I don't use notes either because I simply don't care enough to do so. I barely took notes in college, so I'm not going to start playing mafia. Notes or no notes though - you will have success if you can reference anything in a game, even if you have to double check the facts.
A great example is in Canada Mafia where Gamerz was able to reference and obscure fact to lynch the last scum. It's something that will directly impact your ability to play well.
The other advantage is it lets you review what went wrong in a loss or things you missed in a win. It's just a good idea if you want to play really well.
Step 1 play less games at once
Step 2 memorize every possible fact in a single game. Be able to reference anything by memory.
Step 3 win or lose review the information most critical to catching scum. Even if you missed it during the game you can spot it endgame.
Step 4 get good enough to not miss it the first time.
EDIT
Step 5 learn how to pull the information you need from people.
Step 6 learn how to fake it.
I suggest spending time in basics and learn how to spot town through mistakes. ZDS is great at it and can us it to pin down scum through PoE or push mislynches as scum while looking honest. I think his method works really well.
I disagree with changing the transforming conditions. Flavorfully it is like having a werewolf that does not transform under a full moon... like twilight or something similar.
I do, however, like the idea. I just think exploring color splashes would be a better step forward in the design space instead of fitting traditional green effects onto a different creature for pseudo-symmetry.
Hate to be a poo-pooer of ideas, but I'm not a huge fan of this. Destroy all lands at 5 is overpowerd and doesn't really fit flavorfully with the idea of a werewolf. Not only that, but once it's in play, if two spells are played in a turn, destroy all lands again. This card alone makes the game unfun and stalematey.
But those were my favorite games!
I tossed that idea out in 5 minutes. I know it's not good, but I see two avenues to explore with a werewolf: play in color to a destructive effect (opposing most of the current cards), or play off color for splash effects (my original thought was a GW enchantment tutor (sort of adding a magic effect to a werewolf).
I think this card is a solid start, if only because it's a splashy end-game effect that controls the board in R - making it a difficult inconsistent splash into a RDW or creature deck. It's the type of card I always liked to design around just for fun.
On your character's profile thingy you can click "choose a profile photo" or "upload a new profile photo" to add a picture. Zionite can take it from there.
You'll want to check out the Druid changes in the Ravenloft player's handbook. Having issues uploading the right versions right now so give me a sec and I'll send the right files out.
My druid is following the pathfinder rules, so I might end up being one here. They are just so fun... and I haven't even got to level 5 yet.
EDIT
Right now I'm thinking sorcerer or wizard focusing on pimping the party and knowledge/spellcraft/identify checks and (if sorc) UMD for the misc. wands we find as well as crafting useful stuff for anyone.
Then again, maybe I'll just make a tank. I'm not decided.
A great example is in Canada Mafia where Gamerz was able to reference and obscure fact to lynch the last scum. It's something that will directly impact your ability to play well.
The other advantage is it lets you review what went wrong in a loss or things you missed in a win. It's just a good idea if you want to play really well.
Step 2 memorize every possible fact in a single game. Be able to reference anything by memory.
Step 3 win or lose review the information most critical to catching scum. Even if you missed it during the game you can spot it endgame.
Step 4 get good enough to not miss it the first time.
EDIT
Step 5 learn how to pull the information you need from people.
Step 6 learn how to fake it.
I suggest spending time in basics and learn how to spot town through mistakes. ZDS is great at it and can us it to pin down scum through PoE or push mislynches as scum while looking honest. I think his method works really well.
I do, however, like the idea. I just think exploring color splashes would be a better step forward in the design space instead of fitting traditional green effects onto a different creature for pseudo-symmetry.
I tossed that idea out in 5 minutes. I know it's not good, but I see two avenues to explore with a werewolf: play in color to a destructive effect (opposing most of the current cards), or play off color for splash effects (my original thought was a GW enchantment tutor (sort of adding a magic effect to a werewolf).
I think this card is a solid start, if only because it's a splashy end-game effect that controls the board in R - making it a
difficultinconsistent splash into a RDW or creature deck. It's the type of card I always liked to design around just for fun.This game is perfectly normal.
EDIT
Right, CCC time...
NAME 3GR
Creature - Human Werewolf
Whenever this creature enters the battlefield or transforms into ~, destroy all lands on the battlefield.
At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.
2/2
//
NAME
Creature - Werewolf
Whenever ~ attacks, it gains +1/+1 for each land on the battlefield.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Howlpack of Estwald.
2/2
My issue is that I have too many character concepts.
I have a character concept I'm going to run with, and see what class it lands in.
EDIT
Right now I'm thinking sorcerer or wizard focusing on pimping the party and knowledge/spellcraft/identify checks and (if sorc) UMD for the misc. wands we find as well as crafting useful stuff for anyone.
Then again, maybe I'll just make a tank. I'm not decided.