Equipment - Dwarvish Axe
User gets +2/+0.
Enchantment - Juxta Strength
User gets +2/+0.
Qx wrote:If MtG for 11k cards has only 150 equipment, I'd say it's not much. Keeping this proportions, we'll have 1/2 card per faction
Qx wrote:If you want to differentiate +2/0 card with 33% accuracy - that is one has to have it's cost at least 2, and the other - 3. How much would plain 2/0 creature cost then? 4? How much resources should one accumulate to play a creature like 4/3 + ability? 6? 7?
Qx wrote:How much would plain 2/0 creature cost then? 4? How much resources should one accumulate to play a creature like 4/3 + ability? 6? 7?
asp wrote:In differentiating enchantments from equipment, you could make equipment have some sort of physical penalty. The logic being that carrying physical equipment tends to hamper its user in some degree, where as the very nature of enchantments don't. For example:
asp wrote:- Such weapons also tend to grow dull, so you could add an upkeep requirement that, for example, decreases the effectiveness of the weapon over time or requires the player to discard it if they can't.
- I imagine certain factions would be against the use of magic, or too weak to carry equipment, so it may make sense to have a limited number of either in these kinds of factions, which would prevent such conflict.
- Certain equipment can be made disposable in order to limit its lifetime - for example, rations, first aid kits, etc.
Q_x wrote:Item durability as a numerical value - no, for the same set of reasons we're not having vitality for the creatures.
Item destruction condition (as an option) - thumbs up for that!
As for the topology of the gear - I'd rather concentrate on "coolness factor" in terms of card development.
But, just for the record:
Mounts - I understand it's a mean of transportation, so bigger animals and vehicles
Also: Morale raisers (medals, uniforms, banners, trumpets, drums and what not)
Magical items - may do anything, but once only
Big stuff - carried by more than one creature, or making it possible to two or more units become one (like a wooden tank)
I think this simplification makes design easier and the best part is it give us many more possible combinations. Make is so we don't have to introduce new card types in expansions just sub-types and combos of them.
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