Hi all,
Inspired by OdinVanguards
Contested Bridges, I designed the
Battleground card to introduce more dynamic creature combat. Included in both cards is an evasion mechanic built into the Airborne skill, which is cool because it makes Airborne more meaningful. (It also creates an option for Ranged to counter Airborne which makes Ranged more meaningful.)
I thought I'd start this thread to discuss the design of cards that affect evasion without overbalancing Shard of Freedom. I wrote the following paragraph in my
Battlegrounds Series thread which I feel sums up a pretty reasonable design approach:
For this Evasion mechanic to combine well with Shard of Freedom and prevent that shard from stacking poorly and being OP, all Evasion skills including Shard of Freedom should now make separate checks rather than stacking linearly. For example, if there is a blue creature with Airborne (25%), Evasion (25%), and two shards of Freedom (25% each) -- 4 total chances to evade, their chance to evade targeted creature skills is =1-(1-.25)^4 = 68%, not .25*4 = 100%. This is mathematically equivalent to rolling 4 four-sided dice against a 1 or less, as opposed to rolling 1 four-sided die against a 4 or less. It also makes a more balanced evade mechanic across elements -- which is essential to having balanced creature-to-creature combat. Other effects from Shard of Freedom could continue to function as normal. This is a way to make a new and useful airborne mechanic that applies game-wide, but without making creatures unreasonably hard to kill.