Discussion in 'Feedback and Suggestions' started by timeracers, Jan 2, 2015.
Ahhh, Accelerate Time, how you beckon me.
Range 5 - Duration 2
Whenever you play a Move card, add 1 move point to that move. Does not affect Step Moves.
Range 5 - Duration 2
Whenever you play a Move card, add 2 move points to that move. Does not affect Step Moves.
All your move cards have Free move.
Add 1 to all your block rolls.
When an enemy enters a square adjacent to you, you turn to face that enemy.
The nasty counter to combat reflexes is ready to strike. Every time a ready to strike holder moves next to a combat reflexes holder the combat reflexes holder would 'move' in turning and thus take a ready to strike hit. (I presume you meant it to stay in hand.)
Yes a boost, like Ready to strike
In particular, I believe @tolkien was asking @WexMajor if the intention were to have the Keep keyword (and therefore the Ready to Striker getting to roll for damage repeatedly instead of just once).
Your next roll will be a 6
Draw a card when you discard this card
Sometimes, Lady Luck needs a little help.
Strenght of the Fallen
Magic assist - Type Unholy
Range 5 - Duration 4
Attach to target. At the start of the round you take 1 Unpreventable unholy damage; everytime a character dies, you Heal 3 HP.
Attack, Magic Fire, Damage 1, Range 5
Trigger all Burning cards attached to target and discard them afterwards. Cards triggered this way deal 2 additional damage.
"Do not be fooled. Ultimately, to go up in flames and to go down in flames mean the same thing. Allow me to demonstrate." - Akon the Pyromonius
Notes: Optionally, it could also have Hard to Block 1 for each burning card attached to target. It feels thematic to me, personally, even though it's generally associated with electricity.
As before, I was thinking about (hopefully) interesting fire cards that provide more than simply increased damage. I thought this could offer an intriguing compromise: deal more damage with your burning cards now, but remove the attachments immediately, losing damage output on the long run. Alternatively could be called Immolate.
Whenever a Burning card you control is discarded from a character it is attached to, draw a card. Keep unless 4.
"Some may call this insanity. I prefer the term 'enthusiasm'." - Barnum
Note: Possibly a simpler variant of the version I posted before. Definitely not balanced in this form.
Attack/Boost(?), Magic Electrical, Damage 6, Range 2
When you target a character with an Electrical attack, play this card immediately. You may draw line of sight and range from the original target.
Lightning may rarely strike at the same place twice, but try not to stand too close nevertheless.
Notes: A whole lot. First of all, I imagine that while it says "play this card immediately", you could cancel it like a regular attack (if there are no available targets, or you simply don't want to play it). You wouldn't be able to target the character you targeted with the original card (unless that character is within range from the caster; you may draw line of sight and range from the original target, but you don't have to). I thought of this because I was wondering what cards I'd try to put on arcane items that support electrical wizards; with a range of a measly two, I believe this card could qualify.
Attack, Magic Acid, Damage 9, Range 6
Target immediately discards their oldest Melee Attack card. If any damage from this Attack would be prevented by armor, that armor instead has no effect and is discarded.
"Don't get too attached to your weapons. Or your armor. Or your structural integrity." - Acid Wizard recruit pamphlet
Notes: I aimed for amethyst quality for this one, roughly. With this name, this card is supposed to be powerful. I thought of it removing armor like Boiling Armor, but that felt a little too good. In fact, it might be a little too good as it is. Numbers could be tweaked, as always.
Acid is perhaps a bit questionable, but I thought it was the best fit.
Armor 2. Keep.
When this armor prevents Fire damage, all characters within two squares take 2 Penetrating Poison damage. Keep.
"If you bring the torch, learn to hold your breath."
Move 1. Increase move by 1 for each card in hand.
"I repent me of my sudden haste..." -Deveraux
Armor 1. Increase armor by 1 for each card in hand.
"I'm just going to build a little barricade here while I wait for the goblins to make up their minds." - Snarri Goldsong
Block any. 5+. Add 1 to the die roll for each card in hand.
"I figured you would try to attack me at some point." Halpin Halfstaff
Card suggestions: armor that divides damage higher than 8. Trait that make you take damage next turn. Trait that deal damage to you or kill you 3 turns later and make you a horible beast that destroys everything and sometimes deal damage to teammates. Dragon form, you move slower, all damage you take halved, you have berserk 2, enemy rolls against you have +1 or enemy roll twice for blocking actually this is more like Minatour form. Water spells. Attacks that hit multiple times. Dealing random damage. Whenever you deal damage you heal by 2. Negative berserk. Transforming to turtle. Summoning animals.
Some of those card ideas are pretty neat, yuno. $:^ J
Maybe instead of this thread, you could add it to the "Card Ideas" thread?
(In fact, I'll hit the "Report" button to request the mods move your post and my reply. ~nodnod~)
Armor dividing instead of merely subtracting like usual or limiting like Cushioning Armor, hmmm. $:^ J
Vampire cards and Talented Healer are similar to "whenever you deal damage, you Heal by 2," but are nevertheless different from your idea as-is. ~nodnod~
As for attacks that hit multiple times, check out Double Axe To The Face and Jim's Magic Missile! Likewise, almost all Laser cards deal random damage.
How do you mean "Berserk," by the way? Do you mean "Frenzy" in Card Hunter, or a new mechanic?
Trait. Attach this card to yourself. Whenever you play a Move card or move yourself, if you'd increase the distance between yourself and the closest enemy character, cancel that move. Saving Roll. Duration 2.
"Certainty of death. Small chance of success. What are we waiting for?"
Trait. Attach this card to yourself. Melee Frenzy 3. Subtract one from every block roll you make. Duration 2.
"Yes, it's an option to win battles. Barbarians often rely on it. It works for them, as there are many of them. There aren't many of me, however, so I'd rather refrain." - Captain Cedric Cleavehorn
Utility, Melee Crushing, Range 1
Slide 2, Fly.
"No one tosses a dwarf."
Boost/Utility, Melee Crushing, Range 2, 3+
Push 1. Target must move closer to you.
If an adjacent ally would be moved by an enemy-controlled card, cancel that card.
"Not the beard!"
Assist, Melee Piercing
Attach this card to yourself. Encumber 1. If an enemy character moves within two squares to you, deal 2 Penetrating Melee Piercing damage to them for each square moved. Duration 2.
"Remember, recruits: the most important thing about approaching a spearman is the same as the most important thing about your provisions. They both should be free of charge." - Captain Cedric Cleavehorn
I had this odd idea a while back; I'm honestly not sure if it would be more at home posted in Ozyola's Oddments or here, it feels about halfway. Still, since it would introduce something that's not really properly in the game yet and because I think it could be turned into something maybe faintly interesting with some work, here it goes.
Trait. Attach this card to yourself. Melee Frenzy 3. Whenever a Magic attack you play deals damage to another character, if that character is within two squares of you, apply Frenzy and Melee Frenzy to it as if it was a Melee attack. Duration 3.
"I cast... FIST!"
And some little things to go with it.
Attack, Magic Fire, Damage 4, Range 1
Burning 3, Duration 1.
"The only thing more fiery than my temper is your hair." - Akon the Pyromonius
Attack, Magic Cold, Damage 5, Range 1
Encumber 2, Duration 2.
"You thought the touch of death was cold. Think again." - Vek the Vile
Attack, Magic Electrical, Damage 5, Range 1
Hard to Block 3.
Attack, Melee Crushing, Damage 6, Range 1
Slide Back 1. If you have no Magic cards in your hand, this attack gains Hard to Block 3 and deals two additional damage.
"Ah. You're not the first one to think that the staff is... ornamental." - Adze the Lonely
Last one for added weirdness (and let me add that with how the current classes work, it's not really workable):
Trait. Attach this card to yourself. When you play a Melee attack targeting an enemy, if you have a Magic attack in hand, the Melee attack gains Cantrip and the Magic attack gains Mandatory Action. Duration 2.
"Why wield sword in one hand and spell in the other if you can wield both in one?"
Looks workable to me. $:^ b
~has already envisioned vicious, fun, did-I-mention-vicious combos~ $E^ b
@Jon needs to hire @Frostguard if not for his card ideas then certainly for his flavor texts.
Sounds to me like someone needs to dust off their triple dwarf melee wizards again.
I like grab, brace, and chilling touch.
Magic assist - Type holy
Draw 2 cards, then discard a card from your hand
Sometimes, the smartest thing to do, is to think.
Attach to self - Duration 1
I was about to... let me think....Nope, I forgot.
Magic assist - Type arcane
Put a random card from the discard pile of a character in your hand.
Yes, i remember now. Or you remember; that's functionally the same.
Armor 3. Keep.
When this card is discarded, adjacent characters take 2 Penetrating Fire damage.
"Assuming that protection is its only function may very well be the last mistake you make..."
Armor 2. Keep Unless 4.
Melee Frenzy 2. Keep. When this card is discarded, discard your oldest Melee Attack card.
"They told me it was not fair. I told them I'd ask for their opinion if I cared."
Armor 2. Keep Unless 4.
Whenever you play a Move card, add 2 move points to that move. Does not affect Step Moves. Keep. When this card is discarded, discard your oldest Move card.
"It's working! But if you lose a leg, make sure to lose both. Unless you like going in circles."
Trait. Attach this card to yourself. At the start of each round, draw a card. Discard that card unless it is an Unholy card. You take 1 unpreventable Unholy damage for each Holy card you discard this way. Repeat until you have drawn an Unholy card or have drawn four cards. Duration 2.
"The contract is... how shall I put this... exclusive."
Trait. Attach this card to yourself. At the start of each round, draw a card. Discard that card unless it is a Holy card. You take 1 unpreventable Holy damage for each Unholy card you discard this way. Repeat until you have drawn a Holy card or have drawn four cards. Duration 2.
"If you play on two sides, you shall suffer the scorn of both."
Trait. Attach this card to yourself. Melee Frenzy 2. When you discard a Melee Attack card, the nearest character shuffles it into their deck. Resolve ties randomly. Duration 2.
"You should be careful dropping that which wants to be found."
Trait. Attach this card to yourself. Melee Frenzy 2. When this card is discarded from a hand or a character it is attached to, shuffle it into a random character's deck.
"Gods come and go. Hatred is eternal." - Obros Skullhome
Attack, Melee Crushing, Damage 12, Range 1
When you discard this card, attach it to yourself instead. When attached, Melee Frenzy 2, Duration 2.
"Grugg quickly realized that breaking axes is only fun when he's not on the receiving end. Unfortunately for his enemies, he decided to share this discovery."
Trait. Attach this card to yourself. When you would discard one or more cards due to a card's effect, you choose which cards you discard. Duration 3.
"There will be times when it is your only refuge." - Captain Cedric Cleavehorn
Note: Revised version, possibly less broken now. You'd still need to discard the amount of cards specified on the effect, but you could choose which ones.
My favorite of the above is infernal panoply. We really could do more with discard mechanics (from a players point of view.)
Monster only (for an ettin or demogorgon)
Trait. Attach to yourself. Your blocks gain "can block attacks from any direction."
Your attacks gain Mandatory Action.
This is to help the AI which seems to sometimes horde killing blows instead of use them.
@Frostguard, your Augmented Leg made me think of an Elf Skill trait (which in turn reminded me of my Elven die-roll-Boost for Move cards from months ago)...
maybe Silver quality?
Trait. Attach this card to yourself. Duration 2.
Add 2 damage to any Step Attack you play.
Of course this helps Elf Wizards. $;^ D
Even Lunging Thrust suddenly looks pretty cool, eh?
Pair with Wind Dancer on an Elf Warrior, hm? hm?
Unfortunately, an Elf Priest (assuming none on the Elf Skill) can only get 9 Step Attacks, and that's far from optimized; better might be 5-7, but we all know priests are the least mobile in general (counting Wizards' control spells).
An item with Forward Stance + Elven Maneuvers would definitely be a fun trolly combo item -- that I expect would see about as much play as Advanced Healer, Advanced Vampirism, Pious Healer, Trained Bruising, Thraxar's Alphabet Of Slaughter, etc.
And then PvP Radiation comes along, and...
@ParodyKnaveBob pvp radiation comes along and what? I'm dying to know.
No seriously, i don't understand.
Heheh, sorry. $:^ P
When a player uses Radiation, one can randomly pull any valid attachment of the Boost or Handicap (or hybrid) variety. Long before Infected and Forms, players could use Radiation Attacks to give someone Festering Guts or Mad Dog. Likewise, players could always use Radiation Assists to give someone Troll Regeneration, Adapted To Sonic, etc. A player-accessible Radiation Attack or Assist could pull a hybrid, such as Blind Rage -- or your proposed Two-Headed. $;^ J
(The devs do think of us. They changed Negative Energy Being and Zombie Form from the strictly accurate Boost|Handicap hybrids to the Radiation-friendlier Boost-only and Handicap-only cards we see today.)
Lol. $E^ D
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