Rune wrote: |
I had to admit- it appeared that water was rather hard to get and easy to undo. |
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Another change I've made is in terminology to one of the advanced rules - what I used to call "vehicles" are now "neutral creatures". Exact same rules, just a different way of explaining it. |
Key wrote: |
All of these changes should make flying creatures a little more useful, so hopefully we'll see some of them in the tournament. . |
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If you have any flying creature of course. [/bitter] |
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How about being able to land in the hex if someone storms you too? |
Crossfire wrote: |
On the subject of tournament rewards... I don't like the idea of getting Fables for winning tournaments. What about gaining a random card, or a certain amount of points you can spend on cards, each time you win a tournament battle? |
Crossfire wrote: |
I've got the equivalent of a palm court orchestra comprised entirely out of brass and percussion playing Silent Night in my ear now, so forgive me if my contributions are a little chaotic.
I don't really understand the 'extra life' ability that creatures can have. The Kings don't have life, although that would be an excellent addition and would prevent one-turn kills such as the Giant Speed Bonus combination. I'd like it if creatures had health, though. You might be thinking that if you add health to creatures Arena might start to resemble Magic the Gathering, but I think that its core concepts are different enough that even calling it Toughness and using MtG terminology wouldn't really make it blend in. It would really help out in some cases and make the game a lot more interesting. Well, it's interesting enough already, but... Well, you know what I mean. Walls are basically creatures that can't deal damage and have very similar costs to ordinary summons; calling their Power type 'Blunt' is, although funny, not quite accurate. Defensive or something would probably be a little better. Perhaps we could keep Blunt damage and add different types of defensive capabilities to creatures... Here's an example. Let's say we call creature health Defense. A creature with Defense 1: Armor X would take X*2 less damage from Targeted attacks, X less damage from ordinary Melee attacks but X/2 more damage (rounded up) from Blunt attacks. Whenever an Armored creature was hit by a Blunt attack, its controller would roll a die. If he or she or it rolled 4-6, that creature would lose 1 Defense and 1 Armor in addition to any damage taken. If he/she/it rolled 1-3, nothing would happen. When Defense drops to less than 0, that creature dies; obviously if you lose Armor you lose protection. Armored creatures would cost more, but as you can see there are trade-offs which make them a little easier to play and a little easier to defeat, as opposed to nearly invincible 100-cost behemoths. That's about it! I don't think I really have time to look over this and edit it, but I hope it makes sense! I'll talk more about this when I can, but I hope you like my idea... *fades* |
Chinaren wrote: |
Oh, and Key, we need some clarification about use of potions etc. I thought they were not cumulative. Eg: If you drink 4 potions of speed you don't get +4 moves, or whatever it is. |
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Only one of the same type of item may be used by the same creature during the same turn (e.g. a creature could not use two magic swords at the same time). |
Crossfire wrote: |
I believe that the Ranged Power 5 attack could only be used once every three turns and could only be activated when Dwarven Skyflier was in flight, or something along those lines. Possibly it's some kind of "steampunk" fantasy-race bomber, I don't know.
Its text was probably deleted inadvertently when you were making the update. |
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Players still alternate moves. But each player moves all of their creatures during their opponents move as well. Here's how it works:
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