On the issue of the d22, I’m surprised y’all think that it’s massively complex; it’s the same as any other polyhedral die, except it has 22 possible faces. They aren’t too hard to come by, but D21s have been hard to come by.
That's not what i was hinting at.
I was just astonished that anyone would actually look for D21s or D22s. A D20 is already sufficent enough.
You've taken commander damage? Fine. It exceeds a D20? You're dead. Literally no use for anything beyond a D20 and those already come in handy, anyways.
I think if brainstorming a replacement the first thing to do is note down requirements; what're we trying to achieve with the mechanic?
If you were to ask me, the main goal would be making Voltron a more viable archetype.
In 3 player pods it's fine, but far from perfect. In 4 player pods it's already very hard to get a W. God forbid 5+ players.
Just thinking aloud here, but maybe 18 would be an improvement already. A power of 6 to get a 3 turn clock is hardly broken, doesn't speed up commanders that sit at 7 power (e.g. Traxos, Scourge of Kroog) and opens up for a lot of "smaller" Voltron commanders.
Going as low as 15 could be problematic, because it could get "too easy" to kill that way out of pure chance.
I usually carry around five d20 in color pie colors anyways. Playing 3-4 player pods i'll then assign the closest fitting ones to each of my opponents, set them on "20" until they actually are dealt damage and use the rest as my life count.
I also carry 72, 12mm dices in 3 colors in this cute box to visualize token amounts (blue), +1/+1 and "positive" counters (green) and -1/-1 and "negative" counteres (red) respectively. In case i go beyond 40 life total they also come in handy.
Bottom line: While an akward design keeping track of commander damage is quite easy.
I agree, current commander damage rules aren't optimal, but changing them could end up being a major clusterf*ck.
Especially accumulated commander damage from different commanders... Person A hits Person B for 15-commander damage with Person C swinging in for a tiny sum still killing? Getting close with Rafiq of the Many just to see something like Sir Shandlar of Eberyn (i'm exagerating, i now) finishing the job by pure happenstance would be a huge feel bad.
If anything i feel they could lower lethal commander damage. Voltron is already an akward deck strategy, which is a shame. Say lethal would be 15, that archetype would become a lot stronger, commander damage would be more distinctive - we all know rounds where the person in question doesn't even have enough life compared to lethal commander damage - and i'm sure it wouldn't create a broken archetype.
I was just astonished that anyone would actually look for D21s or D22s. A D20 is already sufficent enough.
You've taken commander damage? Fine. It exceeds a D20? You're dead. Literally no use for anything beyond a D20 and those already come in handy, anyways. If you were to ask me, the main goal would be making Voltron a more viable archetype.
In 3 player pods it's fine, but far from perfect. In 4 player pods it's already very hard to get a W. God forbid 5+ players.
Just thinking aloud here, but maybe 18 would be an improvement already. A power of 6 to get a 3 turn clock is hardly broken, doesn't speed up commanders that sit at 7 power (e.g. Traxos, Scourge of Kroog) and opens up for a lot of "smaller" Voltron commanders.
Going as low as 15 could be problematic, because it could get "too easy" to kill that way out of pure chance.
I usually carry around five d20 in color pie colors anyways. Playing 3-4 player pods i'll then assign the closest fitting ones to each of my opponents, set them on "20" until they actually are dealt damage and use the rest as my life count.
I also carry 72, 12mm dices in 3 colors in this cute box to visualize token amounts (blue), +1/+1 and "positive" counters (green) and -1/-1 and "negative" counteres (red) respectively. In case i go beyond 40 life total they also come in handy.
Bottom line: While an akward design keeping track of commander damage is quite easy.
I agree, current commander damage rules aren't optimal, but changing them could end up being a major clusterf*ck.
Especially accumulated commander damage from different commanders... Person A hits Person B for 15-commander damage with Person C swinging in for a tiny sum still killing? Getting close with Rafiq of the Many just to see something like Sir Shandlar of Eberyn (i'm exagerating, i now) finishing the job by pure happenstance would be a huge feel bad.
If anything i feel they could lower lethal commander damage. Voltron is already an akward deck strategy, which is a shame. Say lethal would be 15, that archetype would become a lot stronger, commander damage would be more distinctive - we all know rounds where the person in question doesn't even have enough life compared to lethal commander damage - and i'm sure it wouldn't create a broken archetype.