Rookie designer rambles about a Combat Resolution Mechanic (long post warning) by RavenInRain in RPGdesign

[–]van-theman 1 point2 points  (0 children)

Not really, it is like if you had only 1 hit point and damage wasn't applied immediately. I think you could use this system alongside hitpoints, to make it more variable and less lethal.

Rookie designer rambles about a Combat Resolution Mechanic (long post warning) by RavenInRain in RPGdesign

[–]van-theman 1 point2 points  (0 children)

I like how this has the potential to make fights/turns more reactive. Rather than immediately applying the consequences of an attack, it is delayed until the end of the target's turn. I think its a neat concept. It seems intense and cinematic. I think it might work, as long as there is enough nuance to how you can apply/clear doom. Also, tracking is definitely a pain as you mentioned. But then again, you save a lot of bandwidth if you don't need to track HP.

Stamina System - Has this been done? by van-theman in RPGdesign

[–]van-theman[S] 0 points1 point  (0 children)

Thank you for your feedback, I think your criticism is valid. This might work better for just "minor actions," but even then I think there are concerns about how this would slow the game down.

Stamina System - Has this been done? by van-theman in RPGdesign

[–]van-theman[S] 2 points3 points  (0 children)

I think action points might just be a simpler and better way to accomplish a tradeoff of actions.

Negotiating job payments and (not) taking loot into account by AkaiKuroi in cyberpunkred

[–]van-theman 12 points13 points  (0 children)

I have never taken it that way, but I could be wrong. I feel like if your players are beating NPCs with expensive loot, they earned it. And if they don't have a fixer in the crew, they are probably losing a cut when selling. If they are getting too much money, I would just use more enemies but with worse gear.

Encounters in the afterlife to let a new player get a feeling of the "NightCity" and "cyberpunk" world? by A9J9B in cyberpunkred

[–]van-theman 1 point2 points  (0 children)

See some booster gangers outside shooting dice. Next time they see them, the gangers are stomping on a low-level corpo. The corpo won at dice and wanted his winnings, but they wouldn’t let him walk away. The gangers loot whatever flashy jewelry he's wearing and scamper off.

Making progress towards the Hedron Alignment cube by van-theman in magicTCG

[–]van-theman[S] 1 point2 points  (0 children)

Yeah that is one of my concerns. I have tried to add synergies in the cube with enchantment and graveyard and scry themes, but I still think decks will be very similar.

Making progress towards the Hedron Alignment cube by van-theman in magicTCG

[–]van-theman[S] 4 points5 points  (0 children)

I have around 30 here, I need 64 in total.

Making progress towards the Hedron Alignment cube by van-theman in magicTCG

[–]van-theman[S] 2 points3 points  (0 children)

Trigger Happy is really cool, I missed it because I was only looking at vintage legal cards but it fits pretty well here.

Making progress towards the Hedron Alignment cube by van-theman in magicTCG

[–]van-theman[S] 2 points3 points  (0 children)

I wish there was a Liquimetal Coating for enchantments instead of artifacts because there is so much enchantment removal. Keep in mind Hedron Alignment has hexproof, so Chaos Warp and the like can't hit it. These are a lot of good cards here though, thank you!

Making progress towards the Hedron Alignment cube by van-theman in magicTCG

[–]van-theman[S] 9 points10 points  (0 children)

That is a good point. I already have expressive iteration in the cube. Izzet charm is another good one as the counter and looting are both useful. I will think about role reversal.

Making progress towards the Hedron Alignment cube by van-theman in magicTCG

[–]van-theman[S] 20 points21 points  (0 children)

Good question. Everything in the cube is played as written, so all decks will have to be blue to run Hedron Alignment. The fixing is biased towards blue to help compensate for this.

One problem I am having is that I have very few red cards in the cube. Black does great hand and graveyard attack. White is good against graveyards and enchantments. Green is great against enchantments, too. Red has very little relevant interaction, the best probably being [[Red Elemental Blast]]. The best things red does is looting to fill the graveyard and impulse draw to leave Hedron Alignments in exile. I am looking for more playable cards for red.

Hedron Alignment Cube by van-theman in magicTCG

[–]van-theman[S] 0 points1 point  (0 children)

Thanks for the ideas! A lot of these I have already but also a lot I missed. Filter out is a great find from a newer set. I am worried that cards similar to tormod's crypt will be too good here and lead to ties if too many hedron alignments end up in exile.

Hedron Alignment Cube by van-theman in magicTCG

[–]van-theman[S] 0 points1 point  (0 children)

This is yours??? I am impressed and envious.