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Mailing List Logs for ShadowRN

From: Donald Arganbright <jayden63@*******.COM>
Subject: Card Cost formulas and over power cards
Date: Sat, 4 Jul 1998 10:20:56 PDT
Hoi Chummers,

Ive noticed that there has been alot of discussion on card
costs and what is fair and "game balanced"... I personally don't
like that phrase and don't normally consider it when I create a card.
Because there are no so many ways of getting rid of any card put onto
the table, that everything has its own checks and balances, in some form
or another. First off if something is powerfull... like torgo,
squaaaaark, false mentor, and Sleep, The card is made rare. This way it
is unlikely that the average player will have more than two. Next cards
come out like LOTI (a common) - cancel that really nasty stinger thats
going to really mess you up, or Jade (I don't care if you got torgo on
the table... he isn't doing anything cause hes turned.) Or poor
craftsmanship - bye bye katana on stomper. Next if something is really
a butt kicker you make it unique. This way there is only one of the
card in the deck. The next form of checks and balances (and this is
something that I really like about this game) are the challenges. Some
of the challenges have real nasty side effects that can desimate a
muscle, sleaze, or overpowered team (ever run into minefild with six
runners or about to take the last challenge and its chomps2000 or
maglocks.) I also think that more than making a "fair" card players
should keep in mind the universe that is trying to be portraid here. If
I create something that involves a dracoform... its going to be tough
and nasty and most likly take out some of your runners. If I create a
troll runner, its going to have armor and its going to have a high body,
but it may not cost a ton, because why should their asking price be
higher than an elf who has no armor, a low body, but usefull skills. If
I create a generic corporate goon, its going to turn into cannon fodder
even with a small running team. I also think that so far the mages and
shamans have had a bad draw. Sure their spells are nice, and they have
some cool spirits, but they don't convey the raw defestating and
fearfull power that mages do in the Shadowrun universe. So I tend to
make my mages cost less and give them some cool abilities to make up for
that. (so shoot me)

Well enough ranting... Here is some of the formulas I use when
calculating what things should cost, when I create a card, Its in no way
perfect, but it works well for me as general guideline.

Runners-

add 1¥ for each point of armor
add 1¥ for every 3 points of body
add 1¥ for every 3 points of attack
add 1¥ for every different skill
add 1¥ if total skill points is greater than 4
add 1¥ for every trait (ie, fame, stamina...)
minus 1¥ for anti-social and hermit trait.
minus 2¥ if the runner has any restrictions (ie. can't use gear cards)
add 1¥ for every specail card text abiltiy (ie. turn look at top card)
Upkeep of 1 if the runner has prime runner status
upkeep of 2 if the runner has a special ability that effects more than
1 runner especially if it effects opposing runners.
upkeep of 3+ determined on a card for card basis.

Gear - (non-spirits and drones)

add 1¥ for each bonus to attack value
add 1¥ for each bonus to body value
minus 1¥ if the card needs to turn
minus 1¥ if the card needs to be trashed
minus 2¥ if the card needs to be fragged
add 1¥ for each bonus to armor
add 1¥ for burst fire.
burst fire cost = attack value bonus
minus 1¥ if it involves using a d6, in order for it to work.

Stingers and specials -

add 1¥ if the effect last until end of combat
add 2¥ if the effect lasts until end of turn
add 2¥ if the effect lasts until end of game.
add 2¥ if the effect effects reputation
add 4¥ if the effect transfers reputation
add 1¥ if the effect transfers nuyen
minus 1¥ if the effect is determined by a die roll
add 1¥ if the effect effects more than 1 runner
minus 2¥ if the effect is unique

Challenges -
These are a little harder. Basically I just think of what the
device or critter is and how it is portraied in the Shadowrun
universe. Then I think about how tough it is, where it is most likly to
be found, and how nasty they are. Then I look ands ee if it has any
specal abilities. Then I think about what skills
might be the most effective against it (sleeze requirements).

for example.

Rouge windago,
The windago is a nasty people eater. b.It gets to add its magic rating
to all of its attributes making it a real tough creature. They come
from the same class as orks, its a type of advanced golblinization.
They have a very fast movement rate and are found in cities of outland,
but rarely in buildings. They have keen eyesite and hearing and are
magical by their nature. They also regenerate at a very fast pace. The
challenge might look something like this.

type - challange
name - Rouge windago
type - outdoor, awakened
Threat rating - 9/8 (A1)
Sleeze - 2 stealth + 1 sorcery
text - 2¥ rouge windago inflicts its damage first, any runner killed by
rouge windago is fragged.

or

type - challenge
name - Rouge windago
type - outdoor, awakened
threat rating - 8/7 (A1)
Sleeze - 2 stealth + 1 sorcery
text - 2¥ rouge windagos body is doubled due to regeneration, any runner
killed by rouge windago is fragged.

Whos to say wich is right...

These are just some examples of what I use... like I said, there not
perfect, but work for the most part. There is one thing that I think
all of us card designers also take into account, and thats the coolness
factor. If there is a card that we would like to stand out a little
from the rest of the pack, we give it something a little different, like
a neat text ability, or uncommon skill grouping (ie... sorcery and
conjure), or just lower the cost a little. This is what makes thinking
up cards fun. Trying to come up with ideas that are unique and that
some other people might think are cool. We can't please everyone, I
don't even try. But I do try to be creative and keep within the
Shadowrun universe, and maybe I'll come up with a winner.
On a side note... I've noticed that alot of the amerindian cards have
caught some flack for being a little too powerful. I just want to
remind people, that when the 6th World awoke Mother Earth violently
stated whos side she was on at 10:32 am on August 17, 2017 with the
simultanious eruption of four volcanos. Mother earth and the totem
spirits gave their power and support to the amerindian. Nuff said.

Ok, I'm done ranting now.

*** In ruling, the Sage attends to the heart, not the eye ***
*** - Tao ***


Donald Arganbright
Jayden Stormwalker


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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.