Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Apr 1, 2018 19:01:36 GMT
The purpose of the card pool mechanic is to prevent a player from immediately winning a combat by playing all of their cards in the first round.
On the face of things, this seems like a needless complication in a KISS style system. Granted, there are a few combinations of cards that can trivialize a combat (Death God + Multi Kill?), but even with those cards, the "auto-win" is still conditional. (You need a BFG, clear lines of fire, etc.) And when those stars do align, all the card pool mechanic means is that you "auto-win" on round 2 instead of round 1.
It seems the more elegant solution would be to delete and/or revise the OP cards, rather than design game mechanics around the OP cards. I made this change immediately when I started GMing HC years back and never regretted it. The combat in Logan's new game felt weird and clunky to me, having to deal with pooling cards again. This is especially apparent gaming online. It's easy with a physical deck to have separate piles, but Roll20 lacks any way to manipulate or flag the cards in hand.
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Post by logan9a on Apr 1, 2018 19:19:09 GMT
Hum. You make an interesting point. If I did eliminate the pool (which is a bit clunky) then it would just be your hand - and you'd be limited to however many cards are in that.
I could probably live with that - how does everyone else feel? (Aside from Dack - got his - yes - I think he's on to something).
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Jana
Middle Management
Posts: 330
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Post by Jana on Apr 1, 2018 21:10:59 GMT
I sometimes forget which cards I pooled as I can't flag them or physically move them... Wouldn't be opposed of getting rid of the mechanic. On the other hand having the more OP cards is fun from time to time... So I wouldn't want to get rid of all of those.
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Post by logan9a on Apr 1, 2018 21:15:35 GMT
Honestly, unless people strongly feel we should keep the mechanic, I'd probably just ditch the whole 'pooled' thing and keep the cards we have.
In fact, if you'd like, we can play test it in your FRI game.
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Jana
Middle Management
Posts: 330
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Post by Jana on Apr 1, 2018 21:40:18 GMT
Yes, lets test it on FRI... And see if it feels better.
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Post by logan9a on Apr 1, 2018 21:51:56 GMT
I'm thinking Scott may be right on this and I'm a bit irritated I didn't think of it.
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Post by logan9a on Apr 2, 2018 23:15:08 GMT
Question - does everyone realize you can't play the same kind of effects on one action? In other words, if you have a +20 forensics card, you can't play a +10% skill on top of it.
You can play a reroll then drop a skill + card onto the skill you failed.
You could play 4 rerolls in a round, four haste cards in a round, etc.
It might be that you just can't stack skill plusses - if anyone knows of any other cards you can't stack, let me know.
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Post by docfullton on Apr 5, 2018 9:35:23 GMT
i dunno... i arrange my cards to know whats "pooled" and i have no problems... you also can have a WHOLE bunch of cards when a rally is played or leadership... card play and such seems to be a meh... people tossing cards before asking about trades... I do agree it's easier in the physical... but... I'm easy... and sounds like it's going to go no pool for ease....
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Post by logan9a on Apr 5, 2018 9:42:24 GMT
i dunno... i arrange my cards to know whats "pooled" and i have no problems... you also can have a WHOLE bunch of cards when a rally is played or leadership... card play and such seems to be a meh... people tossing cards before asking about trades... I do agree it's easier in the physical... but... I'm easy... and sounds like it's going to go no pool for ease.... In the Old Dayz when we sat around the table it was easier to pool and such. But as Matt pointed out (in a conversation, he doesn't hit these boards often) even then they had to be reminded to pool cards and such. You Chris are one of the few masterful masters of card play ...er...mastery. But yeah, it's starting to look like pooling will go away.
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