onewingedangel666
July 18th, 2015, 11:04 PM
B eprepared for a big wall of text, because for some reason this forum has no spoiler tags......
HI everyone, some of you know me on the site as Owa, One Winged Angel, etc. and today I'm here to talk about an RPTCG.
Role Playing Trading Card Game
Now Maybe some of you are asking- How can it be an RPG, and a TCG? Well, the idea behind the game is to create your character, picking a class and setting your stats, then to play the game, you use cards.
Following will be an outline of the game, and how it works.
STATS
Your character starts with 3 stats, Str, Int, and Con.
They are given a high, med, and low score. (5, 3, 1)
Your HP is designated by your Con score * 10
Equipment may alter these scores.
CLASSES
Each player has a class, Melee, Nature, Stealth, Tech, Ranged, and Mage.
Each class is designed to oppose two others, Rock Paper Scissors style.
ENERGY
The first turn is each of the players "Initiative" round. Energy limits are lower, and it can be hard to cast abilities/spells. Extra energy is burned at teh end of the turn, unless an item/ability allows you to save it.
Classes also have different Energy scores/curves. Stealth being the fastest, Nature the slowest.
Stealth starts off with 5 energy during the initiative round. Next turn having 10 energy. Two turns later he only has 8 to spend each round. anotehr two turns, 6. ANother two turns, 4, another, 2.
This means after 10 turns, the Stealth is most likely to have a hard time keeping up with his opponents.
Nature on the other hand, only starts with 1 energy initiative round. He then has 3. Next turn has four, Two turns later he has 6, two turns after he has 8, up to 12. Capping out there after 10 turns. This means if nature can last this long, he is going to be on top.
CARDSCOMMANDS
Cards are any special ability. Characters by themselves have a few commands that are not played with a card.
Draw (Weapon)
Attack (If eqquipped with a weapon and weapon is drawn)
Power attack (Stronger version)
BATTLE
Each character has equipment slots, filled by weapons, shields, and other things. These are on the character from the start, and can be unequipped or destroyed.
This is where cards come into play. Say you are a Melee (Fighter class): first round you have 3 energy to spend. You can spend one to draw your steel longsword, and spend 2 to attack with it, causing the damage shown on your equipment. This depletes your energy, most likely nding your turn.
Next turn you gain 6 energy so you can use a card. Take "High Kick" (Me just making up an example here, I don't have this as a real card) It costs 3 energy, and reads "Deal 2 Damage to one player for each point of STR you have." or something along those lines. This fighter has no special equipment on, and his STR score is 5. He would do 10 damage to a player if there is no counter, block, or damage reduction etc.
Say next, you play a card, "Steel Aegis" that reads "Prevent the next 5 damage done to your character. It also costs 3. You are now depleted of energy.
TYPES
Each card has a type, and can only be used by that class type. Take "Fireball" It is a Mage card, and can only be used by a mage character.
SOme cards have two or more types, "Crystalline staff" could be a Mage/Nature type.
Equipment has types as well.
COSTS
Draw-1
Attack-2
Power Attack-4
So far that's the gist of what I have. WHat do you think?
Anyways, the reason I am here is because I wan t put together an ideas team, to come up with rules, cards, and game mechanics.
HI everyone, some of you know me on the site as Owa, One Winged Angel, etc. and today I'm here to talk about an RPTCG.
Role Playing Trading Card Game
Now Maybe some of you are asking- How can it be an RPG, and a TCG? Well, the idea behind the game is to create your character, picking a class and setting your stats, then to play the game, you use cards.
Following will be an outline of the game, and how it works.
STATS
Your character starts with 3 stats, Str, Int, and Con.
They are given a high, med, and low score. (5, 3, 1)
Your HP is designated by your Con score * 10
Equipment may alter these scores.
CLASSES
Each player has a class, Melee, Nature, Stealth, Tech, Ranged, and Mage.
Each class is designed to oppose two others, Rock Paper Scissors style.
ENERGY
The first turn is each of the players "Initiative" round. Energy limits are lower, and it can be hard to cast abilities/spells. Extra energy is burned at teh end of the turn, unless an item/ability allows you to save it.
Classes also have different Energy scores/curves. Stealth being the fastest, Nature the slowest.
Stealth starts off with 5 energy during the initiative round. Next turn having 10 energy. Two turns later he only has 8 to spend each round. anotehr two turns, 6. ANother two turns, 4, another, 2.
This means after 10 turns, the Stealth is most likely to have a hard time keeping up with his opponents.
Nature on the other hand, only starts with 1 energy initiative round. He then has 3. Next turn has four, Two turns later he has 6, two turns after he has 8, up to 12. Capping out there after 10 turns. This means if nature can last this long, he is going to be on top.
CARDSCOMMANDS
Cards are any special ability. Characters by themselves have a few commands that are not played with a card.
Draw (Weapon)
Attack (If eqquipped with a weapon and weapon is drawn)
Power attack (Stronger version)
BATTLE
Each character has equipment slots, filled by weapons, shields, and other things. These are on the character from the start, and can be unequipped or destroyed.
This is where cards come into play. Say you are a Melee (Fighter class): first round you have 3 energy to spend. You can spend one to draw your steel longsword, and spend 2 to attack with it, causing the damage shown on your equipment. This depletes your energy, most likely nding your turn.
Next turn you gain 6 energy so you can use a card. Take "High Kick" (Me just making up an example here, I don't have this as a real card) It costs 3 energy, and reads "Deal 2 Damage to one player for each point of STR you have." or something along those lines. This fighter has no special equipment on, and his STR score is 5. He would do 10 damage to a player if there is no counter, block, or damage reduction etc.
Say next, you play a card, "Steel Aegis" that reads "Prevent the next 5 damage done to your character. It also costs 3. You are now depleted of energy.
TYPES
Each card has a type, and can only be used by that class type. Take "Fireball" It is a Mage card, and can only be used by a mage character.
SOme cards have two or more types, "Crystalline staff" could be a Mage/Nature type.
Equipment has types as well.
COSTS
Draw-1
Attack-2
Power Attack-4
So far that's the gist of what I have. WHat do you think?
Anyways, the reason I am here is because I wan t put together an ideas team, to come up with rules, cards, and game mechanics.