Philemonite
2013-03-27, 01:39 PM
I have an idea for a game that uses cards for combat.
There are five ability types Attack(Striker), Guard(Defender), Pressure(Control), Support(Leader) and Assist(Indirect, like DOT and Summoning).
Party gets 5 mana cards per turn(one of each type) plus 2 more for every member.
Basic Abilities cost any 2 cards.
Advanced Abilities cost 1 specific card plus 2 any.
Expert Abilities cost 2 specific cards plus 2 any.
Mastery Abilities cost 3 specific cards plus 2 any.
Using same type ability in a round gives penalty, so you are encouraged to use all types.
Also, "mana pool" is shared by the party, witch adds an element of strategy.
Ability Types:
Attack-Single, Multi, Area
Guard-Taunt, Stance, Shield
Pressure-Weak, Dull, Seal
Support-Heal, Protect, Power
Assist-Summon, Curse(DOT), Cleanse
There here are four spellbooks: Divine(Priest), Arcane(Mage), Primal(Druid) and Psonic(Psion).
Tech are weapon-based abilities, and Skills are everything that's not Tech or Magic.
Deck and hand size are different for each class. Warriors have more HP, but smaller hand and deck size.
Tech Schools:
School of the Sword(Warrior)
School of the Lance(Soldier)
School of the Bow(Archer)
School of the Mace(Knight)
Skill Paths:
Path of the Fist(Monk)
Path of the Shadow(Ninja)
Path of the Trickery(Rough)
Path of the Voice(Bard)
I was thinking of using something like paragon path/epic destiny or Fire Emblem promotions. You can choose a specialization that can give you new spellbook/school/path.
There will be no random draw. You can arrange your deck any way you want to and draw cards in that order. Discarded cards will be sent to the bottom of your deck. This will make things simpler. You will always have full hand, when you discard a card, you draw new one.
Comments?
There are five ability types Attack(Striker), Guard(Defender), Pressure(Control), Support(Leader) and Assist(Indirect, like DOT and Summoning).
Party gets 5 mana cards per turn(one of each type) plus 2 more for every member.
Basic Abilities cost any 2 cards.
Advanced Abilities cost 1 specific card plus 2 any.
Expert Abilities cost 2 specific cards plus 2 any.
Mastery Abilities cost 3 specific cards plus 2 any.
Using same type ability in a round gives penalty, so you are encouraged to use all types.
Also, "mana pool" is shared by the party, witch adds an element of strategy.
Ability Types:
Attack-Single, Multi, Area
Guard-Taunt, Stance, Shield
Pressure-Weak, Dull, Seal
Support-Heal, Protect, Power
Assist-Summon, Curse(DOT), Cleanse
There here are four spellbooks: Divine(Priest), Arcane(Mage), Primal(Druid) and Psonic(Psion).
Tech are weapon-based abilities, and Skills are everything that's not Tech or Magic.
Deck and hand size are different for each class. Warriors have more HP, but smaller hand and deck size.
Tech Schools:
School of the Sword(Warrior)
School of the Lance(Soldier)
School of the Bow(Archer)
School of the Mace(Knight)
Skill Paths:
Path of the Fist(Monk)
Path of the Shadow(Ninja)
Path of the Trickery(Rough)
Path of the Voice(Bard)
I was thinking of using something like paragon path/epic destiny or Fire Emblem promotions. You can choose a specialization that can give you new spellbook/school/path.
There will be no random draw. You can arrange your deck any way you want to and draw cards in that order. Discarded cards will be sent to the bottom of your deck. This will make things simpler. You will always have full hand, when you discard a card, you draw new one.
Comments?