posts from @GreenGale724 tagged #game ideas

also:

What if in an RPG, there was a mechanic where you could treat any spell like Pokemon's "Future Sight" attack, where nothing happens this turn but you could then perform (basically) a second attack next turn. That way, you could deal extra damage to your foe at the cost of one turn (hell, to make it even better, you could give the attack a small 1.3x boost to offset the turn deficit). This could combo into some other moves, by hitting for weakness and immediately dealing powerful boosted damage all in the same turn.

Now, imagine the reverse. A Double-Cast that allows you to cast two spells in one turn, but you can't move the next turn. You deal a ton of extra damage, but if you don't deal significant damage this next turn, you're now a sitting duck waiting to get your ass handed to you. This creates yet another risk-vs-reward interaction where you must weigh your options before taking action.

Now imagine... if they stack.
Like, first turn you cast "Delay/Charge/Future Sight", and you set up an attack to go off next turn. Then (after an ally either heals you, protects you, or does something else to offset the damage you just took), you cast Double-Spell in order to get two attacks off this turn. Then, after those attacks deal their damage, the first one goes off with that extra 1.3x boost. This means that, at the cost of 1-2 turns of free damage, you deal over TRIPLE the damage you would have normally done.

This will have to be balance-tuned before someone applies it to a real game, but it would be so cool to see in action. Lots of risk-and-reward in play, and if a player has enough skill and tactics they can mitigate the risks of the combo while still taking advantage of the three-attacks-in-one-turn setup. I REALLY like the potential this idea has.



Why has nobody though of making a Digital Card Game (Duel Links, Hearthstone, MtG Arena, etc.) where the whole focus of the game is making a small deck of cards, teaming up with friends, and working together to defeat a Raid Boss of sorts. Like, it'd be a mix of D&D (Teamwork & Luck), Roguelites (Slay the Spire), Card Games (obviously...) and MMORPGs (Where y'all team up to fight a big boss). It's just such a good idea, I have no idea why nobody's thought of it yet.



I have no idea why I just came up with this, but I just realized that it would potentially be a fun idea (and it might already exist, but idk):

A Deck Builder Board Game inspired by Draft Play & Cube Drafts. Said game features a core set of cards that constantly sees print, as well as a bunch of expansion sets that allows players to add some spice to their games. Players can then tweak ratios and cards around between Core and Expansion sets. Custom Rules can also be made and/or included in order to add variety to the games (like banlists, Commander-Style bonus-cards, and any other house-rules).

I don't really play with a lot of people IRL, so I never had a chance to play a TCG in a Draft-Style format. I've built Cubes before, but I never had the capacity play them with friends or family. With a Board Game that's built around this style of gameplay, you'd be able to build all the joys of a TCG without needing the buy-in of a bunch of starter decks and maybe a few booster packs to get started. Perhaps it's a bad idea to formulate a Board Game under the rules and ideas of a Card Game, but Deck Builder is literally a genre and the one game that focuses on Draft-Style Gameplay (Keyforge) features far too many tokens and trackable tokens for the idea that I have in my head.