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TOPIC: PvP drafting ideas

PvP drafting ideas 4 years 5 months ago #25

  • balthasar
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Looking for some suggestions for rare, uncommon, and common tokens that would be good for drafting. Needing input on commons more than anything else.
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PvP drafting ideas 4 years 5 months ago #26

One thought: in draft, maybe add a material component to spells. A level X spell could require Y "units" of gear or other tokens, or Z gp to be consumed.

Then no token is totally useless, and it puts some brakes on the casters.
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PvP drafting ideas 4 years 5 months ago #27

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I am already planning on nerfing the spells available to keep things in check. I am trying to build the TD equivalent of a Magic Cube draft. There will be random 'packs' pulled from the cube, with each pack having one rare, 2 uncommons and 4 commons. Each team of four will be allowed to trade their picks within their team.
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PvP drafting ideas 4 years 3 months ago #28

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Trying to look at some different options, in the interest of speed and being able to fill more token slots.

Option 1: Drafting from 'packs' made from the my cube of tokens. The packs would have 1 Rare and 3 Uncommons per pack and players could use any number of Commons (non-consumable) to fill out their sheet. Players would need to provide any Common weapon tokens they wished to use.

Option 2: Allowing players to build characters using a point system budget. This would be limited to C, UC, and R, with point values assigned to each rarity and a budget for each character. Players would only need to bring the tokens for weapons they intend to use.

I could add commons to the cube that I have made, but I think both of these options would speed up the time needed for each fight. Keep in mind that teams would be 4 players and could not duplicate any classes on their teams. All of the spellcasting classes would lose access to some spells, either all of the level 2 spells or the number of uses would be lowered.

This is still more of an idea than a reality, so I am open to suggestions.
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