Randomness isn't inherently bad for a card game, it makes games have a move variable outcome so your plans have to be flexible, and you have to react to situations you've rarely face. On the other hand having to much randomness makes your decisions largely unimportant. there's a happy medium where you have to decide how to minimize the chances of a negative random outcome.
Many cards are rendered to bad or frustrating to play due to their randomness, the best way to solve that is to give randomness priorities. in order to do this i would add the "seek" keyword, then, after stating the effect have "seek (whatever target)" and if possible the random effect will have that chosen target, and if multiple targets apply, then it will choose randomly
For example Knife Juggler can target either heroes or minions, so if you wanted to reduce its randomness you could add something like "seek minions" and then the knives would only hit the enemy hero when there are no enemy minions on the battlefield. But if there are multiple minions, say 3, it would randomly choose which minion to hit.
this keyword could help many mechanics that are already in hearthstone like Succubus. One big problem with discard decks is that there is no predictability unless you have a small hand size, and you can't very well make a card that just says something like "discard a minion" or else you'd just play it when you have no minions in hand. so instead you could have "discard a random card, seek minions". Heck you could even have multiple stages of priority, for example "discard a random card, Seek minions, then spells". which would discard a minion, unless you don't have any in hand, in which case it would discard a spell, if you don't have any spells in hand it would discard a random card (only two categories left, heroes and weapons)
One more mechanic i liked but was poorly implemented was Recruit. Like Guild Recruiter if it said "Battlecry: Recruit a minion that costs (4) or less, Seek the highest cost." so that you could build a deck with a midrange curve and not only get the most value out of it, but also have much less likely to whiff (because you could add 1,2,and 3 drops)
I know some of the random cards would become too powerful if this were implemented, so you might have to nerf their stats or abilities.
They can simply word a card "Discard a random minion" or "Discard a random spell".
and an effect like Knife Juggler, "after you summon a minion, deal 1 damage to a random enemy minion" or "to a random enemy hero"( if there will be 2v2 mode)
Also for your recruit suggestion, it highers the cost of the minion. Like Guild Recruiter. 4-cost 2/4 minion which pulls another 4-cost. so it must cost 5 or 6 instead of 4. also you can do it simply with adding only 4-cost minions in your deck.
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Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
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Randomness isn't inherently bad for a card game, it makes games have a move variable outcome so your plans have to be flexible, and you have to react to situations you've rarely face. On the other hand having to much randomness makes your decisions largely unimportant. there's a happy medium where you have to decide how to minimize the chances of a negative random outcome.
Many cards are rendered to bad or frustrating to play due to their randomness, the best way to solve that is to give randomness priorities. in order to do this i would add the "seek" keyword, then, after stating the effect have "seek (whatever target)" and if possible the random effect will have that chosen target, and if multiple targets apply, then it will choose randomly
For example Knife Juggler can target either heroes or minions, so if you wanted to reduce its randomness you could add something like "seek minions" and then the knives would only hit the enemy hero when there are no enemy minions on the battlefield. But if there are multiple minions, say 3, it would randomly choose which minion to hit.
this keyword could help many mechanics that are already in hearthstone like Succubus. One big problem with discard decks is that there is no predictability unless you have a small hand size, and you can't very well make a card that just says something like "discard a minion" or else you'd just play it when you have no minions in hand. so instead you could have "discard a random card, seek minions". Heck you could even have multiple stages of priority, for example "discard a random card, Seek minions, then spells". which would discard a minion, unless you don't have any in hand, in which case it would discard a spell, if you don't have any spells in hand it would discard a random card (only two categories left, heroes and weapons)
One more mechanic i liked but was poorly implemented was Recruit. Like Guild Recruiter if it said "Battlecry: Recruit a minion that costs (4) or less, Seek the highest cost." so that you could build a deck with a midrange curve and not only get the most value out of it, but also have much less likely to whiff (because you could add 1,2,and 3 drops)
I know some of the random cards would become too powerful if this were implemented, so you might have to nerf their stats or abilities.
thanks for reading and i hope ya liked the idea
no. it's better with how it is right now.
They can simply word a card "Discard a random minion" or "Discard a random spell".
and an effect like Knife Juggler, "after you summon a minion, deal 1 damage to a random enemy minion" or "to a random enemy hero"( if there will be 2v2 mode)
Also for your recruit suggestion, it highers the cost of the minion. Like Guild Recruiter. 4-cost 2/4 minion which pulls another 4-cost. so it must cost 5 or 6 instead of 4.
also you can do it simply with adding only 4-cost minions in your deck.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!