file [Submission] fixing potence

30 Nov 2019 21:17 - 01 Dec 2019 20:59 #98068 by elotar
Crushing heads
:pot: Action modifier - only usable when this vampire is blocked by minion without :pot: (play before combat). End the action, deal 1 damage to the blocking minion.

:POT: Reaction - only usable when this vampire is about to enter combat with minion without :POT: . End the action, deal 1 damage to the acting minion.

Game need: to make :pot: relevant for a decks which do not care about combat.

Breaking legs
Action modifier
Only usable after successful action directed at a minion, who is still ready.
:pot: deal 1 damage to this minion
:POT: as above and put this card on this minion. This minion got -2 bleed. The minion may have only one breaking legs. This minion can remove this card as an +1 stealth action.

Game need: the goal here is to make horseshoes and other deal damage actions more playable, as well as provide some pool defence for the decks who will try to do it (:pot: :obf:).

Errata: Rumble Rampage
:pot: burn a location
:POT: enter combat with a minion. During this action cards which require :pot: cost 1 less blood.

Game need: to make expensive :pot: cards a bit more useful.

:splat: NC Russia
:DEM::san::nec::cap4:
Last edit: 01 Dec 2019 20:59 by elotar.
The following user(s) said Thank You: Lönkka

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01 Dec 2019 18:12 - 01 Dec 2019 18:17 #98076 by LivesByProxy
I think the first suggestion "Crushing Heads" should cost 1 blood at least. To end the action for no blood and a pretty easy conditional seems strong.

But then again, I think everything in the game should cost some amount of blood / pool, because its a game about vampires - "everything costs something" seems thematically appropriate. But VTES is not that game, alas.

: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: 01 Dec 2019 18:17 by LivesByProxy. Reason: typo

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01 Dec 2019 18:23 #98077 by Lech
Replied by Lech on topic [Submission] fixing potence

I think the first suggestion "Crushing Heads" should cost 1 blood at least. To end the action for no blood and a pretty easy conditional seems strong.

But then again, I think everything in the game should cost some amount of blood / pool, because its a game about vampires - "everything costs something" seems thematically appropriate. But VTES is not that game, alas.


Not going to happens even in reboot unless there will be half-blood (bigger and smaller counters), and even there some cards have to be free.

Crushing heads is really strong, but suffer from "can't play it in certain matchups at all" syndrome.

Breaking legs sounds fun, but should be removable also by burning blood. Could be fun in pot/obf

: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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01 Dec 2019 19:19 #98082 by Kraus
Replied by Kraus on topic [Submission] fixing potence

Crushing heads
:pot: Action modifier - only usable when this vampire is blocked by minion without :pot: (play before combat). End the action, deal 1 damage to the blocking minion.

:POT: Reaction - only usable when this vampire is about to enter combat with minion without :POT: . End the action, deal 1 damage to the acting minion.

Game need: to make :pot: relevant for a decks which do not care about combat.

I don't really know if this is actually a compelling game need or not, but let's say that it is. Most cards that require the opponents to have or not have a specific discipline to even be played are almost always almost unplayable because of their opportunity cost. The basic version especially if a hard sell, where as the superior could see some niche use. Against allies it's kinda fine, against vampires however so and so. Granted, you'll never reach combat so it denies all toreador and most ventrue their Majesties.

As does Potence combat but this compresses card slots. Maybe too weak, but fine I guess.

Then again, Shattered Mirror is a thing and actually has a (very narrow) niche, so why not.

Breaking legs
Action modifier
Only usable after successful action directed at a minion, who is still ready.
:pot: deal 1 damage to this minion
:POT: as above and put this card on this minion. This minion got -2 bleed. The minion may have only one breaking legs. This minion can remove this card as an +1 stealth action.

Game need: the goal here is to make horseshoes and other deal damage actions more playable, as well as provide some pool defence for the decks who will try to do it (:pot: :obf:).

I think it would be more thematic if someone's legs are broken to not get -2 bleed (they could do most of their bleeding online these days anyways), but rather -1 Stealth and that they cannot use manouvers (that don't require Flight). Follow Disarm's text in that the card can be removed by burning 3 blood. It would make animalism and gun combats weep. That's something Potence probably should be able to do.

Better yet, remove the 'who is still ready'. It seems unnecessary. Send them to torpor and detach their legs. Seems legit.

Errata: Rumble
:pot: burn a location
:POT: enter combat with a minion. During this action cards which require :pot: cost 1 less blood.

Game need: to make expensive :pot: cards a bit more useful.

This is fine.

"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
-Nalia De-Arnise

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02 Dec 2019 20:53 - 02 Dec 2019 20:56 #98099 by Sambomb
Replied by Sambomb on topic [Submission] fixing potence
Errata: Rampage
:pot: (d) Burn a location
:POT: +1 stealth (d) Burn a location in a minion enter combat with it.
Or,+1 stealth (d) enter combat with a minion.

Archbishop of Itaocara
Prince ID #510
Last edit: 02 Dec 2019 20:56 by Sambomb. Reason: Clarifying

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04 Dec 2019 06:40 #98135 by LivesByProxy

But then again, I think everything in the game should cost some amount of blood / pool, because its a game about vampires - "everything costs something" seems thematically appropriate. But VTES is not that game, alas.


Not going to happens even in reboot unless there will be half-blood (bigger and smaller counters), and even there some cards have to be free.


I know this is off topic, but what is your reasoning here? Why will some cards have to be free? Why would having every card cost something require the use of half-blood counters?

@Kraus: You can split this into a separate topic if appropriate. It might deserve it.

: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.

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