Sunday, August 4, 2013

Roles and their cards

Some obvious abilities that should be baked into each role deck:

Tank - damage soak, threat mitigation, pull abilities, AoE damage to maintain threat, minor self heals, low damage output.

Healbot - high single target heals, heals over time, group heals, card draw buffs, card search buffs, low damage output.

Melee DPS - high damage finishing moves, stuns, weakened damage mitigation

Ranged DPS - mid damage output, mid AoE damage, weakened damage mitigation, reinforcement/allies, damage buffs

Magic DPS - high AoE damage and effects, weakened damage mitigation, reinforcement/allies

Tank card ideas, with pseudo-rules (12)

1) Parry - play card to soak x damage from one attack
2) AoE Soak - Ignore all AoE damage
3) Attack - hit target for 2/4 damage (damage/threat)
4) Pull - hit target for 1/5 damage
5) AoE Attack - hit all pulled targets for 1/4
6) Directed pull - Pull one target.
7) Heal self - heal 1 point of damage
8) Armor - body, gear, reduce damage by 1
9) Shield - offhand, gear, reduce damage by 1
10) Sword - main hand, gear, increase threat by one for each attack (threat +1 token to place on attack card?)
11) Boots - feet, gear, discard to avoid one AoE attack
12) Stun - target cannot attack this turn, draw a card

I just realized for the solo deck I have gone far and above what is required!  Yikes!  Ah well, it will be easier to weed out the weaker ones this way...

2 comments:

  1. I know you're mostly working on mechanics and systems now, but do you have a genre in mind for the art and all that? Fantasy? Sci-Fi? Slash/Fiction?

    MeMor, Leather Chest™, and whatever the haunted granny from Cayukos nickname was, will have to make appearances.

    Also, I look forward to playing a f-ton of games for playtest when you get closer with things! I think that's one of the biggest factor in balanced and fun card games - hundreds of sessions played tuning and tweeking the cards/decks.

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  2. Likely fantasy. It's something I'm most familiar with, and I think most people are most familiar with the setting, not to mention it makes sense with the type of experience I'm trying to recreate.

    I like to think that ultimately the rules would be a framework that could be applied to any genre, with the specific cards and spirit of the game being the only differences. Dunno. If the game sucks it will certainly be best suited for a Blood Bowl theme...

    Not to mention I think that we have enough fun shared fantasy history that we could come up with some pretty good cards/characters/events so that Action Team could live on in its very own game! :)

    Mor-Mor is watching...

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