few cel/for/pot card templates
08 May 2012 04:35 #29645
by jAvel
few cel/for/pot card templates was created by jAvel
Undead power: charge
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
[cel] maneuver, or optional maneuver
[for] may prevent 1 damage later this round
[pot] strike: hand or melee damage at +1 damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Undead power: throw
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
[cel] one strike cannot be dodged
[for] press, or optional press
[pot] strike: strength ranged damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Undead power: mastery
cost: 1 blood
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
played once per round before range is determined
[cel] gain an additional strike this round
[for] may prevent half non-aggravated damage this round and up to 1 aggravated damage
[pot] gain +2 strength this round
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Undead power: persistence
cost: 1 blood
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
played once per round when a combat is about to end, if this minion is still ready
[cel] combat doesn't ends, another round occurs
[for] burn 1 blood to untap this minion
[pot] opposing minion takes 1 damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
[cel] maneuver, or optional maneuver
[for] may prevent 1 damage later this round
[pot] strike: hand or melee damage at +1 damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Undead power: throw
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
[cel] one strike cannot be dodged
[for] press, or optional press
[pot] strike: strength ranged damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Undead power: mastery
cost: 1 blood
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
played once per round before range is determined
[cel] gain an additional strike this round
[for] may prevent half non-aggravated damage this round and up to 1 aggravated damage
[pot] gain +2 strength this round
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Undead power: persistence
cost: 1 blood
do not replace until the end of current action
usable [cel] and/or [for] and/or [pot] effects combined
played once per round when a combat is about to end, if this minion is still ready
[cel] combat doesn't ends, another round occurs
[for] burn 1 blood to untap this minion
[pot] opposing minion takes 1 damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card immediately
Please Log in or Create an account to join the conversation.
08 May 2012 04:40 #29647
by Ashur
"My strategy? Luck is my strategy, of course."
Replied by Ashur on topic Re: few cel/for/pot card templates
What do you want to achieve with this?
"My strategy? Luck is my strategy, of course."
Please Log in or Create an account to join the conversation.
08 May 2012 06:45 - 08 May 2012 06:51 #29657
by Ohlmann
Replied by Ohlmann on topic Re: few cel/for/pot card templates
Well, it does address polyvalency problems for combat deck. Maybe a bit too well ; Blood brothers, gargoyles, and some vampires like Caroline Bishop will became a lot more powerful.
The aforementioned Caroline Bishop can do Charge + Immortal Grapple + Disarm ; it will be hard to counter, especially since she can play others charges even if the opposing minion have extra maneuvers.
Edit : Beast who play Undead power : Mastery is also frightening. Hello, 6 damage for one card.
The aforementioned Caroline Bishop can do Charge + Immortal Grapple + Disarm ; it will be hard to counter, especially since she can play others charges even if the opposing minion have extra maneuvers.
Edit : Beast who play Undead power : Mastery is also frightening. Hello, 6 damage for one card.
Last edit: 08 May 2012 06:51 by Ohlmann.
Please Log in or Create an account to join the conversation.
08 May 2012 08:45 - 08 May 2012 08:55 #29668
by jAvel
Replied by jAvel on topic Re: few cel/for/pot card templates
Well, yes. As Ohlmann said: reduce a number of combat cards to free space in deck for ousting power.
The idea was from statement that potence, celerity and fortitude are common disciplines. So a skilled vampire can master them and combine for powerful effects.
Maybe the costs and restrictions are still not high enough.
Intension for "power level" of these card was:
- one discipline: effect is inferior to common mono-discipline card
- two disciplines: effect is nearly equal to combination of two mono-discipline cards
- three disciplines: effect is superior to 3 cards combined
The first solution that comes in my mind is to tweak "do not replace" cost of these cards.
Undead power: charge
do not replace until the end ofcurrent action minion phase
usable [cel] and/or [for] and/or [pot] effects combined
[cel] maneuver, or optional maneuver
[for] may prevent 1 damage later this round
[pot] strike: hand or melee damage at +1 damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this cardimmediately at the end of current action
edit: so Beast playing "Mastery" would produce 8 damage for 1 blood and reduced handsize. The same he can achive playing Torn Post and additional strike (for 1 blood and 2 cards). Is it dangerous for game balance or not - i can't judge.
The idea was from statement that potence, celerity and fortitude are common disciplines. So a skilled vampire can master them and combine for powerful effects.
Maybe the costs and restrictions are still not high enough.
Intension for "power level" of these card was:
- one discipline: effect is inferior to common mono-discipline card
- two disciplines: effect is nearly equal to combination of two mono-discipline cards
- three disciplines: effect is superior to 3 cards combined
The first solution that comes in my mind is to tweak "do not replace" cost of these cards.
Undead power: charge
do not replace until the end of
usable [cel] and/or [for] and/or [pot] effects combined
[cel] maneuver, or optional maneuver
[for] may prevent 1 damage later this round
[pot] strike: hand or melee damage at +1 damage
a vampire of capacity more than 6 with one of these disciplines at superior may replace this card
edit: so Beast playing "Mastery" would produce 8 damage for 1 blood and reduced handsize. The same he can achive playing Torn Post and additional strike (for 1 blood and 2 cards). Is it dangerous for game balance or not - i can't judge.
Last edit: 08 May 2012 08:55 by jAvel.
Please Log in or Create an account to join the conversation.
08 May 2012 08:49 #29669
by Izaak
Replied by Izaak on topic Re: few cel/for/pot card templates
Following the card design up until now, they all lack the text "requires a ready anarch".
Please Log in or Create an account to join the conversation.
08 May 2012 09:07 #29670
by Ohlmann
Replied by Ohlmann on topic Re: few cel/for/pot card templates
Well, two card in one is a pretty big advantage. Three in one - with pretty doable prerequisite to boot - may be too much. The power of vampires that have all of those three discipline will go throught the roof. Well, I like !Brujah, but still...
Well, the idea is not to create anarch cards, but combat card. Nothing require to add the anarch requirement.
(yes, I also believe that the anarch should be redone from the ground up anyway. Anarch is supposed to be to be a weak organisation for low cap, and in VtES it mainly interest big cap and have the most pwerful sect-specific card)
Following the card design up until now, they all lack the text "requires a ready anarch".
Well, the idea is not to create anarch cards, but combat card. Nothing require to add the anarch requirement.
(yes, I also believe that the anarch should be redone from the ground up anyway. Anarch is supposed to be to be a weak organisation for low cap, and in VtES it mainly interest big cap and have the most pwerful sect-specific card)
Please Log in or Create an account to join the conversation.
Time to create page: 0.080 seconds
- You are here:
-
Home
-
Forum
-
V:TES Discussion
-
Expansion Sets & Card Ideas
- few cel/for/pot card templates