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2/9/2019 10:24:16 PM
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People may have absolutely hated Kingdom Hearts: Chain of Memories (that’s the playing card one), but honestly, I kinda loved it.. For the first half. Anyway, here’s how I imagine it. First, you choose, or randomly draw a card from the “Boss deck”. There are only 13 cards in this deck, one for each member of Organization XIII (possibly more if you want to factor in the True Organization, or possibly even heroes). Whoever the boss is, they’ll apply various bonuses to the baddies. For instance, Xemnas could give all Nobody type enemies a health buff. There could also be arena cards that you have to draw that also add modifiers, but that could make things [i]too[/i] randomized. It could be the boss applues certain benefits to enemies while the stage applies benefits to you? Anyway, then you’d roll a specialized dice that determines how many enemies you fight (1-3). You’d draw whatever you roll from the Enemy Deck, and place them fave up on the field. This would prpbably consist of Heartless and Nobodies, but like the Boss Deck, you could include Dream Eaters and Unversed in here if you wanted. They’d need a specialized dice, though, because.. Each enemy would have 2-5 attacks listed on the card. You’d have a dice called the “Enemy Dice” that you roll to determine their attack. There’s be 1-4 on the dice, a Heartless symbol and a Nobody symbol. Whatever number you roll determines what attack that enemy does. If you roll higher than the number attack they have, you choose their highest numbered attack. All Heartless have a Heartless attack, too, and all Nobodies have a Nobody attack. Roll 1-4; Enemy acts on corresponding number Roll Heartless; Heartless enemy uses its Heartless attack. No attack for Nobodies. Roll Nobody; Nobody enemy uses its Nobody attack. No attack for Heartless. Here’s an example of how an attack might look; “[3] Stock a 3 Token. If three cards are stocked, use a Sleight, that deals (n) damage.” A player’s deck will consist of Attack, Utility, Magic, and Friend cards. -Attack, and Magic deal damage to enemies. While attack deals consistent damage, however, Magic will deal extra/less depending on enemy weaknesses & resistances. -Utility can perform a variety of effects. -Friend cards..? I dunno. In game they were just extra attacks, but that’d be kinda boring. Maybe they act like enemy cards, but on your side? You can also “Stock” up to 3 cards to use Sleights. I’m not sure how to regulate what sleights you can or can’t use, though, or how to keep track of them. Maybe you can choose up to 3 at the start of the game? In any case, if you can’t perform a special sleight, it simply plays all 3 cards at once. Crucially, there’d be a number system guiding attacks. Your attacks would be numbered 1-9, and the higher attack cancels the lower one. There are also 0 cards, which ensure your attacks go off, but don’t stop enemy attacks. How a player’s turn usually goes; Phase 0: -Roll dice, and place [x] amount of enemies (once per battle) -Shuffle action deck (once per battle) Phase 1: -Draw a card -Stock up to (3) cards -Play any Utility cards you want to play Phase 2: -Choose attack (Sleights have a 1-turn cooldown after being Stocked) -Roll Enemy Dice -Higher number wins, and deals damage, lower number attack is cancelled. -Repeat for each enemy Phase 3: -Any additional effects (like poison) in place take affect If you lower the enemy HP to 0 you win. If your HP hits 0 you lose. Each enemy type would drop a set amount of “Munny” which you could spend in between fights to draw a card from the “Equipment Deck”, which you can then add to your main deck. After a certain amount of fights (13?) you’d fight that boss you chose at the beginning. Win, and you beat the game! The only problem I see is how to ensure you don’t get all the super powerful enemies right off the bat.
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  • Not sure what to say about the other systems, but I can pitch an idea or two for avoiding powerful enemies happening too soon: -Go the way of Blackstone Fortress and make certain enemy spawns locked behind events that occur between fights. -Mark each card with a number that indicates the earliest they can appear in. If drawn before then, return to the deck and shuffle it before drawing a new card. Either that or or just put the encounter on the bottom of the deck and draw a new card.

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  • I like the threat number system. In fact.. Perhaps, you can have “World/Floor Cards” (that I did mention before), that purely affect Threat and Quality values. Threat would be what you mentioned; Cards with too high a Threat stat get shuffled back into the deck. I’d say probably something like 1-20. Quality would essentially be the same thing as Threat, but for loot. Anything you pick up would get shuffled back if it exceeded your floor’s “Quality Level”. I’m thinking a linear progression. World/Floor 1 would have a Threat Value of 3, Qualitu Value of 5, and it’d go up by one after each fight. You’d also have to choose/draw a location each fight, though, which’d have various effects. For instance; “The World That Never Was -Nobody enemies can have an additional Threat Value of 4. -All battle rewards can have an additional Quality Value of 2.”

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