file less is more... ?

14 Sep 2012 18:53 #36830 by agzocgud
Replied by agzocgud on topic Re: less is more... ?
Many (most?) anarch cards that costs blood could easily cost 1 less.

Overkill is highly underrated. You know, like in computor games and such.

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14 Sep 2012 19:45 #36834 by Dorrinal
Replied by Dorrinal on topic Re: less is more... ?
Ossian
Ally
3 Pool
Unique werewolf with 4 life. 2 strength, 0 bleed. Red List.
Ossian may enter combat with any vampire as a +1 stealth (D) action. In the first round of combat with a vampire who has played a card that requires Auspex during this action, that vampire cannot use any maneuvers or strikes. Ossian gains 1 life at the end of each round for each blood the opposing vampire used to heal damage or prevent destruction that round.

Artist(s): Roel Wielinga Joshua Feuerstein

Set(s): KMW:R, KoT:R

:trem:
The following user(s) said Thank You: jhattara, BenPeal, Kraus, direwolf

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15 Sep 2012 07:12 #36854 by Joscha
Replied by Joscha on topic Re: less is more... ?

It´s not normal that a zip gun, wwstick together with target vitals, which require no disciplines is far better than 80% of combat with disciplines and more cost efficient.

I think this is true. But I think the cards released before WWS and TV are okay, the disciless combat is just too good/cheap.

Baron of Frankfurt
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15 Sep 2012 08:19 #36856 by Kiddo
Replied by Kiddo on topic Re: less is more... ?

Many (most?) anarch cards that costs blood could easily cost 1 less.

You know, how about a Path card which requires a ready Anarch and reduces cost of anarch cards for 1 blood.

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15 Sep 2012 08:30 #36859 by Ohlmann
Replied by Ohlmann on topic Re: less is more... ?

You know, how about a Path card which requires a ready Anarch and reduces cost of anarch cards for 1 blood.


Some card need not have their cost lowered. Mainly Monkey Wrench. Also, other card don't need to have their cost lowered ; all too often they are superior-discipline level for inferior discipline level, and a lot of the time they don't cost more than their regular counterpart anyway.

(as a side note, I believe anarch on their current form are exactly the opposite of what it is supposed to be lore-wise and that anarch theme should be left out until everything else is working as intended, and then either be fixed or completely overhauled)

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15 Sep 2012 11:28 #36867 by Azel
Replied by Azel on topic Re: less is more... ?
In the spirit of Finbury's call to fix some wallpaper, turn these into trifles. (Whole text provided for convenience.) Not all are wallpaper, but definitely sub-par and readily boosted by Trifle mechanic.

Danse Macabre
Master. Trifle.
Choose a ready Sabbat vampire you control. Once this turn, when the chosen Sabbat vampire performs a successful action, he or she may burn a blood to untap after resolving that action.

Diamond Thunderbolt, The
Master: out-of-turn. Trifle.
Only usable when control of a vampire you control is about to change or when a vampire you control is about to enter combat. Control of that vampire does not change, and that vampire gains 1 blood.

Dummy Corporation
Master: unique location. Trifle.
You may burn this card when you are being bled to reduce the bleed amount by 2.

Frenzy
Master: out-of-turn. Trifle. Frenzy.
Only usable before range is chosen. Choose a vampire in combat. In this round, that vampire cannot use equipment and cannot use presses to end combat. This round has a press, only usable to continue combat.

Masquerade Endangered
Master: out-of-turn. Trifle.
Put this card on a vampire who successfully hunts. This vampire does not gain any blood from the hunt. This vampire doesn't untap as normal during his or her untap phase. During this vampire's next untap phase, burn this card.

Minor Boon
Master: out-of-turn. Trifle. Boon.
Only usable when a vampire controlled by another Methuselah is going into torpor. Put this card on that vampire to prevent that vampire from going to torpor (combat still ends, if any). This vampire cannot bleed you. Burn this card if this vampire rescues a vampire you control from torpor.

Secret Passage
Master. Trifle.
Put this card on a ready minion you control. If this minion is the target of a (D) action while he or she is ready, you may burn this card to make the action fail. A minion can have only one Secret Passage.

Sermon of Caine
Master. Trifle.
Move any amount of blood from one of your ready vampires to any combination of your other ready vampires.

Special Report
Master: out-of-turn. Trifle.
Choose a ready vampire you control. That vampire untaps and attempts to block. Once this action you may burn 1 pool to give that vampire +1 intercept.

Warning Sirens
Master: out-of-turn. Trifle.
Play on a minion targeted by a (D) action to give that minion +1 intercept. Alternatively, play on a minion in combat. That minion gets an optional strike: dodge this round.

XTC-Laced Blood
Master: out-of-turn. Trifle.
Only usable when a vampire successfully hunts. Put this card on that vampire. During this vampire's minion phase, he or she must hunt, even if at capacity. Any vampire may burn this card as a +1 stealth (D) action.
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