Board Thread:Suggestions and Ideas/@comment-24454571-20141012213528/@comment-24454571-20150110053509

15 Experience, 10-20 Experience, 5-25 Experience, 0-30 Experience ; here are new values I've come up with in considereation for the concept that a Card is worth a Card in Value. Sacrificing a Card slot should theoretically grant enough value to compensate, for what I'm suggesting to be average here, a Level & a half, on the /10 Experience curve, maxing at 9 Levels.

An Action called Flee; causes your Character to enter back into the Front of the Hand. So, clarification, the idea is that there's a "Scrolling Hand of Cards" that sends cards off to the left of it into the Graveyard, a "Mysterious Place" which as of now serves no function other than to account for 'Lost Cards', which can be sorted in groups by player. Cards can only be drawn by characters using the Quest action, and new cards are placed into the Right-Most slot of the Hand-Scroll, pushing all other cards towards the Left.

Here's a nifty idea- a Treasure Bag. It's Two Random Items placed in one card. As of now I'm considering giving ordinary Character Random Starting Gold- it's sort of like an Attribute/Value. Like Attack, Health- or something else I've been considering more often, something called Element. Also, Gold is a type of Card; there are Gold cards that say things like, gain 5, 1-10, 2-9, 3-7 & 4-6 Gold. Things will be expensive in terms of Gold Costs- so Races might have custom gold Values. Like Humans might have say 1-10, and I'll just consider that an average for now.

I'm considering giving Professions/Classes a starting amount of Gold. Maybe a Class can be identified as receiving Starting Gold, where as a Profession is known for their 'gold yield'. Or maybe nah, just have Classes comprise the games 'Profession' stock; although, I'm unsure if Angels & Demons choose to use Gold at all. Maybe Sprites can opt not to use Gold at all- what do I know.

I do think that... Magic should be a commonly available option. Anything with capability to ...Magic... should be able to gain access to new spells by equipping a Spell Book. A Sprite might have a Racial Spell called Hide, though- that kinda idea- just, like, in Pokemon, imagine Protect. Perhaps Angels start with Magic, but Humans & Demons have to acquire it through somehow else. In terms of the meta-game, what I'm seeing happening here is some cards amounting to a 'choice' because giving Magic to a character early on might supersuceed them somehow naturally acquiring it later on.I'm not sure of which options are best around this area.

This problem I'm considering, might have something to do with an Idea that I otherwise have; Element: a number ( a natural number, so to speak, that can be found by looking at the 'card' ) that represents a "Damage/Shield'-in-One trait. Attacking characters test for Attack, and Element, to factor in the "Damage" either character deals to the other. So, a character with 1 Element vs. a character with 2 Element, both having 0 Attack, the first would take 1 damage to their Health. If you were to look at the traits they would look like, Element, Attack, Health, Gold- but, Element also possesses some other kind of 'Attribute', which is either Fire, Ice or Lightning, and also counts as a "Mana" when casting a Spell. ( Or, costs an Element to cast ). I'm thinking Element might give any character the Magic Action, and 3-6, 1-8, or 4-5 Element -- where, since there's three outcomes there, I think 4-5 could be Fire, 1-8 be Lightning, and 3-6 be Ice.

The effects of the Element itself I decided were best described in very simple terms. Fire, deal 1 Extra Damage Now, and, Grant Opponent Burning (from Attacker, with 3 total 'stacks'), Deal 1 damage at the start ( to the receptor of the Attack ) of your Next Turn, for the Next Two Turns. Attack, deals 1 Fire Element Damage, then at the start of your next turn 1, and on that Turn if you attack again, 1 Fire Element Damage, and on the start of your next turn, they take 2. I take it, this effect lingers, after a characters fatality.

Ice, any character with this Elements attack will Freeze a character for a Turn. There could be such cool interactions as Fire Melting the Ice of Frozen units- but another idea I'll include too- when a character becomes Frozen it gains ''Armor", a thing which causes units not to take damage after an Attack Value has exceeded this number; Armor can be attacked, in place of a Character.

Numbers here... Thinking... 8 Armor. This effect alone may be capable of 'slowing the meta-game'. Last; Lightning, which... Really, I think should be a little Random. I'd like to give it an effort to diversify the randomness, though, so that the numbers do more managable things... Let's say, Lightning Element will take 10 damage, and in some manner, split the number of targets on your enemies side of the board, then split that 10 damage among all of them... That would be sick...

There's still... So much to think about, that I've never thought about. I have, I think 0 Monsters. Because, I have no concept of what they can do. I've only thought of Monster Elements, like Earth Elemental, Lightning Elemental, Ice Elemental, Fire Elemental. That list doesn't make a whole lot of sense. But, if you could, try to imagine, I'd like to indulge you on my thoughts as of now. Earth Elemental is the strongest 'single Character card' in the game. All it can do is Attack, but as a Monster, what it Attacks is Random. Remember, Hearthstone players, there is no face in this game, just characters, and prizes, of which, number I have not attempted to conjure too deeply. I think Lightning Elementals... Would be like... 5/6's, while Ice Elementals would be, 3/10's, and Fire Elementals were 6/6... Earth Elemental would be like... 4/12.

Otherwise, I see 5/8, 3/12, 6/5 kind of getting out of control but I kinda like the idea there. Maybe I should try to imagine some great legendary beasts to try some numbers on, to see what they do, and if they're capable of standing up to such great behemoths... Also while considering this idea, Monsters, I'm considering, should requires double the amount of Experience that a Race does to gain a Level. That being 20. Originally, these Monsters I've designed are very simple in the terms of their cost. I think... an Earth Elemental will do something unlike the others, which is, that it will send Two of your Cards, right Back Into your Deck. The other Three Elementals will Require One Card of their Element to be played- that Element Card will be sent to the Graveyard.

BreAK HERES AAANDDD EDit...