Game Changers: Power deck revisited

One of the best things about doing your work, and I use the term work loosely, in the open on the internet is feedback. It’s often swift, poignant and very brutal. While I have not found the time to play test my power deck idea I did have time to hold a lengthly conversation with Quinn Murphy of the At-Will blog and Tracy Darkmagic Hurley of the Saradarkmagic blog. Both a budding designers who have had their hats in the ring far longer and with far more success than I. After we got over the hurdle of my wonderful and rosy personality and ability to take criticism so well we had a great amount of dialog that has helped me expand and refine my idea and now I want to present that to you.

The following are a few of the options for way to use the Deck of Powers idea. I’m still asking for feedback on any of thees ideas including the original. So feel free to leave some here.

Option 1: Mastering Powers

  • During character creation of a level 1 PC each player builds their character as normal until they get to their powers. At power selection each character gets to choose one at-will and one encounter power. Utilities and feats would also be selected per the regular character generation rules. Then the players print out all of the daily powers and at-wills available to them at that level that use the characters primary and secondary stats; these would then go into two separate decks.
  • Every time a player gains a level they may remove one at will card that does not use their primary or secondary stats until they only have cards that use those two stats. Once this has happened they may remove powers that use the characters secondary stats instead.
  • At level three the player may remove all the Daily powers from the deck that use the characters secondary stat.
  • At level three when a PC would gain an extra encounter power the player would create a new deck with the new powers available to him/her using only the encounter powers that use the characters main or secondary stat. This would give the PC one static at-will and one static encounter power along with one random at-will, daily and encounter power.
  • Each time the player is able to choose a new a new daily or encounter power for their characters that new list of powers becomes the deck and one power from the previous deck becomes the new static encounter/daily power. At any given time each character should have no more than one random power from each category.
  • At the beginning of each fight the player draws one card from each deck and use those powers in battle along with their permanent selections. At the end of each encounter each unused random power goes back into the deck.
  • Players may have the option to discard their powers after each combat if they want to “test out” different powers. When their deck is empty all the characters cards are shuffled and placed back in their decks.

This style of power deck is meant to simulate a character learning a broad array of powers and through their levels honing their skills until they have created a complement of skills that they feel very comfortable using. As each character progresses in levels they become more adept at using their powers and thus the powers using their off stats are lost.

In this approach aside from a short amount of time with at-will powers players do not have to deal with anything that does not use either their primary or secondary stats.

Option #2: The Faux Multi Class

  • During character creation of a level 1 PC each player builds their character as normal until they get to their powers. At power selection each character gets to choose one at-will and one encounter power. Utilities and feats would also be selected per the regular character generation rules. Then the players print out all of the daily powers and at-wills available to them at that level that use either their primary or secondary stats; these would then go into two separate decks.
  • At level three when a PC would gain an extra encounter power the player would select one permanent power from the previous deck and create a new deck with the new powers available to him/her again only using the powers based on the characters primary and secondary scores. This would give the PC one static at-will and one static encounter power along with one random at-will, daily and encounter power.
  • At level three the player may also select 3 encounter powers from any other class to add to the power deck. To use these powers the play must substitute the bonus stat listed for the power with their character’s secondary stat.
  • Each time the player is able to choose a new a new daily or encounter power for their characters that new list of powers becomes the deck and one power from the previous deck becomes the new static encounter/daily power. If the player chooses to keep one of the powers that had been added from another class the bonus stat would change this time from the character’s secondary stat to its primary. At any given time each character should have no more than one random power from each category.
  • At the beginning of each fight the player would draw one card from each deck and use those powers in battle along with their permanent selections. At the end of each encounter each unused random power goes back into the deck.
  • Players may have the option to discard their powers after each combat if they want to “test out” different powers.

This option gives the player the ability to mix things up a bit. Their powers would still be random but also expanded by the introduction of powers from another class. Because these powers are not native to the character’s class they use the character’s secondary stat for their attack bonuses. If the player decides they want to keep one of the off class powers for their character the attack bonus score would be changed to the character’s primary stat to represent the character mastering that power and making it a permanent part of his/her arsenal.

Both of these power deck options give the player a bit more control over the random swing of the deck while keeping the ideals of the system. At the onset of battle the players must draw from the deck adding a bit of randomness and luck of the draw to their game. This system gives players the opportunity to get creative with multiple configurations of powers instead of entering each fight with the same build out.

It’s not a system for everyone but some people will find the added randomness and new level/power progression to be novel and fun. I am looking forward to putting together some online play tests for these two systems. As always feedback is welcome, if you like these ideas and want to test them out please feel free. Leave some feedback if you do!

 

 


Part idiot. Part old man. All geek. Thadeous can't think of anything interesting about him self right now. Know this though if he could it would be creative and funny as well as thought provoking.


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About Thadeousc

Thadeous can't think of anything interesting about him self right now. Know this though if he could it would be creative and funny as well as thought provoking.

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