Difference between revisions of "Talk:Pure Pwnage CCG card set"
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=Mechanics ideas= | =Mechanics ideas= | ||
1)Instead of challenging with a Minion, a player should have to challenge with a Minion and Game Type. You can respond to a Challenge with a Minion not skilled at that game type but that Minion gets, say, a -2 to die rolls (in addition to any n00b penalties). Also, change the wording of the Legendary Minions accordingly.-[[User:Bucky|Bucky]] 06:01, 9 February 2007 (UTC) | 1)Instead of challenging with a Minion, a player should have to challenge with a Minion and Game Type. You can respond to a Challenge with a Minion not skilled at that game type but that Minion gets, say, a -2 to die rolls (in addition to any n00b penalties). Also, change the wording of the Legendary Minions accordingly.-[[User:Bucky|Bucky]] 06:01, 9 February 2007 (UTC) | ||
=Game Mechanics= | |||
Thinking about starting (mostly) fresh with the game skills system and Challenge Actions. Perhaps removing the '''Skill''' attribute from Minions completely, instead giving each minion bonuses or penalties to the skills, and adding a section in the Special Rules. Something like, the player issuing the Challenge Action declares which skill type will determine applicable bonuses/penalties (example: a player issues a challenge with Jeremy, and declares it to be an RTS challenge, so the defending player can choose any Minion to meet the challenge, strategizing appropriately, like using n00b fodder which will most likely lose, or pitting a Minion with decent bonuses to RTS skill against him). | |||
I would like to leave the 5 basic skill genres in the game to provide a varied experience. You could balance a deck, or go heavy on certain skills, making your Minions powerful, but susceptible to a deck specializing in different skills unless you add appropriate defense. If this new system takes form and seems plausible, I'd like to implement multiple Minions being able to defend or attack at once. | |||
The other main thing I've been pondering is the objective of the players. Obviously defeat your opponents, but with what kinds of victory conditions? Maybe players could opt to let Minions go unchallenged, creating a sort of Magic: The Gathering-style life system? I've been trying to draw from the ideas of other card games as little as possible, which is why I decided a dice-based system might work best. Let me know what you think, I'll keep brainstorming in the meantime. :) | |||
-MaxX |
Revision as of 19:45, 10 February 2007
Mechanics ideas
1)Instead of challenging with a Minion, a player should have to challenge with a Minion and Game Type. You can respond to a Challenge with a Minion not skilled at that game type but that Minion gets, say, a -2 to die rolls (in addition to any n00b penalties). Also, change the wording of the Legendary Minions accordingly.-Bucky 06:01, 9 February 2007 (UTC)
Game Mechanics
Thinking about starting (mostly) fresh with the game skills system and Challenge Actions. Perhaps removing the Skill attribute from Minions completely, instead giving each minion bonuses or penalties to the skills, and adding a section in the Special Rules. Something like, the player issuing the Challenge Action declares which skill type will determine applicable bonuses/penalties (example: a player issues a challenge with Jeremy, and declares it to be an RTS challenge, so the defending player can choose any Minion to meet the challenge, strategizing appropriately, like using n00b fodder which will most likely lose, or pitting a Minion with decent bonuses to RTS skill against him).
I would like to leave the 5 basic skill genres in the game to provide a varied experience. You could balance a deck, or go heavy on certain skills, making your Minions powerful, but susceptible to a deck specializing in different skills unless you add appropriate defense. If this new system takes form and seems plausible, I'd like to implement multiple Minions being able to defend or attack at once.
The other main thing I've been pondering is the objective of the players. Obviously defeat your opponents, but with what kinds of victory conditions? Maybe players could opt to let Minions go unchallenged, creating a sort of Magic: The Gathering-style life system? I've been trying to draw from the ideas of other card games as little as possible, which is why I decided a dice-based system might work best. Let me know what you think, I'll keep brainstorming in the meantime. :)
-MaxX