I just wanted to throw out some thoughts on Ancient Hearts for discussion.
CAVEAT: I haven't played with AH, due to the card back issue, and am
unlikely to do so in the future. However, I have read the spoilers and
the discussions of various cards.
So far, I haven't seen any outrageous spoilers. Some cards (e.g., Return
to Innocence, Scorpion Sting) may be the basis of extremely powerful
decks, but there are counters to the in the card mix, so I expect the
game can deal with it. However, a number of these card very markedly
increase the power of certain decks, e.g.:
Return to Innocence: Sneaky or otherwise unblockable bleed.
Scorpion Sting: Gangrel combat
Blood to Water: Tremere 2nd round combat
Uncontrollable Rage: Any hand-to-hand rush deck
Mass Reality: Weenie gun decks, esp. with DBR
While none of these may be spoilers per se, I think it's pretty obvious
that the above cards move the appropriate decks to entirely new levels of
power. I think the difference is marked enough that a deck without AH
will generally have a poor chance in an environment with substantial AH.
In other words, WotC is escalating the game (intentionally or not).
This doesn't appear limited to Magic. Consider the ad for the new Magic
expansion I saw on the back of the last Inquest:
>>>>>>>>>>>
ALLIANCES
PLAY TO WIN
(picture of ongoing Magic game)
(picture of cheery teenager)
"Hey, check out this card!"
(picture of dejected teenager obvious playing with Cheery)
"What the ^&%$^*%$&!"
(Cheery)
"It's awesome!"
(Dejected)
"Game over, man."
>>>>>>>>>>>>>>
They're obviously implying that you need cards from Alliances to stay
competitive (as well as obviously marketing to the munchkins). A good
friend of mine who still plays Magic says that the situation with
Alliances resembles that of AH - there's no out-and-out spoilers, but a
lot of cards that markedly increase the power level. He thinks he will
have to rebuild every single one of his decks to keep up.
Anyway, I think I detect a shift in strategy from WotC. For quite some
time, they've been trying to despoiler Magic and keep the power level
under control. I think the relatively low average power level of Dark
Sovereigns implies that was the strategy there as well, and the
high-powered cards from DS were inadequately playtested errors. This
contrasts with AH and Alliances, which both have lots of high-powered, but
relatively well-tested cards. I believe the relative disappointments of
Homelands and DS, and the realization that the munchkin market is quite a
bit bigger than the serious gamer market, have convinced WotC that they
will sell more cards (and make more $$$) with mild to moderate escalation
in new expansions.
Curt Adams (curt...@aol.com)
I must disagree with your point about "Power Escalation" in AH, as most of
the cards I have seen that seem to increase power actually only patch
holes in the game propper. Take for instance the cards Scorpion Sting and
Blood to Water.
Scorpion Sting aids the Gangrel greatly, but only against decks that up
till now they were completely (and unfairly) useless against. Before
Scorpion Sting (and Dog Pack), even the most efficient and killer Gangrel
combat deck was completely helpless against a deck that was outfitted with
a handfull of S:CE or Dodges. A dozen Majesties or Nimble Feet in a deck
would completely negate the use of even the best Gangrel deck. With
Scorpion Sting and Dog Pack, the Gangrel can fight well against combat
avoidance decks, which is as it should be. Combat decks should be able to
compete on even ground with Bleed and Vote decks, and up until now, has
not been the case. Now the Gangrel can compete on an even level against
these decks, which before they could do nothing against. Scorpion Sting
has no effect against other non combat-avoidance decks, or Fortitude
decks, so fails to break the game there, and basically patches a big hole
in the Gangrel deck that should not have been there to begin with. Dog
Pack prevents S:CE, and S:CE is pretty much agreed to be more potent than
it should be.
Blood to Water, while it seems pretty grusome, only helps if the Tremere
can make it a second round of combat. Now, if they do, they will REALLY
kill you, but that is the way it is supposed to be, and before now, was
just not the case. Even if the Tremere managed to make it alive to a
second round (all the dodges and Theft of Vitae in the world won't help
the Tremere against Immortal Grapple or, well, Scorpion Sting), their
mighty Cauldron of Blood/Drain Vitae/Walk of Flame strikes could still be
Dodged or S:CE or Prevented(for the ones you can prevent). The Tremere "I
kill you on the second round" deck has never been as scary as it should
be, and now at least if they make it that far, they can do 5 unpreventable
damage before you Dodge/S:CE/Fortitude their huge killer strike. Granted,
with Thoughts Betrayed, the Tremere can become mighty scary, but IMHO
Thoughts Betrayed is a VERY broken card (the only broken card I can think
of out of DS), where Blood to Water has almost the same effect (makes the
Tremere as good as they should be) but is not even close to as offensive
as TB.
Yes, certain decks that are built without AH cards will not be as good as
those same decks with AH cards, but that is mostly because the AH cards
help to patch holes in the basic game design, not because the AH cards are
particularly killer cards.
Peter D Bakija
PD...@aol.com
"Nothing vanishes without a trace.
Burn it!"
-Smoking Man
pd...@aol.com (PDB6) writes
"I must disagree with your point about "Power Escalation" in AH, as
most of the cards I have seen that seem to increase power actually only
patch holes in the game propper. Take for instance the cards Scorpion
Sting and Blood to Water. "
You're not contesting my claim that AH escalates the power level of Jyhad.
You even specifically state that it drastically rasises the power level
of a couple of decks. Yor disagree in that you say this was an
appropriate and necessary escalation rather than (as I claim) a
market-driven or accidental escalation. We don't disagree on the effect,
merely on the motivation.
Obviously neither of us has access to the thought processes of the AH
designers, so there's no way to resolve the disagreement directly. They
themselves may not even know why they changed the power level - sometimes
people do things without clearly understaning why. I can however, argue
that the original power level of your example clans was not a flaw, but
typified what I believe is an excellent aspect of Jyhad.
You complain that it was possible to make any deck nearly immune to
Gangrel or Tremere with a good supply of defensive combat cards. This is
indeed true, but it's nearly universally true of ANY Jyhad deck. It's
likewise possible to be nearly immune to any strategy - bleed bounce or
rush for S&B, Delaying tactics or intercept for vote, etc. This is a very
good thing, as you rarely get the "ah, nothing I can do" problem you see
with most CCGs, and you can play almost any clan in any environment just
by adjusting your card mix.
This defensive flexibility didn't cause problems with unbeatable decks, as
building a deck to ignore Gangrel entailed 20-25% defensive combat cards.
If you played between 2 non-combat decks you spent the game staring at an
endless hand jam of Dodge and Press to End.
Now a few things stood out from this system. Celerity combat definitely
broke the rules, as there was no defense against additional strikes save
combat ends or outrageous amounts of fortitude (or Celerity of your own).
Tremere, Malks, and Nosferatu were all pretty much helpless before Cel/Pot
or Celerity gun decks. But THIS was the problem, not the manageable power
level of more reasonable combat decks.
WotC seems to be raising all the combat clans to the semi-spoilerish level
of Celerity combat. Certainly with the AH and DS cards "normal" combat
defense is basically useless against Brujah, Tremere, or Gangrel. Given
that WotC won't withdraw cards, or errata them weaker, perhaps this was
the only way to deal with the relative imbalance of Celerity vs. other
combat strategies. But there are 2 big problems.
First, it creates a planned obsolesence problem in that it requires
ongoing card purchases to keep up with the escalating power level. We
can't say "just buy a few starters, trade, and you're set indefinitely".
Now to invite someone into V:tES we must honestly tell them they will have
to keep buying more cards as long as WotC keeps printing expansions.
Second, it shortcircuits the old Jyhad game's defense against excessively
powerful strategies. In old Jyhad, if one strategy turned out too good,
everyone increased the proportion of defense vs. that strategy and the
game rolled on without loss of variety or strategies. Against combat,
Malks would put in dodges, Tremere maneuvers, Ventrue Fortitude damage
prevention, etc. The game had a resiliency in that it could survive even
fairly substantial playtesting errors. With this new power level it ain't
so. If Gangrel Rush turns out too strong with Uncontrollable
Rage/Scorpion Sting/Dog Pack, the game variety will abruptly collapse into
the few decks that can cope with that kind of thing.
FWIW, my group finds Gangrel to be perfectly playable, and quite strong,
with the original card set. Tremere combat is a bit weak, but this is
compensated for with the flexibility from Auspex intercept, Dominate
Bleed, and extensive bleed bounce.
Curt Adams (curt...@aol.com)
Well, I guess one man's "Power Escalation" is on man's "Play Balance".
You say tomato, I say tomato (that just doesn't translate into print real
well, does it :-)
The cards in AH, I found, mostly fix up what I had found to be problems in
the game. They were not huge problems, and the fixes are not huge fixes.
Mostly, I have noticed that the cards in AH have helped put the combat
deck up to par with the bleed deck and the vote deck. While this could
grow into a completely different thread, in my experience combat decks,
while viable, are much more difficult to make work than either of the
other two basic deck designs. Firstly, combat's mean to the basic end
(reducing its preys pool to zero) is incredibly obtuse and card combo
intensive (as opposed to S&B or KRC). Secondly, the amount of effort
needed to counteract a combat deck is much lesser than the effort needed
to make a combat deck work, i.e. an ounce of combat avoidance is worth a
pound of combat. Mind you, this is not something I wish to debate, this
is just something our gaming group has discovered over the last year of
playing Jyhad. At the Origin's Jyhad game last year and a half (the only
non-local Jyhad experience I have had), out of the 20 or so decks I saw
myself and the other 20 or so decks that were seen by my cohort, we saw
only 1 combat deck, and that was some "Zip Gun/Dragon Breath Round"
monstrosity that I don't even consider a honest combat deck. I don't know
if this was a result of a problem, or a symptom of a problem, but there it
was.
All the problems you pointed out about celerity, I basically agree with,
but there have always been good ways to deal with celerity, be it sending
them to torpor before they get to use their additional strikes or playing
with Skin of Steel. The Nosferatu (or other Brujah) could always get away
with Immortal Grapple and big hits, hoping that the Brujah was relying on
Blur rather than stacked Potence strikes but the Gangrel could do nothing
but try to not die as they Dodge and multi-strike. The Tremere never have
been as good at combat as they could have been, which is indeed made up
for by their versatility, but it would be nice to be able to make a
Tremere deck that could fight effectively.
I guess, all in all, I agree with WOTCs development of the game. At some
point they realized that Sneak and Bleed was too easy to get away with,
and so they added stuff to fix that. I guess now they have realized what
I have known all along, that combat was too difficult to make work
(relative to voting or bleeding), so thay have added stuff to fix that.
I am viewing the release of AH trough the eyes of a player in a group that
has evolved the combat deck to an art form, and in doing so, have found
all the big (and small) flaws with the various clans on that level. AH,
we have found, patched these up and made us happy.
Jyhad is still a game where you can buy a couple of starters, a hand full
of boosters and play with, but in that enviornment, you will end up with a
bunch of people playing Malk S&B decks. Then everyone will want to buy
more cards to try to deal with that and work from there. If they go out
and buy some AH, more power to them :-)
[ quoted text not captured ]
(This post is not meant as a personal attack on Curt, just something for
people to think about.)
CurtAdams <curt...@aol.com> wrote:
>CAVEAT: I haven't played with AH, due to the card back issue, and am>unlikely to do so in the future...
Then you'll forgive me for ignoring any comments you have on the power
level of the cards in general. The only sure way to know how powerful
a card is is to play with it; eyeballing it normally isn't enough.
>In other words, WotC is escalating the game (intentionally or not).
So you say. But you've just said you aren't even going to play with the
cards, so how would you know?
>They're obviously implying that you need cards from Alliances to stay
>competitive (as well as obviously marketing to the munchkins). A good
>friend of mine who still plays Magic says that the situation with
>Alliances resembles that of AH - there's no out-and-out spoilers, but a
>lot of cards that markedly increase the power level. He thinks he will
>have to rebuild every single one of his decks to keep up.
A gross overstatement. Various decks will want to retune themselves to
account for Alliances cards, but this is true for any expansion. New
cards shake things up, and it's insane to think that the typical deck can
keep up its level of performance if it doesn't change. But this has to do
more with flexibility and such than with sheer power.
>Anyway, I think I detect a shift in strategy from WotC. For quite some
>time, they've been trying to despoiler Magic and keep the power level
>under control. I think the relatively low average power level of Dark
>Sovereigns implies that was the strategy there as well, and the
>high-powered cards from DS were inadequately playtested errors. This
>contrasts with AH and Alliances, which both have lots of high-powered, but
>relatively well-tested cards. I believe the relative disappointments of
>Homelands and DS, and the realization that the munchkin market is quite a
>bit bigger than the serious gamer market, have convinced WotC that they
>will sell more cards (and make more $$$) with mild to moderate escalation
>in new expansions.
Dark Sovereigns was the first expansion for V:TES, and we played it a bit
conservatively since it was unclear what the impact of an expansion would be.
While it is true that the average card power is ramping up slightly, this is
not aimed at catering to the munchkins. A weak card set is a boring card set;
I doubt that even a fourth of the Fourth Edition card set is used tournaments,
for example, and one would think that more like a third of the basic set
would appear in tournaments. Also, if we stop printing "wallpaper" cards,
which everyone seems to be in favor of, then the power level will escalate
by definition.
It was recognized early on that a trading card game can't help but escalate
slightly over time, as new cards make existing strategies slightly more
efficient, unless the designers actively try to tone things down. What we
don't want is for the power level to be making quantum jumps following the
release of an expansion, which I don't think has happened with either
Ancient Hearts or Alliances.
Tom Wylie rec.games.trading-cards.* Network Representative for
aa...@cats.ucsc.edu Wizards of the Coast, Inc.
(Post split in 2 part due to #$#@#%#$^#$% AOL length restrictions)
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>(This post is not meant as a personal attack on Curt, just
>something for people to think about.)
Not taken as a personal attack.
>CurtAdams <curt...@aol.com> wrote:>>CAVEAT: I haven't played with AH, due to the card back issue,
>>and am unlikely to do so in the future...>The only sure way to>know how powerful a card is is to play with it; eyeballing it
>normally isn't enough.
I disagree. Theoretical analysis is extremely powerful. My first
reaction to Jyhad, before I ever played the game was that S&B and Majesty
were to powerful, especially Majesty. I believe that these judgements
have held.
Given the complexity of CCGs, there is no human way to be "sure" about any
card from play. As I pointed out once in an article, the potential number
of Jyhad decks is on the order of 10 to the 80th power. No playtest will
ever be truly adequate.
My primary initial claim, that many Jyhad deck are much more powerful with
appropriate AH cards, has not been contested by either you or Peter
Bakija. You're saying that this escalation was unavoidable; Peter that it
only applies to decks shortchanged by the previous cardset, but neither of
you is disagreeing with the change in power.
(Re a claim that Alliances significantly escalates Magic.)
>A gross overstatement
Could be; I'm just reporting that claim. But that Inquest ad was
certainly directed at the powerhungry munchkin market.
>Various decks will want to retune themselves to account for
>Alliances cards, but this is true for any expansion. New cards
>shake things up, and it's insane to think that the typical deck
>can keep up its level of performance if it doesn't change. But
>this has to do more with flexibility and such than with sheer >power.
New V:tES cards needn't alter the balance of power. 3 options:
1) New cards are only those applying to the new clans, plus a few obvious
missing links (like adoption and Clan Impersonation). This would expand
the game without any meaningful change in power level.
2) New cards apply to existing clans, but provide no impartant new
abilities. This would create your situation where increased power comes
only from flexibility and not raw card power
3) New cards provide important new abilities to existing decks and clans.
This obviously does increase the power level.
AH is clearly class 3. Giving Gangrel and Tremere ways to ignore Dodge is
definitely an important new ability. Including vampires with extensive
out-of-clan abilities is definitely an important new ability. Giving a
non-stealth clan (Tremere) 2 vampires with built-in stealth is definitely
an important new ability. Cards that produce major global benefits (like
Mass Reality) are definitely an important new ability.
Curt Adams (curt...@aol.com)
Tom Wylie writes:
>Also, if we stop printing "wallpaper" cards, which
>everyone seems to be in favor of, then the power level
>will escalate by definition.
Not if you follow option 1 above. But do stop wallpaper as much as you
can, regardless of your choice of expansion power level; even a smaller
set is better if no purchasing is wasted on filling up closets.
>A weak card set is a boring card set. It was recognized early on>that a trading card game can't help but escalate slightly over
>time, as new cards make existing strategies slightly more
>efficient, unless the designers actively try to tone things down.
>What we don't want is for the power level to be making quantum
>jumps following the release of an expansion, which I don't think
>has happened with either Ancient Hearts or Alliances.
Sorry if this came across as an attack. Escalation is common in
sequential fiction - people tend to lose interest in a story which is
continually more of the same. I understand that commercial pressures may
force WotC (or any other CCG manufacturer) to do the same with their CCGs.
CCGs do share some aspects of sequential fiction. But AH was escalated
more than game considerations would require (class 3 versus class 1 or
even class 2). Your comments about "weak card sets" indicates this was
intentional, not accidental. Although I cannot say what WotC's intentions
were, that Inquest ad inclines me to suspect that the intent was to please
the munchkin market (the actual escalation itself gives no clear
indication). I acknowledge that the reason could have been a desire for a
certain turnover rate in tournament deck construction, a response to
customer surveys, or any of a number of other items.
Curt Adams (curt...@aol.com)
CurtAdams <curt...@aol.com> wrote:
>>The only sure way to
>>know how powerful a card is is to play with it; eyeballing it
>>normally isn't enough.>I disagree. Theoretical analysis is extremely powerful. My first
>reaction to Jyhad, before I ever played the game was that S&B and Majesty
>were to powerful, especially Majesty. I believe that these judgements
>have held.
Theoretical analysis is powerful, yes, but it isn't everything.
>Given the complexity of CCGs, there is no human way to be "sure" about any
>card from play. As I pointed out once in an article, the potential number
>of Jyhad decks is on the order of 10 to the 80th power. No playtest will
>ever be truly adequate.
>
>My primary initial claim, that many Jyhad deck are much more powerful with
>appropriate AH cards, has not been contested by either you or Peter
>Bakija. You're saying that this escalation was unavoidable; Peter that it
>only applies to decks shortchanged by the previous cardset, but neither of
>you is disagreeing with the change in power.
I actually would dispute that "many" Jyhad decks are "much" more powerful
given Ancient Hearts. While it, like any other expansion, helped out
various concepts, it's not as drastic as you claim. Your basic point is
that you're not going to play with AH because you think it's overpowered;
my basic point is that you're either overreacting, or against the very
concept of a good expansion set, in which case your objection isn't
very interesting.
>(Re a claim that Alliances significantly escalates Magic.)>>A gross overstatement>Could be; I'm just reporting that claim. But that Inquest ad was
>certainly directed at the powerhungry munchkin market.
I suppose, if you consider a desire to win equivalent to powerhungry
munchkinism.
>>Various decks will want to retune themselves to account for
>>Alliances cards, but this is true for any expansion. New cards
>>shake things up, and it's insane to think that the typical deck
>>can keep up its level of performance if it doesn't change. But
>>this has to do more with flexibility and such than with sheer >power.>New V:tES cards needn't alter the balance of power. 3 options:
New cards will alter the balance of power by definition, unless we issue
nothing but crap variants of existing cards. And part of the whole *point*
of expansions is to shake things up a bit, so people aren't just playing
with the same deck concepts all the time.
>1) New cards are only those applying to the new clans, plus a few obvious
>missing links (like adoption and Clan Impersonation). This would expand
>the game without any meaningful change in power level.
The very existence of a new clan alters the balance of power, if for no
other reason that the existing clans can make use of the new disciplines.
>2) New cards apply to existing clans, but provide no impartant new
>abilities. This would create your situation where increased power comes
>only from flexibility and not raw card power
In other words, the new decks would be boring since they could have been
constructed with the existing clans and cards. And you just escalate games
that are played with card limits anyway, since people can play with more
action modifiers that provide stealth, or with a tighter set of combat
strikes, or what have you.
>3) New cards provide important new abilities to existing decks and clans.
>This obviously does increase the power level.
>
>AH is clearly class 3. Giving Gangrel and Tremere ways to ignore Dodge is
>definitely an important new ability. Including vampires with extensive
>out-of-clan abilities is definitely an important new ability. Giving a
>non-stealth clan (Tremere) 2 vampires with built-in stealth is definitely
>an important new ability. Cards that produce major global benefits (like
>Mass Reality) are definitely an important new ability.
All of the above is true, but these are the sorts of things that make
expansions interesting: new abilities, not boring rehashes.
[ quoted text not captured ]
On 18 Jun 1996, Thomas R Wylie wrote:
> CurtAdams <curt...@aol.com> wrote:> >Tom wrote:> New cards will alter the balance of power by definition, unless we issue
> nothing but crap variants of existing cards. And part of the whole *point*
> of expansions is to shake things up a bit, so people aren't just playing
> with the same deck concepts all the time.
I agree that the balance is changed, but balance itself needs to be
maintained. I am not asserting that AH is unbalanced (on the contrary, I
can only find one card that I feel is questionable, and even that card I
do not find to be very questionable), but that your assertions regarding
balance are off.
> >1) New cards are only those applying to the new clans, plus a few obvious
> >missing links (like adoption and Clan Impersonation). This would expand
> >the game without any meaningful change in power level.> The very existence of a new clan alters the balance of power, if for no
> other reason that the existing clans can make use of the new disciplines.
But Curt is talking about escalation in the sense that everything is more
intense. The fact that old clans can use new disciplines is countered by
the cost of trying to adopt ones decks to use them. This takes time and
effort, allowing flexibility but not intensifying anything.
> >2) New cards apply to existing clans, but provide no impartant new
> >abilities. This would create your situation where increased power comes
> >only from flexibility and not raw card power> In other words, the new decks would be boring since they could have been
> constructed with the existing clans and cards.
I am not sure where you get "no _important_ new abilities"==boring. The
Giovanni didn't get really any important new abilities with this
expansion. Neither did Ravnos. What they did get was more versatility
and things that added in with their current strategies. Far from boring.
> And you just escalate games
> that are played with card limits anyway, since people can play with more
> action modifiers that provide stealth, or with a tighter set of combat
> strikes, or what have you.
The people playing with card limits, as you and I both know, are not
playing Jyhad as the game was intended. Whether or not it escalates them
is immaterial.
> >3) New cards provide important new abilities to existing decks and clans.
> >This obviously does increase the power level.
To add to Curt's statement, these abilities would be something that really
doesn't fit in with their other powers (not expanding their existing
strategies versatility, but focusing it) and merely serves to increase the
intensity of what they do. If this increase in intensity doesn't come
with increase in cost, escalation comes in.
> > Including vampires with extensive
> >out-of-clan abilities is definitely an important new ability. Giving a
> >non-stealth clan (Tremere) 2 vampires with built-in stealth is definitely
> >an important new ability. Cards that produce major global benefits (like
> >Mass Reality) are definitely an important new ability.
While I disagree with Curt on Mass Reality, he is correct about the new
Tremere +1 stealther. With two of them, the Tremere are given a totally
new power.
> All of the above is true, but these are the sorts of things that make
> expansions interesting: new abilities, not boring rehashes.
By important new abilities, I mean giving typical clan powers or
disciplines things that are not in line with what they were able to do
before. In my mind, it shouldn't happen. There are certain things that
Fortitude cannot do, there are certain things that don't make sense for
Brujah, etc.. In a game mechanics sense, new powers should happen, but
their cost is important.
I didn't see AH as a boring rehash, and for the most part, no old thing
got any new abilities (two exceptions: Gangrel combat and Tremere
stealth). Their existing abilities were expanded or if their abilities
were focused (Blood to Water, for example), ample cost was made on the
cards. I hope to see this continue, but I am wary (given your responses)
that I might see escalation in the Sabbat (meaning increase focus of
already existing strategies without appropriate cost (making game balance
harder to coordinate as the card set increases)).
@ The Corrupter - Adrian Lee Sullivan @ GAT/CS/WS R+++* r(+)>++
# Gamer Coffee-Addict Scripter Author # C(+++)$ USX+$ N++ e+*
@#$ Comments ? sull...@cslab.uwlax.edu $#@ tv(+)> X++ b++(+++)
@#$ <http://cslab.uwlax.edu/~sulli_al/jyhad> $#@ PS+&-+ PE&-&++ z*+?
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>CurtAdams <curt...@aol.com> wrote:>>My primary initial claim, that many Jyhad deck are much more>>powerful with appropriate AH cards, has not been contested .>I actually would dispute that "many" Jyhad decks are "much" more
>powerful given Ancient Hearts. While it, like any other expansion,
>helped out various concepts, it's not as drastic as you claim.
AH doesn't just provide variants of existing cards (a couple of
alternatives to Bum's Rush would be very nice, for example). Originally
Jyhad had virtually no global effects other than votes and a few Malk
cards. Global effects necessarily escalate the game, and AH has several.
Originally any of the basic strategies could be cancelled by any deck with
the appropriate cards (with a few exceptions that looked like errors or
omissions). Now, clearly, standard combat defenses will in general be
inadequate. This is a very major escalation.
>Your basic point is that you're not going to play with AH because
>you think it's overpowered;
No; I'll not play with AH because of the back change. If they said
"Jyhad" on the back I'd grit my teeth about the escalation and play with
AH.
>my basic point is that you're either overreacting, or against the
>very concept of a good expansion set, in which case your objection
>isn't very interesting.
As I said above, I think that increasing variety is a fine goal for an
expansion. I believe that upping the power of already viable decks will
decrease, not increase, variety.
>Part of the>whole *point* of expansions is to shake things up a bit, so people
>aren't just playing with the same deck concepts all the time.
Wouldn't it then be better to introduce cards that permit new deck types
(e.g. the Settite Corruption business) rather than cards that ramp up the
power of existing decks? Making existing mainstream decks stronger, if
anything, reduces the variety of existing decks. (The cards I mentioned
all help existing already-viable decks) The cards that give Gangrel
Additional Strike and undodgeable damage will encourage the already
standard Gangrel Claw combat decks; they don't do Gangrel alternatives,
such as untap/bleed or animalism retainer, any good at all.
>The very existence of a new clan alters the balance of power, if for no
>other reason that the existing clans can make use of the new disciplines.
Not that well. An existing Toreador or Brujah deck wouldn't have any
vampires with Quietus. To use a new discipline will require a radical
change in both crypt and library; it would be a new deck.
>In other words, the new decks would be boring since they could have been
>constructed with the existing clans and cards. And you just escalate
games
>that are played with card limits anyway, since people can play with more
>action modifiers that provide stealth, or with a tighter set of combat
>strikes, or what have you.
Well, since existing decks aren't boring, the new ones wouldn't be either.
In addition, you would see at the very least major variations on existing
themes, and probably whole new possibilities. For example, just adding
some small vampires with Thaumaturgy might make a Cryptic Mission deck
functional. A few Thaumaturgy actions could add a lot of variety to such
a deck, too. These actions don't need to be able to burn a vampire or add
1 to every minion's damage or have any other such overwhelming power to be
useful; indeed such powers would be rather detrimental.
Frankly, the game would benefit from duplicates of much-used cards like
Wake, Blood Doll, Telepathic Counter, Fake Out, etc. Card limit games
would be much more like no-limit games as you could use adequate numbers
of needed cards. All players could use more of their collections; most of
mine sits on the shelf as I haven't enough Blood Dolls and Wakes.
Curt Adams (curt...@aol.com)
When I purchased my first packs of AH I did notice a lack of "UMPH"
in some of the new cards in comparison to DS which had some awesome cards
come out of it (like pentex subversion and horrific countenance). I agree
that it is a bad idea to "expand" the effect of some disciplnes. Even
making such expanded effects expensive to play just dilutes the value of
each discipline. Stealth is the realm of Obfuscate and perhaps protean
but never presence no matter how expensive you make it. This error was
inadvertently made with Presence and Dominate from the begining. These
two disciplines mirror each other much too closely to be individually
valuble. Most people I have played with see Presence as a powered down
and more political version of Dominate. What good are Ventrue then???? A
little has been done to correct this but not nearly enough.
There are some really killer cards in AH like Blood to Water and
Death of my concience that stay within the boundaries of the discipline
but increase the excitement of the game. There are also some cards like
Hidden Strength that stay within the boundaries of thier disciplines but
really just plain SUCK. I can't imagine any situation I wouldn't rather
use hidden strength as opposed to skin of steel. Mercy for the Weak just
plain bites and does neither (though it has a cool pic). So far I haven't
noticed a problem with balance in Jyhad (which really surprises me) in
comparison to other CCGs (particularly Magic and Rage). There are
surprisingly many efficient strategies and infinitley more themes
available in comparison to Magic (PTUI! I spit on Magic!). This
flexibility is hard to expand on while maintaining balance and making
sense to the players.
I think (or rather hope - PLEASE!) that the Sabbat expansion will
be reminicent of the Wyrm expansion for Rage. I see great possibilities
for many new strategies in clans like the Lasombra and Tzmisce(sp??). I
also look forward to cards reflecting the brutality and dispicable acts
traditionally associated with the Sabbat. (Imagine the Red headed
stepchild as a retainer :)
I can't wait to see the Vissicitude skill card.
**********************************************************************
"...I'm just a hard-working girl trying to make it in a man's world."
-Catwoman (Issue #30)
***************************************
Dharia McGrew
damc...@mhc.mtholyoke.edu
and of course.....(in other words, LOOK AT IT!!!!)
http://www.mtholyoke.edu/~damcgrew
**********************************************************************
Bastet <damc...@mtholyoke.edu> writes:
> When I purchased my first packs of AH I did notice a lack of "UMPH"
>in some of the new cards in comparison to DS which had some awesome cards
>come out of it (like pentex subversion and horrific countenance). I agree
There are some extremely impressive cards to come out of Ancient Hearts.
Maybe you should purchase some more packs! :)
> There are some really killer cards in AH like Blood to Water and
>Death of my concience that stay within the boundaries of the discipline
>but increase the excitement of the game. There are also some cards like
>Hidden Strength that stay within the boundaries of thier disciplines but
>really just plain SUCK. I can't imagine any situation I wouldn't rather
>use hidden strength as opposed to skin of steel. Mercy for the Weak just
You should pay closer attention to Hidden Strength vs. Skin of Steel.
Skin of Steel can prevent the damage from ALL strikes within a given
round (on superior). With Hidden Strength, you could only play it to
prevent the damage from 1 strike... so Skin of Steel would be my preferred
choice against a vampire with celerity.
Bastet wrote:
>
> When I purchased my first packs of AH I did notice a lack of "UMPH"
> in some of the new cards in comparison to DS which had some awesome cards
> come out of it (like pentex subversion and horrific countenance). I agree> that it is a bad idea to "expand" the effect of some disciplnes. Even
> making such expanded effects expensive to play just dilutes the value of
> each discipline. Stealth is the realm of Obfuscate and perhaps protean
> but never presence no matter how expensive you make it. This error was
> inadvertently made with Presence and Dominate from the begining. These
> two disciplines mirror each other much too closely to be individually
> valuble. Most people I have played with see Presence as a powered down
> and more political version of Dominate. What good are Ventrue then???? A
> little has been done to correct this but not nearly enough.
>
I actually think that AH cards seem to be a lot more powerful than their DS
counterparts.. Even the common cards in AH seem to be a lot more powerful
(Elder Impersonation, Blood to Water, Scorpion Sting, and Increased Strength
to name a few..).. I do think you have a point about some of the cards from
certain disciplines extending into abilities they probably shouldn't have
(stealth for Celerity..?), but I guess there's some sort of twisted reasoning
behind it.. :)
I tend to view Presence and Dominate as two entirely seperate entities.. I
rarely use presence bleed cards when I get the chance, as I find dominate
bleed cards are just a lot more flexible, in general.. but Presence really
shines in a vote deck... I could hardly imagine a vote deck without
Bewitching Orations... and of course.. there's alwayws Majesty.. :)
> There are some really killer cards in AH like Blood to Water and
> Death of my concience that stay within the boundaries of the discipline
> but increase the excitement of the game. There are also some cards like
> Hidden Strength that stay within the boundaries of thier disciplines but
> really just plain SUCK. I can't imagine any situation I wouldn't rather
> use hidden strength as opposed to skin of steel. Mercy for the Weak just> plain bites and does neither (though it has a cool pic). So far I haven't
> noticed a problem with balance in Jyhad (which really surprises me) in
> comparison to other CCGs (particularly Magic and Rage). There are
> surprisingly many efficient strategies and infinitley more themes
> available in comparison to Magic (PTUI! I spit on Magic!). This
> flexibility is hard to expand on while maintaining balance and making
> sense to the players.
Agreed.. I could almost never see playing with Mercy for the Weak... even the
name doesn't sound very Jyhad-esque (can I say that..? :).. I play Jyhad with
two different groups, one in a card-limited environment, and one not.. and in
neither group have I really seen a play balance problem.. I think WotC is
actually on the right track with this game.. other than a view Freaky bleed
problems (mostly from me.. :), there hasn't been much you really could do to
abuse and get a lock on the game like you can in Magic (yes.. I do play..
don't everyone kill me at once.. :).. even if it looks like you are in a
position to sweep the table, one well time Misdirection can really mses up
your day....
WyldStar
[ quoted text not captured ]
CurtAdams wrote:
>
> aa...@cats.ucsc.edu (Thomas R Wylie) writes:
> >CurtAdams <curt...@aol.com> wrote:
>> >>My primary initial claim, that many Jyhad deck are much more> >>powerful with appropriate AH cards, has not been contested .>
> >I actually would dispute that "many" Jyhad decks are "much" more
> >powerful given Ancient Hearts. While it, like any other expansion,
> >helped out various concepts, it's not as drastic as you claim.
>> AH doesn't just provide variants of existing cards (a couple of
> alternatives to Bum's Rush would be very nice, for example). Originally
> Jyhad had virtually no global effects other than votes and a few Malk
> cards. Global effects necessarily escalate the game, and AH has several.
I actually think it's great that they aren't mass-producing cards that do the
exact same thing (oh, great.. another +1 stealth/+2 stealth card.. just what
we'd need..).. actually, the most powerful global effects I can think of come
from DS and Jyhad.. Antidelluvian Awakening and Anarch Revolt...
>
> Originally any of the basic strategies could be cancelled by any deck with
> the appropriate cards (with a few exceptions that looked like errors or
> omissions). Now, clearly, standard combat defenses will in general be
> inadequate. This is a very major escalation.
>
And now there are new cards to cancel those strategies... and cards to cancel
strategy-killing cards... (Scorpion Sting to kill dodges, etc..).. it will
all just boil down to who has the right card in their hand at the right
moment.. just like it has always been..
> >Your basic point is that you're not going to play with AH because
> >you think it's overpowered;
>> No; I'll not play with AH because of the back change. If they said
> "Jyhad" on the back I'd grit my teeth about the escalation and play with
> AH.
<snicker>.. now THAT I can agree with.. :) I just wish they could get their
printing runs done right for once.. (sigh..)
>
> >my basic point is that you're either overreacting, or against the
> >very concept of a good expansion set, in which case your objection
> >isn't very interesting.
>> As I said above, I think that increasing variety is a fine goal for an
> expansion. I believe that upping the power of already viable decks will
> decrease, not increase, variety.
I don't see any real upping the power of any particular deck.. almost every
viable deck just got a way to cancel other deck's powers.. there have been
ways to screw up Fortitude all along (Blood Rage, Blood Fury, etc..), but no
real ways to stop celerity from dodging then blurring all over you... and now
there is a way to stop it...
> >Part of the> >whole *point* of expansions is to shake things up a bit, so people
> >aren't just playing with the same deck concepts all the time.
>> Wouldn't it then be better to introduce cards that permit new deck types
> (e.g. the Settite Corruption business) rather than cards that ramp up the
> power of existing decks? Making existing mainstream decks stronger, if
> anything, reduces the variety of existing decks. (The cards I mentioned
> all help existing already-viable decks) The cards that give Gangrel
> Additional Strike and undodgeable damage will encourage the already
> standard Gangrel Claw combat decks; they don't do Gangrel alternatives,
> such as untap/bleed or animalism retainer, any good at all.
Scorpion Sting is not really upping the power of anything, per-se.. the
damage can still be prevented, combat can still be ended... or you could just
maneuver to long range.. the only thing it really does is hurt Celerity/dodge
decks.. and this isonly one card from the set... and I do think Kiss of Ra
has a place in any Gangrel untap/bleed deck.. it's a great way to keep your
prey weak and tapped out when you come over 3 or 4 times a turn..
>
> >The very existence of a new clan alters the balance of power, if for no
> >other reason that the existing clans can make use of the new disciplines.
>> Not that well. An existing Toreador or Brujah deck wouldn't have any
> vampires with Quietus. To use a new discipline will require a radical
> change in both crypt and library; it would be a new deck.
>
Agreed, here... it wouldn't be worth throiwng in the skill cards and the one
or two vampires that do have the new disciplines from these clans.. more than
likely, you'd be stuck holding Quietus and Serpentis cards in your hand..
> >In other words, the new decks would be boring since they could have been
> >constructed with the existing clans and cards. And you just escalate
> games
> >that are played with card limits anyway, since people can play with more
> >action modifiers that provide stealth, or with a tighter set of combat
> >strikes, or what have you.
>> Well, since existing decks aren't boring, the new ones wouldn't be either.
> In addition, you would see at the very least major variations on existing
> themes, and probably whole new possibilities. For example, just adding
> some small vampires with Thaumaturgy might make a Cryptic Mission deck
> functional. A few Thaumaturgy actions could add a lot of variety to such
> a deck, too. These actions don't need to be able to burn a vampire or add
> 1 to every minion's damage or have any other such overwhelming power to be
> useful; indeed such powers would be rather detrimental.
>
> Frankly, the game would benefit from duplicates of much-used cards like
> Wake, Blood Doll, Telepathic Counter, Fake Out, etc. Card limit games
> would be much more like no-limit games as you could use adequate numbers
> of needed cards. All players could use more of their collections; most of
> mine sits on the shelf as I haven't enough Blood Dolls and Wakes.
But, realisticaly, Jyhad was not meant to be played with card limits, and the
set is being produced with that in mind... so the card duplications are
unlikely to happen... I agree that there is a distinct lack of small
vampires.. even though I know it's not nearly realistic, I'd like to see
about 10-15 little vampires from each clan just so there could be a lot of
diversity with the smaller guys.. it does get old bringing out Duck or Dimple
as the first action of every game.. :)
WyldStar
>
> Curt Adams (curt...@aol.com)
On 25 Jun 1996 19:17:26 -0400, curt...@aol.com (CurtAdams) wrote:
>
>AH doesn't just provide variants of existing cards (a couple of
>alternatives to Bum's Rush would be very nice, for example). Originally
>Jyhad had virtually no global effects other than votes and a few Malk
>cards. Global effects necessarily escalate the game, and AH has several.
I think you focused on DS not AH here.
Please give an example of a global AH effect that you see as
detrimental.
Off the top of my head I can't think of any.
>Originally any of the basic strategies could be cancelled by any deck with
>the appropriate cards (with a few exceptions that looked like errors or
>omissions). Now, clearly, standard combat defenses will in general be
>inadequate. This is a very major escalation.
Standard combat defense is still adequete in my opinion. Obviously I
am not able to play test that but the main cards that afffect combat
are
Scorpian Sting which helps animalism decks such as Gangrel and Nos by
giving a +1 hand strike that at superior canot be dodged.
It can still be combat ended which is the major defense I see in a
noncombat deck. Dodges are more often in a celerity combat deck along
with additional strikes.
Since combat ends and Celerity combat are considered overpowered I
think that is fine. Also now animalism has another aspect it broaden
it. Before the only strikes were ranged and did 1 damage or
equipment. Not impressive or unusual. Retainers were the most used
thing and they had significant drawbacks in a fast game.
Alacrity; +1 stealth and if combat occurs you get 1 maneuver. This
for 2 blood is poor combat but balanced stealth.
Backstab is a card that should have always been there.
Death of my coscience for 3 blood allows a potence minion to cycle
thru some cards; there were plenty of damage already for less cost.
Increased strength is an escalation but adding damage to a sewer lid,
gat or car instead of just melee is a nice touch. FOD did the same
for a blood cost but allowed you to do that with a hand weapon and
this has no cost but requires a potence strike to add to.
Shadow of the Beast 2 blood for an additional strike at +1 hand damage
is also escalation but I think minor and livable.
It mainly goes against dodge since if it was an aggro strike that was
not prevented in the first place it has little effect.
Uncontrolable rage is a 2 cost action modifier that is a beefed up
wolf claws. pay 2 instead of 1 and get +1 or 2 damage aggravated hand
damage. But its a gamble since you can't wait until you see the
opponents strike.
Blood to water is an escalation also but Tremere are not as feared in
2nd round as they used to be. And this card burns blood and does not
do damage so it will need a strike to finish the job. Compared to a
drain Essence?
The Gangrel retainer that avoids combat ends helps to even things up a
bit IMHO.
>>Your basic point is that you're not going to play with AH because
>>you think it's overpowered;>No; I'll not play with AH because of the back change. If they said>"Jyhad" on the back I'd grit my teeth about the escalation and play with
>AH.
Well Tom may have forgotten, but I did not.
Nonetheless, here were debating whether this was a good expansion not
the card back issue.
I feel that had this been the first expansion instead of DS this would
not be much of an issue and that had it come out with anything like
even half as soon as the magic expansions did that it really would not
be an issue.
Part of the arguement I saw and accepted against Wizards was that they
were giving third rate preformance and support to Jhyad and it was
felt that investing incards would be a poor choice because we could
not trust them to support the game and its continued success.
I feel that we wanted them to give us a solid and well tested
expansion and that they did. Magic is thiere primary cash cow and we
must accept that were a smaller market and get less service and
attention. What will not be accepted is that the service we do get is
poor and as low quality as DS would suggest where after a brief glance
at the preview everyone who looked had several cards they _KNEW_ were
broken. I do not feel that this is the case. There are some cards
that are close but there is room for debate in matters of taste.
A lot of that obviously went into these cards and there are many theme
and variant strategies that are given better support.
snipped a paragraph
>Wouldn't it then be better to introduce cards that permit new deck types
>(e.g. the Settite Corruption business) rather than cards that ramp up the
>power of existing decks? Making existing mainstream decks stronger, if
>anything, reduces the variety of existing decks. (The cards I mentioned
>all help existing already-viable decks) The cards that give Gangrel
>Additional Strike and undodgeable damage will encourage the already
>standard Gangrel Claw combat decks; they don't do Gangrel alternatives,
>such as untap/bleed or animalism retainer, any good at all.
I too would have liked to some more variety and am quite pleased with
the Setite theft idea and how serpentitis was handled.
Hopefully Animailism will get a boost (Sabbot=Tizimize) with for
example a hunting/restoration type of card for example in the new
expansion. There are many things that could be added to this
discipline and others without escalation or braodening them beyond
thier thematic scope.
>>In other words, the new decks would be boring since they could have been
>>constructed with the existing clans and cards. And you just escalate>games>>that are played with card limits anyway, since people can play with more
>>action modifiers that provide stealth, or with a tighter set of combat
>>strikes, or what have you.
Actually, I agree with Corruptor here in that card limits is not how
the game was designed and so should'nt count for escalation purposes.
>Well, since existing decks aren't boring, the new ones wouldn't be either.
> In addition, you would see at the very least major variations on existing
>themes, and probably whole new possibilities. For example, just adding
>some small vampires with Thaumaturgy might make a Cryptic Mission deck
>functional. A few Thaumaturgy actions could add a lot of variety to such
>a deck, too. These actions don't need to be able to burn a vampire or add
>1 to every minion's damage or have any other such overwhelming power to be
>useful; indeed such powers would be rather detrimental.
See Seeds of Corruption for an interesting Thaum action.
And for new possibilities cards like Parthenon so we don't have to see
so many Ansons up or can use the idea without having to play Toreadors
or vote decks. Or try Elder Impersonation that gives Obfuscate a card
to match seduction and Form of mist.
Or Clan Impersonation to mix up clans.
Or the contracts to add to those assasin combat decks that never quite
worked right.
>Frankly, the game would benefit from duplicates of much-used cards like
>Wake, Blood Doll, Telepathic Counter, Fake Out, etc. Card limit games
>would be much more like no-limit games as you could use adequate numbers
>of needed cards. All players could use more of their collections; most of
>mine sits on the shelf as I haven't enough Blood Dolls and Wakes.>Curt Adams (curt...@aol.com)
And this is very true. We should have duplicates of existing cards
that every deck uses that have different names and themes to encourage
theme decks and have more variety. Also those that want a simple card
limit rule can benefit by accessing useful but not broken or seriously
threatening cards in greater numbers.
Some will feel that for an example a Master card that makes a minion a
Power Broker so that one blood can be drawn off/on each master phase
to be wallpaper since we have Blood Doll or a Herd card for a vampire
to get extra blood when hunting, Alert Snitch that allows you to
react as if untapped for the current action, etc.
So this should be kept to just a few per expansion but I feel would
add to the game and not dtract.
Futhermore to expect every card to be perfectly balanced and neither
an escalationof existing strategies that are already effective nor a
wallpaper card is in my opinion simply not reasonable.
We should expect and get the majority of them to fit that description
and that the few that are perhaps broken to be of such a nature that
is was obvious they were tested but somebody missed something.
That is our right as consumers and valued customers and I feel that in
this expansion we were well served.
Rory
The Ref at refp...@best.com
On Tue, 25 Jun 1996, Bastet wrote:
> When I purchased my first packs of AH I did notice a lack of "UMPH"
> in some of the new cards in comparison to DS which had some awesome cards
> come out of it (like pentex subversion and horrific countenance). I agree
> that it is a bad idea to "expand" the effect of some disciplnes.
While I don't mind expansion as far as breadth of abilities within a
limited framework, I dislike expansion as far as increased depth of
ability in an already established framework (an example would be a new
stealth card +1/+2 stealth).
> Even
> making such expanded effects expensive to play just dilutes the value of
> each discipline. Stealth is the realm of Obfuscate and perhaps protean
> but never presence no matter how expensive you make it. This error was
> inadvertently made with Presence and Dominate from the begining. These
> two disciplines mirror each other much too closely to be individually
> valuble. Most people I have played with see Presence as a powered down
> and more political version of Dominate. What good are Ventrue then???? A
> little has been done to correct this but not nearly enough.
I disagree with your assessment of Presence/Dominate. Presence is more
typically a voting power with some bleed, and Dominate is more typically
a bleeding power with some vote power. Both are useful in different ways.
> There are some really killer cards in AH like Blood to Water and
> Death of my concience that stay within the boundaries of the discipline
> but increase the excitement of the game. There are also some cards like
> Hidden Strength that stay within the boundaries of thier disciplines but
> really just plain SUCK. I can't imagine any situation I wouldn't rather
> use hidden strength as opposed to skin of steel.
When you want to prevent just one damage (no cost) or 2 damage from
retainers (same cost then as skin of steel, but you can prevent the damage).
> Mercy for the Weak just
> plain bites and does neither (though it has a cool pic).
Mercy for the weak connotes that your older (and supposedly more
powerful) vampire is being merciful to the other minion, by S:CE. As for
utility, I'd throw it into a non-presence non-combat deck.
[snip]
> I can't wait to see the Vissicitude skill card.
You and me both.
[ quoted text not captured ]
On 25 Jun 1996, CurtAdams wrote:
> Frankly, the game would benefit from duplicates of much-used cards like
> Wake, Blood Doll, Telepathic Counter, Fake Out, etc. Card limit games
> would be much more like no-limit games as you could use adequate numbers
> of needed cards. All players could use more of their collections; most of
> mine sits on the shelf as I haven't enough Blood Dolls and Wakes.
By duplicates, do you mean similar cards, or the same card with a
different name?
Depending on your intention, I might have some serious reservations. As
for addressing CL, CL is another house rule. If someone uses any house
rule, they should be prepared for the consequences, and not have a game
not designed for CL pander to them.
[ quoted text not captured ]
On Thu, 27 Jun 1996, Rory wrote:
> Date: Thu, 27 JUN 1996 16:24:39 GMT
> From: Rory <refp...@best.com>
> Newgroups: rec.games.trading-cards.jyhad
> Subject: Re: Balance in AH (was More thoughts on AH (pt. 1))>
> On Tue, 25 Jun 1996 23:00:54 -0400, Bastet <damc...@mtholyoke.edu>
> wrote:
>
> . There are also some cards like
> >Hidden Strength that stay within the boundaries of thier disciplines but
> >really just plain SUCK. I can't imagine any situation I wouldn't rather
> >use hidden strength as opposed to skin of steel.
>> >> ***************************************
> >Dharia McGrew
> >damc...@mhc.mtholyoke.edu
> >and of course.....(in other words, LOOK AT IT!!!!)
> >http://www.mtholyoke.edu/~damcgrew
> >**********************************************************************
>> Welol Skin of steel will only prevent damage from strikes and not say
> a Wolf companion.> Rory
> The Ref at refp...@best.com
>
>
>
Indomitability and unflinching persistance (not to mention skin of
rock or superior undead persistance) will usually handle those little
dogs quite well and offer more flexibility (as a press or a manuver) than
Hidden str. If your opponenet has more than a couple on his blocker then
you'd still only be preventing one damage.
[ quoted text not captured ]
On Fri, 28 Jun 1996 19:48:24 -0400, Bastet <damc...@mtholyoke.edu>
wrote:
>>>
>>> Indomitability and unflinching persistance (not to mention skin of
>rock or superior undead persistance) will usually handle those little
>dogs quite well and offer more flexibility (as a press or a manuver) than
>Hidden str. If your opponenet has more than a couple on his blocker then
>you'd still only be preventing one damage.
Agreed; I did not say it was a real good card but you asked for an
example where you might play it instead of skin of steel and I gave
you one.
All in all it is an okay card but I will be surprised if it is used
much except in Card Limit decks.
Rory
>**********************************************************************
>"...I'm just a hard-working girl trying to make it in a man's world."
> -Catwoman (Issue #30)
> ***************************************
>Dharia McGrew
>damc...@mhc.mtholyoke.edu
>and of course.....(in other words, LOOK AT IT!!!!)
>http://www.mtholyoke.edu/~damcgrew
>**********************************************************************
The Ref at refp...@best.com
On Fri, 28 Jun 1996 14:11:09 -0500, The Corrupter
<sull...@cslab.uwlax.edu> wrote:
>By duplicates, do you mean similar cards, or the same card with a
>different name?>Depending on your intention, I might have some serious reservations. As
>for addressing CL, CL is another house rule. If someone uses any house
>rule, they should be prepared for the consequences, and not have a game
>not designed for CL pander to them.
>
Well I would like to see a few more of both. Not simply more powerful
versions but ones that are the same with a different name (though not
more then a few per expansion) for building various theme decks.
I also would like similar cards with different tradeoffs that are
still balanced.
Any objection to that?
[ quoted text not captured ]
On Sun, 30 Jun 1996, Rory wrote:
> On Fri, 28 Jun 1996 19:48:24 -0400, Bastet <damc...@mtholyoke.edu>
> wrote:> > Indomitability and unflinching persistance (not to mention skin of
> >rock or superior undead persistance) will usually handle those little
> >dogs quite well and offer more flexibility (as a press or a manuver) than
> >Hidden str. If your opponenet has more than a couple on his blocker then
> >you'd still only be preventing one damage.> Agreed; I did not say it was a real good card but you asked for an
> example where you might play it instead of skin of steel and I gave
> you one.
> All in all it is an okay card but I will be surprised if it is used
> much except in Card Limit decks.
If you are playing in a deck that wants to just survive combat, it is
better than Unflinching Persistence (I believe that is the prevent 1 w/
press), because you can effectively prevent one, but can prevent more if
needed (multiple agg., for example), and gives the press when damage is
prevented. This makes it superior to Unflinching Persistence unless you
need a deck that will stay in combat (and thus be able to press without
necessarily having prevented damage).
A useful card in any sense, not necessarily relegated to only in CL games.
[ quoted text not captured ]
Do you play with Raven contesting Camille Devereaux? We don't, but I think
we should. I play Gangrel, and Raven/Camille is a pretty important vamp.
Later,
'Nis
On 30 Jun 1996, 'Nis wrote:
> Do you play with Raven contesting Camille Devereaux? We don't, but I think
> we should. I play Gangrel, and Raven/Camille is a pretty important vamp.
Our play group does (as do most I know), but officially, you don't have
to. Speaking from a strictly mathematical standpoint, it is unfair
(contesting-wise) to allow them to each be considered unique. A small
advantage, but an advantage, nonetheless.
[ quoted text not captured ]
mast...@aol.com (Mastaflyy) writes:
>If you contested Raven for Camille, then you would have to contest Donal
>O'Conner and Constanza for the same reasons!! All have the same skills!!
Except that one is the Prince of Dublin, the other is the Prince of Rome.
One has the special ability: "If your prey has a ready Ventrue, Constanza
gets +2 bleed", the other has the special ability: "Any vampire blocking
Donal burns 1 blood before combat begins."
And (more importantly): some *thought* went into making Donal and Constanza
be two different (non-contesting) vampires. The same cannot be said for
Camille the Raven.
--
L. Scott Johnson (sjoh...@math.sc.edu) | I am Barney of Borg.
http://www.math.sc.edu/~sjohnson | You will be nauseated.
Graphics Specialist and V:tES Rulemonger. |
On Sun, 30 Jun 1996, Rory wrote:
> On Fri, 28 Jun 1996 14:11:09 -0500, The Corrupter
> <sull...@cslab.uwlax.edu> wrote:> >By duplicates, do you mean similar cards, or the same card with a
> >different name?> >Depending on your intention, I might have some serious reservations. As
> >for addressing CL, CL is another house rule. If someone uses any house
> >rule, they should be prepared for the consequences, and not have a game
> >not designed for CL pander to them.> Well I would like to see a few more of both. Not simply more powerful
> versions but ones that are the same with a different name (though not
> more then a few per expansion) for building various theme decks.
If cards are redone, I would like them to keep the same name, even if the
art is different.
> I also would like similar cards with different tradeoffs that are
> still balanced.
This I like. For example, a Bum's Rush variant that supplied a press
instead of a manuever.
> Any objection to that?
To renamed cards, yes. Otherwise, no.
[ quoted text not captured ]
The Corrupter <sull...@cslab.uwlax.edu> writes:
>On 25 Jun 1996, CurtAdams wrote:>> Frankly, the game would benefit from duplicates of much-used cards like
>> Wake, Blood Doll, Telepathic Counter, Fake Out, etc. Card limit games
>> would be much more like no-limit games as you could use adequate
numbers
>> of needed cards. All players could use more of their collections; most
of
>> mine sits on the shelf as I haven't enough Blood Dolls and Wakes.>By duplicates, do you mean similar cards, or the same card with a
>different name?
Either, really. Selling them as ultra-commons a la Shadowfist in starters
would be nice too, although it wouldn't help with CL.
>Depending on your intention, I might have some serious reservations. As
>for addressing CL, CL is another house rule. If someone uses any house
>rule, they should be prepared for the consequences, and not have a game
>not designed for CL pander to them.
The purpose is to address the shortage of certain really important cards,
starting with Wake and Blood Doll, which are the limiting factor in the
number of strong decks you can make. Improving the situation in CL games
is a side bonus. Rory pointed out to me that this would create a problem
with action modifiers and reactions, as you could then stack say,
Bewitching Oration with Stirring Speech for +8. Still, though, there are
a lost of cards you could do this with.
Curt Adams (curt...@aol.com)
On Wed, 3 Jul 1996, Rory wrote:
> On Tue, 2 Jul 1996 12:06:47 -0500, The Corrupter
> <sull...@cslab.uwlax.edu> wrote:> >If cards are redone, I would like them to keep the same name, even if the
> >art is different.> Why?
> What is wrong with say a snitch card that acts like a wake?
> (just as an example)
If it acted _like_ wake, but had some different qualities, fine. But if
it was basicly the same card, I would like it to keep the same name to
ease confusion. Different art, fine, but different name strikes me of
the ice age syndrome (look Balduvian Bears! A funky Grizzly Bear).
> >> I also would like similar cards with different tradeoffs that are
> >> still balanced.> >This I like. For example, a Bum's Rush variant that supplied a press
> >instead of a manuever.> Okay that would be a good card but why name it Bums Rush?
I didn't think it should be named Bum's Rush. Sorry if I wasn't clear.
[ quoted text not captured ]
On 2 Jul 1996, CurtAdams wrote:
> The Corrupter <sull...@cslab.uwlax.edu> writes:> >On 25 Jun 1996, CurtAdams wrote:
[RE: Duplicate Cards]
> >By duplicates, do you mean similar cards, or the same card with a
> >different name?> Either, really. Selling them as ultra-commons a la Shadowfist in starters
> would be nice too,
That would be nice, but for those of you with internet access, there is
always Ed Bayne (see *.marketplace).
> although it wouldn't help with CL.
Nature of the beast. People need to think about consequences before they
use a house rule.
> >Depending on your intention, I might have some serious reservations. As
> >for addressing CL, CL is another house rule. If someone uses any house
> >rule, they should be prepared for the consequences, and not have a game
> >not designed for CL pander to them.> The purpose is to address the shortage of certain really important cards,
> starting with Wake and Blood Doll, which are the limiting factor in the
> number of strong decks you can make.
While I expect to see more Wakes and Blood Dolls in the Sabbat, I hope
that the expansion either leaves these cards with the same name
(different art) or has alternatives that are different in their effect.
In either case, more of the cards become available.
> Improving the situation in CL games
> is a side bonus. Rory pointed out to me that this would create a problem
> with action modifiers and reactions, as you could then stack say,
> Bewitching Oration with Stirring Speech for +8. Still, though, there are
> a lost of cards you could do this with.
Not for certain things (stealth, intercept, voting, etc.). I don't like
more cards that do the same thing with different names. It just adds to
confusion and doesn't add anything to the game. Having easy access to
ultra-commons would be nice, though.
[ quoted text not captured ]
On 1 Jul 1996 21:01:58 -0400, mast...@aol.com (Mastaflyy) wrote:
>If you contested Raven for Camille, then you would have to contest Donal
>O'Conner and Constanza for the same reasons!! All have the same skills!!
The reason for contesting Raven and Cammile is that Raven replaced
Cammile. If you use both this gives the Gangrel one more vampire then
the other clans of the Camirrila and its a nice ones as well.
The Ref at refp...@best.com
On Tue, 2 Jul 1996 12:06:47 -0500, The Corrupter
<sull...@cslab.uwlax.edu> wrote:
>> Well I would like to see a few more of both. Not simply more powerful
>> versions but ones that are the same with a different name (though not
>> more then a few per expansion) for building various theme decks.>If cards are redone, I would like them to keep the same name, even if the
>art is different.
Why?
What is wrong with say a snitch card that acts like a wake?
(just as an example)
>> I also would like similar cards with different tradeoffs that are
>> still balanced.>This I like. For example, a Bum's Rush variant that supplied a press
>instead of a manuever.
Okay that would be a good card but why name it Bums Rush?
That would just create confusion.
>> Any objection to that?>To renamed cards, yes. Otherwise, no.> @ The Corrupter - Adrian Lee Sullivan @ GAT/CS/WS R+++* r(+)>++> # Gamer Coffee-Addict Scripter Author # C(+++)$ USX+$ N++ e+*
> @#$ Comments ? sull...@cslab.uwlax.edu $#@ tv(+)> X++ b++(+++)
>@#$ <http://cslab.uwlax.edu/~sulli_al/jyhad> $#@ PS+&-+ PE&-&++ z*+?
The Ref at refp...@best.com
In article <Pine.NXT.3.91.960630160029.441A-100000@pentode>,
sull...@cslab.uwlax.edu says...
>
>On Sun, 30 Jun 1996, Rory wrote:
>[ quoted text not captured ]
Hold on. Hidden strength, if you take away the X blood cost, and the
potential to stop more than one damage, is Indomitability. The exact
same card, except better, because you can spend X blood to change damage
from aggravated to normal, or to stop your opponent from playing pulled
fangs, or other like tricks.
Can anyone tell me a time when they would want to have an idomitability
over a hidden strength? Because if not, this moves into the realm of
whether cards which are strictly better than others should be made. WotC
decided that it was imbalancing in Magic; what makes it any different
here, unless they're planning on replacing Indomitability w/ hidden
strength in the next issue of V:tES?
Alec Chang
On Thu, 04 Jul 96 17:21:26 PST, te...@lava.net (Alec Chang) wrote:
>Can anyone tell me a time when they would want to have an idomitability
>over a hidden strength? Because if not, this moves into the realm of
>whether cards which are strictly better than others should be made. WotC
>decided that it was imbalancing in Magic; what makes it any different
>here, unless they're planning on replacing Indomitability w/ hidden>strength in the next issue of V:tES?>Alec Chang
Indomitability can be used as a straight press card as well.
Hidden strength is a straight damage prevention card that gives you an
optional press at superior. So Indomitability is more flexable but
blocks less damage.
[ quoted text not captured ]
On Sat, 6 Jul 1996, Rory wrote:
> Date: Sat, 06 JUL 1996 07:17:06 GMT> From: Rory <refp...@best.com>
> Newgroups: rec.games.trading-cards.jyhad
> Subject: Re: Balance in AH (was More thoughts on AH (pt. 1))
>[ quoted text not captured ]
But Hidden strength costs way too much and effectively only blocks one
point. Though, I admit there are a few (VERY few) uses for hidden
strength it is little more than wallpaper.
[ quoted text not captured ]
On Mon, 8 Jul 1996, Bastet wrote:
[Re: Indomitability vs. Hidden Strength]
> But Hidden strength costs way too much and effectively only blocks one
> point. Though, I admit there are a few (VERY few) uses for hidden
> strength it is little more than wallpaper.
Actually, most people I know say that Hidden Strength made Indomitability
wallpaper. In actuality, they both have their place.
Indomitability:
Inf: Prevent 1 damage
Sup: Press, or Prevent 1 damage with Optional Press
Hidden Strength:
Inf: X Blood to prevent X+1 damage
Sup: as above with an optional press
Hidden Strength is effectively preventing the loss of just as much blood
as Indomitability, but can stop aggravated from meaning anything.
However, it is more flexible (and cheaper) than Skin of Steel, when you
want to prevent small amounts of damage (say 1) or retainer damage.
However, unlike Indomitability, you cannot use Hidden Strength's press
unless you have prevented damage.
Each card does something useful.
[ quoted text not captured ]
For The Corrupter, Peter, and Tom:
Yes, I too think that there was a slight escalation in power with the AH
expansion and that some of the cards aided strategies that really didn't
need the help. The Tremere got another Vampire with permanent stealth (
huh?) and the Gangrel got some additional strikes (so why play celerity?)
I agree that the apparent weakness of the Gangrel deck to celerity combat
decks was not a major problem. No combat deck should be perfect. Every
deck design, combat or other, should have to weigh trade-offs and balance
benefits with weaknesses. If I have those dodges in my hand during
combat, I have given something else up that I could have in that card
slot. I am not, however, unhappy with the AH card set in general. I
actually like the set and think that it is quite well done.
Yes, I do think the AH expansion adds a lot to the play environment. I
don't think there was any burning need for the Gangrel to get additional
strikes (where did that come from?) but the Dog Pack doesn't bother me. I
think it is so expensive and fragile (and limitted to one vamp) that it
won't be a big factor in play. The Tremere won't be much better at combat
than they are now with their Blood To Water. They have a devil of a time
getting to the second round, but if they do manage to press they will be a
bit better off.
Tom, I think AH is really quite good. Certainly there are things I would
change, but you guys did a pretty good job. No major complaints from my
keyboard about the set. I may revise that opinion after some more playing
( I plan to try some Assamite combat) but any thoughts about the set will
be presented as constructive suggestions rather than whining ( no offense
intended to _anyone_.) Good work, Tom, I think you guys can be proud.
Also, the cards seem to be much sturdier and resilient. (I missed you at
the San Diego Comic Con this weekend. Wanted to tell you in person how
much I appreciate your efforts on the newsgroup and in the Duelist.)
Hope everybody will try this expansion and find something they like in it.
Thanks for listening.
Doug Dunaway
On 9 Jul 1996, DOUGDWISE wrote:
> For The Corrupter, Peter, and Tom:> Yes, I too think that there was a slight escalation in power with the AH
> expansion and that some of the cards aided strategies that really didn't
> need the help. The Tremere got another Vampire with permanent stealth (
> huh?)
Something they should consider a 2 cost power, really...
> and the Gangrel got some additional strikes (so why play celerity?)
another agreement.
> I agree that the apparent weakness of the Gangrel deck to celerity combat
> decks was not a major problem. No combat deck should be perfect. Every
> deck design, combat or other, should have to weigh trade-offs and balance
> benefits with weaknesses.
Something Jyhad has done well with.
> If I have those dodges in my hand during
> combat, I have given something else up that I could have in that card
> slot. I am not, however, unhappy with the AH card set in general. I
> actually like the set and think that it is quite well done.
I certainly agree. IMHO, while AH has a glitch (low cost on a particular
card) the set on the whole was _extremely_ pleasurable. Balance seemed
at a premium.
> Yes, I do think the AH expansion adds a lot to the play environment. I
> don't think there was any burning need for the Gangrel to get additional
> strikes (where did that come from?)
Exactly.
> but the Dog Pack doesn't bother me.
Dog Pack was one of my favorite cards in the set.
> I
> think it is so expensive and fragile (and limitted to one vamp) that it
> won't be a big factor in play. The Tremere won't be much better at combat
> than they are now with their Blood To Water. They have a devil of a time
> getting to the second round, but if they do manage to press they will be a
> bit better off.
I don't see BtW as being a problem card at all. It is expensive and
really requires superior Thaumaturgy and a 2nd Round to be effective.
[Snip]
> Good work, Tom, I think you guys can be proud.
I, too, feel that you did a good job.
> Also, the cards seem to be much sturdier and resilient.
This is still a problem. A friend of mine had the ink on some of his
cards rub off the first day. The card stock is still a lot less quality
than in the origial Jyhad printing.
On a worse note, the card back problem is exasperbated by the new AH back
(slightly redder).
Still, the good outweighs the bad...
Thanks, Tom, for your earlier assurances being held up.
[ quoted text not captured ]