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Thoughts on treasure:

Every encounter rewards you with a treasure. Some of these treasures are equipment that give you skill bonuses and other special effects. The rest of the treasure is gold and jewels. Every treasure has a Value. When you complete a maze and go to town, you can sell treasure in exchange for other treasures and healing. You can buy any treasure that you did not find in the maze (ie. you can look through what's left and pick and choose) by selling your treasures of equal Value. Healing costs 1 Value per Damage.

We will make sure there are treasures with small Values so the heros can always get correct change.

What do you think?

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Good idea, but like would you be able to just sell the equipment and then keep the gold, or do you need to trade it for something else.


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Well, my thought was that you could use treasure cards to keep track of your gold Value. We can make it that you can sell things outright for gold. I feel that a collection of jewels and artifacts is much more fun than a bank balance.

What do you think?

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Right, so we stick with treasure cards.

another thing based on the swarm idea: like you said that the creatures are to weak for a level 2-3 char, well we could add the swarm-effect:
you need to defeat a creature like 1 time your level(level 1 char 1 time, level 2 char 2 times)
and they also gain more attacks according to your level. if you are level 1 they attack once every turn. if you are level 2 they attack 2 every turn

Or we could add another encounter: Swarm of Locusts
special powers: swarm attacks the number of your hero's level every turn it has. or something like that.

Last edited by isorun; 01/05/06 11:47 AM.

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what about "plague" cards.
a creature with this effect, or just an object -card, weakens the other creatures (or some sort of creature) every turn.
or you could be having an incubation period..


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Just like the "Borbarad-Moskito" I mentioned in the monster list. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


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I know I am jumping in a little late here but the post about items and upping stats etc made me think of Hero's games where the hero doenst fight but passes on his skills to his creatures...

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another thing based on the swarm idea: like you said that the creatures are to weak for a level 2-3 char, well we could add the swarm-effect:
you need to defeat a creature like 1 time your level(level 1 char 1 time, level 2 char 2 times)
and they also gain more attacks according to your level. if you are level 1 they attack once every turn. if you are level 2 they attack 2 every turn

Hey, I like that!

Goblin Hoard
Att: 3 Def: 2 Sma: 1 Spe: 2 Hea: 2 Exp: 1
Attacks heros with most Defense.
Swarm: There are twice as many Goblins as your party has Levels. Skills shown are for each Goblin. Each Goblin attacks every turn, each attacking a different hero if possible. Defeating this card kills one Goblin and the party gains expereince. The encounter is defeated when all Goblins are dead.

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what about "plague" cards.
a creature with this effect, or just an object -card, weakens the other creatures (or some sort of creature) every turn.
or you could be having an incubation period..

Do you mean like:

Plague:When attacking, suffer –2 Attack. If you hit, opponent takes no Damage now, but takes 1 Damage at the start of each of their turns for 3 turns, or until healed. The opponent may skip each turn to avoid taking this Damage. Fleeing is not skipping a turn.
Some of the opponents have similar, but less permanent effects. Poisonous Spiders and Brain Eating Zombies.

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I know I am jumping in a little late here but the post about items and upping stats etc made me think of Hero's games where the hero doenst fight but passes on his skills to his creatures...

Not late at all! A few of the heros have that. The Wizard is weak-as-piss but can boost his own and other heros' skills. The Bard can choose to not fight and instead sing for his comrades. Any other ideas on that?

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Ok so how do we make an RPG card game? I know how to make a card game but how do we RPG it? I mean how do you work quests and a storyline into it? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

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Maybe RPG isn't the correct term. Fantasy card game suits better. From what we have so far, the entire card game is one quest and storyline. Additional expansions would include an additional quest each. Maybe we can include a few sub-quests hidden in the maze? What ideas do you have?

Would you like to be part of designing of the game? If so, send me or isorun your e-mail address and we'll include you in our design document.

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you know mine.



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Subquests? indeed interesting, but how? maybe like: finding an amulet in the maze. the amulet would be included as a treasure card for the deck for the maze's level. this would need you to either steal it or kill the creature that has it. like if you find the amulet you get or the amulet or xp.


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Do you mean like:

Plague:When attacking, suffer –2 Attack. If you hit, opponent takes no Damage now, but takes 1 Damage at the start of each of their turns for 3 turns, or until healed. The opponent may skip each turn to avoid taking this Damage. Fleeing is not skipping a turn.
Some of the opponents have similar, but less permanent effects. Poisonous Spiders and Brain Eating Zombies.



something like this.
you can put a plague on a creature.
it could weaken the defense/ and or attacks.
it could cripple it's special effects, like "no flying anymore"
this creature can give thi splague onto other creatures.too.
with in incubation period of x-times turns. yo could kill th ecreature to prevent it. or cast some special healer card.... ->just an example ofcours.
thi scould be fun. you give your opponent a plague. and you have a spell that exchange your creature to a creature of your opponent. now the the other player has this plague!


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I guess my main question is this, how do you account for movement/progression with a card game?

Does completing a battle move you on or what?

By necessity card based games are battle centric, not progression oriented.

If a good system can be set up it would be brilliant, any ideas out there? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

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Subquests? indeed interesting, but how? maybe like: finding an amulet in the maze. the amulet would be included as a treasure card for the deck for the maze's level. this would need you to either steal it or kill the creature that has it. like if you find the amulet you get or the amulet or xp.

That's what I was thinking. That's a great idea having to choose between experience and the magical item.


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something like this.
you can put a plague on a creature.
it could weaken the defense/ and or attacks.
it could cripple it's special effects, like "no flying anymore"
this creature can give thi splague onto other creatures.too.
with in incubation period of x-times turns. yo could kill th ecreature to prevent it. or cast some special healer card.... ->just an example ofcours.
thi scould be fun. you give your opponent a plague. and you have a spell that exchange your creature to a creature of your opponent. now the the other player has this plague!

I can see that. It's very complex because you need to keep track of who is infected and how long for. While it's an interesting idea, how could we include it into this card game? The game is originally being designed as single player. The cards are so much a random assortment of spells and abilities, but playing pieces. We have Heroes, Treasures, Encounters, Minions, a Boss and a Town. The most likely thing is to make it an ability of an encounter or a use-once treasure. One idea:

Plagued Room
Every turn, roll adding the hero's Health. If the score is 7 or less, the hero suffers –1 Attack, –1 Defense and –1 Smarts. These effects stack each time. Defeat all minions to defeat this encounter.


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I guess my main question is this, how do you account for movement/progression with a card game?

Does completing a battle move you on or what?

By necessity card based games are battle centric, not progression oriented.

If a good system can be set up it would be brilliant, any ideas out there? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

Movement: There is a grid of cards all face down. You start in the corner and have to make your way to the other side. When you defeat an encounter (battle) it opens up the surrounding cards. You can also retreat from encounters and try another route if you like.

Progression: Each opponent has an experience score which you receive for defeating it. Once your party has enough experience, all of your skills gain +1. Also, you collect treasure after each encounter, some of which boosts skills further. You need these level-ups and treasure if you're going to have a chance at defeating the boss monster.

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Plagued Room
Every turn, roll adding the hero's Health. If the score is 7 or less, the hero suffers –1 Attack, –1 Defense and –1 Smarts. These effects stack each time. Defeat all minions to defeat this encounter.


Good idea, but how do you keep track of wich hero has a penalty and wich not. and also if they stack, how do you rember how much times your wizard was infected? was it 3 times? no that was the warior! 2 times? no that was the thief.


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Plagued Room
Every turn, roll adding the hero's Health. If the score is 7 or less, the hero suffers –1 Attack, –1 Defense and –1 Smarts. These effects stack each time. Defeat all minions to defeat this encounter.


Good idea, but how do you keep track of wich hero has a penalty and wich not. and also if they stack, how do you rember how much times your wizard was infected? was it 3 times? no that was the warior! 2 times? no that was the thief.


The use of counters or tokens in card games can keep track of anything. The token can be any type of small item.

In creating a hero, you have tokens to count the stat number, or you have a card with a lot of numbers (say 1 to 10) and a token resting on one of the numbers denotes the stat.

You take away, add, or move tokens to track the stats, effects, etc.

Also, if a card effects a character/monster or anything else for a number of rounds - the card is placed in play and a number of tokens equal to the length of time the card is in effect is placed on it. So say, 4 rounds, 4 tokens, 1 token to be removed in the an upkeep phase, which of course is the phase when you take note of all possible effects currently in play.

My first post on the subject, I think the card game idea is a great one. I've long thought of my own online Call of Cthulhu card game - but never got it off the ground.



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i'm sorry but i need to back off for a while, i got to much school work. just send me every 5 days or so an update.


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