Bloody Strike Melee attack Type Slashing Damage 7 - Range 1 If you are below half health, add 5 to the damage of this attack. Open Veins Melee attack Type Slashing Damage 4 - Range 1 Step 1 This attack does the same damage at the start of the turn. Duration 1
I don't understand that ^ Isn't there a card that already does that, minus the step? In the meantime: Frozen Feet Magic attack Type ice Damage 5 - Range 3 Halt Duration 2
Wex: Sounds like you understood it just fine... Meanwhile, I hope you intend all your Duration 2+ Halt cards for GM enemies -- or maybe purple+ quality for players? EDIT: Oops, I was thinking Stun. (Which, I recall a lot of Stun cards, too.) So maybe not as high as purple. But high up there.
I really don't mind the purpouse of the card. I hope to make player friendly cards, albeit sometimes on the powerful side. Hands Of The Fallen Magic assist Type unholy Burst 1 Create Sticky Ground (Stop ; Halt Duration 2)
Shadow Jump Movement Move X squares You can use this card and end its movement only if no enemies are in line of sight.
Feinting chop Gold + Hard to block 3 if it deals damage to an enemy all other enemies adiacent to you discard a block card. Damage 11
Chaos Maul (new mechanic: Chaos - roll a die for type of damage - 1 fire, 2 acid, 3 laser, 4 piercing, 5 cold, 6 holy) Melee attack Range 2 - Damage 6 Minor erratic damage Chaos
I want you to consider how strategy aspect of the game might be changed (or even ruined) by such design. Truth is, players may make clever decision only if there are some information to work on. One important source of such information is from the probability of cards given the class. For example, a warrior has mostly melee attacks and almost nothing that attacks 4 squares away. The opponent seeing that warrior could make decision to stay out of his attack range. However, if a warrior happens to have equal chance of melee attack and range 4 attack. Then the opponent would get no information (in contrast to the above) from seeing that the class is warrior. Thus, have no means of making strategic play and the game comes closer to rock-paper-scissors. In conclusion, if you care about the strategic aspect of the game. Make sure your range warrior attack is much rarer to have and/or comes with handicaps that will also make it rare in the meta.
That was never the point. I enjoy creating cards. I care not for their use. Obviously, being a player of the game, I like to make them player friendly. Probably you are right though. It's not the role of the warrior to have a ranged weapon in this game.
Glass Blade Attack, melee slashing, 6 damage, 1 range, warrior card. When this card deals damage, target is struck again for 3 unblockable, unbuffable piercing damage. Berserker's Strike Attack, melee slashing, 7 damage, 1 range, warrior card. This card deals double damage (roll 4+)(triggers before buffs). Lightning Strike Attack, magic electricity, 5 damage, 5 range, wizard card. Unbuffable, hard to block 3, characters adjacent to the target square take 2 unbuffable and hard to block 3 electric damage. Dimension Shift Utility, magic arcane, wizard card. You and all allies move 1, all enemies move 1 randomly. Life Link Utility, magic unholy, 6 range, priest card. Attach to a target enemy and a target ally: Whenever this character takes damage, deal that damage to all characters with this effect, duration 1 or until character takes damage. Death Slice Attack, melee unholy, 1 damage, 1 range, priest card. Unbuffable, penetrating when this card does damage, increase the damage by half of the target's remaining health, this card cannot deal more than 10 damage.
I really like @Super4011's Dimension Shift (as long as it costs plenty -- somewhere around gold maybe?), but I believe it should just be a Move card -- not Utility. Which reminds me. My Kleptomaniac card (or something like that) really ought to be an Attack -- not Utility. It doesn't matter what you take and from whom, the fact is that you're removing a card from someone else's hand, and that's an attack. Also, I find Life Link interesting... It should surely be rare. Couldn't tell you value -- paper or so? Hmmmm. (Its capability to help and hurt remind me a bit of Savage Curse, actually.) For that matter, I find Death Slice interesting. Maximum 10 (instead of 16-17) on an MP dwarf warrior, Maximum 8-9 on an MP elf wizard. Too bad that favors dwarf warriors so much, though...
Life link remembered me something. One of the best abilities of the Calculator in FF tactics was the "divide". Any times he took damage, half was to him, and half was to the original dealer. So, I tought of how it should work on Card hunter. Divide Assist Whenever you take damage, heal half of that damage and the damaging charater thakes as much damage damage (type holy?) as the life you gained. Duration 2 (should be in line with holy nimbus)
Spreading fungus Target square becomes Fungus Terrain (At the start of the roud occupant takes 4 poison damage. A random square within 2 squares become Fungus Terrain with duration 2. That new terrain does nothing the turn it is created.) Duration 2. Range 6.