There is some limit to the amount you can mess with that knob, though. Is this item's effect to powerful? Well, maybe it's heavy or cursed and has a negative effect on the attack modifiers. It basically gives you another knob to manipulate when designing and balancing items. Maybe a player is wearing some heavy armor that can mitigate a lot of damage, but there's a down-side to it - the heavy armor makes it harder to move and so adds more negative cards to the player's deck, effective reducing their damage in a more nuanced way. Or what's even cooler is that it is also a perfect thematic implementation of fatigue and encumbrance. One would assume that such an environment would not put them at peak fighting capacity, so you could add negative environmental effects to their deck, like an increased chance of missing or doing less damage. Let's say players are in some crappy bog fighting against bog monsters. No, I had to take the plunge and split the deck so that everyone had their own pool of attack modifier cards, and that opened a lot more possibilities on how players could modify their decks.įirst of all, it allows for the possibility of player specific negative effects. How do you build a deck of cards that everyone is using in an interesting way? Okay, well, a deck-building game with a common deck of cards sounds like a pretty cool idea, actually, but it doesn't really work in this context. And, if I didn't mention it before, boring.īut how do we make it better? The main problem was the fact that everyone shared a communal deck of cards. I had grand plans for ways to actually modify and build this deck, but somehow it never happened. In fact, it was even more boring because at least there's some inherent excitement in rolling a die more than there is in flipping a card. It functioned almost exactly like a die, which was still incredibly boring. So this deck was just these 20 cards sitting on a table, providing a bit of randomness on an attack. Someone attacks, you flip a card, and BAM - attack modified. So, like I said, dice become "Attack Modifier" cards - a deck of 20 small cards that modify the value of an attack so that it does more or less damage than expected. Some amount of randomness was required in combat so that you couldn't math everything out, but I just, well, really hate dice. You see, the idea of the attack modifier cards was that they would replace the roll of a die. This was very much the idea of the "Attack Modifier" cards in Gloomhaven, but somewhere along the way, I failed terribly in implementing it properly. If you think of a card like a face of a die, then you can more easily modify both the number of sides of the die and what is depicted on the faces by adding or removing cards from a deck. I've written a couple posts previously about using decks of cards to fill the role of dice in a more controlled way.
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