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Again...rhetorical question. I'm saying I don't believe they do come up enough to warrant their own element.
Praise the Sun
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I was trying to suit what actually describes the creatures, rather than crunching the creatures into little boxes that may or may not fit them, for the sake of a game.
Not to mention, Zale, I was working on compiling a couple elements that don't work, as I said before, except I'm the only one currently adding anything at all to Warriors of Myth Wiki. So, updates to the way things are run come as my thought process dictates. And my mind does not process like other people. Hence, as I get distracted with other things after our conversations, if I don't move right then and there, then things get put off. If anybody wants either the game or the RP or the wiki to work, I require other people available to work with. I appreciate what edits come, but they do not come often. And so, as the task that lies ahead is quite daunting, I am doing it on my own time, as my energy level and motivation dictates.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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I say that we scrap the actual element part of the game, keep the design I made as the art for the backs of the cards, and just right what damage multiplier a skill does to what monster type in the ability, writing the monster type in the upper left hand corner of the information section of the card.
easy to look at, easy to use. Now wulf, what type rule system do you already have set up? |
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Okay let's see what I can remember about the rules, and let's make sure we differ from vanguard whose rule base unfortunately is similar to ours...although their's was created after ours.
first let's start with the actual warriors. |
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Scrap the whole idea? What's wrong with the elements?
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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I can't really tell how it would help make the game more fun for those who play it.
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It makes it easier to know what attack hurts who.
German is a spirit of rain (Water). Sending down rain would work against a Dragon, who breathes Fire. Simple stuff, if each effect is worked out. That's why the system was accepted in the first place. Though, if you have a better system to weigh attacks and defenses against one another, then sure, I'm all ears.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Basic attacks which are regulated purely by the attack of the monster and special skills which cost motes and serve as a multiplier of the regular attack dependent on the element of the monster.
If the monster is of a weaker element the multiplier is increased by a factor of 1.5 x it's original, if it is of a weaker element, the multiplier is decreased by a factor of .5 times it's original attack. And as for special affects that occur, If a monster is of the stronger element, they are not affected. If they are of the weaker element the effects become twice as potent. |
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Dude, nobody want to have to work that out for every attack...
And it fits a card game, they'll have to do it themselves. Ease of use should take precedent over logical application.
Praise the Sun
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Basic math dude, add on half of the monster's attack if they are of a stronger element, subtract half if they are of a weaker element.
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I know its basic math...I can see that. I'm just saying.
Praise the Sun
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And in all honesty you really only have to do it once, per character card, unless the card get's augmented through a skill, or item.
speaking of which hopefully we can keep the attacks and the hp in the low numbers no higher than twenty or maybe thirty for the attack and defense. |
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In reply to this post by Mik_Hael
How is that different than what we had in mind?
If I'm not mistaken, our idea was to do pretty much that.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Thought it was tuned down just a bit more than what you had in mind.
What I thought you meant was a system similar to the game Reshef of Destruction, yugioh franchise. In which the element system was too overpowered in my opinion. Basically in that game a water elemental completely stomps fire elementals regardless of power level. As in 8 star Fire god of the apocalypse, taken out by water sprout. |
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except I've been saying all night that the element system should be only one factor....
Praise the Sun
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In reply to this post by Mik_Hael
No, no, nothing that drastic.
Though, they would certainly help. Like, say, a half level creature of the right element could do decent damage. Ex: Undine (Water) is twice the level of the Lightning Bird (Electricity). Though, since the Lightning Bird's element is especially powerful against Undine's element, it does damage as though the two were creatures on the same level. If they actually WERE on the same level, that attack would do even more damage (and likely kill in one hit). Not sure if I'm explaining that properly.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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In reply to this post by Marvelous Miscreant
Yeah, I actually thought that was made fairly clear...
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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You guys are probably thinking too hard about certain mechanics of this. In my opinion, the easiest thing to do is make it something like the Chinese elements. Or just don't use them as anything except a formality. E.G. M:TG. Elements don't need including and are more analogous to a creature type (wizard, sage, soldier, knight, etc).
The power and toughness are probably best and will work well, as shown in previous gaming systems. Yu-Gi-Oh probably isn't the best system to base anything off of as it has too many unique effects that require people to read every single bit of the desciption, though it's nice in that you don't need to worry about summoning costs, it's the level that matters. Pokemon is worse, it has several unique effects for each Pokemon AND it has costs for using the special attacks that require them to use up the energy. M:TG is much more well thought out than the previous examples as you build up energy and can use more powerful spells as the game continues, as well, while it has a few unique effects, it has many more that can be summed up in one word and make for easy reading (trample, vigilance, indestructible, etc). That's my view on this and I have yet to play Weiss Schwarz so that I can look at its mechanics and decide whether or not I like them and would use them for a card game that I'd want to make and play. So, to sum up: -Use simple effects as much as possible (one-word descriptors) -Build up energy similar to M:TG -Have classes for the creatures -Elements are simple formalities
http://loc.wikia.com/wiki/Mina
In NB: Crescent's best technique: Moonless Night Suzu's favorite technique: Shining Blade |
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So, concern yourself more with the power/toughness, with no bonus or take-away from elemental assignments?
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…” --Rudy Wade, Misfits (Series 4, Episode 8)
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Yes, that's essentially how M:TG works. While each card may have a color, that color has no relation to how well that card functions against another card combat-wise. It only affects the types of abilities that the card may have.
http://loc.wikia.com/wiki/Mina
In NB: Crescent's best technique: Moonless Night Suzu's favorite technique: Shining Blade |
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