file Submission: Melee weapon enhancers

13 Oct 2014 07:05 #66492 by Lech

Main problem is that most weapons are not worth to waste an action to equip, which is why weighted walking stick is the most popular weapon in the game. Also pretty much all gun decks use concealed weapons to get their guns, and .44 magnum just happens to be the best weapon you can conceal out.


... which is problem with both .44 and concealed weapon. I'd love to see Concealed Weapon errata, to make it up to 1 pool, which would effectively kill cel gun decks as we know it, and would force them to use either Deagle (they would lose on maneuvers and Psyche! synergy OR on damage, forcing them to use target vitals/magazines to up their damage potential.

Either way, it's a win/win for Melee weapon users - and :assa: would still have a chance to play old disguised .44 way.

.44 is most cost efficient weapon up until Assault Rifle/AK47, so even with concealed up to 4 pool, people would run .44.

To make Melee Weapons better, there have to be some good way to equip them, preferably in combat. As most generic Melee Weapons are tier trash (sorry, but Str+1 is way worse than 2R), conceal weapon just don't cut in, and disguised offer no advantage over going full gun. My suggested card try to address the point.

:laso: :CEL: :DOM: :OBT: :POT: :cap8:
Sabbat.Black Hand Shakar: Lech loathe ranged weapons. Once each action, he may burn 1 blood to become Camarilla Prince of Krakow until the end of the action.

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29 Oct 2014 02:40 #67052 by alasteir
Just remembered about this topic today reading the WoD: Combat. In facto, disengage, hsymaker. Stutterstep and a lot of other combat Cards seems to be taken from it.

Vitor Hugo
:laso:
:obf::pre::POT::OBT::cap8:
Sabbat. Vitor gets +1 vote against any referendum of a political action.

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08 Dec 2014 07:41 #67998 by direwolf
I half agree with Dorrinal that melee weapons cost 1 too much pool.

So here is my compromise:
non-unique Melee weapons should be equipped with an additional +1 stealth.

Reason:
In modern times, no one gives a fuck if his neighbor has a sword. It's a fucking joke. Guns require permits or background checks, or you have to get them illegally. But you can go to any flea-market or swap-meet and get a sword.

:tore: :pre: :tem: :aus: Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.

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08 Dec 2014 08:25 - 08 Dec 2014 08:27 #68003 by Ankha

Main problem is that most weapons are not worth to waste an action to equip, which is why weighted walking stick is the most popular weapon in the game. Also pretty much all gun decks use concealed weapons to get their guns, and .44 magnum just happens to be the best weapon you can conceal out.

If so, this could be fixed with a combat card that fetches a melee weapon (I wonder if I didn't suggest one already). Something like "Combat. Only usable before range is determined. This vampire (more balanced than minion) equips with the first non-unique (for balance) melee weapon he or she can equip from your library (working from the top; cost apply as normal; shuffle afterwards).".

Prince of Paris, France
Ratings Coordinator, Rules Director
Last edit: 08 Dec 2014 08:27 by Ankha.

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08 Dec 2014 23:34 #68029 by Juggernaut1981
Whatever is Handy
Combat
Only playable at the beginning of a round of combat.
This vampire searches from the top of your library for the first non-unique melee weapon and puts that weapon on this vampire along with this card. At the end of the combat, you must choose to pay the equip cost of this weapon, or shuffle the chosen weapon into your library (even if the weapon is out of play). Burn this card after the combat is over.

:bruj::CEL::POT::PRE::tha: Baron of Sydney, Australia, 418

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09 Dec 2014 15:35 #68065 by ReverendRevolver

Whatever is Handy
Combat
Only playable at the beginning of a round of combat.
This vampire searches from the top of your library for the first non-unique melee weapon and puts that weapon on this vampire along with this card. At the end of the combat, you must choose to pay the equip cost of this weapon, or shuffle the chosen weapon into your library (even if the weapon is out of play). Burn this card after the combat is over.


Interesting, very horrid reality feeling.

What about:

The Worste of Intentions

Action modified

Only usable during a d action immidiately before combat. This minion equips with a non-unique melee weapon from your hand or ash heap (pay cost as normal).

"Room for flavor text"

So, if you rush or get blocked bleeding or rushing, or whatever else malicious, you get a weapon. More balanced since its not tutored from deck. Most broken part is recurring meat hooks, which isnt really going to break stuff, even in weenie dom meathoom bleed with this. It helps melee, and lets you pitch your stuff early turns or to dreams in order to cycle.

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10 Dec 2014 10:59 - 10 Dec 2014 11:11 #68083 by jamesatzephyr

At the end of the combat, you must choose to pay the equip cost of this weapon, or shuffle the chosen weapon into your library (even if the weapon is out of play). Burn this card after the combat is over.


Corner-case annoyance: burning Garrote is supposed to 'use up' the Garrote, but now it gets shuffled back into the library.


More generally, the "search your library without having to take an equip action for a melee weapon" options make torporization quite a lot easier to access with Wooden Stake and a Target card (or Lucky Blow or whatever). That's potentially a fairly significant power escalation. Similarly for any vampire with a +1 strength special - they now sort of have a claw card.
Last edit: 10 Dec 2014 11:11 by jamesatzephyr.

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23 Jan 2015 12:07 - 23 Jan 2015 12:17 #68790 by Saupiquet
And what about that :

Kind of Piper for melee weapon
Master. Trifle.
A ready untapped vampire you control equip a non unique melee weapon from your library (requirements apply as normal, shuffle afterwards). This weapon cost -1 pool of blood. This is not an action and cannot be blocked.

Else i have some ideas about archetype on that concept :

Crusader v1
Master: archetype.
Place this card on a vampire you control. This vampire equip a non unique melee weapon from your library (requirements and cost apply as normal, shuffle afterwards). This is not an action and cannot be blocked. Combat cards cannot deny the use of this melee weapon or the strike with this weapon. This vampire may only strike with this weapon. While this vampire is ready, this weapon cannot be transferred, moved or stolen. If this weapon is burned, burn Crusader. A vampire can have only one archetype.

Crusader v2 (less powerfull)
Master: archetype.
Place this card on a vampire you control. This vampire equip a non unique melee weapon from your library (requirements and cost apply as normal, shuffle afterwards). This is not an action and cannot be blocked. Combat cards cannot deny the use of this melee weapon or the strike with this weapon. This vampire may only strike with this weapon. If this weapon is burned, transferred, moved or stolen burn Crusader. A vampire can have only one archetype.

:POT: :VAL: :TEM: :AUS: - !salu! :trub: :tzim:
Last edit: 23 Jan 2015 12:17 by Saupiquet.

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