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Subject: [WIP] Lifeforce Blow and Charged Assault rss

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Lifeforce Blow
Cost: 6
Spell
While prepped, during your main phase, you may suffer 1 damage.
This spell must be prepped to two adjacent breaches (On cast, apply bonus from both breaches if appropriate)
On cast: Deal 10 damage minus your current life total.

6 is not that much but the spell occupies 2 breaches to balance early access out. 2 breaches ends up being a bonus endgame.
Self-damage moved to "while prepped" to avoid the "on cast" confusion, and to let this load up through several turns.

Charged Assault (A)
Cost: 8
Spell
On cast: Players may collectively discard up to 5 charges. Deal 2 damage per charge discarded this way.

The crowdfunding aspect Kevin proposed also is really interesting and could lower the cost for this spell but it would also make it useless unless you gather enough charge:

Spoiler (click to reveal)
Charged Assault (B)
Cost: 5
Spell
On cast: Players may collectively discard 4 charges. If they do, deal X damage.


How much damage would be fair? 6?

EDIT: 7 or 8 according to Kevin. Updated to:

Charged Assault (B)
Cost: 5
Spell
On cast: Players may collectively discard 4 charges. If they do, deal 7 damage.

Also added:


Charged Assault (C)
Cost: 5
Spell
On cast: Deal 1 damage. Players may collectively discard 4 charges. If they do, deal 6 additional damage.
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Kevin 'qxc' Riley
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
Razoupaf wrote:
Lifeforce Blow
Cost: 6
Spell
While prepped, during your main phase, you may suffer 1 damage.
This spell must be prepped to two adjacent breaches (On cast, apply bonus from both breaches if appropriate)
On cast: Deal 10 damage minus your current life total.

6 is not that much but the spell occupies 2 breaches to balance early access out. 2 breaches ends up being a bonus endgame.
Self-damage moved to "while prepped" to avoid the "on cast" confusion, and to let this load up through several turns.

Charged Assault
Cost: 8
Spell
On cast: Players may collectively discard up to 5 charges. Deal 2 damage per charge discarded this way.

The crowdfunding aspect Kevin proposed also is really interesting and could lower the cost for this spell but it would also make it useless unless you gather enough charge:

Charged Assault
Cost: 5
Spell
On cast: Players may collectively discard 4 charges. If they do, deal X damage.

How much damage would be fair? 6?


A 5 cost spell with no special effect does ~4 damage. Losing 4 charges is probably worth an additional 3 damage, possibly 4. Does Charged Assault deal any damage if players don't lose charges?
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
qxc0 wrote:
A 5 cost spell with no special effect does ~4 damage. Losing 4 charges is probably worth an additional 3 damage, possibly 4. Does Charged Assault deal any damage if players don't lose charges?


As written, the 5-cost version would deal no damage unless it's cast from breach III or IV.
 
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
Razoupaf wrote:
qxc0 wrote:
A 5 cost spell with no special effect does ~4 damage. Losing 4 charges is probably worth an additional 3 damage, possibly 4. Does Charged Assault deal any damage if players don't lose charges?


As written, the 5-cost version would deal no damage unless it's cast from breach III or IV.

so probably should deal 7 or 8 damage. It's going to be quite variable if it either does 0 damage or 8 damage though
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
qxc0 wrote:
Razoupaf wrote:
qxc0 wrote:
A 5 cost spell with no special effect does ~4 damage. Losing 4 charges is probably worth an additional 3 damage, possibly 4. Does Charged Assault deal any damage if players don't lose charges?


As written, the 5-cost version would deal no damage unless it's cast from breach III or IV.

so probably should deal 7 or 8 damage. It's going to be quite variable if it either does 0 damage or 8 damage though


It is. How about the one that lets you deal 2 damage per discarded charge instead? It would be more consistent wouldn't it?
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
Razoupaf wrote:
qxc0 wrote:
Razoupaf wrote:
qxc0 wrote:
A 5 cost spell with no special effect does ~4 damage. Losing 4 charges is probably worth an additional 3 damage, possibly 4. Does Charged Assault deal any damage if players don't lose charges?


As written, the 5-cost version would deal no damage unless it's cast from breach III or IV.

so probably should deal 7 or 8 damage. It's going to be quite variable if it either does 0 damage or 8 damage though


It is. How about the one that lets you deal 2 damage per discarded charge instead? It would be more consistent wouldn't it?


sure. either might be cool. You could also try this version where it deals 1 or 2 flat damage and then +6 if players lose enough charges
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
We'd better playtest all three versions
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
Razoupaf wrote:
We'd better playtest all three versions


spoken like a true designer. We often run tests with two or even three versions of the same card trying to find the best.
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
Without testing, my first impression is to go for the version with some base damage, and have charges deal extra. The main reason is to make sure the card can always do something, regardless of the board state going in.

When the effect is a discard, it's more acceptable to have the base cost be 0, since players will usually have some cards in their hand to pay the cost. This is less true for charges, but especially for 4 charges as a flat cost - there's no guarantee that you'll be able to keep charges around for that situation.
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Re: [The Outcasts] Lifeforce Blow and Charged Assault (WIP)
Ruduen wrote:
Without testing, my first impression is to go for the version with some base damage, and have charges deal extra. The main reason is to make sure the card can always do something, regardless of the board state going in.

When the effect is a discard, it's more acceptable to have the base cost be 0, since players will usually have some cards in their hand to pay the cost. This is less true for charges, but especially for 4 charges as a flat cost - there's no guarantee that you'll be able to keep charges around for that situation.


agreed, this seems like the most likely approach to work
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