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Subject: With card games, is it best to keep things trimmed? rss

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I'm deciding whether I want my minions to have a Defense stat, along with the regular Attack/HP. Defense would completely cancel out attack - example: 1 attack vs 1 defense = 0 damage done.

Ideally I like the concept, but in terms of a card game, is it too much work (redundant) for the average player to figure out the math?
 
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Paul DeStefano
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Question is unanswerable without knowing ALL of the game mechanics.
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Daniel Rodriguez
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Geosphere wrote:
Question is unanswerable without knowing ALL of the game mechanics.


And extensive playtesting
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chris leko
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A lot more info needs to be shared to really answer the question, but Magic: The Gathering and an absolute ton of CCG/LCGs used a system that involves attack, defense, and health ratings.
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Benj Davis
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I like it better than HP, as it reduces tracking.
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Jlerpy wrote:
I like it better than HP, as it reduces tracking.


Well, it's going to be on top of HP. You'll still have to do the math to figure out the damage dealt and remaining hp, after defense is applied.
 
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Jim McCollum
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I recently played a game that uses a similar mechanic. The issue is that most creatures in that game had defense = 0, and so I felt like it was a lot of clutter on the card. Is the ability too complicated? Probably not. I would spend some time thinking about the user experience though. If defense is very common, maybe it deserves to be on the level of the other stats (attack, HP, etc.) If it's not as common, maybe having it just be an ability described in text on the card would work.
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Anon Y. Mous
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In my current project, I have a Block keyword, which works exactly like the defense stat you're describing. It's a semi-common effect, and is typically conditional (for example a unit might block ranged attacks, or block if it has no damage on it, etc. Completely unconditional Block is rare), which is the reason it's a keyword rather than a stat, but it can go either way. Blind playtesting is a good way to sort this kind of thing out.

Soak in BattleCON is a similar mechanic, again as a keyword granting it temporarily rather than a passive stat.
 
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Tim P.
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The Battletech CCG is one game that has a Defense stat like that on all units. (Firepower (Attack), Armor (Defense), and Structure (HP), and it worked pretty well. It doesn't add that much thought to calculate. Armor ranged from 0 to 3 on most units...some attackable resources had an Armor of 4, though I don't think I saw anything that high on units.
 
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