Wednesday, March 27, 2013

Rethinking Initiative, and gotta work on a summary

So the original idea of initiative was to track both player turn order and position to monster for targeting. This was rolled at the beginning of combat and players had to adjust from there. But if I'm going to have Fitness abilities to be able to adjust, and in such a way require certain levels of initiative, then why roll in the beginning? I could now just decide to incorporate initiative into the combat system, have spells have a penalty, maybe a kind of penalty for certain spells. But initiative was a relative position from the monster, not an absolute one, so an initiative of 1, the furthest from the monster, could still be within arm's reach, just behind the other players.

Course now this brings up the question of battlefield mobility. Since the monster targets enemies with both fixed and relative positions, players can feasibly dodge moves with something that could move them about. But do I make movement core or ability card based. I could tie it to the action energy cards, but these energy cards are an easy catch all for everything that may be too general to throw into randomly collected abilities. This means too many mechanics in one place, and that I think is bad design. Course, I should first figure out what they're currently being used for to see if I declare it overburdened.

So far Action energy is used for

  • Shuffling discard pile into the deck while out of combat and at home. 
  • Discard and draw hand while out of combat and at home.
  • Use in special attacks. 
  • Draw a card at any time during your turn, or any time while out of combat. Can be modified by different skill cards to perform this differently. 
With this in mind, I am considering having initiative being set versus randomly rolled at the beginning of combat. D&D rolled for initiative purely for turn order, and was more or less set for an entire encounter. If I have players that are suppose to be mobile, then they need to be able to dictate that movement a bit more. But then if its going to be key, then it needs to interact with the player more than just order and targeting. Namely in their abilities. But THEN that's just more restrictions on card use, and that sounds like it will narrow gameplay. 

Sitting on this more.

Another thing is I probably should get to writing a one page summary for the "about" page, cause no one is going to bother reading my mind nor my posts just to get an idea of what my game is. I think I can go with "Deck building Themed card combat board game."

No comments:

Post a Comment