Desert Frontier: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Mechanical Themes | Creative Themes | TODO |
Code: Active?: false History: [-] |
Desert Frontier: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Mechanical Themes | Creative Themes | TODO |
Code: Active?: false History: [-] |
Current principles for Terrains:
See also discussion in [Conversations] and [Multiverse Design Challenge]
Comments and questions on Comments on Terrains
I tried to make this a details page but couldn't create one for some reason. Alex, do you know what's wrong?
Brief playtest. Nothing stands out as especially good or bad, but sandwurms and terrains came up only briefly.
As expected beneficial terrains were very strong, like equipment without an equip cost. That's fine, I want to know if they're fun (answer: not sure), they can easily be toned down. Defensive terrains didn't come up.
Details page creation ought to work now.
could you label them so that rather than just being a terrain they would have subtypes ? i.e.
Terrain - Defensive & Terrain - Offensive (or Assault or something like it) ?
Just so it is clear to players?
If it helps, then definitely, but I'm not sure if it's necessary or not -- eg. if terrains say "a creature you control attacking in ~ gets +2/+0" or "a creature attacking you in ~ gets -2/-0" they will presumably get the idea and expect the former to affect their attack and the other to affect their defence. I want to try it and see what feels intuitive, and then try to make the rules match that, whether that's officially having two sorts of terrain, or spelling out "a creature must/may attack in this", or allowing players to specify which sorts of terrain are "active" (like choosing which creatures to block with).