02-10-2017, 10:20 AM
More Thoughts/Assessments:
Papyrus, your new stuff looks pretty good. Might get retouched later once the rules are more finalized.
I agree about Character descriptors, we should limit them to factions, though taking this into consideration I'll have to edit my Death Mountain card slightly, as it revolves around cards of specific 'races'.
One note on designing Venue cards: Venues that provide nice bonuses to characters on them should generally be more expensive. The alternative is making very very cheap Venue cards that have detrimental effects. In terms of balancing, this makes the Flight prime power actually relevant. Also, while we're talking about Setting cards, the reason I originally didn't make rules about segregating Venue cards based on Verse was it just seemed like a little too much specification for a relatively small amount of game-intricacy.
That's why I have Venue cards specify which verses they were a part of, because ultimately, while writing on the site does take place in specific verses, the actual specific location those stories take place in are more important. In terms of game design, this allows for slightly more open ended gameplay while still allowing the Verses to have a degree of importance, as seen in the 'Native' secondary power. To take a reference from MtG, that game doesn't, say, limit your ability to have as many different Land cards in your Mana pool as you want just because you're canonically on a certain Plane. As always though this is open for discussion.
Also, for really big mama-jama super-primes like Diablo, I was planning on their Lvl being something like 15 or 18, allowing them to be ridiculous in terms of gameplay, but unable to be used under unchanged game rules.
Note on Character Cards: Prime levels in this game don't need to adhere to your status in the Omniverse; in fact, levels are much more relevant here than they are there. For example, a Prime who has a high level might suck tactically, but the mere fact that they allow you to instantly have a pretty high OM Budget is worth considering in and of itself. Meanwhile, even though some cards may kick absolute assage in combat, they might be worth nothing for a budget. Play with it!
Hiro and I discussed some rules on Events and the new Assist cards, so check that out in the rules.
Somerled, your cards look okay, assuming we still will have double cards that can flip in the final game. It's tentative at the moment.
Desman and Yuuki, your cards look okay too. Desman, you should consider trimming up the verbiage in your your unique effect though; that might get cramped on a card.
Tokens could work. I'll need to run some scenarios in my head.
Papyrus, your new stuff looks pretty good. Might get retouched later once the rules are more finalized.
I agree about Character descriptors, we should limit them to factions, though taking this into consideration I'll have to edit my Death Mountain card slightly, as it revolves around cards of specific 'races'.
One note on designing Venue cards: Venues that provide nice bonuses to characters on them should generally be more expensive. The alternative is making very very cheap Venue cards that have detrimental effects. In terms of balancing, this makes the Flight prime power actually relevant. Also, while we're talking about Setting cards, the reason I originally didn't make rules about segregating Venue cards based on Verse was it just seemed like a little too much specification for a relatively small amount of game-intricacy.
That's why I have Venue cards specify which verses they were a part of, because ultimately, while writing on the site does take place in specific verses, the actual specific location those stories take place in are more important. In terms of game design, this allows for slightly more open ended gameplay while still allowing the Verses to have a degree of importance, as seen in the 'Native' secondary power. To take a reference from MtG, that game doesn't, say, limit your ability to have as many different Land cards in your Mana pool as you want just because you're canonically on a certain Plane. As always though this is open for discussion.
Also, for really big mama-jama super-primes like Diablo, I was planning on their Lvl being something like 15 or 18, allowing them to be ridiculous in terms of gameplay, but unable to be used under unchanged game rules.
Note on Character Cards: Prime levels in this game don't need to adhere to your status in the Omniverse; in fact, levels are much more relevant here than they are there. For example, a Prime who has a high level might suck tactically, but the mere fact that they allow you to instantly have a pretty high OM Budget is worth considering in and of itself. Meanwhile, even though some cards may kick absolute assage in combat, they might be worth nothing for a budget. Play with it!
Hiro and I discussed some rules on Events and the new Assist cards, so check that out in the rules.
Somerled, your cards look okay, assuming we still will have double cards that can flip in the final game. It's tentative at the moment.
Desman and Yuuki, your cards look okay too. Desman, you should consider trimming up the verbiage in your your unique effect though; that might get cramped on a card.
Tokens could work. I'll need to run some scenarios in my head.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
Don't try to rescue me I don't need to be rescued

