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zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
So, no strict schedule for proposal/drafs/etc, right?

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zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.

Covok posted:

That said, considering the time investment making a game can become, I'd suggest starting early.

Oh for sure.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
I have some notes on "Economy" that have been waffling around since earlier this year. The main idea at the moment is that the rate of attacks is super heavily moderated, avoiding the reactive attacks stuff and stacking damage bonuses.
Characters are divided into the roles of anvil, hammer, and arm. Anvils position and lock down the enemy, hammers apply damage, and arms buff and augment the hammers. For example, the polearm fighter and the controller wizard are both anvils.
Ability scores are set to a specific array and level progression. Your key offensive, secondary offensive, and key defensive modifiers can all be chosen at will, regardless of class, and abilities ultimately really just determine ability/skill checks, since players are explicitly instructed to make their highest score their KOM.
Attacks and checks in general don't scale with level. Damage does, but that's generally specific to class features (like sneak attack), and abilities do gradually increase, which slowly leads to higher attack bonuses. Characters are divided into tiers (1, 2, 3); you get +10 when attacking a tier down, and automatically hit 2 tiers down, and the reverse going up. Engaging an enemy out of your tier is generally just covered by narration, since the outcome is almost certain anyway.
The Next thread gave me an idea of simply packaging powers together into sets. There are a number of weapons/styles, and each class has a different set of powers for each weapon style. So the hammer/heavy style (which doesn't actually require you use a hammer within the fiction) produces a number of different power sets depending on which class uses it. Sets are balanced against each other, instead of having to worry about multiple power combinations. Finally there are some additional utility/self-heal/whatever powers tacked onto the end.
Weapons don't provide bonuses. Instead, they grant their own, individual class-agnostic power set, as well as granting a specific tier for the purpose of attacks (you use your own if higher). Finding a weapon above your tier is unusual, mostly a narration thing. A legendary sword could grant immense power to a commoner, and that's captured here, but it's not included in the maths. Indeed, if you're happy with your power set and of the same or higher tier than a magic weapon, it's essentially worthless, never simply granting a +1 or whatever. Armor (or an "aegis," which includes things like protection amulets) has a more nebulous position, possibly granting a replacement utility power, as well as the reverse of weapons in terms of granting a higher tier for the purpose of defense. Again, this is more of a narrative consideration than anything that would be required. A PC finding a weapon or aegis above their own tier would be highly unusual, and almost certainly part of a quest or other plot point.

I've also got some idea regarding "pawns" (pets, summons, etc). You get a limited number of dice per round (3, plus one more for OAs); in order for a pawn to attack, you need to assign one of those dice to it instead. Similarly, when a warlord grants a bonus attack, they need to give the target one of their own dice. Things like that, but they're much more nebulous. The core was the idea that dice are limited per turn, so regardless of what sorts of weird actions and attacks get added in later, it doesn't become overwhelming.

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