file Some ideas I had would like some opinions

10 Jan 2014 06:19 #58452 by delangen
Hi

Please comment on some ideas I've been mulling around.

Addition of non-card actions:

Clan impersonation... as per the card +1stealth 2 blood undirected


Clan Impersonation
Action
+1 stealth action.
Choose a clan and put this card on the acting vampire. This vampire is considered to be of the chosen clan instead of his or her original clan (if any). This vampire can burn this card as an action.

A friend of mine likes to play a Masika (malkav impersonator)/Madness network and I just think there are so many great new ideas to explore with clan dynamism and needing the card to change clans seems too much hassle to make really fun combos...

secondly I would like to see an action to fetch a discipline card... maybe undirected action +1stealth that costs a blood to name and just fetch a master:discipline...or even play it for 2blood.

I like to mix crazy diciplines for maximum fun and my quietus/animalism and viscissitude/chimerstry decks need help.

Or perhaps making all master:discipline cards trifles? Seen alot more powerfull master trifles then a discpline!!

Thank you kindly

:aus: :dom: :tha: :for: :trem:

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10 Jan 2014 08:23 - 10 Jan 2014 08:49 #58457 by jamesatzephyr

Addition of non-card actions:

Clan impersonation... as per the card +1stealth 2 blood undirected


This does "interesting" things to certain clans, such as it being trivial to change to a clan with very few members e.g. scarce clans, or Daughters. Do I want it to be trivial for a Fatty Fortitude deck to throw in a few Concert Tours and a few Freak Drives? Given that pre-errata Fifth Tradition: Hospitality was considered buttock-numbingly obnoxious, way back when, I can't see that being a hugely positive step forward now. And is there a reason that we want to make a deck acting out-of-turn every turn that much easier to win with?

It also goes some way further towards eroding the choice between a clan-based deck (which gets you some extra useful toys, like Hunting Grounds, Ventrue HQ, Toreador Grand Ball and what have you) and a deck that's just a bunch of disciplines (which may provoke some interesting combos, but accessing the clan toys is harder). Which, amongst other things, was one of the things that Grouping was intended to combat.

Edit to add: I'm also not sure that, say, Banishment + insta-Impersonate Salubri to force the player to pay the 3 pool scarce penalty is compelling game-play.

secondly I would like to see an action to fetch a discipline card...


This makes turbo decks massively easier. No need to pack your deck with Praxis Seizure: Berlin or Camarilla Vitae Slave (capacity increase) and hope you can flow to them at the right time, just dive for a discipline card using the cardless action. (If you've ever stood behind a Turbo deck in a tournament, you'll likely have seen that card flow issues can be quite annoying.)

Or perhaps making all master:discipline cards trifles? Seen alot more powerfull master trifles then a discpline!!


That's been suggested, and is really easy to accomplish via a rule change such that "Master: Discipline" works in a given way. And we're relatively safe from the Bloodlines, since the discipline-granters that they have are handled in other ways - Feral Spirit, Blooding by the Code etc.

We'd probably have to think hard about whether Giovanni getting Chimerstry really easily was a positive benefit for the game, but I wouldn't be massively upset if Blood Dimmed Tides was announced with Lasombra antitribu pirates, weresharks and Disciplines=Trifles as a rules change.
Last edit: 10 Jan 2014 08:49 by jamesatzephyr.

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10 Jan 2014 08:36 #58458 by Haze
I think the problem with the Clan Impersonation ability, well to use the Madness Network example, is that most everyone at the table would switch to Malkavian to benefit from the card. clan identities become meaningless as everyone switches to the new "popular trend"

it sounds like a very fun idea in a casual variant or storyline event, but not suited for the tournament rules.


improving discipline cards, I would actually support this one. from the original Jyhad design, it appears that discipline cards were understood to be relatively weak to other master cards, and given a boost to be more flexible. so there were alternate ways to fetch them, e.g. diablerizing an older vampire, embrace & 3rd tradition. maybe the intention was that every deck could splash a few in the case of a good diablerie. but over time it's proven that this isn't good enough, and discipline cards are rarely used.

I wouldn't mind seeing a fetch discipline ability, or making them trifles, or both. I don't see it as any more game-breaking than the "go anarch" action, which anarch decks try to avoid depending on anyway, but will resort to it when absolutely needed to get their tech running.

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10 Jan 2014 09:17 #58461 by Haze

This makes turbo decks massively easier. No need to pack your deck with Praxis Seizure: Berlin or Camarilla Vitae Slave (capacity increase) and hope you can flow to them at the right time, just dive for a discipline card using the cardless action. (If you've ever stood behind a Turbo deck in a tournament, you'll likely have seen that card flow issues can be quite annoying.)


well actually, Turbo Nergal and Baron don't care about capacities. and Arika needs the vote just to burn off her blood with awe. but decks like Lucita and Spiridonas do benefit.

I say just ban Soul Gem. does anyone ever use it for something besides 30-minute turn combos? though I'm aware this doesn't stop Turbo Nergal and Turbo Una, because freak drive has always been broken. I guess this leads to another topic of discussion entirely...

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10 Jan 2014 09:27 #58462 by Ashur

there are so many great new ideas to explore with clan dynamism and needing the card to change clans seems too much hassle to make really fun combos...

This doesn´t strike me as a good enough argument to destroy the game more or less completely. But feel free to play with your own houserules!

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

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10 Jan 2014 09:32 - 10 Jan 2014 11:59 #58464 by jamesatzephyr

well actually, Turbo Nergal and Baron don't care about capacities. and Arika needs the vote just to burn off her blood with awe. but decks like Lucita and Spiridonas do benefit.


It also opens up a world of possibilities with new Turbo decks.

Pick a vampire with inferior Chimerstry. Play Will o' the Wisp on the "fetch discipline" action, and spaff X blood to give someone -X intercept.

Edit to add: Or the possibly easier: Arika fetches Chimerstry. Arika plsys Force of Will + Will o' the Wisp. This seems slightly easier than the equivalent need to draw PS: Berlin + Awe to me, and you don't have fun with Delaying Tactics.

I say just ban Soul Gem. does anyone ever use it for something besides 30-minute turn combos? though I'm aware this doesn't stop Turbo Nergal and Turbo Una, because freak drive has always been broken. I guess this leads to another topic of discussion entirely...


I was thinking about this the other day, given the Una Freak Drive conversation , and toying with ideas that made it activate once per turn. (Tapping it and requiring it be untapped to use it, putting it out of play, explicit "once per turn" text etc.)

Of course, that might be functionally equivalent to a ban if no-one uses it anymore.
Last edit: 10 Jan 2014 11:59 by jamesatzephyr.

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