@cadstar369@FireOfGolden Ok, I've decided to finally get this going again. But before we continue, I'd like to announce some information about the campaign. First off, every feasible location now has a chance to contain one or more side quests. Other plans I have are some sort of random encounter system to spice things up when needed, as well as maybe a random dungeon system. I also hope to get a world map done, and maybe also a multiverse map.
Also @cadstar369, could you provide an example of a non-DPS check combat encounter? Since it seems that all opponents have the goal of eventually reducing the PCs to 0 HP, whether to capture or kill them. After I figure out the encounter problem, I think I'll continue the campaign.
@Mellow_MC Yes it is, but we'll have to wait for at least one of the other players to rejoin before we can start. In the meantime, you need a legendary creature card with a name as your character that has no more than three colors in their color identity. You should also pick a class, which you can find out more about from the original post of the discussion. You also need a CMC one common spell for your character, a CMC two common spell for your character, a CMC three common spell for your character, a CMC 4 common spell for your character, and a CMC 1 uncommon spell for your character. The spells can be any card type and should not stray out of your character's color identity. Your character should have an activated ability that requires tapping your character on top of any abilities you might want to add before that ability, and should have no more total power/toughness than 7. The rarity of your character should be no greater than uncommon, and the mana cost should be balanced. As for abilities you might want to add, it's best if you don't make them godlike and just try to match the power level of the other characters.
TL;DR: Consult the main post and the level up comments for information. You may also want to skim the discussion for information about the campaign events.
@Mellow_MC Hate to tell you this, but the total power/toughness should be no greater than 7, and the rarity should be uncommon. Also if the mana cost doesn't have X, it would help a lot. You might consider using https://mtg.design/ to create the cards since it allows editing for free.
@FireofGolden ? EDIT: Should I just create a new discussion that is a duplicate of this one and allows for character importing since one player is not enough?
@FireofGolden Theoretically, but Mellow hasn't really made any moves to create the required cards, and has multiple other discussions to participate in. That said, do you think I should make a new discussion?
Sorry for the slow reply; I drifted away over the summer during all the upheaval and hadn't found much reason to keep coming back. I might have never returned if I hadn't decided to take a look at the forums after been charged for Premium a little while ago despite having cancelled it multiple times. 😅
To answer your question regarding non-DPS check encounters while I work on a character for Delaxis, consider environmental hazards, puzzles/traps, attacks with effects other than damage, etc. (i.e. ways to challenge the players that can't be solved by brute force). This encourages the players to build utility into their characters (even berserkers and other heavy damage dealers tend to pick up resistances and such so they can't be prevented from dealing damage), which becomes more important the smaller the party size is.
For example, suppose the players are attempting to travel through a desert without appropriate clothes/gear. You could have them take 1 damage every so often, forcing them to either come back with appropriate gear or use spells/abilities healing/protecting themselves.
As another example, suppose the players are exploring a dungeon and are presented with a puzzle and an unknown mechanism that makes bad things happen every time the players mess up and/or a certain amount of time passes. While the players might be able to break/disable/disenchant the mechanism and/or any doors that lead out, they don't know if doing so will make the situation worse, and it would likely take significantly more effort than solving the puzzle at best.
Comments
Ok, I've decided to finally get this going again. But before we continue, I'd like to announce some information about the campaign. First off, every feasible location now has a chance to contain one or more side quests. Other plans I have are some sort of random encounter system to spice things up when needed, as well as maybe a random dungeon system. I also hope to get a world map done, and maybe also a multiverse map.
Also @cadstar369, could you provide an example of a non-DPS check combat encounter? Since it seems that all opponents have the goal of eventually reducing the PCs to 0 HP, whether to capture or kill them. After I figure out the encounter problem, I think I'll continue the campaign.
Yes it is, but we'll have to wait for at least one of the other players to rejoin before we can start. In the meantime, you need a legendary creature card with a name as your character that has no more than three colors in their color identity. You should also pick a class, which you can find out more about from the original post of the discussion. You also need a CMC one common spell for your character, a CMC two common spell for your character, a CMC three common spell for your character, a CMC 4 common spell for your character, and a CMC 1 uncommon spell for your character. The spells can be any card type and should not stray out of your character's color identity. Your character should have an activated ability that requires tapping your character on top of any abilities you might want to add before that ability, and should have no more total power/toughness than 7. The rarity of your character should be no greater than uncommon, and the mana cost should be balanced. As for abilities you might want to add, it's best if you don't make them godlike and just try to match the power level of the other characters.
TL;DR: Consult the main post and the level up comments for information. You may also want to skim the discussion for information about the campaign events.
Welcome back! Where are we right now?
Comment link:
https://forums.mtgcardsmith.com/discussion/comment/235972/#Comment_235972
I'll have to wait for Mellow or Cadstar to respond before we can start again though.
Hate to tell you this, but the total power/toughness should be no greater than 7, and the rarity should be uncommon. Also if the mana cost doesn't have X, it would help a lot. You might consider using https://mtg.design/ to create the cards since it allows editing for free.
?
EDIT: Should I just create a new discussion that is a duplicate of this one and allows for character importing since one player is not enough?
Sorry, bad joke lol.
Wouldn't two players be enough?
Theoretically, but Mellow hasn't really made any moves to create the required cards, and has multiple other discussions to participate in. That said, do you think I should make a new discussion?
That'd be up to you. However, I say yes.
Alright, I've started a completely new RPG. https://forums.mtgcardsmith.com/index.php?p=/discussion/6171/delaxis-legend-of-power-rpg-campaign
To answer your question regarding non-DPS check encounters while I work on a character for Delaxis, consider environmental hazards, puzzles/traps, attacks with effects other than damage, etc. (i.e. ways to challenge the players that can't be solved by brute force). This encourages the players to build utility into their characters (even berserkers and other heavy damage dealers tend to pick up resistances and such so they can't be prevented from dealing damage), which becomes more important the smaller the party size is.
For example, suppose the players are attempting to travel through a desert without appropriate clothes/gear. You could have them take 1 damage every so often, forcing them to either come back with appropriate gear or use spells/abilities healing/protecting themselves.
As another example, suppose the players are exploring a dungeon and are presented with a puzzle and an unknown mechanism that makes bad things happen every time the players mess up and/or a certain amount of time passes. While the players might be able to break/disable/disenchant the mechanism and/or any doors that lead out, they don't know if doing so will make the situation worse, and it would likely take significantly more effort than solving the puzzle at best.