Hello ! I just looked at the video and your homebrew, and it seems to be a really great idea ! I do have a few questions however, and I'd like to know your opinion on it ! -If a player is threatened, can you draw 3 attrition cards, or 2 and gains struggle ? -Some monsters does cycle through their behavior deck really quickly ( I especially thinks about Pazi and Felaxir ), countering quite weak behaviors with the fact they cycle quickly. Doesn't this system makes it really hard for them, as players may just... Totally empty their behavior slots in a turn or two, and then no behavior for the rest of the round ? Because some monster does have perils that take places or get bonus when they empty their deck ! So this makes it way slower for them ! -Behavior question again, but some behaviors says things like "the player must have a yellow card in their sequence or bad thing happens". Can it be played in your hand ? How so then ? -Can the stun mechanic interract with the cards in hand ? -And, kinda like the question about monsters who refresh fast... SPOILER FROM THE FINAL BOSS, but he have 6 slots for behaviors, and can replace up to twos of them in a round... How would this interract with him ? -Also, this one is more of a feedback, but some objective cards ( like Reikal and Toramat ) interract with some behaviors the monster have/gain, which are often beneficial for the player... Can the monster just ignore it and never play it ? Aaand those are all for now xD Don't get me wrong, I love the idea, and this feels like a really solid base, but I think this may need some more polish/additionnal precisions !
-Threatened players leads to extra attrition cards: I like that idea! I say give it a shot and see if it feels like too much power for the Monster Player. -This system would absolutely make it harder for monsters like Felaxir and Pazi... Maybe we add in an additional window for the Monster Player to refill their board "when the board is fully empty." It might also be true that this mode just works better with some monsters than others and you would need specific rules for certain matchups. -As the Monster Player, I found myself quite rarely choosing to play a card at the end of the round instead of drawing-drawing just feels so good. For that reason, I think you might be able to keep those "player must have a yellow card in their sequence" as written and just gain the extra benefit (since there would be no cards in any sequence). The monster player gets a benefit from holding a particular card back, but the players get a benefit of one fewer Behavior Card able to be placed on the board. -Stun mechanics interact with only Behavior Cards on the board (but again, feel free to try shaking this up. Maybe try stun giving the ability to discard a card at random from the Monster Player's hand?) -Final-Boss wise, I think we'd need to come up with a slightly alternative ruleset (like the game does for the final boss). Tweak which timing windows let him draw, etc -The Monster Player could, homebrew rules as written, hold cards back in their hand. Does that make the Monster too strong? Maybe. But if the Monster holds back multiple Behavior Cards, maybe some rounds begin with only 1 or 2 cards ready to proc reactions from the players. Fantastic questions! And it's exactly what I get for playtesting a million times with only 2 of the monsters instead of trying it a few times with more beasties.
It's not every day the algorithm hits this hard. Thank you for this!
Oh, this is a sweet idea!!!!!! Thanks for the content!!
And the damage...............😳😳😳😳😳
Sometimes you just gotta make a big number!
Hello ! I just looked at the video and your homebrew, and it seems to be a really great idea ! I do have a few questions however, and I'd like to know your opinion on it !
-If a player is threatened, can you draw 3 attrition cards, or 2 and gains struggle ?
-Some monsters does cycle through their behavior deck really quickly ( I especially thinks about Pazi and Felaxir ), countering quite weak behaviors with the fact they cycle quickly. Doesn't this system makes it really hard for them, as players may just... Totally empty their behavior slots in a turn or two, and then no behavior for the rest of the round ? Because some monster does have perils that take places or get bonus when they empty their deck ! So this makes it way slower for them !
-Behavior question again, but some behaviors says things like "the player must have a yellow card in their sequence or bad thing happens". Can it be played in your hand ? How so then ?
-Can the stun mechanic interract with the cards in hand ?
-And, kinda like the question about monsters who refresh fast... SPOILER FROM THE FINAL BOSS, but he have 6 slots for behaviors, and can replace up to twos of them in a round... How would this interract with him ?
-Also, this one is more of a feedback, but some objective cards ( like Reikal and Toramat ) interract with some behaviors the monster have/gain, which are often beneficial for the player... Can the monster just ignore it and never play it ?
Aaand those are all for now xD
Don't get me wrong, I love the idea, and this feels like a really solid base, but I think this may need some more polish/additionnal precisions !
-Threatened players leads to extra attrition cards: I like that idea! I say give it a shot and see if it feels like too much power for the Monster Player.
-This system would absolutely make it harder for monsters like Felaxir and Pazi... Maybe we add in an additional window for the Monster Player to refill their board "when the board is fully empty." It might also be true that this mode just works better with some monsters than others and you would need specific rules for certain matchups.
-As the Monster Player, I found myself quite rarely choosing to play a card at the end of the round instead of drawing-drawing just feels so good. For that reason, I think you might be able to keep those "player must have a yellow card in their sequence" as written and just gain the extra benefit (since there would be no cards in any sequence). The monster player gets a benefit from holding a particular card back, but the players get a benefit of one fewer Behavior Card able to be placed on the board.
-Stun mechanics interact with only Behavior Cards on the board (but again, feel free to try shaking this up. Maybe try stun giving the ability to discard a card at random from the Monster Player's hand?)
-Final-Boss wise, I think we'd need to come up with a slightly alternative ruleset (like the game does for the final boss). Tweak which timing windows let him draw, etc
-The Monster Player could, homebrew rules as written, hold cards back in their hand. Does that make the Monster too strong? Maybe. But if the Monster holds back multiple Behavior Cards, maybe some rounds begin with only 1 or 2 cards ready to proc reactions from the players.
Fantastic questions! And it's exactly what I get for playtesting a million times with only 2 of the monsters instead of trying it a few times with more beasties.