file [Submission] Physical discipline fix

09 Aug 2018 18:32 #89853 by Lech
Amid heated discussion about disciplines, i think that some sort of new card template for physical disciplines which would help them in combat.

Swiftness
:cel:
:combat: :cel: Reduce damage from the enemy strike by 1, cost an additional blood against older vampires if played by vampire without :CEL:. Only one Swiftness may be used each strike.
:modifier: :reaction: :CEL: Attach (1). Once each combat involving this vampire, you may move up to two cards from your hand to the bottom of your library.

This card is defensive at inferior, and provide hand cycle for answers at superior. It isn't helping decks that avoid combat, but is working with psyche! to make playing proactively/reactively more fluid. The hand manipulation aspect of quickness isn't played much if at all (except infernal pursuit, which is played only in guns i think).

Another version is: :CEL: Attach. The enemy minion chooses his strike first.
Which would help acting minions, and is generally underplayed mechanic which is in theme with celerity (it's

Prowess
:pot:
:combat: :pot: Start of round. Get +1 Strength for each level of :pot: A vampire may only play one Prowess at inferior each round.
:modifier: :reaction: Attach. Once each combat before strikes are chosen, you may put one counter on an Prowess to get +1 Strength this round. Burn if it have 3 counters.

This card is quite similar to Torn Signpost with few differences. Inferior is almost always worse than Torn Signpost as it don't last entire combat, just one round. (
Superior on the other hand is neat when you don't need raw power, and rather want flexibility. You get just +1str (as opposed to +2 with signpost) 3 combats, but you don't have to commit yourself to use it until range is determined, and you can have multiple of those (but not more than one each action AND you can only use one of those in combat (ok, two counting using also inferior for 4, or even for 6 with torn signpost).

Mettle
:for:
:combat: :for: Prevent 1 damage. If played by vampire with :FOR:, you may treat up to 2 aggravated damage as normal this combat.
:modifier: :reaction: :FOR: Attach. Once each action round of combat you may put a counter on Mettle to treat 1 aggravated damage as normal.Burn if it have 3 counters.

It's designed for two things, first is dealing with aggravated damage (cough* ivory bow *cough*). Second is perhaps too oblivious to get this card printed and should be changed to "Once each round of combat" as it allows nice and neat Daring the dawn synergy and ventrue don't need any more help at ousting. It's directly competing with Skin of Night, and as combat card is worse than skin of night.Which means it should be changed

All those cards are based upon source material. All are meant to give some persistent/permanent help to underlying discipline and help conserving resources and cycle.

: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.

Please Log in or Create an account to join the conversation.

More
09 Aug 2018 19:17 - 09 Aug 2018 19:21 #89855 by LivesByProxy
So at the inferior it's only playable during combat, but at the superior you can put it on your own minion during one of their actions (as a modifier) or during an opponent's minion's action (as a reaction)?

I can approve of this formatting. Using those icons as timing windows (and not necessarily card-types) seems appropriate. Most other CCGs and FFG's LCGs generally have one card-type (usually called 'Event') to describe what VTES uses 5 or 6 card-types to describe: timing windows and transience.

(Related: I suggested a while back that the Maneuver-Strike-Press structure of combat be used as timing windows of combat cards. So instead of 'Before range is determined' and 'before strikes are declared' we just have Maneuver: step. Maneuver: (notice the bolding and the colon) tells you the timing window; maneuver (without bolding or colon) is the keyword. Strike: already follows this format. 'After strikes are declared' and 'only usuable at the end of a round of combat' can all just be cards played during the Press: step.)

:gang: :CEL: :FOR: :PRO: :cap6: Gangrel. Noddist. Camarilla. Once each turn, LivesByProxy may burn 1 blood to lose Protean :PRO: until the end of the turn and gain your choice of superior Auspex :AUS:, Obfuscate :OBF:, or Potence :POT: for the current action.
Last edit: 09 Aug 2018 19:21 by LivesByProxy. Reason: spelling, grammar; clarity

Please Log in or Create an account to join the conversation.

More
09 Aug 2018 19:23 #89856 by Lech
Exactly, i had them with accessibility in mind, and wanted those to be able to use them out of hand when enemy minions act, even when there is no combat around.

I like better structure combat, as pointed out in related thread.

: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.

Please Log in or Create an account to join the conversation.

More
09 Aug 2018 20:20 #89859 by ReverendRevolver
I strongly oppose new keywords (unless they are simply condensed versions or long-used but wordy effects) but something with the mentioned level of versatility could be interesting in other forms.

Please Log in or Create an account to join the conversation.

More
09 Aug 2018 20:25 #89860 by Lech
Um, Attach(1) means: "Put this card on this minion. A minion may have only one {card name}". What kind of new keyword you see here?

: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.

Please Log in or Create an account to join the conversation.

More
10 Aug 2018 22:04 #89889 by LivesByProxy
Is Attach a real keyword Black Chantry is introducing? Or did you just think of it? It is a good keyword.

FFG uses the keyword [Restricted] for cards that a character can't have more than one of. I also like that one, and it would work nicely with vehicles.

:gang: :CEL: :FOR: :PRO: :cap6: Gangrel. Noddist. Camarilla. Once each turn, LivesByProxy may burn 1 blood to lose Protean :PRO: until the end of the turn and gain your choice of superior Auspex :AUS:, Obfuscate :OBF:, or Potence :POT: for the current action.

Please Log in or Create an account to join the conversation.

More
Moderators: AnkhaKraus
Time to create page: 0.073 seconds
Powered by Kunena Forum