Tuesday, September 15, 2009

Steal My Idea: Skill variants from CCGs, Part 2: Cost Variants

Cost is the essential part of a skill that controls how many resources a skill will consume.

A resource could be represented by health or mana.
A resource could also be represented by time, as in the casting time of a skill.

For today, let us take this example:

Strike
200 mana
Deal 200 damage to target.

This is a very simple ability that deals direct damage.


Variants

Echo: Exchanging a time cost for a resource cost.

Echo is an ability in magic that allows you to cast a spell cheaply, but for the cost that you must pay an additional cost next turn. It essentially allows you to break up a spells cost over two turns.

In an RPG, this would most likely translate to a spell taking either more or less time to cast in exchange for costing more or less mana as an alternate mode.  For example, the longer the warrior holds down the strike button, the less mana it will take. A quick strike takes a lot of mana while a long strike consumes none.


APC: Exchanging a resource cost for a cooldown cost.

Alternate Playing Cost is a mechanic from magic that allows you to discard a card in return for paying no mana for it.

In an RPG, this would translate to a spell taking less mana or casting time cost, in exchange for putting itself or some spells on a timed cooldown. Let us say that the strike spell costs no mana at all, but leaves the warrior in a awkward position and therefore unable to use any other attacks for a few seconds.

Trap: Situational costlessness.

Traps are a mechanic in most magic that allows you to play a card for no resources if some condition is met by the opponent's actions.

In an RPG, this would translate to "reactionary" spells. Let us say that strike spell costs no mana and is instant when the warrior encoutners an enemy who can dodge his attacks.

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