file aura of decay

25 Jul 2016 09:42 #77507 by jamesatzephyr
Replied by jamesatzephyr on topic aura of decay

Aura of Decay
1:blood:
combat card
play before range.
[Nec] if the range is close, the opposing minion and its retainer take 1 damage each round of combat during strike resolution. Only one aura of decay can be played per combat.
if played by a nagaraja, he may strike destroy equipment for the rest of the combat.
[NEC] as above and at the end of each round of combat, you may destroy one equipment of your choice on opposing minion if range was close.


Personally, I'd flip the levels and make it somewhat simpler. I think the damage at inferior was probably solidly on a par with Carrion Crows.
A minion can play only one Aura of Decay per combat
[nec]Strike: burn equipment
[NEC] Play before range is determined. The opposing minion and each of its retainers (if any) take 1R damage during strike resolution each round this combat.

I might stretch to:
A minion can play only one Aura of Decay per combat
[nec]Strike: burn equipment
[NEC] Play before range is determined. The opposing minion and each of its retainers (if any) take 1R damage during strike resolution each round this combat. This vampire may burn equipment as a strike once this combat.

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05 Aug 2016 21:25 - 05 Aug 2016 21:26 #77807 by snegiem
Replied by snegiem on topic aura of decay
I admit that the "end of combat" was maybe kind of too long... i wanted to have an effect which could go pass the "combat ends"... i mean if you are caught in a fog made of something "acid", i don t see how you could get over it by being charismatic...
but i agree with you, it made text too long...
it s tru that my option which allowed to destroy up to 2 equipments per turn was not so much useful as gun shotters can go long...

And you increased the power of the level superior (damages made at long in your version) and no more blood cost, i think the two version are quite even in power...

finally the only thing i regret is that i would have liked to have a "nagaraja" special effect... i mean like mental maze which costs one less to sethites and so on...
do you think we should damages aggravated for nagara ?? I mean after all they are scarce...
Last edit: 05 Aug 2016 21:26 by snegiem.

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06 Aug 2016 13:06 - 06 Aug 2016 13:09 #77812 by jamesatzephyr
Replied by jamesatzephyr on topic aura of decay

I admit that the "end of combat" was maybe kind of too long... i wanted to have an effect which could go pass the "combat ends"... i mean if you are caught in a fog made of something "acid", i don t see how you could get over it by being charismatic...
but i agree with you, it made text too long...


It's best not to think too hard about the 'real world' element of combat. My leather jacket can stop a rocket-propelled grenade? My really very ordinary Protean claws can provoke Rotschreck?

And you increased the power of the level superior (damages made at long in your version) and no more blood cost, i think the two version are quite even in power...


I'm basically not wild about weenie Necromancers being able to throw out lots of damage, hitting retainers too. I also felt the equipment boost at superior was a little unexciting for vampires with NEC. Also, Necromancy generally doesn't have that awesome a maneuver strategy, so I thought ranged seemed better.

do you think we should damages aggravated for nagara ?? I mean after all they are scarce...


I'd personally prefer something like:
take 1R damage during strike resolution each round this combat, or 2R if this vampire is a Nagaraja.

I'm not wild about making the Nagaraja have that easy access to agg damage, personally.
Last edit: 06 Aug 2016 13:09 by jamesatzephyr.
The following user(s) said Thank You: snegiem

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06 Aug 2016 16:13 #77816 by snegiem
Replied by snegiem on topic aura of decay
Yep agreed: necromancy does not give much maneuver so usually the ones a nagaraja will have will come theough auspex (spirit touch)... so necromancers would at least be able able to do some damages against guns and weenie animalism (aid from bats)...
And it s definetely true that i don t count the numerous times i was sticked with a vampire with NEC who could almost nothing as breath of thanatos, dead hand and mercy for seth were usable only at close...
and you are right i don t thibk anyone wants to have some small giovanni getting 1r in additiin to potence damages so making it NEC limits this ability to more middle cap vampires...

about the destroy equipment why writing once this combat and not once each round ?
It is true that most minions have none or few equipment ... but i think leaving written "once each round" will not make it unbalanced...

for nagarajas, so i checked we ve got 10 of them and 6 could use the superior level:
Group 2: 3 => NEC 2 nec 1
group 3: 0
Group 4: 3 => NEC 2 nec 1
group 5: 1 => NEC 1
group 6: 3 => NEC 1 nec 1 and one without necromancy
About other necromancy cards, torment the soul allowed already ranged aggravated damages (but only from 2nd round)... but you are right that as the NEC description would be too strong if the damages were aggravated as it would be a "zone" damage and could not be dodged but only prevented or "combat ended"
So i have 2 solutions:
- your 2R damages for nagarajas
- or make the destroy equipment strike ranged for nagarajas ...

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