Adventure Set 2.0: Flavor
Adventure Set 2.0: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Flavor |
Based on the roguelike game Dungeon Crawl: Stone Soup.
Story setting: You are adventurer looking for the all powerful Orb of Zot. To do so, you must gather gear and consumables, slay monsters, explore the many floors of the du geon, pray to various forgotten gods for their help to ultimately escape the dungeon with the all powerful artifact.
Set features:
- Equipment. Key feature of the roguelike is to power up your character with a combination of leveling up attributes and skills and gearing up powerful equipment. There will be some basic pieces of equipment along with a few unique armors and accessories that have more unusual abilities.
- Wands. Wands are a way for nonmagical characters to cast important spells. There will be a cycle at common and some uncommon and maybe rare wands. While scrolls and potions are also in the game, it’s probably cleaner just to port those in as instant sandbox sorcerers.
- Minibosses. There are some mobs with names and they usually have abilities or gear that are specific to that character. They’ll be represented as legendary creatures, with the less complex and weaker ones at uncommon. There might be too many to port all of them.
- Gold. Unlike a lot of roguelikes, mobs don’t drop anything unless they’re carrying it. Most of the time, mobs don’t have gold so gold is fairly rare and can only be found randomly around the dungeon. Gold can be spent at shops which carry items specific to the type of shop they are. Shops deeper in the dungeon usually have better stock. Not sure if/how I want to implement gold/shops.
- Tribal. Creature types tend to stick together and in large tribes, there are specializations and hierarchies. Not gonna include too much tribal stuff because I’m more interest in color matters. Might be some lords at higher rarities.
Mechanics:
- Fog of war. Since the battlefield is always visible (except for face down creatures among other exceptions), the closest thing to fog of war is hexproof. Hexproof is annoying to deal with, especially on problematic creatures so I’ve limited the mechanic to untapped creatures, kind of like Dragonlord Ojutai. The mechanic is mostly going to be on small creatures that would like to hide until the right moment to attack.
- Leveling up. The easiest way to level up (without using the level up mechanic) is to use +1/+1 counters to signify growth. Counters play well and can go pretty deep by having effects that check number of counters for more effects.
- Being outnumbered. Mobs easily overwhelm players from the very first level of the game. A mechanic that rewards sticking more creatures on the board will hopefully give that feeling. This mechanic will mostly be on aggressive creatures to help them transition to the mid game. Shouldn’t help against late game boards.