Skip to Content
 

Looking for different buff mechanics

15 replies [Last post]
Jarec
Offline
Joined: 12/27/2013

Hello,

long time since the last time. I've got my space ship themed "dungeon" crawler in a spot that I've play tested it a dozen times.

Now I've stumped on how to make my offense buffs, there are so many different mechanics to choose from.

I'm looking for different mechanics that I do not know about and a short description of them. Like how in Gloomhaven players play 2 ability cards per turn and if the used ability was a buff it stays in play with a tracker attached and only goes to discard once it's been used enough times.

I, too, do have cards with abilities on them, but rather not give that much more detail because I just want to have a core mechanic that clicks.

Please help me to get my creative juices flowing fellow forum users!

Jacob
Jacob's picture
Offline
Joined: 03/04/2024
Some ideas...

Hey there Jarec!

Brainstormed a bit on your question and I came up with a few ideas...
Don't know if these will be applicable to your game, but it may get you started.

#1. Damage = Buff
I don't know how/if there are any resources in your game in the sense that players have hp or other such variables, but if players do, you could create buff cards that are played by taking damage or spending some other valuable resource or part. I.e. I have a buff card that states "Take X amount of damage up to Y maximum to increase the power of your attack by the amount of damage taken" OR "Play this card as an upgrade. Whenever you attack, you may spend X damage to double the damage of your attack." Cards like that could be an idea...

#2. Restricting certain actions = Buff
Assuming that players can do multiple different things in the game with actions, maybe players can optionally play a card that buffs one action but disables some other action for an amount of time and or permanently until the action is "repaired". This could also work if there are multiple types of cards. Maybe a player can play one card to buff himself but can't play any cards with the keyword "hyperspace" for X turns and/or until another specific card is played on top of the buff card. Maybe the buff could last as long as the card is uncovered too.

#3. Automatic Buffs
Say a player starts getting attacked. Maybe the player can have a passive buff that allows him to increase the power of his attacks by X for every Y amount of enemies around him to a maximum of Z. Or maybe another one could be if a player takes damage, they gain some other passive benefit.

Anyway, there are a few ideas.
Let me know if they help you!

Jarec
Offline
Joined: 12/27/2013
Hey, thanks Jacob. I will

Hey, thanks Jacob. I will most certainly look a these when I'm doing the buffs themselves. However...

I might have been too vague at the topic, but what I meant was more of the physical mechanics, and how to handle them. Like trackers and tokens and such.

I feel that I have too much stuff on the player ship sheets - and having an ability that just says "do more damage next time you attack" might put too much stress on the things to remember.

But I do appreciate the game (rule) mechanic suggestions also, they might lead me to where I wanna be when I put on some thinking effort.

Jacob
Jacob's picture
Offline
Joined: 03/04/2024
Might understand your question a bit more now…

If I am reading this right you seem to need a way to track the time amount that remains on a buff card? If so, you might be able to put a border around the edge of the card with numbers. Then players could play the card and rotate it around so that the number of turns/uses of the card is whatever number is closest to them. I could show you a picture if this sounds like what you are talking about?

X3M
X3M's picture
Offline
Joined: 10/28/2013
Simple? mechanics

Here are some idea's.

1. Next played card is either copied or doubled. Maybe even 3 times as effective.

2. A card deals x damage per turn or round. But on sacrifice it would deal at least 3 times the damage or more.

3. Steal an opponents card. And place it in your hand/table/deck?

4. Synergy, where 2 "normal" combat cards. Can work together, and their total attack is not only added up, but gains x bonus damage.

5. Divide and conquer. Where if the opponent has to defend. Their cards cannot work together at all. Depending on the number of cards. You could choose to have your opponent only being able to block with 1 card per attacker you send.

Look into MtG. Perhaps some cards there can spark idea's.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Hmm... Not sure about that!?

Jarec wrote:
...I might have been too vague at the topic, but what I meant was more of the physical mechanics, and how to handle them. Like trackers and tokens and such...

Well I think by narrowing down the TYPE of "Buffs" will lead to a better understanding of HOW(?) to manage them. What I mean is by determining what are the BUFFs, you will get a short-list that will give you CONCRETE information into your game mechanics and the BUFFs themselves.

At that point you will have a better understating about what "Trackers" and "Tokens" and so forth that may be required.

You can't expect DIRECTION if there are no concrete choices as there is too much to design (space-wise) ... You need to narrow down the field of WHAT KIND of BUFFs you want and THEN, you will be able to better understand what you need in terms of how "Tracking" or "Tokens" required to implement them.

We cannot explain GENERIC as you already have examples: "Trackers" and "Tokens" that's about as GENERIC as it comes. If you want more details, you are going to have to describe the BUFFs and their nature so we can see what is required by YOUR selection.

Best of luck with your game.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Mechanics-wise...

You could have a TOKEN which is DOUBLE-SIDED:

On ONE (1) side, you have values 1 to 4 (divided into quarters). On the other side, you have value 5 to 8 (again divided into quarters). Numbers go around the token so as to create a VALUE "Facing" the owner of the BUFF card.

Each turn, you either FLIP the token (if going from 5 to 4) or ROTATE by 45 degrees the Token (if going from 8 down to 5 or 4 down to 1).

***

This means that ONE (1) "Token" can be used to track a BUFF from 1 to 8 TURNS.

Again this is AS GENERIC as they come... And is sort of a "Mechanics-wise" solution which works for all BUFFs provided they last more than 1 TURN.

***

I can't say if this is HELPFUL or NOT?! Because all I've shown is a WAY to TRACK a BUFF from up to 8 turns. And this could be a CHIT/TOKEN which is like 2mm in thickness but you could have several of these given LIMITATION you impose on BUFF-ing.

For example: Maximum 4 BUFFs per Player and from 2 to 4 Players means that you would need 8 Tokens ONLY.

Again this is based on assumptions and it would be better to understand WHAT(?) are YOUR BUFFs and how long an they last and how many tokens depends on the limitations and player count, etc. etc.

Please offer us some better quality information and we can present better options given the selection you would want to use.

Cheers.

questccg
questccg's picture
Offline
Joined: 04/16/2011
Here's what I mean

That could allow you to TRACK from 1 to 8 turns. And if you impose further limits on the number of buffs per player, you can establish the maximum token count (for the entire game).

Something like that could work for you given that they are Tokens/Chits that are 2mm thick and can be available in LIMITED amount so as not to have TOO MANY tokens in your game.

Let me know if this is CLEAR enough.

Best!

Note #1: This is a TWO-SIDED Token... Not 2 separate Tokens. I just wanted to show how both sides are designed. And this is for explanation you can obviously use colors and a better Font, etc. etc. Just to give you a general idea of my explanation in the comment above.

Note #2: Also remember that IF you manage to RESTRICT the amount of BUFFs per player ... Like you said a player can ONLY play 2-BUFF cards per turn... If you kinda re-word that to "A Player may only have 2 BUFFs active at any given time..." This means that if your GAME is for 4-Players (at maximum) that means you only need 4x 2 = 8 Tokens for the ENTIRE GAME.

That's important because the more TOKENS, the heavier your game becomes and that added complexity may NOT be what you WANT. And it's important to THINK(?) about streamlining your game as much as possible to achieve the MVP: Minimal Viable Product. MVP just means that you have taken your game and removed everything that is NON-ESSENTIAL to the "core" of the game's experience.

I often work the opposite direction: I start from a "core" and add layers on top of it to reach more levels of complexity. Sometimes this can be HARD and require more time to reflect and ponder ... Because it's much harder than it actually seems to be (sounds easy). But adding layers does increase the complexity of the game ... But at the same time, you're streamlining the product so that it remains as "tight" as possible.

Jarec
Offline
Joined: 12/27/2013
Hey, y'all. These have been

Hey, y'all. These have been great so far!

I kept my posts deliberately vague to have a bigger variety of suggestions, and reading these, they have actually made my brain go off the tracks for a bit (good).

I have decided for my first draft to go with the heavily restricted system. Each player will only be able to have a single card affect them passively. This could also be worked around to my next space ships (=character classes), which are heavily themed around buffs, really easily. Like simply having a ship able to hold two passive cards simultaneously.

I speak of cards... but the game is decidedly not a card game. These cards are just "tokens" or "player aids" which are in form of a card. To put it in DnD language, these cards would have the weapon's stats and attack modifications written on them, or how to use a concentration check and its outcomes. And after one use these go to the cooldown pile. There is no deck or randomizing. Think of it more like Gloomhaven or Spirit Island system.

So, as it was asked, I will provide some more concrete information about the game, and the real reason I made this post. The reason being, my player board is pretty crowded as of now. But fortunately the buff system is the last one to be actually fitted on it.
At this point I'm somewhat afraid that the amount of tokens I have going on will make the game really fiddly. Something might have to give at some point...

This is my current player board with some extra info, and an example of how many tokens and dice there will be at times: https://drive.google.com/file/d/1B15hPb8rxpm4GQxRUcD0NfSARtt8rFgP/view?u...
The defensive buff tracker shown in the picture is simple, and has simple outcomes. I was debating on doing the same for the offensive buffs, but I want something more robust as the players are in control of it and can be made to handle more player input.

As a miniatures-guy, I always start designing projects visuals and game feel first. I visualize how the game plays roughly in my head, and what physical player actions would feel nice to do on a lizard-brain level. So I think I design from the core myself?
Then comes the themes, and how would I make a mechanical representation of them. For example, this game has the themes of: Ship Combat (energy management, shield management, heavy use of variable player powers, etc.); Crew management (sending them on ground missions, health and focus management, and also a heavy dousing of variability); Playground (a lot of stuff to do for all the different types of ships players can build).

And lastly, I've uploaded a picture of it being played. As I'm somewhat proud of what I've done already :)
https://drive.google.com/file/d/1d3OsWNI8cOa451WU3lQMKjXV6JnkxC19/view?u...

questccg
questccg's picture
Offline
Joined: 04/16/2011
Some additional thoughts

Hmm... I guess from your image, you were going to have "X" Tokens which means that a BUFF could last "X" amount of time. Am I correct??? And to simply use a turn, you would remove ONE (1) Token from that BUFF. Again am I getting close to what you had in mind???

If so... That's a lot of Tokens TBH. I recently purchased SmallWorld and was a bit taken at back because there are so many TOKENS. It's not like I don't LIKE the game... I just find it a bit... MUCH in terms of tokens and it makes me a bit afraid that the game may be TOO LARGE for my Gamer Group (which is Family).

So what I see from the image is this:

1> If I have a BUFF which lasts 5 TURNS, I put 5 TOKENS on that component.

2> Each TURN, I remove 1 TOKEN and when there is no TOKENS left, the BUFF is exhausted and used to its full maximum.

Again it works... But it's a LOT OF TOKENS. My sample Token where there are numbers around the center allows for ONE (1) TOKEN to last up to 8 TURNS. You could use these for BOTH Defensive AND Offensive BUFFs. It just drops the amount of TOKENS from what I have seen from DOZENS to may a HALF-DOZEN. And you can CUSTOMIZE the TOKENS to have FIVE (5) or THREE (3) VALUES per SIDE and that would mean 6 to 10 TURNS for a Token to expire (or be exhausted).

My Token samples (and you customizing them) would probably cut down on the TOTAL amount of Tokens required by your game. Basically you will have "N" Tokens per player which amounts to the maximum AMOUNT of BUFFs for one (1) Player and then "N" x # of Players.

Please let me know if this is of interest to you or NOT.

Many thanks.

Jarec
Offline
Joined: 12/27/2013
Most of my tokens are kept

Most of my tokens are kept until used -type. There's not many, if any, turn tracking going on. That reduces their amount a bit, and is way easier to remember.

I feel that those type of rotating tokens might be too fiddly, especially when the tokens need to be pretty small. However, what I will do immediately, is I will mark my generic tokens as I and II sides. That'll almost cut in half the amount needed!

questccg
questccg's picture
Offline
Joined: 04/16/2011
Ah, now I understand what you mean...

Jarec wrote:
Most of my tokens are kept until used -type. There's not many, if any, turn tracking going on. That reduces their amount a bit, and is way easier to remember...

Ah I see... So they remain as an AMOUNT and USED up as they are played by the players themselves, correct?! So if I have 3 Tokens, it means that I can use this Defensive BUFF 3 Times (3x)... Something along those lines...?

Jarec wrote:
I feel that those type of rotating tokens might be too fiddly, especially when the tokens need to be pretty small. However, what I will do immediately, is I will mark my generic tokens as I and II sides. That'll almost cut in half the amount needed!

Well it depends on how big you make the Tokens. But for your needs, using BOTH sides for 1 and 2 ... Like you said DROPS the amount of Tokens by HALF! Which in a way is a pretty decent saving of COMPONENTS.

Glad we could help you find a way to TRIM your component count just a bit... Well I can't say HALF because it's only for the Tokens... But never the less it is a BIG Savings when it comes to Tokens.

Cheers!

Note #1: And I was thinking you were using TRACKING in terms of TURNS. And now this is NOT TRUE. Instead you SIMPLY "USE" a TOKEN and that allows the Defensive BUFF to be enabled on that player's Turn.

You don't need to have "Ability X LASTS Y Turns"... Gotcha... Makes more sense now. But I'm glad the ideas presented gave you some kind of SOLUTION to improve the number of Tokens you require for each player.

Jacob
Jacob's picture
Offline
Joined: 03/04/2024
Are the buffs gained via cards drawn?

If a player gains the buff by gaining/playing a card, I would think you could print the tracker for the buff on the borders of the card itself. Then players rotate the card so that the number of uses remaining for the buff is pointing towards themselves. I would think that this would eliminate the use for tokens entirely?

If the buffs are printed directly on mats though this idea might not work.

Jacob
Jacob's picture
Offline
Joined: 03/04/2024
You could also have players attach clips?

You might also have players attach clips to the cards like in this picture...

https://www.officedepot.com/a/products/293041/Baumgartens-Plastic-Paper-...

Players could attach the clip after playing the buff card and then move the clip around the border of the card so that the clip lies on the side of the card boarder depicting the number of uses for the particular buff left.

This would add an extra component though so while it may be good for keeping track of the remaining uses, it might be better to do without this clip and do the rotation only idea for component reduction purposes. Really would depend on your costs.

Jarec
Offline
Joined: 12/27/2013
I'll file the rotating cards

I'll file the rotating cards for later use for now, since the reduced token amount and restricting buffs to a single one per player makes the space allotted for player boards not burst out of its seams quite yet.

This was actually very constructive trip back here, since I can now focus on the game itself and not how it was starting to be a physical mess on the table.

larienna
larienna's picture
Offline
Joined: 07/28/2008
I have been thinking about

I have been thinking about designing buff/debuff a lot for a master of magic clone and Wizardry Legacy. Unfortunately, there is not that many categories possible, but there is a lot of variants:

Damage buffs: Affects how easy hard you can kill a unit: Increase, reduce damage, undo damage(heal), prevent damage, Auto kill, Cap damage (weakness), Continuous damage(poison), Max health reduction.

To hit buffs: Affect the probability to hit your target if it is a separate roll: Bonus/minus to rolls, Criticals, Auto hits in certain range (ignore defense). Look at D&D for more inspiration.

Actions buffs: Affect what a unit can and cannot do. Cannot move, cannot attack, cannot act (paralysed), cannot defend, etc.

You can have other variations like random, temporary, conditional activation to the buffs above.

Syndicate content


forum | by Dr. Radut