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MadMickyG's Cards

PostPosted: February 20th, 2015, 5:32 am
by MadMickyG
[This topic was split from Agin's Spell Cards on 6/26/15]

Okay, been busy. But have made a few spells, reimaged a few spells. My son enjoyed the Battle Mage, but some spells need tweaking as to not be too overpowering. He did get knocked unconscious at the end though. :)
Then made some Monk Ki Powers. Just need to figure out how to attach the PDF links to here.
Been ages since I posted on any kind of forum. Watch this space.

Oh, and thanks to drathe and Sjeng and everyone for the image creation tutorial. Helped me with creating new cards immensely.

Re: Agin's Spell Cards

PostPosted: February 20th, 2015, 5:37 am
by MadMickyG
Here is one:
http://www.pdf-archive.com/2015/02/20/ki-powers/

And the other:
http://www.pdf-archive.com/2015/02/20/spell-cards/

Any thoughts/comments are welcome. I have a big imagination and like to use it as often as I can.
Might even post my character cards too, since I have 4 more cards to print up on.

Re: Agin's Spell Cards

PostPosted: February 20th, 2015, 4:07 pm
by Sjeng
Wow! I REALLY love how you used multiple images and mashed up those new ones. Amazing! The fire lance has some discolouring though. Might want to try a different filter. Keep it up!

Re: Agin's Spell Cards

PostPosted: February 20th, 2015, 4:11 pm
by MadMickyG
For a good flame effect, i added some lower opacity red. Not the right effect I wanted, but I left it as it was.
Might need to change it a little though, to suit the standard coloring more.

Re: Agin's Spell Cards

PostPosted: February 20th, 2015, 4:14 pm
by GimmeYerGold
I like these too! The ki cards are very cool. I have a monk character I'm trying to develop some special skills for to set them apart, and these seem like the right idea.

Good job!

Re: Agin's Spell Cards

PostPosted: February 20th, 2015, 4:54 pm
by MadMickyG
I have some history in martial arts training, with the last 9 years doing kung fu. My Si Gung took our style back to the Shaolin temple two years ago, where it originated from. We do breathing, chi gung and focusing of energy excercises, although not quite what my card abilities are.
Felt these were more in line with Shaolin type abilities.
Despite the magic and monsters, always like a little realism.
If you can think of anything else, let me know. I have an Orc monk my kids will be facing soon, and some new abilities would make him different.
For the moment, the monk has all the cards, but can use one at a time.

Re: Agin's Spell Cards

PostPosted: February 21st, 2015, 2:17 am
by MadMickyG
Some other artefect cards I made to use the second set of cards.
http://www.pdf-archive.com/2015/02/21/a ... rds-extra/

And some monsters too. Had a Fimir archer, but didnt keep him. Missing the Orc barbarian card, although I have a miniature for it.
http://www.pdf-archive.com/2015/02/21/m ... rds-extra/

Re: Agin's Spell Cards

PostPosted: February 21st, 2015, 3:21 am
by Anderas
I've read through the cards. Now, i have some questions:

The Monk Ki Cards are spending quite a lot of mind points. How are they treated in your rule system? Do they regenerate by a given rate, or are they lost until end of the quest?
I just ask because with things like "Gain a defense dice but lose an attack dice" you already pay something for the defense dice. Paying a mind point in addition seems quite expensive - except if you use some mind point refill house rules.

I for myself, i intend to have similar mechanics as veteran Fighter ability: You do a feint (so you don't REALLY attack; reducing your attack dices; or maybe you do something strange in defense), to gain an advantage in a following combat turn (an additional dice or something else; reduced defense of your opponent, switch positions, possibility for an instant death strike; an attack in the opponent's turn... things like that. In principle, you risk something in order to gain something, later.
Well, that concept is only good if a fight lasts more than one round, so I will use multiple BP Monsters to great extends. I did not publish anything about it, until now, because i was thinking hard if these kinds of abilities are of any use at all - will anybody ever take the risk? Now; you introduce exactly that, but on the additional cost of a mind point.

That makes me curious about the Mind Point Rules you use.

Re: Agin's Spell Cards

PostPosted: February 21st, 2015, 7:31 am
by MadMickyG
Fair question.

We ran Legacy of the Orc Warlord today, with the Monk cards. Gave them a good test. To regain Mind points, the Monk needs to meditate for two rounds to regain one, or can land a critical strike. My critical strike rule is when using a standard weapon, you roll all skulls (not possible on single die roll), so get to roll skulls again. Did roll 6 skulls for a critical attack today.
My Monk has Counter Strike and the Reaction Strike ability, so I managed to damage and kill quite a few monsters, but only landed two critical strikes.

My reasoning for the way they work, is I dont want the Monk to be too overpowered. The skills are awesome, but as they are always available, something has to restrict their use. Hence the Mind points.
There are a few options (could have Attack and Defence change on the one card) for varied situations. I used Winged Warrior today to allow my kids characters to stay protected, although my sons Battle Mage could get higher Def than me, it takes him longer to buff up. Helpful skill at the time, but could have been more aggressive. I play a more strategic game however.
After the test, I am fairly happy with the way it went. Want to make another Ki Power that allows Two attacks per round, but havent thought of the name yet, or found a decent image to put on the card.

But feel free to change the skills if you like, and let everyone know how you roll. I'm always interested in how others do things. Might be something I didnt think of.

Or I could just be rambling like a crazy person. I am sick at the moment, and brain not on 100%. :P

Whatever the case, enjoy your questing.

Re: Agin's Spell Cards

PostPosted: February 21st, 2015, 8:57 am
by Anderas
So the test was pretty successful! Good to hear that.
I would, however, rething your critical strike rule. With Two dices, it's quite often; with three dices it is more seldom, with 4 dices it should be quite rare - why not change it to "in case of 3 skulls" or something like that; then it stays at the same propability at all the time. Well ok, i don't know the details about what you have as "standard weapon" in your game, so maybe it's exactly that. :)

So you regain a Mind Point on a critical strik and if you do nothing for two rounds? With how many mind points is your monk starting? 4?

Well, i would have to test these abilities.