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Making combined abilities

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larienna
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Joined: 07/28/2008

In world of war craft the board game, many abilities seems to be designed to be combined. For example (something similar):

A- If you roll 8 you double the damage of that hit.
B- Change one of your die for an 8.

As you can see, both abilities are useful by themselves but combining them makes them much more powerful.

So I was wondering if people here had some guidelines to actually design theses kind of abilities.

I wanted to use this for a civilization like game in order to create a lot of replay value by allowing various combination of races and fields of magic. The 2 major part of the game is Military and development. I thought that military could be influenced by the races unit types and the wizards spell while the development aspect would be influenced by the technological advancements and the spell.

So for now, each element of the game could be influenced in two different ways and I think that is OK. Still I don't want to create dead combinations. For example, in order to gain the benefit of an ability, it must be combined with that specific ability. I want it to be a bit more flexible and allow various combinations.

One of the problem I had was to design a lot of special abilities for a game that has too few elements on the board to change. Which makes it much more complicated to design especially if you want almost all abilities to be unique. So I thought that by making combined abilities it could give me much more design options. Does it makes sense?

NativeTexan
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Joined: 03/04/2009
It's a good idea

I actually have had a similar idea in my "big document full of random notes that may sometime turn into real games" file. I have not remotely fleshed it out, I just documented it as a cool concept that I would like to develop at some point. The fact that both of us were thinking along the same lines is either great news or it spells disaster.

They say "great minds think alike". But it is also true that "two fools seldom differ". Hopefully we are the former and not the latter. :-)

Best of luck!

Kjev
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Joined: 03/03/2009
Mechanics of the ability system?

As I am not familiar with the system: how does the ability system work in WoW: the bg (abbreviations for the win)?

Do the abilities work with separate cards than can be added to a character? And, in that case, can every ability be added to every character? Or does it work with prerequisites (e.g. certain abilities can only be added to warriors)? Are there even separate classes and is there a maximum to the number of abilities that can be added (to a class)?

I could think of some ways of how I would proceed, but without a clear idea of the system (in stead of picture of the system based on my assumptions) that would be a shot in the dark...

larienna
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Joined: 07/28/2008
OK I can give you a fictional

OK I can give you a fictional example taken from my mind.

Let say you get a skill called fire mastery which makes sure that each time you roll an 8 you double your damage. This would be represented on a card and the skill itself if useful because if you are lucky you make double damage.

Now letsay there is an item card called a power ring. This ring change any of your dice roll to an 8. That ring alone is useful because it could mean that you score an extra hit. ( the dice system works like white wolf: roll X dice above Y) .

But combining both abilities increase the odds for the fire mastery ability to happen.

By thinking a bit about it I could divide these abilities in 2 categories: Triggers and status change:

A trigger is and event or an effect that would occur in a certain situation.
ex: Aquaduct: All habitable terrain wil produce extra population.
In this case, all habitable hex increase in population which is a good thing in itself.

Then there is status change abilities which would change a value of a parameter
Ex: Change terrain: Makes all desert habitable.
In this case, if would increase the places where you could expand because there are more habitable hex.

But by combining both abilities, it makes aquaduct even more powerfull because change terrain increase the number of times the aquaduct will take effect.

This is for deterministic abilities. It becomes a bit more complicated with random abilites if you actually want variety.

So this is my meditation so far.

The Magician
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Joined: 12/23/2008
larienna wrote:In world of

larienna wrote:
In world of war craft the board game, many abilities seems to be designed to be combined. For example (something similar):

A- If you roll 8 you double the damage of that hit.
B- Change one of your die for an 8.

As you can see, both abilities are useful by themselves but combining them makes them much more powerful.

So I was wondering if people here had some guidelines to actually design theses kind of abilities.

I wanted to use this for a civilization like game in order to create a lot of replay value by allowing various combination of races and fields of magic. The 2 major part of the game is Military and development. I thought that military could be influenced by the races unit types and the wizards spell while the development aspect would be influenced by the technological advancements and the spell.

So for now, each element of the game could be influenced in two different ways and I think that is OK. Still I don't want to create dead combinations. For example, in order to gain the benefit of an ability, it must be combined with that specific ability. I want it to be a bit more flexible and allow various combinations.

One of the problem I had was to design a lot of special abilities for a game that has too few elements on the board to change. Which makes it much more complicated to design especially if you want almost all abilities to be unique. So I thought that by making combined abilities it could give me much more design options. Does it makes sense?


Yes this idea is really cool. I'm working on something actually. It relates to just exactly what your talking about here. I'm close to it and will be happy to keep you posted.

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