Here's an idea I have that revolves around eliminating GP:
1. No GP. Instead on your turn you just get to play a god card. Any one card. The last thing you do before your turn ends is draw a new one.
2. If you choose not to play a god card on your turn, you can instead discard and then redraw 2 cards.
3. You get 1 HP at the start of your turn.
4. If you choose not to move you get 1 HP.
5. If you choose not to take a Hero action you get 1 HP.
6. Any moving barriers or terrain or any time limited stuff occurs and/or counts down at the end of your turn. It becomes part of the clean up phase.
Eliahad really likes maintaining the current GP structure because it does enter some strategy into the timing of god cards. I'm thinking that may not matter so much since our intent is to burn GP fast and trigger a refresh. I'm wondering if the loss of strategy in that area will be made up for in simplicity and speed.
Either way, we'll never know unless we try. Somewhere in my next couple playtests, I'll try it out, and people who've played both ways can tell us how it feels.
For those of you who HAVE played, how do you feel about the idea?
To GP or not to GP
To GP or not to GP
All I know is my food tastes better when I take my food-tastes-better pill.
- FlameBlade
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Re: To GP or not to GP
Given the ratio of cards for different levels of GPs, of 15, 10, 5...this idea might work out, requires testing.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
Re: To GP or not to GP
Alternate alternate idea.. use GP but everyone refreshes individually. If you start your turn with 0 GP... THEN you get to reload GP and draw up to 5. Otherwise you make do with what you have.
Just a thought if we test out the No GP and decide we needs some constraints.
Just a thought if we test out the No GP and decide we needs some constraints.
All I know is my food tastes better when I take my food-tastes-better pill.
- Eliahad
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Re: To GP or not to GP
Another:
(If we keep GP) when a God is out of GP, Refresh begins after that God's turn. Then play resumes with the next God in the turn order.
(If we keep GP) when a God is out of GP, Refresh begins after that God's turn. Then play resumes with the next God in the turn order.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
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Re: To GP or not to GP
How about this: no gp, but instead of using gp for non-card things, you can spend a card to do things; you either play a card and use it's text or you spend the card as a token or to refresh things.
- FlameBlade
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Re: To GP or not to GP
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
- Eliahad
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Re: To GP or not to GP
Damn, I want to try this. I think it will work well. It sucks that it takes so long to update Roll 20....
Actually, Mike, is there a way to populate cards as individual images that can be 'saved as' jpg or png files? Going through and saving as takes a while, but not nearly as long as typing in all the info like I had to last time.
Actually, Mike, is there a way to populate cards as individual images that can be 'saved as' jpg or png files? Going through and saving as takes a while, but not nearly as long as typing in all the info like I had to last time.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Eliahad
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Re: To GP or not to GP
I'm going back to rewrite the rules for the fourth or fifth time, because that's what I do, and damn you're right that the current refresh mechanic is not intuitive at all. All a Round becomes is a series of turns, followed by a refresh phase, and that just seems clunky as hell. Maybe there is a better way to think of it. It makes sense once you play it. But until that moment, I don't think it makes a whole lot of sense.
Thinking
[edit: Or I'm just bad at English. Does this help?
A Round has two parts: The Turns Phase and The Refresh Phase.
During The Turns Phase, each God, in turn takes a series of actions, blah blah blah (These things happen). The Turn Phase ends when one God is out of GP and play returns to the turn marker.
During the refresh phase. Blah blah blah (These things happen).
Thinking
[edit: Or I'm just bad at English. Does this help?
A Round has two parts: The Turns Phase and The Refresh Phase.
During The Turns Phase, each God, in turn takes a series of actions, blah blah blah (These things happen). The Turn Phase ends when one God is out of GP and play returns to the turn marker.
During the refresh phase. Blah blah blah (These things happen).
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- Eliahad
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Re: To GP or not to GP
Posting this before I forget.
A Round has three parts:
Turn Phase
When the Gods take their actions.
Turn Marker Phase (TMP)
When play returns to the Turn Marker, certain powers activate.
If all Gods have at least one GP at the end of the TMP, play returns to the Turn Phase.
Refresh Phase
When one God has zero GP at the end of the TMP, play enters the Refresh Phase.
A Round has three parts:
Turn Phase
When the Gods take their actions.
Turn Marker Phase (TMP)
When play returns to the Turn Marker, certain powers activate.
If all Gods have at least one GP at the end of the TMP, play returns to the Turn Phase.
Refresh Phase
When one God has zero GP at the end of the TMP, play enters the Refresh Phase.
"What are you going to do?"
"I'm going to roll an 8."
"I'm going to roll an 8."
- FlameBlade
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Re: To GP or not to GP
Needs a bit tweaking. TMP triggers only after current god's 2nd turn and subsequent turns. That way, TM is passed on to the next god, and prevents board from triggering each time the marker is passed on.
Heracles. Fists. Pantheon.
Clue in ancient Greece.
Clue in ancient Greece.
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