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SillySod

Joined: 29 Apr 2008 Posts: 118
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Posted: Tue Oct 28, 2008 2:53 am Post subject: |
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| Dark Lord wrote: | Something like roll 2D6
2 Snow - Replace 4 rare cards with 4 snow cards
3 Rain - Replace 4 rare cards with 4 rain cards
4-10 Nice - Replace 4 rare cards with 4 nice cards (Maybe this would be where you would get crowd effects.)
11 Sunny - Replace 4 rare cards with 4 sun cards
12 Torrid - Replace 4 rare cards with 4 heat cards |
I wonder where you came up with that dice table from
Having different weather cards would be a pretty neat idea but you want to keep it simple. How about having the weather cards as "roll a dice (blah blah blah) 1-3 sunny, 4-6 snowy"?
_________________ Elfball is for girls...... and pigs apparently, I know which one I am :D |
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Tue Oct 28, 2008 5:32 am Post subject: |
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| SillySod wrote: | I wonder where you came up with that dice table from |
What's wrong with that? Sorry, but Bl00d B0wl didn't invent 2D6 dice rolls or the bell curve for events.
| SillySod wrote: | | Having different weather cards would be a pretty neat idea but you want to keep it simple. How about having the weather cards as "roll a dice (blah blah blah) 1-3 sunny, 4-6 snowy"? |
I don't see what is so complex that you are having an issue with. Before the match you roll 2D6. If you get a weather result you insert 4 cards into the deck and shuffle. What is so complex about that?
I don't see any more complexity in rolling 2D6 before the match and dropping in 4 cards, than rolling every time you draw a weather card and having to remember that the weather has just jumped from one effect to another. I'm also not really interested in having a game that swings from blizzard conditions to blistering heat in a matter of an hour. We have that game already.  _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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mattwakeman
Joined: 20 May 2006 Posts: 231
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Posted: Sat Nov 29, 2008 11:41 am Post subject: |
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| Was thinking about weather and its effects and that it should be quite subtle in comparison to the other game. In there it can be just too extreme and I would rather it is something that can be very slight. Something like in sunny weather you have to reroll one successful die (if you threw any that is) just to make it a little bit harder to do something rather than it being game changing. Will have to think about other effects but that is more the kind of thing that I would like to see. |
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Sat Nov 29, 2008 1:51 pm Post subject: |
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I agree.
After we play tested the cards, we tweaked a couple of them for the same reasons. We still haven't played a game where I would say the cards determined the winner (except for ties, of course). But we tweaked a couple just as both a precationary measure and to make them have less of an effect.
I'd hate to see weather effects added and undo that, because we really do like the cards around here. I am currently in the process of creating a PDF of slick professional looking cards to print out. _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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Cephalopod

Joined: 31 Oct 2007 Posts: 275
Location: Orange County, California
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Posted: Mon Feb 23, 2009 11:54 pm Post subject: |
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You know, in regards to the weather there is another option that doesn't involve adding new cards to the deck. Instead, make a card that has all of the results for each type of weather (with no weather events on most cards). Now, every time you draw a card your event will make sense with the current weather.
So you roll rainy weather, and you set your weather marker to "rain". Then every time you draw a card (That isn't a no unusual event card) you look for the entry marked with your weather on it.
So, you draw a card and get:
Sunny: Blinding sunlight, +1 successes needed on next pass attempt
Rain: Sudden downpour, +1 successes needed on next disengage
Snow: Gust of wind, +1 success needed on any catch challenge made this turn
You get the idea. Would that resolve the issue with changing up the deck? It also allows for more weather-specific events if desired. _________________ http://www.elfball.net
Last edited by Cephalopod on Tue Feb 24, 2009 6:32 am; edited 1 time in total |
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Tue Feb 24, 2009 3:16 am Post subject: |
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The only problem I see with that is that you would need to create over 150 different cards for that.
And since I am actually literally in the middle of creating proper cards for Elfball as I write this, I'd prefer not to expand my work load!  _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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Cephalopod

Joined: 31 Oct 2007 Posts: 275
Location: Orange County, California
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Posted: Tue Feb 24, 2009 5:17 am Post subject: |
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| Dark Lord wrote: | The only problem I see with that is that you would need to create over 150 different cards for that.
And since I am actually literally in the middle of creating proper cards for Elfball as I write this, I'd prefer not to expand my work load!  |
Hehe, don't expand it on my account!
But for the cards, I must have misspoken. I meant have all of the weather effects on one card, so you'd draw a card and look for the entry on the card that matched your weather.
Still, I look forward to seeing the final version! _________________ http://www.elfball.net |
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Dark Lord

Joined: 23 May 2006 Posts: 2682
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Posted: Tue Feb 24, 2009 5:26 am Post subject: |
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Ah! That's a good idea!
Hmmn... _________________ "I don't know the key to success, but the key to failure is trying to please everybody."
Bill Cosby |
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Cephalopod

Joined: 31 Oct 2007 Posts: 275
Location: Orange County, California
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Posted: Tue Feb 24, 2009 6:32 am Post subject: |
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Yeah, reading my first post I completely flummoxed it. Sorry about that, it is now edited to make sense...
_________________ http://www.elfball.net |
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