[CotEotM] Reward Card brainstorm
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- JigokuBosatsu
- Prince
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[CotEotM] Reward Card brainstorm
Last edited by JigokuBosatsu on Mon Feb 18, 2013 6:26 pm, edited 1 time in total.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
Well, being designed for younger players you want things that are punchy, without too many memory issues, and with the potential for big results. Random, short term, swingy bonuses are what I'd go for. Perhaps some that you can save and use as a 'gotcha' later. Love the art by the way, Napoleonic Orcs are cool.
Simplified Tome Armor.
Tome item system and expanded Wish Economy rules.
Try our fantasy card game Clash of Nations! Available via Print on Demand.
“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Tome item system and expanded Wish Economy rules.
Try our fantasy card game Clash of Nations! Available via Print on Demand.
“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
- OgreBattle
- King
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- Joined: Sat Sep 03, 2011 9:33 am
Here are some effects from Pokemon, which is quick to grasp
attack/defense/speed up
Poison Point: physical attacks against you may poison the attacker
Flame body: same as poison, but with burns
Defog: remove any stat change effects
Spikes: Opponents take damage when entering the battlefield (switching in)
Flinch: lose next turn
Protect: the next attack that hits you is nullified
Endure: the next hit can only reduce you to 1hp at most
Mold Breaker: Your attacks cannot be reduced in damage
Balloon: ground attacks cannot hit you, it pops when you are hit
Drain: You are restored hitpoints
Reflect/Lightscreen: attacks do 1/2 damage to you
Yawn: if opponent doesnt retreat, they fall asleep on their following action
Fakeout: only usable as first turn move, cause opponent to flinch
Swift: attack cannot miss
Substitute: lose 25% hp to create a shield with same HP's, any spill over damage from that doesnt hurt you. Good for tanking a really killer hit, also protects you from status effects
Safeguard: protect yourself from status changes
Wish: heal 1/2 hp next turn
Metronome: use a random attack
Fly: turn 1 you fly high into the air and avoid attacks, turn 2 you attack
U-Turn: make an attack and switch places with ally
Intimidate: when you enter the battlefield, opponent's attack power drops
Rivalry: If your foe is the same gender as you your attack power increases
Tailwind: Every turn, your speed increases by 1 stage
Skill-link: Multi-hit attacks you use always hit the maximum amount of times
Trap: opponent cannot retreat
attack/defense/speed up
Poison Point: physical attacks against you may poison the attacker
Flame body: same as poison, but with burns
Defog: remove any stat change effects
Spikes: Opponents take damage when entering the battlefield (switching in)
Flinch: lose next turn
Protect: the next attack that hits you is nullified
Endure: the next hit can only reduce you to 1hp at most
Mold Breaker: Your attacks cannot be reduced in damage
Balloon: ground attacks cannot hit you, it pops when you are hit
Drain: You are restored hitpoints
Reflect/Lightscreen: attacks do 1/2 damage to you
Yawn: if opponent doesnt retreat, they fall asleep on their following action
Fakeout: only usable as first turn move, cause opponent to flinch
Swift: attack cannot miss
Substitute: lose 25% hp to create a shield with same HP's, any spill over damage from that doesnt hurt you. Good for tanking a really killer hit, also protects you from status effects
Safeguard: protect yourself from status changes
Wish: heal 1/2 hp next turn
Metronome: use a random attack
Fly: turn 1 you fly high into the air and avoid attacks, turn 2 you attack
U-Turn: make an attack and switch places with ally
Intimidate: when you enter the battlefield, opponent's attack power drops
Rivalry: If your foe is the same gender as you your attack power increases
Tailwind: Every turn, your speed increases by 1 stage
Skill-link: Multi-hit attacks you use always hit the maximum amount of times
Trap: opponent cannot retreat
- JigokuBosatsu
- Prince
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- Joined: Tue Aug 10, 2010 10:36 pm
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Holy shit, that's helpful!
And I came up with a quick one:
Twin Dummy: Don't worry, it's just a straw man. Using this card causes a duplicate of your character to appear within one square. For the rest of the combat, it will stay close to your character, and every attack that would normally hit you has a 50% chance of hitting the dummy. The dummy will attempt to attack enemies adjacent to it, but does no damage, and the dummy cannot be hurt until the end of the combat- at which point it falls lifeless.
One thought I had is that the front of the cards should have the cool pictures, flavor text, and very brief explanation. Then the back could have the lengthier rules text for the MC.
And I came up with a quick one:
Twin Dummy: Don't worry, it's just a straw man. Using this card causes a duplicate of your character to appear within one square. For the rest of the combat, it will stay close to your character, and every attack that would normally hit you has a 50% chance of hitting the dummy. The dummy will attempt to attack enemies adjacent to it, but does no damage, and the dummy cannot be hurt until the end of the combat- at which point it falls lifeless.
One thought I had is that the front of the cards should have the cool pictures, flavor text, and very brief explanation. Then the back could have the lengthier rules text for the MC.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
Ha, I think Ogre covered most anything kids would try to do. xD
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