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Offline moomooseTopic starter

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Elixir | Chaos Elixir https://elementscommunity.org/forum/index.php?topic=24945.msg317900#msg317900
« on: April 22, 2011, 10:53:18 pm »
NAME:
Elixir
ELEMENT:
Entropy
COST:
3 :entropy
TYPE:
Spell
ATK|HP:
TEXT:
Target creature gains +1|+0 after successful attacks and ignores shields, but has a 50% chance to miss
NAME:
Chaos Elixir
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Spell
ATK|HP:
TEXT:
:entropy : Indulgence
Target creature gains Chaos Power after successful attacks and ignores shields, but has a 50% chance to miss
ART:
elements the game
IDEA:
moomoose
NOTES:
This idea I have had for a while, and tried to implement before but it just couldn't work out how to make it an :entropy / :water duo card.  Here it is again ending up a mono card, as a spell.

The creature that gains the effects of this card will gain momentum and increase their damage by 1 each time they land a hit, however half the time they will miss.  Overall this will be a net benefit.

Adrenaline is something that I thought about, but it is not too worrisome.  It would definitely ramp up the chances of getting damage increases with small attack creatures, but as it did, it would make the creature attack fewer times per turn over time anyway. 

Creatures with this effect will have a  :entropy mark on their card.
SERIES:

original card ideas:
http://oi52.tinypic.com/2d147jn.jpg
http://oi53.tinypic.com/13z4c1v.jpg
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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317908#msg317908
« Reply #1 on: April 22, 2011, 11:03:19 pm »
hm... "Elements is a fantasy card game"... Alcohol is in fantasy? More like modern.

Offline OldTrees

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317910#msg317910
« Reply #2 on: April 22, 2011, 11:06:55 pm »
This is closer mechanically to  :gravity/ :entropy than  :water/ :entropy.
The theme could be discarded easily.

In fact a Gravity creature that gains +1|0 per successful attack would be a decent adaptation of this mechanic. May I make this adaptation?
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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317913#msg317913
« Reply #3 on: April 22, 2011, 11:08:43 pm »
Yeah, or switch the elements or summing.

Offline unknown89089

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317963#msg317963
« Reply #4 on: April 23, 2011, 01:20:14 am »
They had Alcohol back then, but it was called Rum or Mead.

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317966#msg317966
« Reply #5 on: April 23, 2011, 01:22:22 am »
hm... "Elements is a fantasy card game"... Alcohol is in fantasy? More like modern.
Steam Machine, Maxwell's Demon, Black Hole...your point?
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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317967#msg317967
« Reply #6 on: April 23, 2011, 01:25:15 am »
hm... "Elements is a fantasy card game"... Alcohol is in fantasy? More like modern.
Steam Machine, Maxwell's Demon, Black Hole...your point?
rather 'twisted', for lack of a better word, black hole would suck you in completely, and antimatter doesn't explode the Elements world... your point?

Offline moomooseTopic starter

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317975#msg317975
« Reply #7 on: April 23, 2011, 01:39:45 am »
This is closer mechanically to  :gravity/ :entropy than  :water/ :entropy.
The theme could be discarded easily.

In fact a Gravity creature that gains +1|0 per successful attack would be a decent adaptation of this mechanic. May I make this adaptation?
the premise came from people who drink tend to put more force in their blows, thats where momentum came in.  being drunk causes them to miss, which is the miss percentage.  gaining damage is to make the card worth using, when you do hit youll hit for more, it will be a staggered growth.  :water comes from alcoholic drinks being a liquid (or solution if someone wants to get technical).  I'm thinking about changing the names to be "elixir" to be less blunt about the connection, but still there.

but as far as the gravity creature that gains power per successful attack, would it also have the chance to miss mechanic? or is it just assumed that it should have momentum added to it so it gains +1 attack every turn?  and on a side note, isnt gaining attack per turn for gravity already taken care of with acceleration?

They had Alcohol back then, but it was called Rum or Mead.
mead definitely is associated with periods we typically consider in the fantasy period.  rum, while mostly currently associated with the carribean/pirates, was also being made in asia a long, long time ago.  so good call.

hm... "Elements is a fantasy card game"... Alcohol is in fantasy? More like modern.
Steam Machine, Maxwell's Demon, Black Hole...your point?
not to mention all the mechs in gravity :)
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Offline ddevans96

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317979#msg317979
« Reply #8 on: April 23, 2011, 01:53:07 am »
hm... "Elements is a fantasy card game"... Alcohol is in fantasy? More like modern.
Steam Machine, Maxwell's Demon, Black Hole...your point?
rather 'twisted', for lack of a better word, black hole would suck you in completely, and antimatter doesn't explode the Elements world... your point?
...I listed things already in the game that are modern? And I didn't even mention Antimatter.
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Offline YawnChainHow

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317984#msg317984
« Reply #9 on: April 23, 2011, 01:59:40 am »
Would this card be too weak if you removed the Momentum effect?

hm... "Elements is a fantasy card game"... Alcohol is in fantasy? More like modern.
Steam Machine, Maxwell's Demon, Black Hole...your point?
rather 'twisted', for lack of a better word, black hole would suck you in completely, and antimatter doesn't explode the Elements world... your point?
???

Modern machine or Greco-Roman mythology, doesn't really matter. Elements has quite a bit of both: See this post (http://elementscommunity.org/forum/index.php/topic,23397.msg318787#msg318787)

Even mere concepts can be realized, like Schrödinger's Cat. Does is matter if they're not taken literally? I think this Alcohol is quite nifty as is.

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317985#msg317985
« Reply #10 on: April 23, 2011, 02:01:37 am »
This is closer mechanically to  :gravity/ :entropy than  :water/ :entropy.
The theme could be discarded easily.

In fact a Gravity creature that gains +1|0 per successful attack would be a decent adaptation of this mechanic. May I make this adaptation?
the premise came from people who drink tend to put more force in their blows, thats where momentum came in.  being drunk causes them to miss, which is the miss percentage.  gaining damage is to make the card worth using, when you do hit youll hit for more, it will be a staggered growth.  :water comes from alcoholic drinks being a liquid (or solution if someone wants to get technical).  I'm thinking about changing the names to be "elixir" to be less blunt about the connection, but still there.

but as far as the gravity creature that gains power per successful attack, would it also have the chance to miss mechanic? or is it just assumed that it should have momentum added to it so it gains +1 attack every turn?  and on a side note, isnt gaining attack per turn for gravity already taken care of with acceleration?
More force would be +3?|0 not Momentum.
Miss chance makes sense.
Increasing strength per hit would not occur normally.
+3|0 but with a multiplicatively cumulative 50% miss chance would an interesting buff/debuff very fitting of your Mead  :entropy :water idea.

I was thinking for a creature with the only effect being it gains +1|0 if it hits and -1|0 if it misses.
(Antimatter protection, Natural sustainable growth, Extra weakness to shields and sundial.)
You are right Gravity does not need another attack gain card so perhaps Earth?
Anyways since it was inspired by your card, I need your permission to create it.
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Offline moomooseTopic starter

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Re: Alcohol | Spirits https://elementscommunity.org/forum/index.php?topic=24945.msg317989#msg317989
« Reply #11 on: April 23, 2011, 02:08:48 am »
This is closer mechanically to  :gravity/ :entropy than  :water/ :entropy.
The theme could be discarded easily.

In fact a Gravity creature that gains +1|0 per successful attack would be a decent adaptation of this mechanic. May I make this adaptation?
the premise came from people who drink tend to put more force in their blows, thats where momentum came in.  being drunk causes them to miss, which is the miss percentage.  gaining damage is to make the card worth using, when you do hit youll hit for more, it will be a staggered growth.  :water comes from alcoholic drinks being a liquid (or solution if someone wants to get technical).  I'm thinking about changing the names to be "elixir" to be less blunt about the connection, but still there.

but as far as the gravity creature that gains power per successful attack, would it also have the chance to miss mechanic? or is it just assumed that it should have momentum added to it so it gains +1 attack every turn?  and on a side note, isnt gaining attack per turn for gravity already taken care of with acceleration?
More force would be +3?|0 not Momentum.
Miss chance makes sense.
Increasing strength per hit would not occur normally.
+3|0 but with a multiplicatively cumulative 50% miss chance would an interesting buff/debuff very fitting of your Mead  :entropy :water idea.

I was thinking for a creature with the only effect being it gains +1|0 if it hits and -1|0 if it misses.
(Antimatter protection, Natural sustainable growth, Extra weakness to shields and sundial.)
You are right Gravity does not need another attack gain card so perhaps Earth?
Anyways since it was inspired by your card, I need your permission to create it.
alight, a change of scenario from taking a swing into "decides to drunkenly rush into someone".  the combo of ignoring shields and having momentum is what balances it out, it effectively is always dealing with hax shields, but it gains the attack power when it does land a blow.  if it still needs a conceptual reason for more strength per landed blow, tack it into added confidence.

and if you want to make a card that simply gains strength when it lands blows and loses strength when it misses, as described, thats different enough for me- go for it.  its a good idea.
moose dont say moo.

 

anything
blarg: