Game Ideas

Player Protection
Game symmetry, the world is free form sandboxing, but when something happens one of the characters becomes the protective bubble the others act inside. Like the moon cloak from Night Wizard. This allows characters to gain XP, but also accomplish passion goals for the protector.

RPCG A
Heroes will have more HP then minions.

Minions will normally have 3 or 4 HP, while heroes will have 10 to 15.

Healing removes damage counters.

Basic attacks cna be used by any unit as its standard action.

Charged attacks can be used, and then need to be charged again. This is a done with the Recharge card, or by using a standard action to do so.

Ultimates can only be used once per battle.

Strategy cards additional speed Keyword hooks

How does damage work?

Each card has a certain amount of health points.

They incur health point counters when they take damage. At the end of a round, when they have that number or more, they die.

Captain of the Watch Basic attacks: Sundering Strike, Dizzying Blow Charged Attack: Hold the Gate Ultimate: Iron Tower

Guard (Warrior) Sundering Strike - Lowers defense until next turn. Dizzying Blow - Can't take a standard action until next turn. Hold the Gate - Close burst 5, all allies within 5 squares can not be oved until next turn. Iron Tower - Passive, while adjacent to an ally, they get bonis to defense. Active, for the rest of the battle, their speed becomes one, they can not be forced to move, and they get a bonus + bonus per ally adjacent to them.

Mage (Traditionalist) Magic Missile - Does 3 damage to any number of enemies within 10 squares. Shield - Target self or ally, raises defense until next turn. Fireball - Does damage area burst 1, within ten squares. Masters Focus - For three turns you may use two attacks per standard action, range are doubles, and something else...

Priest (Healer) Healing Light - Heals d6 to ally within 5 squares, or does d6 damage to undead.

Keywords - Fire, Ice, Air, Earth, Light, Dark, Vorpal