Deckmaster- Children's card games
Feb 6, 2023 18:55:25 GMT -6
Post by ScrapyardDragon on Feb 6, 2023 18:55:25 GMT -6
So, having thought long and hard on it I've come to the personal conclusion that deckmaster needs some, tweaks. The class mulches your resource point stock way too fast to be sustainable, is extremely exp-intensive, and trap cards simply do not function given that cards get zero raises but almost all the reaction-spells are for opposed rolls and NEED those high results to do much of anything. Therefor I'm considering a few changes as well as adding a couple of feats to try and un-screw some of the class's problems. Normally, I would just, do it. But, deckmaster is a special case since I didn't make the class, I just ported it and made a very small number of tweaks, one replacing a feat that doesn't function for the class with a new one that does, and the other being a balance hotfix to shut down infinite loops. Given that, I consider it a bit disrespectful to make the changes immediately so instead I'm going to provide a list of my intended tweaks to gather people's thoughts on them.
General changes:
-make spells and traps also count as having the amount of resource points spent to cast them count (this means using field spell or speed world (turbo duelist specialist class) won't work so no infinite healing)
-spells and traps use the lower of your level or willpower for anything that calls for caster level or spell school level
-remove willpower requirement from progression
first two are bugfixes, the third is just to make progression easier (you should still really raise willpower its a good stat)
New feats:
field spell replaces quick draw, counter-trap replaces Fast reflexes, Extra deck replaces meditation, Archetypal is an optional at level 4.
Field Spell: You can power your cards with the magic of the land. You gain a Field Spell Card, and may spend 100 exp each to buy more. Playing a field spell is a half action, and you may have a number in play at a time up to your willpower. When you would spend resource points to play a card, you may instead 'tap' the same amount of in-play, untapped field spells you control. This still counts towards the amount of resource points you may spend per round, but does not increment your tell. All Field Spells you control un-tap at the start of your turn. If you would be hit by a spell that deals damage, the caster may instead choose to destroy one of your in-play Field spells (if the spell hit you with a blast, it does both).
Counter-Trap: Your trap cards count as having 2 raises when played, and you may spend resource points to grant them additional raises at a 1:1 ratio.
Extra Deck: At the start of every session you may declare a number of monster cards you own up to your willpower as being in your extra deck. Monster cards in your extra deck count as always being in your hand without taking up space, and may also be summoned as a Full Action by automatically destroying summoned monsters you control with a total level equal to or greater than the level of the monster being summoned. Summoning a monster this way does not cost resource points.
Archetypal: Pick a monster type (Animal, Construct, Daemonic, Race, Undead). Monsters of that type cost 1 less resource point to summon, but monsters not of that type cost 1 more resource point to summon. This also affects the total levels needed to summon a monster in your extra deck.
General changes:
-make spells and traps also count as having the amount of resource points spent to cast them count (this means using field spell or speed world (turbo duelist specialist class) won't work so no infinite healing)
-spells and traps use the lower of your level or willpower for anything that calls for caster level or spell school level
-remove willpower requirement from progression
first two are bugfixes, the third is just to make progression easier (you should still really raise willpower its a good stat)
New feats:
field spell replaces quick draw, counter-trap replaces Fast reflexes, Extra deck replaces meditation, Archetypal is an optional at level 4.
Field Spell: You can power your cards with the magic of the land. You gain a Field Spell Card, and may spend 100 exp each to buy more. Playing a field spell is a half action, and you may have a number in play at a time up to your willpower. When you would spend resource points to play a card, you may instead 'tap' the same amount of in-play, untapped field spells you control. This still counts towards the amount of resource points you may spend per round, but does not increment your tell. All Field Spells you control un-tap at the start of your turn. If you would be hit by a spell that deals damage, the caster may instead choose to destroy one of your in-play Field spells (if the spell hit you with a blast, it does both).
Counter-Trap: Your trap cards count as having 2 raises when played, and you may spend resource points to grant them additional raises at a 1:1 ratio.
Extra Deck: At the start of every session you may declare a number of monster cards you own up to your willpower as being in your extra deck. Monster cards in your extra deck count as always being in your hand without taking up space, and may also be summoned as a Full Action by automatically destroying summoned monsters you control with a total level equal to or greater than the level of the monster being summoned. Summoning a monster this way does not cost resource points.
Archetypal: Pick a monster type (Animal, Construct, Daemonic, Race, Undead). Monsters of that type cost 1 less resource point to summon, but monsters not of that type cost 1 more resource point to summon. This also affects the total levels needed to summon a monster in your extra deck.