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Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Game Play Variations => Topic started by: New Raven BR on November 04, 2010, 06:53:12 PM

Title: Type R & R (Rock And Roll)
Post by: New Raven BR on November 04, 2010, 06:53:12 PM
i think this type can be a really fun concept to play if we (as in the redemption community) can tweak the gameplay of it and make it a really fun type to play.

same rules for type 1 or 2 games and deck building apply.
only problem is, every hero and evil character has lost the ability to have strength and toughness when their card is drawn so whoever you draw, will not be 5/5 or 3/4 or whatever.
instead, you will be playing dice all throughout the game to decide whose abilities will be what.
how to determine an offense and defense number depends on what number lands on what on the dice.
a player can either: roll twice for one die or roll once for two dice but there's a catch to using two dice, you HAVE to use differant colored dice and before you play your firast turn, you need to decide there and then what color you will use for what attribute.
using 2 dice with the same color, is illegal cause there will be confusion.

don't worry about my previous downer comments.
i said "we" as in all of us in the redemption community.
let's make this the next Type NW!  :)
im not doing this by myself i'll have all of you know, im including everyone in on this and i will do all i can to see if the feedback will work and i will encourage to keep thinking about it.
don't just sit there and only read, get inspired, get creative, help me out, this type is for everyone who wants to play and balance it out!
Title: Re: Type R & R (Rock And Roll)
Post by: SomeKittens on November 04, 2010, 08:51:43 PM
Sounds a bit like how Rob originally thought of Redemption.  I like it, but how much would it change the game?
Title: Re: Type R & R (Rock And Roll)
Post by: 3-Liner And Bags Of Chips on November 04, 2010, 08:52:58 PM
So it's like dungeon duel monsters? With Dice? In America....?
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 04, 2010, 08:57:40 PM
Sounds a bit like how Rob originally thought of Redemption.  I like it, but how much would it change the game?
it's not about changing the game, it's more about finding ways to define how we have fun in the game and i figured it would makes things intresting for characters to have strength and toughness that are randomly generated.

So it's like dungeon duel monsters? With Dice? In America....?
not funny.
edit: and no, it's nothing like dungeon dice monsters. except the involvment of the dice themselves
Title: Re: Type R & R (Rock And Roll)
Post by: SomeKittens on November 04, 2010, 09:35:08 PM
Would every character have random numbers?
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 04, 2010, 09:38:06 PM
Would every character have random numbers?
yes
Title: Re: Type R & R (Rock And Roll)
Post by: The Warrior on November 04, 2010, 10:03:59 PM
not to be critical but this stinx
Title: Re: Type R & R (Rock And Roll)
Post by: 3-Liner And Bags Of Chips on November 04, 2010, 10:26:54 PM
So it's like dungeon duel monsters? With Dice? In America....?
not funny.
edit: and no, it's nothing like dungeon dice monsters. except the involvment of the dice themselves

You don't have to be harsh. But it seems like a good idea at first but then once it comes down to it. The only difference it would have on the game is the initiative problem. Nothing else would change
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 04, 2010, 10:29:28 PM
So it's like dungeon duel monsters? With Dice? In America....?
not funny.
edit: and no, it's nothing like dungeon dice monsters. except the involvment of the dice themselves

You don't have to be harsh. But it seems like a good idea at first but then once it comes down to it. The only difference it would have on the game is the initiative problem. Nothing else would change
initiative wouldn't be a problem,
Lamb suggested 2 dice for offense and 2 dice for defense which means from 2-12 would be the numbers and not 1-6.
and i didn't mean to be harsh
Title: Re: Type R & R (Rock And Roll)
Post by: 3-Liner And Bags Of Chips on November 04, 2010, 10:47:06 PM
So it's like dungeon duel monsters? With Dice? In America....?
not funny.
edit: and no, it's nothing like dungeon dice monsters. except the involvment of the dice themselves

You don't have to be harsh. But it seems like a good idea at first but then once it comes down to it. The only difference it would have on the game is the initiative problem. Nothing else would change
initiative wouldn't be a problem,
Lamb suggested 2 dice for offense and 2 dice for defense which means from 2-12 would be the numbers and not 1-6.
and i didn't mean to be harsh

I didn't take any offense to it. It would be a cool thing to do but seems like something that would be a problem....just doing it for every hero and remember each stat.
Title: Re: Type R & R (Rock And Roll)
Post by: Warrior_Monk on November 04, 2010, 10:59:55 PM
Hey! I got a 1/1 Michael! Sweet!

Hey! I got a 12/12 James son of Alphaeus!

Hey! I got an Eleazar's Sword!
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 04, 2010, 11:15:33 PM
Hey! I got a 1/1 Michael! Sweet!

Hey! I got a 12/12 James son of Alphaeus!

Hey! I got an Eleazar's Sword!
ring wraith, with 2 dice being used for offense and 2 for defense, makes 1/1 michael impossible just as much as a 12/12 james being used by 1 die offense and one die defense.
and eleazar's sword is becoming overrated like the Miami Heat
Title: Re: Type R & R (Rock And Roll)
Post by: TheKarazyvicePresidentRR on November 04, 2010, 11:49:31 PM
Since this type is named after me (Type RR ;) )I would roll a 1/1 fbtn Paul. Anyways, so it's just like Redemption but with dice, Mr. Duke Devlin?
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 05, 2010, 12:04:26 AM
Since this type is named after me (Type RR ;) )I would roll a 1/1 fbtn Paul. Anyways, so it's just like Redemption but with dice, Mr. Duke Devlin?
ha ha  :P
Title: Re: Type R & R (Rock And Roll)
Post by: TheKarazyvicePresidentRR on November 05, 2010, 12:12:20 AM
Seriously though, I don't see any benefit to this besides randomized numbers and major-ly increased luck. You could lose just because your opp rolled a 12/12 Job or a 2/2 Thomas and you rolled all low or high numbers. It removes any strategy from hero choices and enhancement choices unless you're good at rigging dice rolls.
Title: Re: Type R & R (Rock And Roll)
Post by: SomeKittens on November 05, 2010, 12:19:48 AM
unless you're good at rigging dice rolls.
See, Raven's been practicing...
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 05, 2010, 12:25:49 PM
Seriously though, I don't see any benefit to this besides randomized numbers and major-ly increased luck. You could lose just because your opp rolled a 12/12 Job or a 2/2 Thomas and you rolled all low or high numbers. It removes any strategy from hero choices and enhancement choices unless you're good at rigging dice rolls.
as i'v stated before, Lamb came up with the idea of using 2 dice for offense and 2 dice for defense
Title: Re: Type R & R (Rock And Roll)
Post by: TheKarazyvicePresidentRR on November 06, 2010, 08:33:23 PM
How does that address my point at all?
Title: Re: Type R & R (Rock And Roll)
Post by: The M on November 07, 2010, 06:12:41 PM
Would */* abilities be determined by this too?
Sounds fun.
Title: Re: Type R & R (Rock And Roll)
Post by: lightningninja on November 07, 2010, 09:52:57 PM
Uh... I believe */* is ALL that's decided... special abilities remain.

I don't think it would change anything except making the game based MORE on luck, which as RR stated isn't that awesome.
Title: Re: Type R & R (Rock And Roll)
Post by: Master KChief on November 08, 2010, 02:53:39 AM
i think it would be hilarious though to see an opponent roll a 2/2 strong angel.
Title: Re: Type R & R (Rock And Roll)
Post by: Ironica on November 18, 2010, 08:14:55 PM
So any card could be 4/10 TO THE FACE :p
Title: Re: Type R & R (Rock And Roll)
Post by: lightningninja on November 18, 2010, 08:51:07 PM
R & R (Rock and Roll)
Title: Re: Type R & R (Rock And Roll)
Post by: SomeKittens on November 19, 2010, 11:47:11 AM
We could do special abilities too.  Just create a table, and roll on that.  Although it'd be better with the custom heroes, and we could roll for more than just strength and toughness, stuff like fortitude, Weapons skills, etc.

Then we could act out what we were doing, and roll to attack, and one guy could tell a story, and guide the rest of us adventurers along...
wait..

EDIT: sorry, didn't finish thought.
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on November 19, 2010, 01:55:08 PM
We could do special abilities too.  Just create a table, and roll on that.  Although it'd be better with the custom heroes.  Then we could act out what we were doing, as we roll to attack...
wait..
my idea was that the special abilities remain the same, it would only be rolling dice for your strength and toughness
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on February 27, 2011, 04:21:59 PM
long time since this has had posts.
im still open to ideas.
this is for all the players in the redemption community, don't stop coming up with ideas to make this type the best there is!
im not gonna do this alone, i need everyone's involvement.
keep having brainstorms for ideas!
Title: Re: Type R & R (Rock And Roll)
Post by: Warrior_Monk on February 27, 2011, 04:37:44 PM
Everybody knows that the Brinkman, Fountain, and Rice variation is the best variation. And that won't change.  :-*
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on February 27, 2011, 05:25:15 PM
off topic.
to get back on, this type is to be a creation of the redemption community and i don't appritiate people coming into these threads saying what variations are better.
either you stay on topic and share ideas to help this variation become better or you stay off this thread. either one if fine with me but if your gonna post, post your ideas to help this variation become a better one, plz
Title: Re: Type R & R (Rock And Roll)
Post by: The M on February 27, 2011, 05:27:17 PM
this variation looks just fine to me.
why did you need to bump it?
Title: Re: Type R & R (Rock And Roll)
Post by: Warrior_Monk on February 27, 2011, 05:33:15 PM
It was on topic, as you said you wanted it to become the best. I said it couldn't become that.

Yeah, I can't think of any reason to keep this alive. If people want gameplay variations, they look through the threads. There just isn't much you can do with random rolls, mostly because it doesn't affect deck building.
Title: Re: Type R & R (Rock And Roll)
Post by: The Guardian on February 27, 2011, 05:35:33 PM
Everybody knows that the Brinkman, Fountain, and Rice variation is the best variation. And that won't change.  :-*


I thought about going with Brinkman, Fountain and Rice but I heard they never finish anything... ::)
Title: Re: Type R & R (Rock And Roll)
Post by: The M on February 27, 2011, 05:41:49 PM
Yeah, I can't think of any reason to keep this alive. If people want gameplay variations, they look through the threads. There just isn't much you can do with random rolls, mostly because it doesn't affect deck building.

Good roll ... I think.
Title: Re: Type R & R (Rock And Roll)
Post by: Warrior_Monk on February 27, 2011, 05:42:42 PM
Everybody knows that the Brinkman, Fountain, and Rice variation is the best variation. And that won't change.  :-*


I thought about going with Brinkman, Fountain and Rice but I heard they never finish anything... ::)
Yeah, sometimes it's like they're all competing against each other and TRYING to make the other not get anything done...
Title: Re: Type R & R (Rock And Roll)
Post by: New Raven BR on October 26, 2013, 05:41:04 AM
good greif!! was I ever so closed minded, arrogant, and bossy! I humbly apologize for my HARSH words.

I have some rethinking to do but as for this idea type. I chose "colored" dice because I have a bag of dice that are of different colors.

they really don't have to be colored if people would like to use original white dice.

but the dice HAVE to be 6 sided.

as far as the dice roll goes, I really do think it would be much wiser to have 1 die for strength and toughness for both good and evil. like say one person rolls a 3 on their first roll and then a 4 on their next roll. first roll strength, 2nd roll toughness. I would say it's not intentionally a matter of luck though there is a tiny bit of luck, but it's more based around setting up the numbers for initiative play
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