What class do you want next? And a few fan made monk cards.

Discussion in 'Feedback and Suggestions' started by Lance, May 19, 2013.

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What class would you like to see next in Cardhuntria?

  1. Rogue

    47.2%
  2. Monk

    13.9%
  3. Pirate

    2.8%
  4. Ninja

    5.6%
  5. Something else not mentioned.

    30.6%
  1. Lance

    Lance Goblin Champion

    I've been thinking about cards and things that do not yet exist in the world of CardHuntria. Wizards and Monks are generally my favorite classes to play. That being said, I've been fantasizing about what a monk would do and act like in this world. What kind of cards would they play and what role would they occupy? Well, following that train of thought has lead me to construct a set of never before seen cards! These are Fist cards and in my mind are primarily utilized by Monks. Additionally, these would be offset primarily by Squeamish due to the fist's non-lethal nature. Let me know what you think. [​IMG]

    Name: Weak Fist
    Quality: Weak (2/7)
    Rarity: Common
    Color Class: Attack, Boost
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 2
    Range: 1
    Reaction 1: Add 2 damage to any other Fist you play.
    Keep: Yes

    Name: Flying Fist
    Quality: Average (3/7)
    Rarity: Uncommon
    Color Class: Attack, Boost
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 4
    Range: 1
    Play effect 1: Free Move, Step 2
    Reaction 1: Add Step 2 to any other Fist you play.
    Keep: Yes

    Name: Ki Fist
    Quality: Good (4/7)
    Rarity: Uncommon
    Color Class: Attack, Boost
    Attack Type: Melee
    Damage Type: Piercing
    Damage: 6
    Range: 1
    Play effect 1: Penetrating
    Reaction 1: Add Penetrating to any other Fist you play.
    Keep: Yes

    Name: Feinting Fist
    Quality: Good (4/7)
    Rarity: Uncommon
    Color Class: Attack
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 6
    Range: 1
    Play effect 1: If this attack is blocked take it back into your hand instead of discarding it.
    Flavor Text: Remember to lead with your best move, and then follow with your best move! -One Trick Pony

    Name: Obvious Fist
    Quality: Good (4/7)
    Rarity: Common
    Color Class: Attack
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 12
    Range: 1
    Play effect 1: Add 3 to Block rolls against this attack.
    Flavor Text: Just because you can see it coming, doesn't mean you can dodge it.

    Name: Frozen Fist
    Quality: Great (5/7)
    Rarity: Uncommon
    Color Class: Attack, Boost
    Attack Type: Melee
    Damage Type: Cold
    Damage: 6
    Range: 1
    Play effect 1: Encumber 2
    Duration: 2
    Reaction 1: Add 2 damage to any other Fist you play.
    Keep: Yes

    Name: Dazing Fist
    Quality: Great (5/7)
    Rarity: Uncommon
    Color Class: Attack, Boost
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 6
    Range: 1
    Play effect 1: Immediately discard the oldest revealed card in target's hand.
    Reaction 1: Add 2 damage to any other Fist you play.
    Keep: Yes

    Name: Stunning Fist
    Quality: Great (5/7)
    Rarity: Common
    Color Class: Attack
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 4
    Range: 1
    Play effect 1: Stun
    Duration: 1
    Flavor Text: And that was with my left! -One armed Willy
     
  2. Icebird

    Icebird Kobold

    Monk can be fun, but it make me things of multiple of small attacks, flurry of blows.
    So it could introduce a new type of cards, attacks with draw another card, or attacks with play another card.

    However, its not the class I would like to see the most.

    Theoritically, the fourth class should be rogue, since its the typical medfan party (Warrior, Rogue, Priest and Wizard).
    Warriors can actually reproduce a lot of the rogue combat possibilities. Daggers, penetrating attacks, step attacks, etc..
    And the monkey warriors are what look the most like a rogue, with pickpocket, backstabs, and lot of dodge and counter.
    The only new thing I can think of that a rogue class could bring is a hiding mechanism. Some kind of buff that make you untargetable until you use an attack, but does not protect you from aoe.

    But the class I'd like to see the most, even if its not really realistic since it would need to add tons of new mechanisms, is the Druid.
    Think about the versability of the Druid:
    -Healing
    -Damage spells
    -Utility spells
    -Summon allies
    -Shapeshifting

    So, my answer to the poll should be both Rogue and Druid
     
  3. DragonMind

    DragonMind Mushroom Warrior

    I like that you made suggestions, though it is the first
    attack cards I have seen with KEEP on them,
    makes them more or less OP from what I know of the game.

    Personally I would rather see a feature to craft your own items,
    meaning there would be a way to decide what cards you could
    pick to add to a 'cardless' item (uncrafted item), to ensure no
    real OP items could be made, which should not be possible.
     
  4. Lance

    Lance Goblin Champion

    A combination of as you said, "flurry of blows" is exactly my design intent. I considered a mechanic where you draw as a result of attacking. However, the draw would not necessarily be another attack and thus defeat the intended behavior of combination attacks. The Fist cards all have low damage values and build off of each other. This adds to the overall damage of an individual Fist card making the fact they deal so little damage individually acceptable.

    Bash was the origin of the attack card keep mechanic. I sure hope you've seen Bash DragonMind. Only the reaction effect has the Keep keyword.

    The fourth class with undoubtedly be Rogue. I do like the idea of a Druid class. I would like to see what or how that could be made into a card! Would it be like a terrain attachment? Or even a regular attachment set. I'm envisioning attachments that deal a specific damage, heal, absorb damage, or cause other effects. I also like the shape shifting idea! ;)

    Name: Rat Summon
    Quality: Good (4/7)
    Rarity: Common
    Color Class: Attack
    Attack Type: Melee
    Damage Type: Piercing
    Damage: 4
    Range: 4
    Play effect 1: Poison 2
    Duration: 2
     
  5. McFluffins

    McFluffins Kobold

    I voted for Ninja, simply because I think they're the only "class" that could make use of cards that I'd like to see be placed in the game: pulling cards(doubling as damage cards). Currently there are pushing cards(magic / melee), ranged melee and step cards.

    I'd like to see some ball & chain as weapons, which have the majority of their attacks be made out of pulling enemies to you, maybe even rooting them in place(for highest tier of said card type). This would be another viable way of dealing with mages / creatures that love to attack you out of melee range.

    Here's to hoping similar cards to my idea are already in place and simply waiting the Rogue class release.

    And if they do implement your idea, I'd rather the class be named Brawler than Monk. Let's not get ourselves influenced by D3.
     
  6. Icebird

    Icebird Kobold

    For the flurry of blows, why not a weak fist attack card that make you draw 2 cards, and if any is a fist attack, play it too. Discard all non-fist cards drawn that way.
    That would allow some serious chain attacks, and grind your deck.

    For summons, that could be blocking terrain attachment that damage ennemies around them at the start of the turn. However, the summon would need to be attackable since an invlunerable summon would be too powerfull. And I think code-wise that would be very difficult. Just see what they did for the Morvin quest, with the "Door" (wich is really a poor excuse of a door, I was able to move it at turn 1 before it had time to have the immovable buff). I think they would need a serious code rewrite to allow attackable walls/attachments/summons.
     
  7. The_Mormegil

    The_Mormegil Mushroom Warrior

    I voted for Rogue, it's a classic.

    I think each new class (and I bet we'll have more than 4 classes in time) should bring unique capabilities and a unique playstyle. Each class should feel distinct from the others, with unique cards that are available exclusively to that class, unique slots, and a unique game plan. Also we currently have at least three subthemes for each class (Chopping, Stepping, Bashing; Healing, Unholy Buffs, Vampirism; Terrain Control, Sparking, Burning, Encumbering); this can be expanded upon adding subthemes to the current classes but should totally be kept for new classes too.

    I'm currently researching what is needed to create a class for this game. I plan to organize (and participate to) a community effort to create new and usable content for the game. I've already played a CCG where this has (partially) worked in the past, and I'm looking forward to trying to create something meaningful through a common effort. I hope this will be accepted and even encouraged by the Blue Manchu team, but we'll see about that in due time (the game is still in Beta!).

    As for what the Rogue can bring to the game that the fighter can't, it's all in the playstyle. The rogue evokes tricks, high mobility, sneaky high-damage cards, stealing, tools and traps. Many cards are already in the game that could be easily used (those damned monkeys!). Add to that some cards that place (or remove) traps on the field, cards that increase backstab damage, camouflage cards that negate line-of-sight to enemies too far away, cards that let you step away after the attack instead of before, cards that steal, cards that provide free movement with added benefits, lots of reactions (including reactive attacks), alchemical tools that encumber enemies, produce fog terrain (smoke bombs!), penetrating attacks or attacks that actively discourage armor, throwing daggers, attacks that slide or flip positions (necessary to backstab people with their back on the wall)... Rogues can be a mobile force that can dart in and out of melee range, deal lots of damage if they can hit their target from behind, ignore many of the fighters blocks and armor cards and run away before they can kill them with their high-damage melee attacks. However they would be quite risky to play due to low hps and low range - wizards can shoot them down before they reach them. As long as you position with the rogue in front - and in sight - you can outdamage them and / or outheal their small attacks. However if they outmaneuver you they can kill you and escape with their swift reactions. I think there's enough material to make an interesting and unique class here, and I believe that BM has already worked quite a bit on it (those damned monkeys times 2!).
     
  8. Sir Knight

    Sir Knight Sir-ulean Dragon

    We already know that the Rogue is going to be released next. Here's a thread where I hypothesized on what Blue Manchu would do with the item slots (reorganization of and new types of).

    And, if we're lucky, the Rogue will be the only one for awhile. "Having more choices" is not automatically "good": "having the correct choices" is. As you say, it's about "bringing something new to the game," and having a million classes that DON'T do so is a waste of time: it, in fact, would be a terrible reward for the concomitant sacrifice of strategic party building.

    I mean, currently we have 3x3 class by race, and thus a 3-person party allows you all options: if you do a fully-mixed party, you can experience everything in the entire game. No item will go to waste. Add a Rogue, and you get a strategic choice: which one class (at a minimum) will you NOT have in your party? That's an interesting question. But add a Rogue, a Monk, a Ninja, a Dragoon, a Samurai, a Pyromancer, a Joke Character Provided as a Tie-in with Some Other Franchise, and so on, and the game is now an incomprehensible glut. Yay, strategy: which 25 classes will you NOT have in your party? Which 100 categories of class-unique items will be JUNK items for your game?

    I'm sure you know all this already, but I just wanted to speak my piece. It isn't really a question of "Ooh! Ooh! I PERSONALLY love it when feature X is in a game, therefore it MUST be in THIS game!"--it's a question of "what is CORRECT for this game?"
     
    Essence likes this.
  9. The_Mormegil

    The_Mormegil Mushroom Warrior

    As a counterargument, I'll say this. There are currently two sources of interest in this game: the campaign storyline and multiplayer. The campaign, while cool, can be played through one time at full enjoyment, then you can play to get quests, then you can farm for better equipment. One way to render this process actually interesting is to play with a wildly different party than last time in order to have a different experience. Having more classes to try out, from a campaign perspective, is good: it allows more play-throughs with different, varied party balances, which provides interesting tactical puzzles. In order to support the campaign, BM can provide more modules and extend the level cap through the roof. This can be interesting, but it's still not enough to keep people truly invested in the game for a long time IMO (I could be wrong about that, of course). Also, it requires quite a lot of effort to keep the encounters in the modules interesting and fresh. Still, it's a valuable avenue of interest and I'm sure BM will mine it properly.
    The multiplayer, however, is where the addition of new interesting classes will shine in my opinion. You say that there is a lack of strategy in choosing between a large number of options: I say that there is way more strategy in a healthy and big metagame than in a 3x3 one. Currently we have a multiplayer game that, while mainly based on tactics and with a lot of skill involved, will probably get solved quite easily. With the limited amount of options we have, once the equipment stabilizes, strategies will be evident and I believe there will be only a few truly viable strategies. Whether or not they are transitively balanced, we'll see, but it is pretty much known that a game that keeps its strategies the same for too long is doomed to be stagnant. Adding new content at a regular pace has been shown (by MtG, by LoL, by quite a few games) to energize the metagame while people find out what differences there are, what kind of new strategies they are able to do et cetera. Not only that, but adding new classes increases the depth of your tactical play too: you need to adapt to various comps and find strategies to beat whatever you find in front of you. The possible comps in the game as we have it now are 10 (not counting races, which are a less significant change than class in my opinion). Add a class and we'll have 20. Add another and we'll have 35. It grows exponentially. As long as each class is meaningfully unique, each comp will be distinctive. The game grows in depth while being manageable in complexity (you can go through the campaign, play with each class, experiment easily).
    Now you can argue that adding new equipment and "specializations" for the classes we have can provide the same effect. I'd argue that you'll run into a design space issue much faster, stiffle creativity and therefore the quality of the content being introduced. Having an entirely different class is something much more significant than just having a new option for your class. I'd argue it is also more flavorful and in tone with the game.
    As for your problem with the equipment and slots, I have outlined quite a few ways around that, the main one being increasing the worth of treasure but there's more.

    *continues*
     
  10. The_Mormegil

    The_Mormegil Mushroom Warrior

    *I hate the character limit* *Also known as I write way too much*

    The main problem with the above is that the quality of the added content needs to be pretty high. I believe it's plenty possible to get even 20ish truly unique classes into this game (well, 20 might be pushing it). I think adding one new class every 6 months would be sufficient to prevent things from getting stale, but the rhythm can be increased if the game starts to become truly popular (and profitable). As a proof of concept, here's a few ideas for classes that can be interesting and unique.
    - Rogue: a master of tricks, mobility and backstabbing. He is squishy and he deals a lot of melee damage, with a few ranged attacks with throwing daggers. He deals more damage hitting the back of his enemy, and has little trouble with armor thanks to his many penetrating attacks. He can stealth, which shields him from ranged attacks from a brief period, he can use traps and alchemical tools to provide cover, entangle or halt foes. He uses poisoned weapons. His low hp mean he needs to use cover and stealth to get into range of wizards, and can't stay too close to fighters (or offensive priests) if he wants to live. However, there's tension between this and the big payoff from backstabbing his enemies. In order to survive enough to dart right out of melee range, rogues have reactions like Dodge or Hard to Pin Down that allow them to avoid the attacks, as well as blocks like Duck that allow them to revert the attacks against their opponents. [this was the easy one]
    - Monk: the monk has unique fighting styles based on multiple rapid attacks. Lack of many penetrating attacks means he has trouble getting around armor; however his mix of very fast movement, card-advantage inducing attacks and the synergy with buffs (both from the priest and self-induced) make him a dangerous melee damage threat. The monk has access to many status-inducing moves, including stunning moves, encumbering moves (break their legs!), halting moves (leg sweep, grapple), silencing moves (throat punch!) and more. His armor slot is filled with auras, blocks and dodges (no true armor); however he has specific anti-magic damage cards like Adamantine Soul or Perfect Body that make him ideal at fighting wizards. Some of his attacks grant bonus damage against enemies at full health, making him a good initiator. As opposed to the rogue, who prefers to stay mobile and on the run, the monk benefits from staying in one place for some time and unleashing his deadly flurry of blows. This puts him at a risk if the enemy team can get to him quickly enough. That makes him a good fighter in the backline, but he requires some help from the rest of his team to avoid getting overwhelmed.
    - Ranger: the ranger is a master of long-range fighting with bows. His damage is lower than that of a Wizard, but he is more resistant and has added utility in his kit. He has an animal companion, that moves every time the ranger uses a Move card and that can deal significant damage with the proper attack cards (or simply provide a nice added body to the party). The ranger uses many of the traps the rogue uses, although he adds a few of his own to the repertory (the ranger and the rogue share the cloak slot). Finally, the ranger has the possibility to ditch his bow in favor of a couple melee weapons: that makes him a better duelist with a focus on fighting alongside his animal companion to surround his foe and limit his movement. The ranger skills also include some tracking cards, that allow him to follow around his enemies (reacting to their Move cards) and reveal stealthed foes. The melee ranger excels in limiting his opponent's mobility (something the ranged version can do only with his Pinning Arrows).
    - Bard: jack of all trades and master of none, the bard's only specialty is the buffs and songs contained in his instruments slots. These songs require no line of sight (you must only be able to hear him after all) and can heal, grant bonuses to your allies or debuff your opponents. Some of the fancier songs draw from the raw power of True Music to create magical effects, including sonic damage, turning your enemies against each other, charming and rendering inoffensive your enemies. The bard also has a few item slots taken from other classes, such as an arcane item slot, that allow him to replicate a little bit of what others can do (albeit in a far less focused way). The bard hasn't got much built-in mobility and has access to few of the flashy teleports of the wizard; however if he is ever caught up in melee range his dueling abilities allow him to block attacks and retaliate with his own (smaller) lunges. The bard doesn't provide much damage to your team, but he is a master of buffing and debuffing and he enables the rest of your team to really shine.
    - Druid: the druid draws from the power of nature to cast spells and turn into frightening beasts. His totem and nature item slots are filled with a mix of shapeshifting abilities and natural spells. He has some healing, but it is slower than the priest's (heals almost exclusively through regeneration); he has some damaging spells, but they are less effective than the wizard's (lower range, generally lower average damage too). His shapeshift cards however are quite powerful and versatile: by casting a shapeshift the druid's miniature is swapped with the miniature of an animal (an eagle, a bear, a treant or a tiger). The druid is still able to cast his spells as normal, but the default move action he gains at the start of each round changes to the move action of the creature he shapeshifts into. Additionally, the shapeshift card is an attack card (when you use it you attack a nearby enemy); this attack can be used again during the shapeshift by using the cards with the "Shapeshift Attack" keyword (when cast during a shapeshift they activate the basic attack of the form; if cast in human form they have a different effect). The druid must manage his shapeshifts wisely and know when to go for a tougher-hitting but slower form and when to shift into an eagle form and fly away. [this is a bit more stretched than the rest, but I wanted to add something that used a different mechanic than the classes we have now]
     
  11. Pengw1n

    Pengw1n Moderately Informed Staff Member

    A class every 6 months? Are you aware how every class would need to bring something new to the table - and the amount of unique item and cards needed for it (only a few item are shared with 3 classes)? There's a reason mmorpgs seldom add classes, it's the sheer number of items needed to be made for the class to be unique. That being said, I believe there's room for more classes - but I think people are getting a bit ahead of themselves. There's a reason the rogue isn't done yet, and I doubt it's BM being lazy. ;)

    That being said, Monks are cool - as long as they're not turned into some over the top oriental spoof, like some other games...
     
  12. The_Mormegil

    The_Mormegil Mushroom Warrior

    Actually yeah, I have an idea. Based on the numbers on the wiki (which I assume are accurate) each item slot has about 50 items dedicated to it (a little less, to be fair). That means that for a new class that has the same slots as the wizard, for instance, you would need about 400 items (not counting boots nor racial) [speaking of racial: including a new race would be a lot easier on paper, as you would just need about 50 racial skills, which are pretty easy to do; however you would probably need a new move card, which is a lot trickier than it appears, even supposing you have access to enough testing to balance it].
    However, that number is a bit deceptive. What you actually need are enough new cards and mechanics to make the class interesting. The items can be done with a bit of work + testing (and BM already has testers before the game even launches, getting people to test new content in advance would be easy). The cards that make those items possible are a lot less, considering lots of basic cards are going to be re-used. Maybe I'm underestimating the effort needed to create items (there is probably more going on than it looks like); however I believe 6 months for an expansion is enough time once the framework has been established. Although... I know they're small but I can't remember how many people Blue Manchu actually is. If they're like 5 people or something there might be a problem.
    Anyway, I believe comparing a new class in Card Hunter to a new class in WoW (or even a new champion in LoL) is not really informative. I believe the correct comparison would be a new expansion in a CCG. The workload is similar.
     
  13. Pengw1n

    Pengw1n Moderately Informed Staff Member

    The workload might be similar, if you had the same staff as MTG has. No, I don't find it realistic for a startup (they are like 5 people). Sorry :p

    Also, like I said - with every class comes the issues of balance. Races could be easier to add, as they only vary in hp/move and racials.
     
  14. Lance

    Lance Goblin Champion

    Well, this is quite a lively discussion. Indeed the amount of work necessary for even a single new class is substantial. It is highly unrealistic to expect new content, like an additional class every six months.

    As Sir Knight stated, "it's a question of what is CORRECT for this game?" More classes complicates things dramatically, and further reduces the chances of you finding items that you want (when you consider each item is class or race specific). So, any change as drastic as the addition of a new class will most likely require change in other areas of the game. For example: Chests only drop treasures and loot specifically for the classes you are using (which I personally would dislike). Although, this is just me speculating.

    When it comes specifically to new classes becoming available, in many games you start off with a base set of classes and are able to unlock additional classes. This helps to insure a basic understanding of the game mechanics and allows advanced players, advanced options. I'm not sure how the addition of Rogue and hopefully other classes will be made; but it is something I am keenly interested in finding out.

    That being said, I am simply interested in what people want, and what they think of my card designs.
     
  15. DragonMind

    DragonMind Mushroom Warrior

    Yeah, okay I was thinking of an attack card that you used for attacking and then kept, using keep.
    But I can see form the link to Cardhuntria, how the posts data is supposed to be read.
    Which rise a question should an attack card with keep (under the attack part) be made,
    how would that be reflected in text, considering such a 'poor' way the data is setup in Cardhuntria?
     
  16. Lance

    Lance Goblin Champion

    No. Just flat out, no. Only armor cards, drawback cards, boost cards and attachment effects should have the Keep keyword. Any attack with the keyword Keep even if it dealt only a single damage would be an auto-kill against any opponent without a hand.
     
  17. The_Mormegil

    The_Mormegil Mushroom Warrior

    I have a solution for the keep attack and a few cards to add to the conversation, but that will have to wait until later today. However, just a quick thing on the viability of adding classes regularly.
    I think it's quite possible. I made some calculations based on the wiki, and I think that if you reuse some of the basic cards for the new classes (something that is likely), you will need about 40 cards for each new class to get plenty of possible items (remember that you need around 400, using the numbers we have now). The loot system will need to be revisited, and I linked above my take on that (I believe it's possible with a few adjustments, even keeping with the random items theme of looting).
    I think producing a 40-cards set with a common unique theme and gameplay every 6 months is pretty easy. Heck, if that was the only thing to do, I could do it blindfolded. The problem is that you then need to configure the items properly (which I think will require some more time, but less and less the more BM works at this), and more importantly extensively balance the class. Play it out, try it, see if it's fun, if it's not change stuff until it is, then balance for PvP and PvE... that's some massive testing. 5 people is too small a number to produce high-quality content at such a rate due to the amount of iterations needed, not due to the amount of work needed to create a class (which is not a major issue IMO, especially if we can contribute as a community - some hundred or so guys creating stuff after launch would be amazing for sparking creativity).
    However, as I said, there's plenty of testers available. If Blue Manchu makes the balance testing for each class available to club members (Note: they wouldn-t be able to use the content in the actual game before others, they would have access to a beta game that is built to test and preview content), not only you have a good incentive to be a member and pay the subscription, but you get the manpower you need to test and balance content at a decent rhythm. I already said why I believe adding content at a steady pace especially for multiplayer would be good for the longevity of the game. I think this is something that would give this game a whole new level of awesomeness.

    Of course, I'm just a random guy on the Internet, so whatever.
     
  18. The_Mormegil

    The_Mormegil Mushroom Warrior

    And here is the contribution on the Monk! Please see above to know how I think the Monk should be like to find its niche in gameplay.

    Let's lead with the idea. The first thing that comes in mind for a class that wants to keep attacking over and over with a flurry of weak attacks is, of course, the keep attack. However, that's impossible to do (for obvious reasons). Enter flurry, a new keyword for monk attacks!
    FLURRY (5+): Keep. This card's flurry number increases by 1. If it reaches 7, this card loses flurry.
    The idea is to have an attack that can be kept and used again... up to a certain number of times. The die roll adds a bit of randomness, but it keeps with the flavor and format of the game.
    Now, some numbers: flurry 2+ goes from 1x all the way to 6x the damage, but it represents an average damage multiplier of x2.77; flurry 3+ is x2.13; 4+ is 1.69; 5+ is x1.39; 6+ is x1.16. [these are all accurate to the second decimal of course]
    The main balance issue with flurry comes from the fact that it multiplies buffs too. A single flurry can stack the damage from Mass Frenzy or Unholy Wellspring multiple times. However, take into account Armor: it triggers every time. An unbuffed flurry can be stopped dead by a single Armor card if the base damage is low enough. Additionally you need to spend multiple actions to get the full damage, possibly giving your enemy enough time to counteract. Contrast with a single Almighty Hack that deals 20 damage all in one action and you can see that even a 2+ flurry is doable at those rarities. I think the correct "default" for a flurry should be 5+. That limits the maximum possible multiplier to 3, and the average of 1.39 means that you can still have a decent attack number on the card without making it overpowered.
    Here are some cards that could be used for the Monk. None of these are tested, but I tried to find a loose sense of balance with what is present in the game. Please critique honestly, so that I can improve this until it is as perfect as it can be.
    The format is "Name - ATK/RANGE - Effect" or "Name - TYPE - Effect" for ease of understanding.

    Weak Flurry - 2/1 - Flurry 5+
    Flurry of Blows - 3/1 - Flurry 5+
    Fast Flurry - 2/1 - Flurry 4+
    Mighty Flurry - 4/1 - Flurry 5+
    Eternal Flurry - 2/1 - Flurry 2+
    Slow Flurry - 3/1 - Flurry 6+
    Overwhelming Flurry - 7/1 - Flurry 6+

    Flying Kick - 4/1 - Step 3 (fly). You must move in a straight line when using this card.
    Dragon Kick - 8/1 - Step 3 (fly). You must move in a straight line when using this card.
    Rotating Kick - 4/1 - You can attack up to 2 targets with this card.
    Axe Kick - 5/1 - Hard to Block 2.
    Violent Kick - 6/1 - Slide back 3.

    Stunning Fist - 3/1 - Attach to target. Stun, Duration 1.
    Shivering Palm - 0/1 - Attach to target. At the start of next round, target takes 10 damage. This damage can't be affected by armor.
    Leg Sweep - 3/1 - Attach to target. Halt, Duration 1.
    Throat Punch - 5/1 - Attach to target. Silence, Duration 1. (Silenced characters can't use Magic cards)
    Knee Breaker - 5/1 - Attach to target. Encumber 2, Duration 1.

    Ki Blast - 3/2
    Greater Ki Blast - 5/2
    Shuriken Throw - 2/4
    Double Shuriken - 4/4
    Triple Shuriken - 6/4

    Ki Strike - 5/1 - 5+: boost an attack. +1 to damage.
    Greater Ki Strike - 8/1 - 5+: boost an attack. +1 to damage.
    Ki Channeling - Assist - Until you move. Frenzy 1.
    Greater Ki Channeling - Assist - Until you move. Frenzy 2.
    Meditation - Assist - Heal self 2. Draw a card.

    Leaf On the Wind - Trait - Ignore difficult terrain. Duration 2.
    Purity of Body - Trait - Immune to poison damage. Duration 4.
    Fists of Fury - Trait - Reroll failed Flurry rolls once. Duration 1. ## I'm not too sure on this one to be honest.
    Kickboxing - Trait - Add 2 to the damage of your Kicks. Duration 2.

    Iron Soul - Armor - 4+: Armor 2. This armor only works against Magic attacks.
    Adamantine Soul - Armor - 4+: Armor 3. This armor only works against Magic attacks.
    Diamond Soul - Armor - 4+: Armor 4. This armor only works against Magic attacks.

    Enjoy and contribute!
     
  19. cooldrop02

    cooldrop02 Kobold

    I would much rather have another character slot instead of a new class actually. But if a new class is the only option I will have to ask for an Alchemist. Someone who adds that Red Mage action but isn't actually a generic fantasy class.
     
  20. Greyfeld

    Greyfeld Kobold

    A fourth character slot would make things interesting, but they'd have to go back and rework every campaign mission if they did that.

    Concerning the "flurry of blows" idea for a Monk class, why not take advantage of the Cantrip ability? Something like...

    Name: Flurry
    Quality: (4/7)
    Rarity: Uncommon
    Color Class: Attack
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 4
    Range: 1
    Play Effect 1: Cantrip

    Name: Perfect Flurry
    Quality: (7/7)
    Rarity: Rare
    Color Class: Attack
    Attack Type: Melee
    Damage Type: Crushing
    Damage: 4
    Range: 1
    Play Effect 1: Cantrip, any Fist card you play gains the Cantrip ability.

    As far as the Druid is concerned, there are a couple new and unique card types we could go with. The first is Shapeshifting (unable to use magic for the duration of the card, but gaining a physical edge of some type), and the second is Summoning (creating a new character on the field of play which moves and attacks according to its own internal AI).

    Name: Viper Shape
    Quality: (3/7)
    Rarity: Common
    Color Class: Shapeshift
    Play Effect: Add Poison 2 (Duration 2) to all melee attacks. Duration 3

    Name: Jaguar Shape
    Quality: (4/7)
    Rarity: Common
    Color Class: Shapeshift
    Play Effect: Add 2 damage and penetrating to all melee attacks. Duration 3.

    Name: Falcon Shape
    Quality: (5/7)
    Rarity: Uncommon
    Color Class: Shapeshift
    Play Effect: Whenever you play a move card, add 1 movement to that move. All move cards you play gain the Free Move ability. Duration 3

    Name: Summon Swarm
    Quality: (4/7)
    Rarity: Uncommon
    Color Class: Summon
    Range: 3
    Play Effect: Summon a swarm of insects. All enemies adjacent to the swarm at the beginning of the turn take 3 damage. Duration 3.

    Name: Summon Griffin
    Quality: (5/7)
    Rarity: Common
    Color Class: Summon
    Range: 3
    Play Effect: Summon a griffin onto the field. At the beginning of the turn, it moves and attacks an enemy for 5 damage. Duration 3.

    Name: Summon Unicorn
    Quality: (5/7)
    Rarity: Rare
    Color Class: Summon
    Range: 3
    Play Effect: Summon a unicorn onto the field. At the beginning of the turn, it removes 1 harmful card from all your characters, and restores 4 health to each target. Duration 3.

    Just a few rough ideas. I may also not have a handle on the quality/rarity well enough to gauge what they should be. *Shrugs* Anyway, that's my thoughts.
     
    The_Mormegil likes this.

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