New Combat Values for Spells and Maneuvers
Monday, September 18, 2006
I found an easy way to insert more decision making into my game: change the combat values of the spells to numbers other than “3″. Right now the decision of whether to cast a spell or use it as a combat card is too obvious. If the most powerful spells were also high numbers, the decision whether to use the effect or the value could be a hard one. I’m also hoping to create fewer ties in combat, but that issue is more complicated.
I’ve solicited feedback from a few players and compiled the results in the list below. Next step is to track down the odd men out on the few where there were large discrepancies between the suggested values (in bold). I actually find it re-assuring that we are disagreeing about the values of the spells, if it was easy to evaluate the value of cards (magic bullet +2 vs. fire breath +3) then the game would be pretty boring.
Oh, and I’m also re-adjusting the maneuvers (excluding Flight) to have combat values that more closely reflect their worth. It breaks the Page, Knight, Queen, King order of the original tarot cards, but I’ll live.
- Dive (4)
- Counter (10)
- Inferno (8)
- Wingover (6)
- Wander Cure (8,8,6)
- Inspiration (7,7,7)
- Void Pocket (5,5,5)
- Healing (9,9,5)
- Halt (3,8,5)
- Foresee (6,5,5)
- Unite (4,3,4)
- Teleport (2,3,?)
- Strength (8,7,6)
- Escape (7,3,?)
- Wheel of Life (4,9,1-3)
- Justice (10,9,8+)
- Psychic Whip (6,7,7)
- Drain (6,8,7)
- Temperance (5,7,4)
- Pact (7,5,5)
- Charged Lightning (6,3,1-3)
- Scrying (7,5,8+)
- Illusion (5,8,6)
- Fire Storm (6,9,5)
- Reckoning (6,3,4)
- Renewal (1,3,1-3)
- Blank (0,3,5)
Healing
…
Halt
The thought here was that this spell is extremely circumstantial, therefore less powerful. Were it a higher value the tendency would be to wait as long as possible to cast it, holding out for a great spell to counter, but knowing that you could always fall back on using for defense. Then again, maybe that would be better than the current “Halt anything that moves” strategy, since you don’t want to get screwed by having to defend yourself with a 3.
Teleport
…
Escape
…
Wheel of Life
…
Temperance
…
Pact
In a game where a common tactic is to flush low cards out of your hand on attack (where you aren’t as likely to get hurt) and save the better cards for defense, being able to consolidate a lot of power into one concentrated attack is often what it takes to do significant damage. But it was also pointed out that Pact, presuming that you succeed in doing damage, only gives you a 1 or 2 point life advantage. And that’s in 2 player, with more players it’s worse. It also totally sucks on defense. Compare this to Strength, which gives you +3 for free, in any situation, and the value of this card drops more.
Charged Lightning
This spell is still in the works, and requires further playtesting. There are certain setups in multi-player where the latest version could allow you to attack each of your opponents a couple times. But, given the rarity of these situations the value should probably be on of the lower suggested values. Its cousin Fire Storm can more often be used in a directly offensive manner.
Scrying
…
Illusion
…
Fire Storm
…
Reckoning
Here’s another one that’s significantly more powerful in multi-player. In single player it’s justa weak Unite/Teleport, in multi-player it’s a free pot-shot at everyone else without having to get close to them. So, which case do we use for evaluating it? Clearly the lack of 2 player utility, and the no-flying penalty were considered heavy enough penalties to bring down the value by the majority of those interviewed.
Blank
This one’s tough because nobody really agreed, except that it ought to be low. I guess it just depends on who has a permanent effect in play.
