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Cleric Cards

Discuss card making and cards you have made.

Re: Cleric Cards

Postby Goblin-King » January 16th, 2015, 8:24 pm

Seems like you've edited some of the pictures. On my screen at least it's very obvious where you deleted stuff with a pure white up against the original background which is a light greyish-pink.
I know it's a bit of extra work to edit and re-insert the images, but if you are going to print these etc. I think it'll be worth it.


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Re: Cleric Cards

Postby arkcaver » January 21st, 2015, 9:35 am

Goblin-King wrote:Seems like you've edited some of the pictures. On my screen at least it's very obvious where you deleted stuff with a pure white up against the original background which is a light greyish-pink.
I know it's a bit of extra work to edit and re-insert the images, but if you are going to print these etc. I think it'll be worth it.


Good catch! I actually wanted the pure white background so that the images would stand out against the beige card background. I started doing that, but must have gotten sidetracked.

I've edited the cards, and fixed a couple of typos.
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Re: Cleric Cards

Postby Dungeon Blogger » February 12th, 2015, 12:57 pm

I think that card back looks awesome. Very professional and it feels in-line with the spirit of the game.
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Re: Cleric Cards

Postby Daedalus » June 8th, 2015, 6:50 pm

arkcaver wrote:And here is the last of the set. Any comments, corrections, etc? They have not been playtested whatsoever, so I'd appreciate anything you have to add.

cornixt wrote:The card back just says "Behold my chest of light!" to me.

Didn't the Japanese Pink Power Ranger have that power? :P

On to the cards, I hope this helps:
arkcaver wrote:
Goblin-King wrote:Seems like you've edited some of the pictures. On my screen at least it's very obvious where you deleted stuff with a pure white up against the original background which is a light greyish-pink.
I know it's a bit of extra work to edit and re-insert the images, but if you are going to print these etc. I think it'll be worth it.

Good catch! I actually wanted the pure white background so that the images would stand out against the beige card background. I started doing that, but must have gotten sidetracked.

I've edited the cards, and fixed a couple of typos.

Cure Ailments looks like it still needs pure white put in, and Drain Evil needs a bit more cleaning up.

As a general observation about the cards, if a Human Cleric starts out with just 3 spells and 4 Mind Points, then the Hero sounds powered similar to an Elf. What about Body Points? Are there any weapon restrictions that suggest a need for more effective spells?

Divine Healing- I like that a Cleric potentially heals better than a Wizard or Elf, but I hope there is some other kind of limit on the Cleric to balance such better spells.
Calming Influence- While it seems strange the spell can't be broken by a monster rolling dice, Morcar/Zargon may still move the monster in the way of the Heroes and force a later confrontation. Still, a Goblin has the same chance of breaking the spell as a Chaos Sorcerer (or better as it may move in the way more easily), which doesn't sit well with me.
Turn Undead- Perhaps the spell can be cast against a number of undead whose total Body Points are no more than the caster's current Mind Points.
Blessing-I'd like to see this spell toned down. Perhaps limit the bonus to just an additional Defend Die or limit the effect to just one Hero.
Healing Aura- I like the healing being tied to current Mind Points. That means the power of the spell can later scale with increased Mind Points--kewl. A Cleric would definitely want to have the Talisman of Lore equipped.
Return From the Dead- I'd change From > from. What if the Hero died from Mind Points being reduced to 0? by the way, I love the old-school D&D image!(Except for those doll feet.)
Cure Ailments- Unless M/Z has monsters and houserules in place to regularly add such effects, this spell won't see much use. Perhaps it should have an additional option to alternately heal 2 Body Points or 2 Mind Points.
Rightful Mind- As there is no Mind Point restoring spell to speak of (Psychic Recovery of the BQP is from a scroll), I'd say limit the restoration to 4 Mind Points.
Divine Intervention- Allowing the Heroes to escape death is pretty powerful. The new, reset Quest would need to be punishing enough to discourage abuse of this safety net.
Smite- The wording allows for a crossbow to gain this benefit. Are bolts intended to work that way? What about a Magic Dagger that always inflicts 1 Body Point of damage?
Doom- I like this spell, but maybe a monster should be allowed a chance to break it.
Shield of Faith- I like it.
Confuse- What happens if a monster is reduced to 0 Mind Points? Is it killed or in shock? I'd be in favor of allowing damage to be reduced by rolling a black shield on 2 combat dice.
Destroy Undead- While I think a Cleric should have extra power against undead, I feel this spell could use some kind of limitation. Perhaps the spell works against nearer or weaker undead first.
Drain Evil- I'd nerf this spell by having the caster roll a number of combat dice equal to his current Mind Points. Only skulls drain a monster's Body Points. They would be defended as already mentioned.
Intellect Drain- This is a cool idea, but it does a lot--it both recovers Mind Points and handicaps a monster against further spells. I'd cap it by only allowing it to reduce 2 Mind Points so powerful monsters with high Mind scores remain a threat and the gained Mind Points is no more than my suggested Cure Ailments.
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