rec.games.trading-cards.jyhad

New(?) take on Continuing the Action requiring S:CE

21 messages from 12 participants · 12 May 2009 – 15 May 2009
original thread on Google Groups

cro...@gmail.com

I don't think too many proposed cards make it into the game, but I would like to campaign for a type of card that I think the game would benefit from, and of course open a discussion as to whether people would use cards of this type (or if they would be over-powered). Currently, combat cards that continue the action are all of the type to end combat as a strike. This is certainly useful for the avoiding- combat stealthy deck, but do combat decks deserve a way to continue the action without replacing their useful payload (the strike) with a S:CE? What about a card for a combat discipline (or 2) that allows the vampire to be effective in combat and thus earn the right to continue the action because they kicked butt so quickly, the block was ineffective. This has the potential to allow combat decks to fight more (d attack, get blocked, fight, continue, fight again), which is useful for them, but is it too much? Bruise/bleed and bruise/vote could certainly benefit, but again, is it unbalanced if they could? For those who want a more illustrative example, I would throw out this proposed card which would fall into the category I'm trying to illustrate: Powering Through Action Modifier: [pot & cel] Only usable when the action is announced. If this vampire is blocked and in the resulting combat burns and/or sends the blocking minion to torpor before the first round of combat has ended, the acting minion can burn a blood to end combat immediately and if this minion is still ready, the action continues as if unblocked. [POT & CEL] As above and this minion has +1 strength for the remainder of this action. Of course if the continued action is a d-attack, we're getting good mileage out of the +1 strength. Another useful idea might be one that allows you to continue the action if your opponent plays S:CE. "Sorry, you didn't stick around long enough to effectively block me" Thoughts? CJay

The Lasombra

On May 12, 3:23 pm, "crobert" wrote: > Powering Through > Action Modifier: [pot & cel] Only usable when the action is announced. > If this vampire is blocked and in the resulting combat burns and/or > sends the blocking minion to torpor before the first round of combat > has ended, the acting minion can burn a blood to end combat > immediately and if this minion is still ready, the action continues as > if unblocked. [POT & CEL] As above and this minion has +1 strength for > the remainder of this action. Why "end combat immediately" redundantly? Your text needs to be cleaned up. The option to do as you suggest is already in the game, and exemplified by some of Norman Brown's decks. In the block combat, do damage with the initial strike, gain an additional strike, and play a combat ends/action continues card as the additional strike, then play Disarm/Pulled Fangs as the combat is ending. +X strength minion + hand strike + Blur + Torrent + Pulled Fangs +X strength minion + hand strike + Blur + Form of Mist + Pulled Fangs +X strength minion + hand strike + Blur + Shadow Body + Pulled Fangs Carpe noctem. Lasombra http://www.TheLasombra.com

cro...@gmail.com

On May 12, 4:33 pm, The Lasombra <thelasom...@hotmail.com> wrote: > On May 12, 3:23 pm, "crobert" wrote: > >*snip card text* > > Why "end combat immediately" redundantly? Your text needs to be > cleaned up. Sorry, it was just card text off the top of my head to illustrate the idea, I wasn't going for game-ready card text... I guess I should have spent more time on it. > The option to do as you suggest is already in the game, and > exemplified by some of Norman Brown's decks. > > In the block combat, do damage with the initial strike, gain an > additional strike, and play a combat ends/action continues card as the > additional strike, then play Disarm/Pulled Fangs as the combat is > ending. > > +X strength minion + hand strike + Blur + Torrent + Pulled Fangs > +X strength minion + hand strike + Blur + Form of Mist + Pulled Fangs > +X strength minion + hand strike + Blur + Shadow Body + Pulled Fangs > So it has already been done with these examples, but it strikes me as rather combo heavy and thus expensive in terms of both luck and card slots. A card that allows for combat success = continue action gives a wider range of combat options paired with one continuation card rather than additional strike + continuation strike + Pulled fangs. I think the fact that someone has tried to do this shows there is an interest, but should it be made easier than these 3-card combos require? Or would easier be too easy and this is the right level of difficulty for the reward? I would wager Norman Brown would be in favor of such a card given his interest in building decks that do that, but maybe he likes the challenge? I personally would love the ability to bruise and continue. CJay

Chris Berger

On May 12, 3:33 pm, The Lasombra <thelasom...@hotmail.com> wrote: > On May 12, 3:23 pm, "crobert" wrote: > > > Powering Through > > Why "end combat immediately" redundantly? Your text needs to be > cleaned up. > > The option to do as you suggest is already in the game, and > exemplified by some of Norman Brown's decks. > > In the block combat, do damage with the initial strike, gain an > additional strike, and play a combat ends/action continues card as the > additional strike, then play Disarm/Pulled Fangs as the combat is > ending. > > +X strength minion + hand strike + Blur + Torrent + Pulled Fangs > +X strength minion + hand strike + Blur + Form of Mist + Pulled Fangs > +X strength minion + hand strike + Blur + Shadow Body + Pulled Fangs > There's also Ambulance.

cro...@gmail.com

[ quoted text not captured ] I've always thought Ambulance lends itself better to stealth, since getting caught a second time burns it. My thinking was a combat- friendly continuation.

Ira Fay

[ quoted text not captured ] Personally, I think it's a great design idea. I hope LSJ will consider it in the future. Over Your Dead Body Action Modifer 1 blood Only usable after combat when this minion is ready and the opposing minion is not. [pot][cel] Only usable after combat with an ally. The action continues as if unblocked. [POT][CEL] As [pot][cel] above, but usable after combat with a younger vampire. I think it's interesting as a combo card, but more vampires could use it if were single discipline. I think it could also be powered up by making it a reaction that allows an untap. Or maybe instead of continuing the action, it untaps the minion after a successful combat. Also, maybe the card above is too weak, because you have to be playing big vamps, and completely torpor/burn vamps. But it's easy to power up: remove cost, allow an untap, allow it to be played after a round where the vamp inflicted more damage than the opposing minion, etc. Ira

Juggernaut1981

[ quoted text not captured ] *Excuse the semi-gratuitous use of my nickname in a card title, it seemed appropriate to use the word... before I realised it was in my nickname. Juggernaut Action Modifier 1 blood Only usable after combat when this acting vampire is ready and the opposing minion is not ready. [pot] This action continues at -1 stealth as if unblocked. [POT] This action continues as if unblocked. Unstoppable Object Combat Only usable when this combat is ending, this minion is ready and the opposing minion is not ready. [for] Burn 2 blood to continue this action as if unblocked. [FOR] Burn 1 blood to continue this action as if unblocked.

brandons...@yahoo.com

[ quoted text not captured ] How about this: Shrug Out-Turn-Master Unique Cost: 1 pool Usable on your own turn. Only usable when a minion is ready at the end of combat and the opposing minion is not. Place this card on the ready minion. Once per turn after a combat resulting from a successful block, this minion's controller may tap this card to continue the action as if unblocked. Rough, but disciplineless and highly usable. Brandon

stuj...@hotmail.com

The idea is great - either an action card to enter combat and continue if blocked, or combat card to continue action at end of a combat resulting from being blocked. Any deck can produce a chump 2-cap blocker and basically render any rusher useless. Even 10-cap demigods can easily be waylaid by a thinblood - seems a bit ridiculous. Obviously there could be an issue with overpowering this type of card, however all the other combat defences (eg: S:CE, prevention, etc) still work as effectively. EG: Can I Speak to Your Manager? Action. (D) Enter combat with a ready minion controlled by another Methuselah. If blocked, and the opposing [younger?] minion is not ready at the end of the resulting combat, the acting vampire may continue this action. Outta My Way Combat. Only usable at the end of a combat [involving an acting older vampire]. Only usable by a vampire that was blocked while attempting to enter combat with a minion other than the opposing minion. This action continues as if unblocked. Both are obviously undisciplined - possibly making them over-powered, but the restriction of binning the first opposing minion and immediately re-entering into combat hopefully balances this somewhat. Also, if these cards were dedicated to a particular discipline, which discipline should it be given to - Potence is the obvious choice (for both suitability and wide availability) , but with IG it already is a v powerful discipline. Animalism is a bit similar, but with the Aids/ Crows power-combo possibly resulting in a huge over-powering if Ani scored these cards. These proposed rush cards would probably be used with either Potence or Animalism decks anyway, so it seems redundant to limit the cards to these disciplines and prevent other (more novel) decks from access to them. Another restriction could be to only allow it to be played if the acting vamp is older than the blocker. (as suggested by "Over your dead body"). For this, the text in the [] was entered for the above suggested cards. The suggestion of requiring dual disciplines (eg Pot + Cel) will certainly avoid over-powering the cards, but perhaps too much. Why bother making a really useful card that addresses a massive shortfall of *most* combat decks, and then turn it into a cornercase by requiring excessive specifications? Hopefully LSJ will seriously consider the idea (...please!!)

cro...@gmail.com

On May 12, 7:09 pm, Juggernaut1981 <brasscompo...@gmail.com> wrote: > Juggernaut > Action Modifier > 1 blood > Only usable after combat when this acting vampire is ready and the > opposing minion is not ready. > [pot] This action continues at -1 stealth as if unblocked. > [POT] This action continues as if unblocked. > > Unstoppable Object > Combat > Only usable when this combat is ending, this minion is ready and the > opposing minion is not ready. > [for] Burn 2 blood to continue this action as if unblocked. > [FOR] Burn 1 blood to continue this action as if unblocked. I dig both of these...

LSJ

stuj...@hotmail.com wrote: > Hopefully LSJ will seriously consider the idea (...please!!) Maybe something to allow continuance if the block was sufficiently inconsequential (brief and undamaging)? Momentary Delay Action Modifier Requires a vampire with capacity 7 or more. Only usable at the end of a action blocked by an ally or a vampire of capacity 5 or less (after any combats). Not usable if more than one round of combat has occurred or 3 or more damage was successfully inflicted on this vampire. Not usable if this vampire ended combat before the press step. The action continues as if unblocked.

cro...@gmail.com

On May 13, 10:50 am, LSJ <vtes...@white-wolf.com> wrote: [ quoted text not captured ] Certainly an equally good candidate, less aligned with the 'bruise my way through' mentality, but offers some flexibility in exchange.

brandons...@yahoo.com

[ quoted text not captured ] I would worry about the card taking up the slot of, say, a Disarm, a Taste, etc, and getting in the way of more directly useful combat cards. Combat decks that use permanents wouldn't need as many cards to make it work (i.e. cel/guns) as those that do require several cards (i.e. potence hand damage). If the card was something that could be played as the action is announced or when entering combat with a blocking minion, you could cycle into the bash their face in cards you need. Also, if the card had a mechanism to draw a combat card from their ash heap to their hand if the opposing minion was no longer ready, it would mitigate the disadvantage of playing so many cards. Brandon

James Coupe

LSJ <vte...@white-wolf.com> wrote: >Maybe something to allow continuance if the block was sufficiently >inconsequential (brief and undamaging)? > >Momentary Delay >Action Modifier >Requires a vampire with capacity 7 or more. >Only usable at the end of a action blocked by an ally or a vampire of >capacity 5 or less (after any combats). Not usable if more than one >round of combat has occurred or 3 or more damage was successfully >inflicted on this vampire. Not usable if this vampire ended combat >before the press step. The action continues as if unblocked. I like the idea, but am mildly concerned about the implementation. The "successfully inflicted" clause means that a fatty with Fortitude is in a better position to do this. Unfortunately, fatties with Fortitude are already better than non-Fortitudinous fatties, due to Freak Drive and Forced March being such good cards. It also makes it much easier to play both of those cards (where they require successful actions - i.e. not superior Freak Drive), whereas blocking is currently a reasonable way to try to stop that. More minor thoughts: I wonder if making this would also help out, say, Ventrue Law Firm, who are largely low-ish stealth. (Ventrue Obf doesn't need this so much.) Also also, Signet of King Saul possibilities. If you could make it trigger off something else... Long range combat *and* little damage? Having a mortal retainer to scoot you away? Erm...? -- James Coupe PGP Key: 0x5D623D5D YOU ARE IN ERROR. EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING. 13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.

LSJ

James Coupe wrote: > LSJ <vte...@white-wolf.com> wrote: >> Maybe something to allow continuance if the block was sufficiently >> inconsequential (brief and undamaging)? >> >> Momentary Delay >> Action Modifier >> Requires a vampire with capacity 7 or more. >> Only usable at the end of a action blocked by an ally or a vampire of >> capacity 5 or less (after any combats). Not usable if more than one >> round of combat has occurred or 3 or more damage was successfully >> inflicted on this vampire. Not usable if this vampire ended combat >> before the press step. The action continues as if unblocked. > > I like the idea, but am mildly concerned about the implementation. > > The "successfully inflicted" clause means that a fatty with Fortitude is > in a better position to do this. Unfortunately, fatties with Fortitude > are already better than non-Fortitudinous fatties, due to Freak Drive > and Forced March being such good cards. It also makes it much easier to > play both of those cards (where they require successful actions - i.e. > not superior Freak Drive), whereas blocking is currently a reasonable > way to try to stop that. ... making pressing more interesting. Not a bad thing, overall. > More minor thoughts: I wonder if making this would also help out, say, > Ventrue Law Firm, who are largely low-ish stealth. (Ventrue Obf doesn't > need this so much.) Also also, Signet of King Saul possibilities. > > > If you could make it trigger off something else... Long range combat > *and* little damage? Having a mortal retainer to scoot you away? > Erm...? That way lies Tortured Confession.

jason...@iinet.net.au

> Momentary Delay > Action Modifier > Requires a vampire with capacity 7 or more. > Only usable at the end of a action blocked by an ally or a vampire of capacity 5 > or less (after any combats). Not usable if more than one round of combat has > occurred or 3 or more damage was successfully inflicted on this vampire. Not > usable if this vampire ended combat before the press step. The action continues > as if unblocked. The initial proposal was a way by which combat decks could continue their actions after blocks. This card misses that mark. Traditionally, many combat decks do not use 7+ capacity vampires (the risks of comabt are too high to invest that much pool in a minion), some combat decks rely upon the press step to bin the opposining minion (ANI and to a lesser extent, guns). if anything, this card favours defensive combat (FOR) more than aggresive combat decks. I'm not sure a card like this should be limited by capacity, presses or dmg recieved if you want it to actually get played. jase

Juggernaut1981

On May 14, 7:13 am, LSJ <vtes...@white-wolf.com> wrote: > James Coupe wrote: [ quoted text not captured ] > That way lies Tortured Confession.- Hide quoted text - > > - Show quoted text - Temporary Delay Action Modifier 1 blood Only usable after combat and the acting minion was blocked by a younger vampire. If both minion's strikes during combat were Strike:Dodge, Strike: Combat Ends or were ineffective strikes for the range and no environmental damage was dealt to either minion the acting minion continues this action as if unblocked. "Somebody STOP me!" - Jim Carrey, The Mask Begone from my sight! Combat 2 blood Only usable when an acting vampire with capacity 8 or greater is blocked by a vampire with capacity of less than 5 or an ally. Only usable before range. End combat immediately. The blocking minion remains tapped and this action continues with -1 stealth as if unblocked. The blocking minion may not attempt to block again. "Get thee to a nunnery..." - Romeo & Juliet, W.Shakespeare Ghouled Chauffer Retainer 2 blood Ghoul. 1 life. Only usable by a vampire with capacity 8 or greater. Once per action, if that action is blocked by an ally or a vampire of capacity 4 or less, the vampire with this retainer may burn 1 blood, before combat, to continue this action as if unblocked. The blocking minion may not attempt to block this action again.

gra...@hotmail.com

Unstoppable Master, Archtype Master: archetype. Put this card on a ready vampire you control with a capacity above 6. Once each turn when combat involving this acting vampire ends and the opposing minion is not ready, this vampire may burn a blood to continue the action as though unblocked. A vampire may have only one archetype. Flavour text: I'm the Juggernaut Bitch! --> J

James Coupe

LSJ <vte...@white-wolf.com> wrote: >James Coupe wrote: >> The "successfully inflicted" clause means that a fatty with >>Fortitude is >> in a better position to do this. Unfortunately, fatties with Fortitude >> are already better than non-Fortitudinous fatties, due to Freak Drive >> and Forced March being such good cards. It also makes it much easier to >> play both of those cards (where they require successful actions - i.e. >> not superior Freak Drive), whereas blocking is currently a reasonable >> way to try to stop that. > >... making pressing more interesting. Not a bad thing, overall. I think that you'd need to make pressing a LOT more interesting before it would work reasonably as a way of preventing a card being played. This isn't like, say, Perfectionist, where wakes (of any sort) in particular are already very popular, so they may get tossed to prevent the blood gain. Very few people at all play second round combat because it's awful, so this isn't going to help. Also, I wonder if using, say, Soak + Target Vitals/Head + new card as a "stealth" package is really that helpful. (Both shut down presses.) >> More minor thoughts: I wonder if making this would also help out, say, >> Ventrue Law Firm, who are largely low-ish stealth. (Ventrue Obf doesn't >> need this so much.) Also also, Signet of King Saul possibilities. >> If you could make it trigger off something else... Long range >>combat >> *and* little damage? Having a mortal retainer to scoot you away? >> Erm...? > >That way lies Tortured Confession. Obviously, that's a concern. Trying to find something more mainstream, but which doesn't help Fortitude quite so much, I wondered along the lines of: Only usable if less than X damage was inflicted on this vampire (even if it was prevented) and the opposing minion did not choose more than one strike during this combat. Which would also prevent continuation after additional strikes. [ quoted text not captured ]

Juggernaut1981

[ quoted text not captured ] -->J, I'm a fan of that archetype idea... actually very simple. Only concern is the same concern about "powering up the fatties". Maybe if there was a way to basically say "No Freak Drive for you, but you can continue the action". Kind of "yes you were blocked so you can't Forced March/Freak@[for] but continue the action anyway". What are people's thoughts about a combat card or action modifier that will continue if the combat only had S:D, S:CE or ineffective Handstrikes (either against S:D, S:CE, at Long)? Sure you still get pantsed by Cailean with 4 Raven Spies... but you get to charge past the Toreador "I see everything and am too pretty to ever fight you..." Basically I like the idea of depowering the "Wall of S:CE" decks.

cnislev

I like and prefer the initial idea in this thread, the "get-out-of-my- way" type of cards such as Juggernaut Action Modifier 1 blood Only usable after combat when this acting vampire is ready and the opposing minion is not ready. [pot] This action continues at -1 stealth as if unblocked. [POT] This action continues as if unblocked. Í think its important to focus on the damage dealing aspect, if that's not a criteria then there's a risk that the card becomes accessible to other deck archetypes than combat, and God knows that stealth/bleed and the other stealthy archetypes have enough cards that circumvents blocking as it is (such as Pentex Subversion/Seduction/Call of the Hungry Dead). As for the suggested Unstoppable Object, I think Freak Drive does the trick as it is. As for the Master: Archetype idea, I think Monster does the trick as it is: Monster Type: Master Master: archetype. Put this card on a ready vampire you control. Once each turn when combat involving this vampire ends and the opposing minion is not ready, this vampire may burn a blood to untap. A vampire may have only one archetype. > > What are people's thoughts about a combat card or action modifier that > will continue if the combat only had S:D, S:CE or ineffective > Handstrikes (either against S:D, S:CE, at Long)? Sure you still get > pantsed by Cailean with 4 Raven Spies... but you get to charge past > the Toreador "I see everything and am too pretty to ever fight you..." > > Basically I like the idea of depowering the "Wall of S:CE" decks. Dude, if you don't like S:CE, then insert psyches/grapples/dog packs/ hidden lurker/lots of minions in your deck so that the wall runs out of S:CE. I don't see S:CE walls being a problem, I see the meagre performance of combat decks (except war ghouls) in tournaments as a problem, and continuing actions will give combat decks more of that "lunge" capability that S+B decks have by being able to bleed for 6 with 3 minions at stealth and unblockable.