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 Ninja All-Stars Living Rule Book 
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Ninja Corps
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Joined: March 25th, 2012, 9:44 pm
Posts: 2464
Xris Wraith wrote:
Things to change: the moon deck. And the moon phases. Highly thematic and not elegant at all. Totally random and diverse from useless to hugely powerful. Two different results on each card and complicated to get.
The whole thing is unwieldy at best. I'd like to see that change. Maybe buy cards beforehand or flip a few cards to have people bid on them? Maybe dump the whole deck? Flip three cards and they apply to all teams?


I do agree with this on a foundational level. The cards are kind of wonky and the hope they match up with the right thing at the right time is sort of anti-strategic. That said, i _DO_ like the idea of the cards in general. secret weapons and surprise tactics make a lot of sense within the game.

Since one of the goals is to not have to have outside components (outside of "basic" materials like normal dice, playing cards, generic markers or other things anyone is going to already have 99.99% of the time) remaking the cards is off the table. So, the only options would be to nix them totally, nix the second abilities totally, or find an alternative method for accessing the alternative abilities of the cards. All three have their advantages and disadvantages at this point.

Unrelated, I will hopefully be able to be more active in this process in the near future. M job has been insane the last few weeks, but that will be changing. :P


July 10th, 2018, 12:33 am
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Minion
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Joined: November 22nd, 2012, 5:01 pm
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Well, the 2nd ability is just an upgrade of the 1st ability so not totally different abilities. but if you wanted a quick ruling: when you play a card, irrespective of Moon Phase, roll a single dice and if you match the symbol you can use the 2nd ability.

Lots of other stuff could do with them: if Moon Power gets brought more into play, can have it you need to burn a Moon Token to charge the card for the 2nd ability (been tinkering with making MP and Lucky team tokens rather than tied to one Ninja, you just pick who to give to). Or need to add a Curse or Delay to a Ninja its either effecting or picked from your team (a small payment to gain the extra utility).

As for the randomness they introduce...wasn't the biggest argument drawn to NAS that it was too "laid out", the combat was pre-determined by who rolled more dice! The cards, alongside assists and facing, are your tools to mitigate the battlefield to your advantage. Lots of games have a secret hand you can play to get re-rolls and otherwise change the flow of combat, and those will have golden and doofus cards...its part of the randomness and tactics to utilise the card at the right time. If all cards are all great, its just becomes a fairly !SODA! card game as whoever has the most wins.

If I had to make changes to the Moon Deck, would increase hand limit to 5 and make the "pick up a new Moon Card" be a core part of the basic Clean-up, not an option to choose from. Or keep it at 3 card hand limit and now you can cycle out a "bad" card each round, or encourage you to play them as opposed to holding them for "the right time" and milling the deck of cards that might be more useful.


July 10th, 2018, 5:47 pm
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Ninja Corps
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Danteire wrote:
Well, the 2nd ability is just an upgrade of the 1st ability so not totally different abilities. but if you wanted a quick ruling: when you play a card, irrespective of Moon Phase, roll a single dice and if you match the symbol you can use the 2nd ability.


Not really. Many of the second abilities are straight up different. and having a 1-in-6 of being able to do something when you play it is worse and less reliable and tactcal than just having a moon phase you know it will work on really.


Danteire wrote:
As for the randomness they introduce...wasn't the biggest argument drawn to NAS that it was too "laid out", the combat was pre-determined by who rolled more dice! The cards, alongside assists and facing, are your tools to mitigate the battlefield to your advantage. Lots of games have a secret hand you can play to get re-rolls and otherwise change the flow of combat, and those will have golden and doofus cards...its part of the randomness and tactics to utilise the card at the right time. If all cards are all great, its just becomes a fairly !SODA! card game as whoever has the most wins.


People that used the argument of not random enough, in a tactical game, were making a dumb argument. So saying some people wanted more randomness doesn't mean anything. Mitigation of randomness is a fundamental part of games like this. here's no arguments to make "all cards all great". the issue is to have things be more consistent, tactical and less random.


Danteire wrote:
If I had to make changes to the Moon Deck, would increase hand limit to 5 and make the "pick up a new Moon Card" be a core part of the basic Clean-up, not an option to choose from. Or keep it at 3 card hand limit and now you can cycle out a "bad" card each round, or encourage you to play them as opposed to holding them for "the right time" and milling the deck of cards that might be more useful.


The abundance and frequency of moon cards is certainly something that can be adjusted. That should proceed figuring out exactly how they will or won't be used, as that will greatly influence how many there should be involved in the game as well though.


July 11th, 2018, 2:14 am
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Minion
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Joined: November 22nd, 2012, 5:01 pm
Posts: 169
Kinda connected to this (as its Ninja/Asian themed chibis) but Yokai Quest is up on late pledge until 1st of August. €100 nets you about €209 worth of minis.

https://yokai-quest.backerkit.com/ (click pre-order)

https://www.kickstarter.com/projects/13 ... okai-quest (original KS page for contents)

Not delved enough to see what could be used for Clan Ninja, a lot of Asian themed Oni and other monsters, if anyone is ever inclined to add extra stuff to NAS (or make cards for SDE).


July 16th, 2018, 9:29 am
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