts multiple turns, I just can't see how it'll be feasible. You'd have to balance the zombies by making it have some big drawback...
@vici: One possible idea for balancing could be a chained HP. So damaging the summons would damage the summoners too. It is like a alternative to self damage or HP cost cards. Could also make summons unable to stop a opponent like a regular character. But it need some mobility if so. Could also limit how many summon per summoner. Or halt the summoner when a summon is in play. Lastly, could shorten the cast range even more (to 1-2?) This make it acting more as a meat shield.
Fixed some wording. I think adding 2 damage is enough, 3 is quite OP. I think you should change this to normal NPC which can move randomly after every turn and attack every adjacent character after every round. That should be funny. Some suggestion similar to this: