D.A._Sakuyamon Posted September 17, 2013 Report Share Posted September 17, 2013 [spoiler=Effect] Whenever a player plays a card, declares an attack or activates a card effect (Excluding this card): That player rolls a six-sided die and applies the result. 1: The action is negated, destroy the card, and lose 1000 Life Points 2: The action is negated and lose 500 Life Points 3: Lose 200 Life Points 4: Gain 200 Life Points 5: Gain 500 Life Points and draw 1 card 6: The action cannot be negated, gain 1000 Life points and draw 1 card [/spoiler] Things get a hell of alot trickier with this card on the board. Now spamming becomes less viable. Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted September 17, 2013 Report Share Posted September 17, 2013 Too generally luck-based. There could be one of those days where you're so unlucky that you just roll everything that stops your plays and prevents you from doing anything while your opponent crushes your defenses because they rolled higher numbers and vice versa. There's a fifty-fifty chance of something good happening versus something bad happening, why can't it just be one-hundred percent something good unless my opponent responds with backrow, like CED? Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted September 17, 2013 Author Report Share Posted September 17, 2013 Too generally luck-based. There could be one of those days where you're so unlucky that you just roll everything that stops your plays and prevents you from doing anything while your opponent crushes your defenses because they rolled higher numbers and vice versa. There's a fifty-fifty chance of something good happening versus something bad happening, why can't it just be one-hundred percent something good unless my opponent responds with backrow, like CED? It's suppose to be luck based. That's the point of it. ^^; Don't look at this card from a competitive stand point cause it's not suppose to be competitive. It just changes the dynamics of the game to be more based around die rolls. Link to comment Share on other sites More sharing options...
Sleepy Posted September 17, 2013 Report Share Posted September 17, 2013 I for one think it's hilarious. I'm not saying anything can be done and be justified with the inconsistency of a dice roll, but oh god. Getting 1s on anything. Getting even 2s in your S/Ts is bacisally the same. The goodness of a 6 (super special awesome double triple critical with chocolate on top). The regret when your opponent pulls off that 6, so you proceed to MST yourself and roll a 1 xP I overall like the concept. Luck can tilt the balance a lot. Though it sounds like in actual test it'll just be annoying the way Yugioh handles speed. It's like, 10 die rolls per turn. Even a card effect to modify the dice rolls would need this card's approval everytime. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted September 17, 2013 Author Report Share Posted September 17, 2013 I for one think it's hilarious. I'm not saying anything can be done and be justified with the inconsistency of a dice roll, but oh god. Getting 1s on anything. Getting even 2s in your S/Ts is bacisally the same. The goodness of a 6 (super special awesome double triple critical with chocolate on top). The regret when your opponent pulls off that 6, so you proceed to MST yourself and roll a 1 xP I overall like the concept. Luck can tilt the balance a lot. Though it sounds like in actual test it'll just be annoying the way Yugioh handles speed. It's like, 10 die rolls per turn. Even a card effect to modify the dice rolls would need this card's approval everytime. I'm thinking of Changes the life point lose/gain to be more balanced. Like 3 would be 200 damage, 2 would be 500, and 1 would be 1000. The same would be for the gain. Also, about 2, I was thinking of allowing it to be a redo for Spell/Trap's, where you either reset or add back to hand. Tat way it's not just a 1. I was thinking that when I made the card actually, one the dice modifier thing. XD Oh, imagine this vs. Beast. This triggers to something, Beast triggers to this, This triggers to Beast, At this point the player should decide if it's worth the loop and potential game loss either mill or Damage to cont. XD Link to comment Share on other sites More sharing options...
Sleepy Posted September 17, 2013 Report Share Posted September 17, 2013 You could have those S/T just be returned and become unusable for the turn in some way. The "reveal" system I used in my card would probably work in here, although kinda wordy. It'd allow for a different second copy of the card to have a try. Beast? Oh... Naturia Beast. I don't think it can negate cards that are already face-up. Link to comment Share on other sites More sharing options...
Darj Posted September 17, 2013 Report Share Posted September 17, 2013 Card looks great with that artwork, and the effect is fun, but I think you should weaken the effects of all results. Gaining 2 cards just because you rolled a 6? Losing the game in the first turns because you rolled 1 four times? That's simply ridiculous. Just to give an example, I would give the effect of result 6, to result 5. Or you could experiment with other effects, rather than sticking to negation and LP gain/damage. Not trying to tell you what to do with your card, but another option would be to change the effect so it only activates when a monster is involved (a Summon, an attack declaration, activation of a monster effect or of a card that targets a monster), allowing you to come up with other kinds of effects. That way it would more as if the Field interacted with the monsters in the game, rather than the players. For example, the main effect would be "When a monster is Summoned, declares an attack or activates its effect, or a card effect is activated that targets a monster on the field: The controller of that monster rolls a six-sided die and applies the result." Then, some of the results could be: "You can Normal Summon 1 extra monster this turn" (think of a D&D character randomly dragging a friend to a battle with a monster). "That monster is unaffected by your opponent's card effects, except this card, until the End Phase" (the D&D character evaded the attack). Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted September 17, 2013 Author Report Share Posted September 17, 2013 You could have those S/T just be returned and become unusable for the turn in some way. The "reveal" system I used in my card would probably work in here, although kinda wordy. It'd allow for a different second copy of the card to have a try. Beast? Oh... Naturia Beast. I don't think it can negate cards that are already face-up. I might try that. Card looks great with that artwork, and the effect is fun, but I think you should weaken the effects of all results. Gaining 2 cards just because you rolled a 6? Losing the game in the first turns because you rolled 1 four times? That's simply ridiculous. Just to give an example, I would give the effect of result 6, to result 5. Or you could experiment with other effects, rather than sticking to negation and LP gain/damage. Not trying to tell you what to do with your card, but another option would be to change the effect so it only activates when a monster is involved (a Summon, an attack declaration, activation of a monster effect or of a card that targets a monster), allowing you to come up with other kinds of effects. That way it would more as if the Field interacted with the monsters in the game, rather than the players. For example, the main effect would be "When a monster is Summoned, declares an attack or activates its effect, or a card effect is activated that targets a monster on the field: The controller of that monster rolls a six-sided die and applies the result." Then, some of the results could be: "You can Normal Summon 1 extra monster this turn" (think of a D&D character randomly dragging a friend to a battle with a monster). "That monster is unaffected by your opponent's card effects, except this card, until the End Phase" (the D&D character evaded the attack). Here's the thing. If I do that, then this card would easily become alot more complicated. I just want it to be simple and focus on player interaction rather then field interaction. The player is what controls the character. And in turn, the dungeon master is what helps determine if the players character succeeds in a players action. That's what this card is suppose to be. i have mentioned of course that I would be dropping the life loss/gain down a bit. I also dont mind taking 6 and making the draw from it being 1. Link to comment Share on other sites More sharing options...
D.A._Sakuyamon Posted September 21, 2013 Author Report Share Posted September 21, 2013 Figure I'd bump this. Link to comment Share on other sites More sharing options...
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