|
Post by Neottolemo on Jul 11, 2019 16:16:19 GMT
So were these achievements reworked? The way it reads is that completing the 'challenge run' is +1 point for each future character, rather than +1 point for the character doing the challenge run like Evil Twin was. Not sure if this was a rework or just lost in the rewrite. It was an intended rework to bring it in line with how the rest of the achievements worked. Thanks, this change is pretty awesome
|
|
|
Post by Neottolemo on Jul 23, 2019 8:10:04 GMT
So I understand that you can't stack Arbiter of the Ideal and Monomania by picking, say, , because color mastery isn't a perk. But at the moment nothing would stop me from picking Magus of the Forgotten for Monomania (since it's an advanced perk) and teal for Arbiter of the Ideal, right? Thing is, should I be allowed to do that? I feel like maybe I shouldn't be, but I thought I should ask so it can be put into the rules if necessary.
On a different matter but still concerning achievements: since we lowered the incarnation threshold, should we lower the number of required assists for Heroic Intervention and maybe introduce a minimum rating required instead? Not 100% sure about that, but it's an idea that's floated my mind so I thought I'd ask more feedback on the boards as well (I only talked about it with cajun so far, who iirc told me they think it's fine as it is).
|
|
|
Post by ZephyrPhantom on Jul 24, 2019 2:39:52 GMT
So I understand that you can't stack Arbiter of the Ideal and Monomania by picking, say, , because color mastery isn't a perk. But at the moment nothing would stop me from picking Magus of the Forgotten for Monomania (since it's an advanced perk) and teal for Arbiter of the Ideal, right? Thing is, should I be allowed to do that? I feel like maybe I shouldn't be, but I thought I should ask so it can be put into the rules if necessary. On a different matter but still concerning achievements: since we lowered the incarnation threshold, should we lower the number of required assists for Heroic Intervention and maybe introduce a minimum rating required instead? Not 100% sure about that, but it's an idea that's floated my mind so I thought I'd ask more feedback on the boards as well (I only talked about it with cajun so far, who iirc told me they think it's fine as it is). I think it's okay because Monomania's all about setting a very high bar with one mechanic (so your new Teal color better be really good, for example). By comparison it's not too hard to make 10 different variations of Shatter, Lightning Bolt, Fireball, Goblin Guide, Shivan Dragon, and the do X action for damage red enchantment to be a monoRed designer. Does Heroic Intervention feel tedious to other players as is? I'm open to the idea but I'd like to know if it really feels that way, since as is compared to other achievements it trades "needing a high rating" for "being easy to get but you need to commit to it".
|
|
|
Post by cajun on Jul 24, 2019 3:04:31 GMT
I'm the only other one on a HI run but that also makes me a bit biased :^)
20 is a bit heavy. I haven't found it terribly tedious, but I did manage to pull off 8 during the Lindri debacle so that could be influencing that a lot.
i've got three 7s, six 9s, two 10s, and two unrated, for datapoints
|
|
|
Post by ZephyrPhantom on Jul 29, 2019 5:59:10 GMT
NeottolemocajunI'm considering lowering Heroic Intervention to 15 assists or 10 assists with 8/10 ratings. (As in, the new version would be one or the other, not both.) Any particular thoughts on this?
|
|
|
Post by Neottolemo on Jul 29, 2019 10:33:19 GMT
Neottolemo cajun I'm considering lowering Heroic Intervention to 15 assists or 10 assists with 8/10 ratings. (As in, the new version would be one or the other, not both.) Any particular thoughts on this? 10 with 8/10 feels more appropriate because getting 15 depends on 1) the timing of other people's attacks and responses working with you, 2) having flavour reasons to intervene; whereas getting 10 with 8/10 ratings also requires you to make good designs, which makes getting Heroic Intervention feel like something that's more under your control. I know you can get 2 under your control via roleplaying through manipulation and/or establishing alliances or similar stuff, but it's more of a roleplay challenge than a mechanical one, contrary to most other achievements.
Speaking of which, I know this might be controversial, but I'm all for removing Heroes Remembered. I would definitely not take away points gained from Heroes Remembered so far, and I 100% understand wanting your characters to stay dead/exiled/whatever, but making it an achievement means that people are effectively rewarded for one very specific storytelling style and moreover, since you can buy out of achievements, you don't even have to actually stick with it, you can just make it look like your character is gone forever and then all of a sudden they're not, just like you could without ever claiming the achievement; getting Heroes Remembered is basically just "switching to this character costs you 100 more valor", which I feel shouldn't be worth 1 free point for every character between the reincarnation and the "oops they're back actually".
|
|
|
Post by cajun on Jul 29, 2019 17:25:13 GMT
i think either of the HI's are good.
and i've got no issues with HR. maybe make it unable to be bought out of if you're really worried about a thing that hasn't happened.
|
|
|
Post by ZephyrPhantom on Jul 30, 2019 18:40:46 GMT
I'll go with 10 and 8/10 rating then.
I don't really think Heroes Remembered is that big an issue either - some might view the buying out as a cheapening of the 'drawback' yes but ultimately like most other achievements it's a prompt that you can adhere to with varying degrees of strictness (it's just that the times have rendered it one of the nicer ones). Has the achievement been brought off a lot recently?
|
|
|
Post by cajun on Jul 30, 2019 18:47:53 GMT
Has the achievement been brought off a lot recently? it has not unless you count that they're all haunting Karina
|
|
Adelyn
3/3 Beast
Posts: 183
Formerly Known As: Sir Martikov
Favorite Card: Adeliz, the Cinder Wind
Color Alignment: White, Blue, Black, Red
|
Post by Adelyn on Aug 4, 2019 18:06:35 GMT
New around here and would like to make my own battle board but can someone explain how multicolour levels work because I can't figure out how it works.
|
|
|
Post by cajun on Aug 4, 2019 18:39:59 GMT
New around here and would like to make my own battle board but can someone explain how multicolour levels work because I can't figure out how it works. Multicolor level 0 means you can only make cards with one color (or colorless). Multicolor level 1 unlocks two colors, level 2 unlocks three colors, and so on.
|
|
|
Post by Neottolemo on Aug 4, 2019 19:01:57 GMT
New around here and would like to make my own battle board but can someone explain how multicolour levels work because I can't figure out how it works. Multicolor level 0 means you can only make cards with one color (or colorless). Multicolor level 1 unlocks two colors, level 2 unlocks three colors, and so on. Yes. Multicolor level is essentially the number of colors you can stack on a single card in addition to the first color. If you have for example unlocked as colors but multicolor level 1 you can make , , , , , or cards, but not ones, because that requires multicolor level 2.
|
|
|
Post by pacifistwestwoman on Aug 6, 2019 21:00:04 GMT
Just want to ask something, while we're talking about multicolor level: If I have multicolor level 0, I am allowed to make cards that are one color, but reference a different color in their text, right? Example: Card costs , but has " : this creature gets +1/+0 until end of turn"
|
|
|
Post by cajun on Aug 6, 2019 21:38:32 GMT
Just want to ask something, while we're talking about multicolor level: If I have multicolor level 0, I am allowed to make cards that are one color, but reference a different color in their text, right? Example: Card costs , but has " : this creature gets +1/+0 until end of turn" Multicolor checks by color identity (something I should clarify for all multicolor related stuff, honestly), so yes it checks abilities.
|
|
Adelyn
3/3 Beast
Posts: 183
Formerly Known As: Sir Martikov
Favorite Card: Adeliz, the Cinder Wind
Color Alignment: White, Blue, Black, Red
|
Post by Adelyn on Aug 11, 2019 17:03:27 GMT
Another question that popped in my head, how do keywords work, do you have to unlock each one, including evergreen keywords to use them?
|
|
blueseclipse
3/3 Beast
Posts: 180
Color Alignment: Blue, Green
|
Post by blueseclipse on Aug 11, 2019 19:39:08 GMT
Another question that popped in my head, how do keywords work, do you have to unlock each one, including evergreen keywords to use them? Evergreen Keywords are free. Other keywords must be purchased individually, though a couple of perks will unlock 'batches' of related keywords (example: the Twin-Souled perk unlocks both the Transform and Meld keywords, as those are related specifically to DFCs).
|
|
toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
|
Post by toadette on Sept 15, 2019 1:29:27 GMT
Quick rules question ― the last time I bought the Magus of the Forgotten perk and created a new color was back in 2016, and back then the perk came with two evergreen keywords that you choose for your new color. Is that still the case?
(Thanks to everyone on BB staff for being so awesome about rules clarifications, btw!!)
|
|
|
Post by gurfafflekins on Sept 15, 2019 2:51:21 GMT
toadetteI imagine as of right now, they don't. Mostly because evergreens are also basic stuff typically. So if they're new keywords they have to be bought with the keyword system. Then again, new colors rarely came up on this new site, until amechra (come back to us, Old One) got pink, then Neo did teal, and now you're doing your color (which I still haven't checked the name of but I assume is orange). Then again, I've been wrong before.
|
|
toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
|
Post by toadette on Sept 15, 2019 3:17:30 GMT
Okay, sounds good. The only evergreen mechanic that's an actual keyword action that I was thinking of using for orange is undying, and I can easily rewrite the effect without using a keyword.
That's actually how I feel about a lot of the things I've thought of spending valor to enable, actually. Most of the time, I find myself writing out a triggered ability a bunch of times, usually in some context under which those cards share flavor in one way or another. I really want to band those cards together by creating a pseudo keyword, but purchasing a pseudo keyword with valor doesn't actually grant you anything except the ability to write the name of the pseudo before the triggered ability. (Which is to say, the actual designed cards wouldn't be different.)
If I play on Battle Boards for long enough, I'm sure I'll be okay spending that valor in this way. Right now, though, it doesn't seem efficient or necessary. (Which means I end up writing out the keywordless ability every time.)
|
|
blueseclipse
3/3 Beast
Posts: 180
Color Alignment: Blue, Green
|
Post by blueseclipse on Sept 15, 2019 21:33:35 GMT
Creating a new color does not come with any additional keywords inherent to it. You may assign evergreen mechanics (first strike, flash, flying, trample, etc) to it as you like to help build its color identity. Undying is not an evergreen mechanic, though, and would need to be purchased separately. (Reminder text: An evergreen mechanic is a core keyworded mechanic of Magic: the Gathering, that appears in every set or nearly every set.)
|
|
|
Post by ZephyrPhantom on Sept 16, 2019 7:42:48 GMT
That's actually how I feel about a lot of the things I've thought of spending valor to enable, actually. Most of the time, I find myself writing out a triggered ability a bunch of times, usually in some context under which those cards share flavor in one way or another. I really want to band those cards together by creating a pseudo keyword, but purchasing a pseudo keyword with valor doesn't actually grant you anything except the ability to write the name of the pseudo before the triggered ability. (Which is to say, the actual designed cards wouldn't be different.) If I play on Battle Boards for long enough, I'm sure I'll be okay spending that valor in this way. Right now, though, it doesn't seem efficient or necessary. (Which means I end up writing out the keywordless ability every time.) I think when creating/purchasing a keyword/ability word in general, there's a lot of value in considering the flavor and if you'd be designing a series of commonly used cards with the mechanic. ( Tireless Tracker doesn't come from Zendikar and would roughly be equivalent to someone just wanting to use Landfall as a one-off without actually being Landfall-focused). There are also corner cases like Spirit Link being a pseudo-Pacifism of sorts and Exalted Angel stacking with lifelink that not having a keyword is beneficial, so that's worth a consideration as well. As for the concept of spending Valor on such abilities itself, I think the best way to explain it is that it serves as a way for you as the designer to go "Hey, I am investing in this specific mechanic because it's an important part of my character" (similar to how sets focus on certain mechanics - going back to Shadows over Innistrad block, WoTC primarily focused on things like Madness and Delirium but still made room for a single not-Flashback reference in Geistblast). You could forgo buying the keyword entirely ofc if you wish to stack Valor but at the end of the day the most important thing is if you're having fun (be it through the cards you make or interactions with other players). Another way to view it would be thinking of Valor as a virtual budget that you have to spend on development of a set/block to make it interesting and likeable by players. If we're speaking solely in terms of effiency, Valor is like the virtual representation of all the extra playtesting/brain crunching/etc... WoTC spends to come up with new keywords or gimmicks. Slaying Fire and Flame Javelin are very similar in the card slot they're trying to fill for example but their differences are the outcome of that different brain crunching in different circumstances.
|
|
toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
|
Post by toadette on Sept 19, 2019 1:26:50 GMT
Creating a new color does not come with any additional keywords inherent to it. You may assign evergreen mechanics (first strike, flash, flying, trample, etc) to it as you like to help build its color identity. Undying is not an evergreen mechanic, though, and would need to be purchased separately. (Reminder text: An evergreen mechanic is a core keyworded mechanic of Magic: the Gathering, that appears in every set or nearly every set.)Sounds good, thanks for clarifying. I think when creating/purchasing a keyword/ability word in general, there's a lot of value in considering the flavor and if you'd be designing a series of commonly used cards with the mechanic. ( Tireless Tracker doesn't come from Zendikar and would roughly be equivalent to someone just wanting to use Landfall as a one-off without actually being Landfall-focused). There are also corner cases like Spirit Link being a pseudo-Pacifism of sorts and Exalted Angel stacking with lifelink that not having a keyword is beneficial, so that's worth a consideration as well. As for the concept of spending Valor on such abilities itself, I think the best way to explain it is that it serves as a way for you as the designer to go "Hey, I am investing in this specific mechanic because it's an important part of my character" (similar to how sets focus on certain mechanics - going back to Shadows over Innistrad block, WoTC primarily focused on things like Madness and Delirium but still made room for a single not-Flashback reference in Geistblast). You could forgo buying the keyword entirely ofc if you wish to stack Valor but at the end of the day the most important thing is if you're having fun (be it through the cards you make or interactions with other players). Another way to view it would be thinking of Valor as a virtual budget that you have to spend on development of a set/block to make it interesting and likeable by players. If we're speaking solely in terms of effiency, Valor is like the virtual representation of all the extra playtesting/brain crunching/etc... WoTC spends to come up with new keywords or gimmicks. Slaying Fire and Flame Javelin are very similar in the card slot they're trying to fill for example but their differences are the outcome of that different brain crunching in different circumstances. Absolutely. This does help put it into perspective quite a bit. (I guess the main thing was — I'm thinking about all these things I want to be able to do soon, so it was hard in my mind to justify sinking 100 Valor into this mechanic I wasn't sure would work out.) I think I actually do want to spend my next 100 on a pseudo ability, and that means I think I'll playtest the mechanic a bit in advance to tweak and refine it before I commit. (The ability I have in mind is Harvest — You may play this as a land. If you do, it loses all other abilities and gains " : Add [mana].")
|
|
|
Post by Lady Mapi on Sept 19, 2019 5:57:30 GMT
Hey, is it OK if I null everything?
I basically just want to start over from scratch. No achievements, no perks, no nothing.
|
|
|
Post by gurfafflekins on Sept 19, 2019 15:36:11 GMT
Lady MapiAs someone who’s nulled, pretty sure that’s what nulling is. You get jack diddly squat from previous runs, and you start fresh. Unless you’re asking for permission, in which case, ignore this.
|
|
|
Post by Lady Mapi on Sept 19, 2019 15:41:15 GMT
gurfafflekinsIt looks like the current rules for nulling just discard your current character, and don't do anything about previously earned achievements.
|
|
|
Post by cajun on Sept 19, 2019 15:45:49 GMT
I don't see any reason why you can't do a self-imposed reset.
|
|
|
Post by ZephyrPhantom on Sept 19, 2019 16:24:48 GMT
gurfafflekinsIt looks like the current rules for nulling just discard your current character, and don't do anything about previously earned achievements. Yeah, under the cureent rules, Nulling just affects the character you're currently playing and you can do it at any time. As for Nulling everything, you'd be effectively Nulling every character you've played so you're all good to do it if you want to.
|
|
|
Post by Lady Mapi on Sept 19, 2019 18:31:27 GMT
Sweet. Next question - what's the basic idea for split cards (I'm thinking of playing a character who focuses on Adventures)? Should they have automatic Tactical Imperator (so you can cast both sides)? Should they require a special perk to pick up (I personally don't think so - Adventure itself is already going to cost me 5 skill points (Creature Mastery + Instant Mastery + Sorcery Mastery + Multityper + ADVENTURE!))?
So many questions, so little time...
|
|
|
Post by ZephyrPhantom on Sept 20, 2019 5:34:29 GMT
Sweet. Next question - what's the basic idea for split cards (I'm thinking of playing a character who focuses on Adventures)? Should they have automatic Tactical Imperator (so you can cast both sides)? Should they require a special perk to pick up (I personally don't think so - Adventure itself is already going to cost me 5 skill points (Creature Mastery + Instant Mastery + Sorcery Mastery + Multityper + ADVENTURE!))? So many questions, so little time... I think Split cards are one of those "fell between the cracks" concepts that are currently fair game for an aspiring player looking to make the most of weird loopholes in the rules. Since Fuse, Adventure, and Aftermath are keywords, though, no, you can't automatic Tactical Imperator both sides, because that's what those keywords essentially give you the right to do. As for Adventure itself, it's unfortunately gotten into the same weird spot Bestow currently is in, as you noticed last time. I'd like to make that a little more convenient somehow if not for the fact an Adventure is literally a Sorcery/Instant Creature....
|
|
|
Post by gurfafflekins on Sept 20, 2019 21:00:24 GMT
What if - random, possibly bad idea - we had a little “bundle”? Like so:
Adventurer - If you can’t already, you can design creature, instant, and sorcery cards, but only if they’re on an Adventure card. Also grants use of Adventure.
That way, it doesn’t require all the masteries, but is limited to adventures? Could also be applied to bestow and similar.
Personally, I don’t mind paying a bunch of points to get the requirements or whatever - they’re complex keywords - but it might be a little tidier/neater?
|
|