In other words, Upwelling enchants your world. Okay.
playerlevel³ * 10? So, 10, 80, 270, 640, 1250. This won't be practical unless you use experience that doesn't reset, though. (That is, you stay at 10 XP when you level up, and have 70 more to go to hit LV2) Other than that, I just prefer a more visible curve for levels.
I assume army-building spells like Raise the Alarm will be banned?
Yeah, you've got the right idea with Upwelling.
My experience system doesn't reset, either, and to me it has a visible curve, but it's hard to explain, so I won't (any math geniuses that can see it and can explain it, go ahead). But don't worry, you can use whatever system works best, and please, report your findings so there can maybe be a "standard" that works well. The one I posted was just an example and what I'm likely to use.
As for Raise the Alarm and the like, that's where my idea for "classes" comes in. An additional rule could be that at the beginning of the game, each player chooses a class, like Summoner or Necromancer. Certain cards would be off-limits to all players except those of a certain class. For example, only Summoners could use token-generating cards and only Necromancers could use cards dealing with the graveyard. As for token generatos themselves, if I were to allow them, I'd say the tokens have 1 health per point of toughness and disappear after each battle. **NOTE: THIS IS COMPLETELY OPEN FOR DISCUSSION - please post any classes you think there should be, and what types of cards you think should be available to those classes**
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
Added my last post to the main one. Also, I'm posting how I figured on the experience. Hopefully I'll be able to play some with my brother/friend when I go home for Thanksgiving.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
what if the level one (well zero) character was a token instead? then you would have your starting class right away and that would be it.
as for classes
Soldier
rouge
ninja
wizard (though i think there should be wizard types like the following)
shaman
cleric
necromancer
sorceror (i know it not a magic type but whatever)
sumonner
Ect...
what if the level one (well zero) character was a token instead? then you would have your starting class right away and that would be it.
as for classes
Soldier
rouge
ninja
wizard (though i think there should be wizard types like the following)
shaman
cleric
necromancer
sorceror (i know it not a magic type but whatever)
sumonner
Ect...
I don't think I understand :confused::confused::confused:
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
I just want to congradulate you on the success of your lil' game. I hope you get all the rules worked out...and you'll just have to show me sometime, I guess. I love you ^^
P.S.: We can play next month when you come up....don't forget! I really want to play this with you!
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Getting-Slightly-Bored-About-It Owner Of diggy's Soul!
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I just want to congradulate you on the success of your lil' game. I hope you get all the rules worked out...and you'll just have to show me sometime, I guess. I love you ^^
P.S.: We can play next month when you come up....don't forget! I really want to play this with you!
Thank you, I love you, too ^^ Of course I'll show you how to play, I want to and we will...if I can manage to bring that many cards with Maybe I'll just make a deck for myself, goblins, and zombies, to show you how it works, but we won't actually get to play like a whole game. Hopefully other people will get to play it soon, too, and help hammer out the rules.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
what if the level one (well zero) character was a token instead? then you would have your starting class right away and that would be it.
as for classes
Soldier
rouge
ninja
wizard (though i think there should be wizard types like the following)
shaman
cleric
necromancer
sorceror (i know it not a magic type but whatever)
sumonner
Ect...
Damn those rouges... always taking the place of rogues.
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Is Galina's Knight's protection worrying you? You could change protection's rules to "halve all damage from ___ sources."
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I played out a game with my freinds as and I played DM there was three of them and these are just some of the findings
-Your bosses need to be harder. double level is nothing and even adding minions did not help much.
-Bosses with drawbacks make good times (i.e. goblin goon is the one I used and gave him a bunch of minions its alot of fun)
-exp. curve is to low on the high end if that makes sense as by the end off our 4 hour game they were already lvl 6.
-Clerics rock. My freinds all played as clerics and there strength in numbers affect was alot of fun. such as the medic which could give pro 3 points of damage since 3 of them were playing.
-This game is alot of fun and could be the next level for magic.
If anyone wants details of the game ill post them but the theme we used was 3 clerics trying to recover a fallen comrad from behind enemies line(goblin burrows) and it played really smoothly and was alot of fun thanks NecroBlade for the idea.
-TotT
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Quote from mastab3690 »
yes turning of the tide that was a nice, props on breaking the deck
I gotta say that this should have been an article on the front page. I couldn't stop reading and its just so damn cool. Like half way through I was just swimming in my head with ideas of how to play it with my friends and if something like a text based game would be possible.
Then I had something of a revelation. I am a web developer by trade (I have a website below that a few of you have atleast at some point checked out) with a Bachelor in Computer Science (blah blah I knwo). Anyway so programming is easy stuff for me.
Hopefully with some insight from NecroBlade, I'd like to set up an online random dungeon master for this game. It wouldn't have to be too complex at first (and I wouldn't have the time to make complex), but it would allow for the random generation of monster, seemlessly adventuring through areas, and most importantly for anyone to play by themself with a simple deck of cards at home. I've been dabling with the idea of adding something along the lines of a private magic player section to my website (free to register and regististration would only require answering a skill testing magic question to keep non-magic users out.) and this would be pretty great to give people access to.
So anyway... I'm going to start initial development now. NecroBlade if you are keen on the idea I'll obviously keep you involved through the whole process and if you are completely against it for whatever reason then I'll just do something else instead since there is never an end to the amount of small projects for a web designer.
yeah - obviously I disagree with you, John. Spam Warning!.....Amazing - even in a forum where posts don't count, there's spam. That proves that getting rid of the post-count won't help getting rid of spam! Thans for this excellent example! - Craven
Man saweet game, i was just wonderin' why weren't meddlin mage or galinaa's knight mentioned?:)
Quote from Erad »
Is Galina's Knight's protection worrying you? You could change protection's rules to "halve all damage from ___ sources."
Erad's got the right idea here, frncsc. Protection does worry me, especially protection from red, since Goblins are bound to be populous. I might give Erad's half damage idea some testing, but I really think even that would give the player too much of an advantage it doesn't relly need. As for Meddling Mage, I don't know about cards that "ban" other cards, so we might have to ban Medling Mage, lol. I don't think it'll be that big of a deal, actually, so if you want to try him out, please do.
Quote from frncsc »
okk haven't really played the whole game gonna try it this weekend if possible
Thanks! I'm glad and slightly surprised that this is getting so much attention. I have a long weekend coming up, so I'll hopefully get some cards together and play some myself.
Quote from turning_of_the_tide »
I played out a game with my freinds as and I played DM there was three of them and these are just some of the findings
-Your bosses need to be harder. double level is nothing and even adding minions did not help much.
-Bosses with drawbacks make good times (i.e. goblin goon is the one I used and gave him a bunch of minions its alot of fun)
-exp. curve is to low on the high end if that makes sense as by the end off our 4 hour game they were already lvl 6.
-Clerics rock. My freinds all played as clerics and there strength in numbers affect was alot of fun. such as the medic which could give pro 3 points of damage since 3 of them were playing.
-This game is alot of fun and could be the next level for magic.
If anyone wants details of the game ill post them but the theme we used was 3 clerics trying to recover a fallen comrad from behind enemies line(goblin burrows) and it played really smoothly and was alot of fun thanks NecroBlade for the idea.
-TotT
Thanks for playing and thatnks for the awesome feedback! So the bosses are to weak, huh? Maybe you could add levels to the boss if there are more player. Or maybe the bosses should be the total level of the players. Actually, that last idea sounds really good to me.
Another idea stuck me when reading your comments on the bosses. Creatures with X in their cost would make great bosses. You can just set the X to whatever level you need the boss to be. If you don't mind, what exactly made facing the Goblin Goon so great?
Again, experience is something that is definitely up for discussion. Level 6 after 4 hours probably is a bit much, though, so yeah, I think you're right that it needs to be higher.
That's interesting that clerics were that good. As long as they weren't too powerful, though, it sounds like it was a lot of fun.
By all means, feel free to post more details about your session! I'm glad you had fun with it and thanks for the compliments.
Quote from gamermk »
I gotta say that this should have been an article on the front page. I couldn't stop reading and its just so damn cool. Like half way through I was just swimming in my head with ideas of how to play it with my friends and if something like a text based game would be possible.
Then I had something of a revelation. I am a web developer by trade (I have a website below that a few of you have atleast at some point checked out) with a Bachelor in Computer Science (blah blah I knwo). Anyway so programming is easy stuff for me.
Hopefully with some insight from NecroBlade, I'd like to set up an online random dungeon master for this game. It wouldn't have to be too complex at first (and I wouldn't have the time to make complex), but it would allow for the random generation of monster, seemlessly adventuring through areas, and most importantly for anyone to play by themself with a simple deck of cards at home. I've been dabling with the idea of adding something along the lines of a private magic player section to my website (free to register and regististration would only require answering a skill testing magic question to keep non-magic users out.) and this would be pretty great to give people access to.
So anyway... I'm going to start initial development now. NecroBlade if you are keen on the idea I'll obviously keep you involved through the whole process and if you are completely against it for whatever reason then I'll just do something else instead since there is never an end to the amount of small projects for a web designer.
Wow, thanks again for the compliments. That sounds like it would be a lot of fun. PM me with your ideas, I'd love to help out with it. As long as I get credit and maybe a link to this thread, I'd really like to see a game like that go up, and I'd be playing it myself!
Quote from JohnJones »
What about the sky for elementals, birds, drakes and other flying things? As a location
I listed the sky for birds and aven, etc in the "other ideas" below the rest of the locations/enemies.
WOW. I had hoped for this to catch on when I started it, but it's unbelieveable to acutally have all this feedback! Thanks a lot to everyone already playing/helping out! You guys are awesome and I hope my game is, too!
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
what i meant before is that instead of starting at level 1 you would start at level 0 as a generic token 1/1 with your class type, then when you level up you could (maybe) be restricted to that class, (or maybe you could have a subclass) so instead of having to pick a different 1 casting cost card you could just start as a token.
what i meant before is that instead of starting at level 1 you would start at level 0 as a generic token 1/1 with your class type, then when you level up you could (maybe) be restricted to that class, (or maybe you could have a subclass) so instead of having to pick a different 1 casting cost card you could just start as a token.
Ah, I see. I was thinking something along the same lines, as sort of a "training" in the beginning. I would say that players should be restricted to just one class, as I think it'll be more fun if everyone's different. I also wouldn't say "token," just "generic character." Starting at level zero could help the experience curve out a little. It would look more like this:
Level 1 - 50exp
Level 2 - 125exp
Level 3 - 225exp
Level 4 - 350exp
Level 5 - 500exp
I remembered another point I was going to make about something earlier, but it has slipped my mind again. I'm off to eat lunch now, but hopefully it'll come back to me later.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
Gobling goon was great because with the rules I was plaing it was each boss was 2x+2=boss where x is equal to the combined level of all players so at level 2 which all the players were when they played the goon.....he was a 12/12 and had a few minions( i used 2 goblin pikers and a goblin bully) they were 1/2(protection from goblins)-2/3(vanilla w/pro black)-2/2(Exhaust: Prevent x damage where x is equal to # of clerics) exhaust is what i used so they could still attack and block in that turn but could not use any more abilities so in other words a player could in his/her turn attack-use abilitie-defend use any two of those abilities...... so a player could
I figured out that two abilities in 1 "turn" is to much ecspecially since they could prevent 6 damage via his abliltie. So I made a rule that after u use an abilitie you are exhauseted for the rest of the turn so in other words 1 abilitie per turn...although u still may attack or defend.
And defend was great addiition as I made it so if u defended u took -50% damage next turn so if you double defended you took -75% damage next turn but someone who is defending cannot have damage directed at them prevented any other way as that would be to cheap.
It was alot of fun and if you want ill post my "official rules" in here but they are about 2-3 pages long typed.
THe reason goon was so fun was that he really made them think about just attacking all out as he was attacking for 12 each turn.....so alot of there time was spent defending and preventing damage and one guy I was plaing with was smart and used shining shoal which is broken might i add after about 7-8 turns of mana gaining to shoot 7 at the goon then finish him off. I highly suggest this game to anyone who has ever wanted to get int D&D style games but does not have the understanding of D&D. I love D&D and thats why this is just a natural for me I have been RP for a long time and this is by far one of the best if you decide to go anywhere with this let me know I would love to help.
-TotT
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Quote from mastab3690 »
yes turning of the tide that was a nice, props on breaking the deck
I'd love to see what rules tweaks you used, maybe add some to what I have now. As for the "exhaust" part, I think I forgot to mention this, but being tapped works just like in regular Magic - you can't attack or block if tapped. Attacking, however, doesn't require tapping in any case (sorry, vigilance), so players could still easily use "tap" abilities after they attack, but no longer be able to block. Then again, maybe vigilance coudld now simply mean "you may block even if you are tapped." Thanks for everyone's suggestions!
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
I think tapping should also prevent you from playing spells. I can see Twiddles becoming grossly overpowered late game when combined with a pwning tap ability.
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"...FOMG THE SCROLL LOCK KEY DOES SOMETHING "
I think tapping should also prevent you from playing spells. I can see Twiddles becoming grossly overpowered late game when combined with a pwning tap ability.
I toyed around with that idea, too, but that means the monsters could lock a player out from attacking, blocking, and playing spells with a Twiddle. Maybe attacking should cause the player to tap, but being tapped doesn't mean you can't play spells. I think this works better, as it also helps you remember which monsters have attacked. So you can attack or use tap abilities, but you can always play spells. You can only block if you are untapped and/or have vigilance.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
one guy I was plaing with was smart and used shining shoal which is broken might i add after about 7-8 turns of mana gaining to shoot 7 at the goon then finish him off.
Indeed Shining Shoal is powerful, but that's because I forgot to mention something about X :tongue2: When casting a spell (or using an ability) with X in the cost, you can't make the total cost exceed your level. For example, if you're level 3 and you cast a Blaze, you can't spend more than 2 on the X, keeping the total cost at or less than three.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
Yes agreed the shoal was a huge problem but goon was overpowered anyway compared to thge other bosses I used (i.e. gang-banger, sharpshooter's) since it was a lvl two boss at a 12/12. I will get my "official rules up probably on Sunday as it is currently 4:30 AM and needless to say i a tad bit tired.
Thatnks for the great idea...
-TotT
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Quote from mastab3690 »
yes turning of the tide that was a nice, props on breaking the deck
Wow, this is very similar to something I did about the time Fallen Empires and Ice Age were around. Or Homelands. The point it that it was flavorful, and I just randomly decided to actually engage in walking around on a grid I made using lands and giving creatures with flying certain movements and landwalk movements, and moving around doing different things. Of course that was a long time ago, and I'm very liking of what I see
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New Rules come out for 1999 6th Edition... "THEY'RE TURNING MAGIC INTO PORTAL! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for 2010 Edition... "THEY'RE TURNING MAGIC INTO YU-GI-OH! THE GAME IS RUINED! EVERYONE PETITION AND GET THEM TO CHANGE IT BACK!"
New Rules come out for *Reserved for something in 2020* "THEY'RE TURNING MAGIC INTO *currently "simple" game by the more "skilled" players*! THE GAME IS..." etc.
Yes agreed the shoal was a huge problem but goon was overpowered anyway compared to thge other bosses I used (i.e. gang-banger, sharpshooter's) since it was a lvl two boss at a 12/12. I will get my "official rules up probably on Sunday as it is currently 4:30 AM and needless to say i a tad bit tired.
Thatnks for the great idea...
-TotT
What exactly was the Goon doing as a 12/12? If I would've used him, he would've been a 6/6 with 18 health.
Quote from C0LD L0GIC »
Wow, this is very similar to something I did about the time Fallen Empires and Ice Age were around. Or Homelands. The point it that it was flavorful, and I just randomly decided to actually engage in walking around on a grid I made using lands and giving creatures with flying certain movements and landwalk movements, and moving around doing different things. Of course that was a long time ago, and I'm very liking of what I see
I had something worked out with a land-map, too. Maybe we could use this again, at least as a way to visually lay out where the players are/are going.
Quote from frncsc »
I was thinking about something wat if some bosses had a special reward as a bonus, for instance if you'kill a tricolor boss (ex: Lady evangela ) and if you evolve one level you could switch to one of the colours of the boss?
i dunno just sum thoughts to try and make the game better
Thanks for the suggestion, but I don't think it's necessary to let players switch to another colour. They'll already be making their way around the colour-pie, so they'll be every colour by level 5 anyway.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
so do you instantly get rezzed at the end of every game or do you have to wait until you can find a necro or a member of your party gets a rezzing spell? Also, what happens when you return something to its owners hand? Say you are in the sea and you happen across a man of war? Also the bosses seem like they are jsut going to be big nasty beasts, no evil wizards? What about taking extra turns? Like your buddy jsut happens to have a time walk, he casts it, what happens?
Edit: Is there any time to respond to a spell or ablity or are cards like counterspell just useless? How would flashback work? say you have a card with flashback in the yard with its orginal casting cost equal to your player's level but hte flashback cost is greater. Also what happens if you run out of cards? is it game over or do you jsut keep trying to win with just attacking?
I was thinking can we put like special boss rewards or conditions? for instance a toshiro Umezawa wielding a Umezwa's jitte and if u beat toshi u get the jitte?I thought of this when i thought of a campaing in kamigawa.ANd when i thought this i had an ideia. Wat if we, round here make a campaign for each set?
Campaigns for sets is an interesting idea. I thought about the possibility of legendary creatures as bosses, too, and maybe allowing players to use that bosses stuff (i.e. cards with the bosses name in them) when they beat them. The problem with this is not all legendary creatures will have such rewards to give. Puls I don't think giving a Jitte to a player is a good idea AT ALL, since they're generally going to have multiple combats per turn, not to mentioned I've banned all legendary things for players.
Quote from magicmaster55 »
so do you instantly get rezzed at the end of every game or do you have to wait until you can find a necro or a member of your party gets a rezzing spell? Also, what happens when you return something to its owners hand? Say you are in the sea and you happen across a man of war? Also the bosses seem like they are jsut going to be big nasty beasts, no evil wizards? What about taking extra turns? Like your buddy jsut happens to have a time walk, he casts it, what happens?
I think the DM should write it into the game when and where dead players can be brought back.
As for bounce, that (like "destroy" spells) is a problematic area. I'm thinking that "return to hand" should work more like "rfg until end of turn." Then any mosnters that are still r'd fg (read: rfg'd) when the players defeat those still "in play" (thus beating the "level") will only count half experience. Or, the players can just fight them after the other monsters have been cleared. Same sort of thing for "destroy" spells (and abilities), that is, monsters killed this way should only count half experience.
Who said anything about not being able to use evil wizards as bosses? The only reason big, nasty beasts might make more popular bosses is that there tends to be a lot of actual combat, which wizards don't tend to be good at.
Taking extra turns should apply only to the player who casts the spell.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
My experience system doesn't reset, either, and to me it has a visible curve, but it's hard to explain, so I won't (any math geniuses that can see it and can explain it, go ahead). But don't worry, you can use whatever system works best, and please, report your findings so there can maybe be a "standard" that works well. The one I posted was just an example and what I'm likely to use.
As for Raise the Alarm and the like, that's where my idea for "classes" comes in. An additional rule could be that at the beginning of the game, each player chooses a class, like Summoner or Necromancer. Certain cards would be off-limits to all players except those of a certain class. For example, only Summoners could use token-generating cards and only Necromancers could use cards dealing with the graveyard. As for token generatos themselves, if I were to allow them, I'd say the tokens have 1 health per point of toughness and disappear after each battle. **NOTE: THIS IS COMPLETELY OPEN FOR DISCUSSION - please post any classes you think there should be, and what types of cards you think should be available to those classes**
Guildmaster Jarad
Guildmaster Jarad
as for classes
Soldier
rouge
ninja
wizard (though i think there should be wizard types like the following)
shaman
cleric
necromancer
sorceror (i know it not a magic type but whatever)
sumonner
Ect...
thanks DarkNightCavalier for the sig!
My Trade Thread
Guildmaster Jarad
P.S.: We can play next month when you come up....don't forget! I really want to play this with you!
Guildmaster Jarad
Damn those rouges... always taking the place of rogues.
Which color are you?
Non-Judge - Comprehensive Rules Delver
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Random quote of the last time I updated my sig:
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Which color are you?
Non-Judge - Comprehensive Rules Delver
|| Autocard || My Latest Project ||
Random quote of the last time I updated my sig:
"...FOMG THE SCROLL LOCK KEY DOES SOMETHING "
-Your bosses need to be harder. double level is nothing and even adding minions did not help much.
-Bosses with drawbacks make good times (i.e. goblin goon is the one I used and gave him a bunch of minions its alot of fun)
-exp. curve is to low on the high end if that makes sense as by the end off our 4 hour game they were already lvl 6.
-Clerics rock. My freinds all played as clerics and there strength in numbers affect was alot of fun. such as the medic which could give pro 3 points of damage since 3 of them were playing.
-This game is alot of fun and could be the next level for magic.
If anyone wants details of the game ill post them but the theme we used was 3 clerics trying to recover a fallen comrad from behind enemies line(goblin burrows) and it played really smoothly and was alot of fun thanks NecroBlade for the idea.
-TotT
Then I had something of a revelation. I am a web developer by trade (I have a website below that a few of you have atleast at some point checked out) with a Bachelor in Computer Science (blah blah I knwo). Anyway so programming is easy stuff for me.
Hopefully with some insight from NecroBlade, I'd like to set up an online random dungeon master for this game. It wouldn't have to be too complex at first (and I wouldn't have the time to make complex), but it would allow for the random generation of monster, seemlessly adventuring through areas, and most importantly for anyone to play by themself with a simple deck of cards at home. I've been dabling with the idea of adding something along the lines of a private magic player section to my website (free to register and regististration would only require answering a skill testing magic question to keep non-magic users out.) and this would be pretty great to give people access to.
So anyway... I'm going to start initial development now. NecroBlade if you are keen on the idea I'll obviously keep you involved through the whole process and if you are completely against it for whatever reason then I'll just do something else instead since there is never an end to the amount of small projects for a web designer.
Thanks! I'm glad and slightly surprised that this is getting so much attention. I have a long weekend coming up, so I'll hopefully get some cards together and play some myself.
Thanks for playing and thatnks for the awesome feedback! So the bosses are to weak, huh? Maybe you could add levels to the boss if there are more player. Or maybe the bosses should be the total level of the players. Actually, that last idea sounds really good to me.
Another idea stuck me when reading your comments on the bosses. Creatures with X in their cost would make great bosses. You can just set the X to whatever level you need the boss to be. If you don't mind, what exactly made facing the Goblin Goon so great?
Again, experience is something that is definitely up for discussion. Level 6 after 4 hours probably is a bit much, though, so yeah, I think you're right that it needs to be higher.
That's interesting that clerics were that good. As long as they weren't too powerful, though, it sounds like it was a lot of fun.
By all means, feel free to post more details about your session! I'm glad you had fun with it and thanks for the compliments.
Wow, thanks again for the compliments. That sounds like it would be a lot of fun. PM me with your ideas, I'd love to help out with it. As long as I get credit and maybe a link to this thread, I'd really like to see a game like that go up, and I'd be playing it myself!
I listed the sky for birds and aven, etc in the "other ideas" below the rest of the locations/enemies.
WOW. I had hoped for this to catch on when I started it, but it's unbelieveable to acutally have all this feedback! Thanks a lot to everyone already playing/helping out! You guys are awesome and I hope my game is, too!
Guildmaster Jarad
thanks DarkNightCavalier for the sig!
My Trade Thread
Level 1 - 50exp
Level 2 - 125exp
Level 3 - 225exp
Level 4 - 350exp
Level 5 - 500exp
I remembered another point I was going to make about something earlier, but it has slipped my mind again. I'm off to eat lunch now, but hopefully it'll come back to me later.
Guildmaster Jarad
ill let you know if i have any more suggestions!
thanks DarkNightCavalier for the sig!
My Trade Thread
-attack twice
-attack use abilitie
-attack defend
-abilitie defend
-defend defend
I figured out that two abilities in 1 "turn" is to much ecspecially since they could prevent 6 damage via his abliltie. So I made a rule that after u use an abilitie you are exhauseted for the rest of the turn so in other words 1 abilitie per turn...although u still may attack or defend.
And defend was great addiition as I made it so if u defended u took -50% damage next turn so if you double defended you took -75% damage next turn but someone who is defending cannot have damage directed at them prevented any other way as that would be to cheap.
It was alot of fun and if you want ill post my "official rules" in here but they are about 2-3 pages long typed.
THe reason goon was so fun was that he really made them think about just attacking all out as he was attacking for 12 each turn.....so alot of there time was spent defending and preventing damage and one guy I was plaing with was smart and used shining shoal which is broken might i add after about 7-8 turns of mana gaining to shoot 7 at the goon then finish him off. I highly suggest this game to anyone who has ever wanted to get int D&D style games but does not have the understanding of D&D. I love D&D and thats why this is just a natural for me I have been RP for a long time and this is by far one of the best if you decide to go anywhere with this let me know I would love to help.
-TotT
Guildmaster Jarad
Which color are you?
Non-Judge - Comprehensive Rules Delver
|| Autocard || My Latest Project ||
Random quote of the last time I updated my sig:
"...FOMG THE SCROLL LOCK KEY DOES SOMETHING "
Guildmaster Jarad
Guildmaster Jarad
Thatnks for the great idea...
-TotT
I had something worked out with a land-map, too. Maybe we could use this again, at least as a way to visually lay out where the players are/are going.
Thanks for the suggestion, but I don't think it's necessary to let players switch to another colour. They'll already be making their way around the colour-pie, so they'll be every colour by level 5 anyway.
Guildmaster Jarad
Edit: Is there any time to respond to a spell or ablity or are cards like counterspell just useless? How would flashback work? say you have a card with flashback in the yard with its orginal casting cost equal to your player's level but hte flashback cost is greater. Also what happens if you run out of cards? is it game over or do you jsut keep trying to win with just attacking?
Thanks for the awesome sig Topher!
My Trades
MOTL
I think the DM should write it into the game when and where dead players can be brought back.
As for bounce, that (like "destroy" spells) is a problematic area. I'm thinking that "return to hand" should work more like "rfg until end of turn." Then any mosnters that are still r'd fg (read: rfg'd) when the players defeat those still "in play" (thus beating the "level") will only count half experience. Or, the players can just fight them after the other monsters have been cleared. Same sort of thing for "destroy" spells (and abilities), that is, monsters killed this way should only count half experience.
Who said anything about not being able to use evil wizards as bosses? The only reason big, nasty beasts might make more popular bosses is that there tends to be a lot of actual combat, which wizards don't tend to be good at.
Taking extra turns should apply only to the player who casts the spell.
Guildmaster Jarad