file few cel/for/pot card templates

08 May 2012 09:51 - 08 May 2012 09:53 #29674 by jAvel
So, if the cards are still overpowered, then should the cost of the card rised for each effect used? E.g. cost X-1 blood, where X - number of disciplines used.

power curve:
1 dicsipline: free cost, low effect, minor restriction (do not replace)
2 disciplines: 1 blood, medium effect, minor restriction
3 disciplines: 2 blood, powerful effect, minor restriction
Last edit: 08 May 2012 09:53 by jAvel.

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08 May 2012 11:32 #29679 by Ashur

So, if the cards are still overpowered, then should the cost of the card rised for each effect used? E.g. cost X-1 blood, where X - number of disciplines used.

Yes, for a card to be as flexible as having 3 separate effects, each effect has to be significantly less powerful than in a card with only two separate effects. Or the card need to have other requirements, for example anarch.

But I ask you again - what do you want to achieve? Why should we have cards for cel/for/pot?

"My strategy? Luck is my strategy, of course."

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08 May 2012 12:19 - 08 May 2012 13:02 #29686 by direwolf
Well "three-way" cards are generally reserved for Anarchs. While I'm not totally against introducing more versatile combat cards for the "basic combat disciplines" I suggest looking for another format other than "three way."

Perhaps a series of cards with two of the disciplines, with another ability using BOTH at superior.

IE

CARD NAME
:combat:
COST
CONDITION (do not replace till end of combat?)
:pot: effect 1
:cel: effect 2
:POT: :CEL: effect 3

It bends the mold of dual-discipline cards without breaking it, and doesn't infringe on the Anarchy of three-way cards.


EDIT: I'll try my hand at converting one of your card ideas to my suggested format:

"Undead Power: Charge"
:combat:
Do not replace until the end of combat.
:cel: Maneuver, only usable to go to close range, with an optional maneuver only usable to go to close range.
:pot: Make a hand or melee strike at +1 strength. If damage is successfully dealt and another round of combat occurs, range is automatically close.
:CEL: :POT: As :pot: above, with an optional :cel: above, and an optional press, only usable to continue combat.

EDIT 2: This is fun, let me try another!

"Undead Power: Persistence"
:combat:
Do not replace until the end of combat.
:for: Prevent 1 aggravated damage, and 1 non aggravated damage. This vampire may burn a blood for a press.
:pot: Make a hand strike with +1 strength. If any of this damage is prevented or dodged, this vampire gets an optional press and +1 strength on all subsequent rounds of combat.
:FOR: :POT: Prevent two damage with an optional press, and this vampire gets +2 strength for the remainder of combat.

: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.
Last edit: 08 May 2012 13:02 by direwolf.

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09 May 2012 03:50 - 09 May 2012 03:51 #29748 by Azel
You also may want to look at the Improvised Tactics template. The nice thing about this template v. IT's template is that it's a one-off effect applicable to only the current round these cards are played. That does significantly weaken their power. However, IT's lasts all combat, so you could imbed interesting things like "for: prevent two non-agg damage" each round and the like.

Antici...pation
(pic of Dr. Frankenfurter of Rocky Horror Picture Show)
:combat:
Requires a ready anarch. Only usable before range is determined on the first round. A minion can play only one Antici...pation each combat. You may use each ability once each round.
:abo::reflex: Cancel a frenzy card played on this vampire as it is played.
:abo: Burn one blood to strike: dodge.
:for: Prevent two non-aggravated damage.
:nec: Prevent one damage.

I naturally don't find these cards all that overpowered. I mean, let's be real -- they're combat cards. Outside of preventing someone else getting to play, they usually don't help you as much towards, y'know, winning. I do find them a pity that they don't address some of the issues of combat, but hey it's a start I guess. If you are going to explore the Keystone Kine template for combat, I'd look at Street Cred and obt pool damagers for something.

Violence for Fun and Profit
:combat:
Requires a ready anarch. Only usable at the end of a round of combat in which this vampire successfully inflicted more damage than the opposing minion. Play at :obf: and/or :pot: and/or :ser:.
:obf: This minion's next action against the opposing minion's controller is at +2 stealth.
:pot: Only usable once per turn per vampire. Move 1 blood from the blood bank to a vampire in your uncontrolled region.
:ser: The opposing minion's controller burns 1 pool.
Last edit: 09 May 2012 03:51 by Azel.

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09 May 2012 04:46 #29752 by Ohlmann

CARD NAME
:combat:
COST
CONDITION (do not replace till end of combat?)
:pot: effect 1
:cel: effect 2
:POT: :CEL: effect 3


I'd think inverting the level would be nearer the intended effect :

CARD NAME
:combat:
COST
CONDITION (do not replace till end of combat?)
:POT: effect 1
:CEL: effect 2
:pot: :cel: effect 3

(or the same thing with pot / for or cel / for)

Combat deck usually don't want to use too big vampires - also, the initial template were advantaging too much Brujah, Blood Brother, and Gargoyles.

As for the need... There is a reason why pursuit is often prefered to blur, or chiroptean marauder considered a very good combat card, and it's not the blood cost. You just have so many thing to deal with that having one card per use is a nightmare that jam very often.

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10 May 2012 06:16 #29882 by jAvel
Reworked those cards according to [a+b][A] template:

UM: Charge
do not replace until the end of the action
[cel][pot] Strike: make a hand or melee weapon strike at +1 damage, with an optional maneuver, only usable to maneuver to close range. Once this round this minion may burn 1 blood to get a press.
[CEL] Maneuver, with an additonal optional maneuver this round.
[POT] Strike: make a hand strike at +1 damage, and if the damage from this strike is successfully inflicted the opposing minion can't use additional strikes this round.

UM: Resilence
do not replace until the end of the action
[cel][for] Strike: prevent 2 damage from opposing minion's strike, if an opposing minion plays strike: combat ends - it has no effect.
[CEL] Additional strike, or burn 1 blood to get two additonal strikes.
[FOR] Prevent half non-aggravated damage, and may burn 1 blood to prevent up to 2 aggravated damage.

UM: Persistence
Do not replace until the end of the action. Only usable before range is determined. Only 1 Persistence may be played each round.
[for][pot] This vampire gets an optional press this round, only usable to continue combat. If this vampire is still ready at the end of the round the ppposing minion takes 1 damage and this vampire may burn 2 blood to untap.
[FOR] Gain 1 blood.
[POT] This vampire gets a +1 strength for the remainder of this round with an optional press, only usable to continue combat. This vampire may burn 1 blood to strike: strength ranged damage.

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