Quote:That's pretty much the direction I'm going. I also considered the terrain aspect. I won't have a chess-like grid as in Tactics RPGs, but I'll have weather control (rain, storm, day, night, etc.), which will generate more mana of a particular type or render certain creature types vulnerable.
Original post by LorenzoGatti
It seems that you want every player to have equal resources and raw power, with in-game experience and training adding more options but not strictly better ones. This is necessary for balancing a sequence of duels, and it is the way of M:tG (available resources are ultimately the 40 or 60 cards in the deck, "training" means swapping in new cards into the deck).
In a "RPG-ish" game there can also be strong environmental influences (e.g. a necromancer can have a little more mana, or more corpses, in a graveyard than in the street).
Quote:That's a good point. I already have spell preparation (read: card drawing) consume stamina based on the utility of the spell and size of your spell deck. I guess it wouldn't be much different if I made mana sources spells, but it feels too much like I'm ripping off M:tG. Well, I guess they're successful game designers for a reason.
Even if you want to reduce the inherent randomness of random card drawing, you can still have the players spend actions or whole turns obtaining (until the end of the duel) mana sources (starting from very little or no mana). This way you would have progressive growth, like with the land mechanism in M:tG, and the important strategic choice between playing something now or obtaining the mana to play something expensive later.
Quote:That's actually a big deal for me. A lot of magic games are lost due to the luck of the draw, which is something I'd like to avoid. In CCGs, there are a glut of alternatives, and it doesn't seem to bother most people.
Are you sure you want to allow players to select any known spell at every action? Even if most of them are inapplicable or too expensive, the player will still have to consider too many alternatives and/or to stick to the same old combos.
new proposal:
You've actually given me a good idea. How about this: leveling up still gives you mana sources, but you have to "channel" them in battle in order to activate them. That way, leveling up still helps you, but you reach the point of diminishing returns and everybody evens out.
The only problem is that gaining a level becomes unrewarding fairly quickly, and you can't save mana between turns. My original idea was that you could save mana for several turns before casting a large spell, but with this in-battle activation system, everybody will just spend their first five turns channeling, or else they'll run too short at the end of the battle, because the benefits of extra mana sources increase exponentially.
For example, with mana retention, let's say I have 3 mana sources over three turns, I end up with 9 mana. If my opponent took extra turns in the beginning and has 5 mana sources, he has 15 mana. It just wouldn't be an effective strategy to not channel in more sources.
The solution to that problem is to not allow mana pooling and discard mana in excess of your mana sources each turn, but then it's not only a complete M:tG ripoff, but it also removes any tactical benefit from waiting.
Thoughts?