How to make Potence better?
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- Arthur Volts
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Arthur Volts wrote: You are reading quite literally into every action, which is an error. Pretty sure it hasn`t been stated anywhere the actual time that passes between turns
If you mean my comment, pretty much all the evidence we have is that combats take place over a fairly short time in roughly the same location. Examples:
- Once-per-combat weapons, such as Sawed-Off Shotgun, indicate that you don't have time to reload, such as you would have when sat on a train or plane to fly from London to Paris.
- Immortal Grapple's set-range effect into the second round shows us that it expects combat to be in one place, because what are you going to do, fly transatlantically and then politely ask your opponent to get back in a headlock?
- Effects that are only usable on the first round, which indicate some sort of surprise. (e.g. Behind You!, Selective Silence) If I was having a fight in San Jose and I'm now in Greece, I'm reasonably certain that an Assamite assassin can surprise me again.
And many others.
Arthur Volts wrote: if this is going to be debated for an effect on the game. Which it shouldn`t.
If someone suggests that their card idea is thematic, it's surely reasonable to point out that it isn't in theme?
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- jamesatzephyr
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- Antediluvian
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Collateral Damage
Combat
Only usable if the opposing minion's Methuselah controls a location.
I guess. I think the flavor is there. You throw enough sewer lids or cars, and eventually one is going throw a shop window.
Boris The Blade wrote: There is no need for new effects that take a wall of text.
I thought all of these effects were succinct. Not overly complex either.
To address the points about survival and maneuvers, I don't think Potence should get maneuvers, put play with presses. Maybe something like:
Ferocity
Combat
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- LivesByProxy
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Ok, your list's first point is the most interesting but you don't seem to have much to address that. Collateral Damage is getting there, after your response to James' critique, but not quite yet. Maybe something like:
Collateral Damage
+1 stealth action
Only usable against a Methuselah that controls a location.
pot:
POT: As above and if the opposing minion is not ready at the end of the action and this vampire is, the opposing minion's controller burns the location and 1 additional pool.
Pretty clunky wording but it just might be a bit better with the theme, though I think it needs more work. Breaking and Entering just does not have enough umph or versatility to be playable, especially requiring 2 disciplines.
Seeing Red does too much at basic. Maybe move the press to superior. Curb Stomp isn't bad but should actually connect with the damage for the torpor effect. Your other 2 ideas would like to see presses as damage prevention and additional strikes, not a good idea.
Boris The Blade
I really like the idea behind Chain Grab but instead of giving a manuever it should cancel one attempting to go to long. At superior it should do the same and not allow the opposing minion to attempt any more manuevers and state "If another round of combat occurs, that round is at close range; skip the determine range step for that round".
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- Robert Scythe
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Robert Scythe wrote: LivesByProxy
Ok, your list's first point is the most interesting but you don't seem to have much to address that.
I would guess that is mainly due to the fact of very low number of games (really close to none) games actually played so far.
With no hands on experience it is pretty hard to know all the pitfalls when trying to overdo yourself by designing new cards.
Props for trying, but I'd imagine the time would be better spent by actually playing the darn game than trying to designing new cards.
Yay, Rampage!Kraus wrote: Potence already has interaction with Locations, and I wouldn't mind seeing more.
Probably one of the worst cards for any discipline. With only inferior effect and one that is just barely better than the ones requiring no discipline (Arson) as with Rampage you get to replace it immediately. So strong! And that is not all my friends! Rampage also features +1 Stealth if you decide to burn your OWN location -borderline broken, eh!?
Seriously, this was a humongous brainfart on the part of the original designers!
It would could be reworded to be semi-useful by having a combat related superior effect.
NC, Finland
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Boris The Blade wrote: There is no need for philosophical debates. There is no need for new effects that take a wall of text. Just take what the discipline currently does, and make it match the current power level. What does Potence do? Big punches, and break stuff. Why is it not working currently?
That is precisely potence's problem. That is not enough. What it needs is more versatility and less conditional cards. It needs to do more than merely "punch people really hard".
Another issue is that with the way clan disciplines are distributed, potence is rarely paired with other useful disciplines (at least among small/midcap vampires) that might help alleviate its problems.
"Plenty of little men tried to put their swords through my heart. And there's plenty of little skeletons buried in the woods."
- Tormund Giantsbane, Game of Thrones
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- Bloodartist
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