D&D and CC
Moderator: Community Team
Forum rules
Please read the community guidelines before posting.
Please read the community guidelines before posting.
D&D and CC
Do you think it would be possible to combine a CC game with some of the facets of D&D. Like instead of just colors, the players could choose a class b4 play? Then you could have bonuses included for Mage, Warrior, Thief, Priest, Dwarf, Elf, and Halfling. And card turn ins may act differently depending on class or race?
- misterman10
- Posts: 9412
- Joined: Thu May 24, 2007 1:48 pm
- Location: Out on the Pitch.
- Contact:
DaGip wrote:Deathy wrote:makes sense and could work... but would no joke be an entirely different game !
If CC could work out the mechanics for it, I would definitely play it. A combination of the simplistic strategy of Risk-style gaming with just a touch of fantasy role playing. I would play that game alot!
I think I would a lot, too bad Pikachu can't be a race.
Vote: Mandy
Eddie35: hi everyone
Serbia: YOU IDIOT! What is THAT supposed to be? Are you even TRYING to play this game?! Kill the idiot NOW please!
Eddie35: hi everyone
Serbia: YOU IDIOT! What is THAT supposed to be? Are you even TRYING to play this game?! Kill the idiot NOW please!
Skoffin wrote: So um.. er... I'll be honest, I don't know what the f*ck to do from here. Goddamnit chu.
Twill wrote:DaGip wrote:If CC could work out the mechanics for it, I would definitely play it.
If you could work out the mechanics for it, CC might consider coding it
Okay, here is a first draft of what I kind of have in mind. Now I do not have any mapping software or experience, so someone would have to pick up the reigns for that. Here is the mechanics that I came up with so far, feel free to debate them:
WARRIOR--Regular territory bonus', Regular card bonus', and gains a +1 Attack die.
PRIEST--Regular territory bonus', Regular card bonus', and gains +1 Defensive die and can kill 4 times as many of any Lich army.
THIEF--Gains +1 troop bonus for each Thieve's Guild held, Regular Card Bonus', and can cause twice as many casualties to any adjacent territory to a Thieve's Guild held.
MAGE--Turn Bonus' are diminished by -1, Cards can be played as spells every turn if the player desires. This is my Spell schematic:
RED cards are Fireball spells. The Mage gains +1 Attk die per Red Card played. A card that matches that particular territory may add 1 more Attk die.
GREEN cards are Charm spells. The Mage can charm 1 troop from an adjacent army per Green Card played. In effect, the Mage increases his army by +1 per Green Card played. A card that matches that particular territory may add 1 more troop to be charmed into the Mage's army.
BLUE cards are Banishment spells. The Mage can banish 1 troop to another position on the board per card played. A card that matches that particular territory may banish 1 more troop to another position on the game board.
MIXED SET of cards are a summoning spell and can be played for the regular CC bonus (-1 for being a Mage, however).
DWARF--Gains a +1 troop bonus for each territory held in the Mountainous Regions, Gains the Regular CC bounus for cards, and can attack thru mountain barriers, as well as kill twice as many orcish armies.
ELF--Gains a +1 troop bonus for each wooded territory held, May opt for the regular CC card bonus' or may turn in GREEN CHARM spell cards as a Mage would, and the Elf also can attack through Forest Barriers and can not become Paralyzed by any Lich.
HALFLING--Gains a + 1 troop bonus for each Burrow held, gains the regular CC card bonus', and can randomnly pick pocket a card from the deck of an adjacent army he has defeated from a Burrow.
ORC--Gains a +1 Attk die per Orcish Outpost held, Gains the Regular CC card bonus', and may make attacks through Mountain or Forest barriers.
LICH--Gains a +2 troop bonus per Catacomb held, Does not gain the Regular CC bonus for cards; but, instead, can summon Undead troops by turning in only matching colour cards. The Lich may summon 1 troop per matching color card turned in times the number of territories that are directly chained back to a catacomb held. The Lich also has the ability to Paralyze any army that is adjacent to a catacomb held. A successful attack will cause the opposing army to become Neutral for 1 turn per catacomb held.
This is only a rough idea of the mechanics. The number of Catacombs, Burrows, Thieve's Guilds, and such are yet to be determined.
Do you think such a game schematic can be programmed?
DaGip wrote:LICH--Gains a +2 troop bonus per Catacomb held, Does not gain the Regular CC bonus for cards; but, instead, can summon Undead troops by turning in only matching colour cards. The Lich may summon 1 troop per matching color card turned in times the number of territories that are directly chained back to a catacomb held. The Lich also has the ability to Paralyze any army that is adjacent to a catacomb held. A successful attack will cause the opposing army to become Neutral for 1 turn per catacomb held.
Do you think such a game schematic can be programmed?
Well, you have to let them do something with mixed sets, or bump up the number of cards you can have at a time (without being forced to turn in) to 7.
Of course it could be programmed. The question is, will it?
Visaoni wrote:DaGip wrote:LICH--Gains a +2 troop bonus per Catacomb held, Does not gain the Regular CC bonus for cards; but, instead, can summon Undead troops by turning in only matching colour cards. The Lich may summon 1 troop per matching color card turned in times the number of territories that are directly chained back to a catacomb held. The Lich also has the ability to Paralyze any army that is adjacent to a catacomb held. A successful attack will cause the opposing army to become Neutral for 1 turn per catacomb held.
Do you think such a game schematic can be programmed?
Well, you have to let them do something with mixed sets, or bump up the number of cards you can have at a time (without being forced to turn in) to 7.
Of course it could be programmed. The question is, will it?
Perhaps a mixed set for the Lich can turn an adjacent army to the Lich into an undead army controlled by the Lich? What do you think?
-
General_Flagg
- Posts: 7
- Joined: Mon Oct 08, 2007 4:49 am
- xtratabasco
- Posts: 1797
- Joined: Fri Jan 19, 2007 7:24 pm
Re: D&D and CC
DaGip wrote:Do you think it would be possible to combine a CC game with some of the facets of D&D. Like instead of just colors, the players could choose a class b4 play? Then you could have bonuses included for Mage, Warrior, Thief, Priest, Dwarf, Elf, and Halfling. And card turn ins may act differently depending on class or race?
love the idea
Chirondom wrote:This is dumb. CC is RISK. We are not Dungeons adn Dragons. If you want to force the rest of us to accept "classes" and "races" and "spells", you've got another thing coming. RISK is RISK. We don't need varients like that, and we sure don't need them universally.
Nowhere did anybody say this should be the entirety of CC. It would be an option therefor if you do not like you, you do not have to play it.
Visaoni wrote:Chirondom wrote:This is dumb. CC is RISK. We are not Dungeons adn Dragons. If you want to force the rest of us to accept "classes" and "races" and "spells", you've got another thing coming. RISK is RISK. We don't need varients like that, and we sure don't need them universally.
Nowhere did anybody say this should be the entirety of CC. It would be an option therefor if you do not like you, you do not have to play it.
Technically, CC is not Risk...it is Risk-style play. To call CC Risk would be infringement on copyright laws. And, yes, it would be an optional game to play in CC, and you wouldn't have to be forced to play it if you don't want to.
Another thing CC could do, is to offer it ONLY to premium members, like they do with speed games. That way freemiums like yourself won't have to worry about it!
Possibly in stead of +1 die (by that you mean roll another dice?) you could do it like in LotR Risk and add one numebr to the highest die. so if you rolled a 2,3,5, against a 3,5 instead of losing 2 armies the bonus would make the 5 a 6 for that roll. same for defense.
also maybe one race could make people they're attacking lose the D wins ties and then they're D loses ties also. just throwing ideas out there.
I have no Idea if this could be programmed or not.
also maybe one race could make people they're attacking lose the D wins ties and then they're D loses ties also. just throwing ideas out there.
I have no Idea if this could be programmed or not.
Dear lord you took me up on the offer
My advice, post it in the suggestions forum and we'll look at it more closely (but I warn you, it's going to be pretty low on the list unless you can find someone who can code a separate entity that would allow it to happen because it's a MAJOR undertaking.)
Well done. I'm definitely impressed.
My advice, post it in the suggestions forum and we'll look at it more closely (but I warn you, it's going to be pretty low on the list unless you can find someone who can code a separate entity that would allow it to happen because it's a MAJOR undertaking.)
Well done. I'm definitely impressed.
- muy_thaiguy
- Posts: 12746
- Joined: Fri May 18, 2007 11:20 am
- Gender: Male
- Location: Back in Black
- Contact:
tankster3 wrote:Possibly in stead of +1 die (by that you mean roll another dice?) you could do it like in LotR Risk and add one numebr to the highest die. so if you rolled a 2,3,5, against a 3,5 instead of losing 2 armies the bonus would make the 5 a 6 for that roll. same for defense.
also maybe one race could make people they're attacking lose the D wins ties and then they're D loses ties also. just throwing ideas out there.
I have no Idea if this could be programmed or not.
That would be an interesting addition. I was thinking just adding the extra attack and defense dice. The Mage would be able to roll 1, 2, or 3 attack dice with armies and add 1 attack die per RED card played. So, by chance, if the Mage had 4 armies and 5 RED cards, he could turn in all five cards for a SUPER FIREBALL spell, and upon that attack he would roll 3 + 5= 8 attack die. This would be dubled if the Mage is attacking from a territory that is indicated by the cards. That would leave a possible 16 attack dice for one play! If that seems like too much, I guess the dropping the lowest dice would be alright as well. The system needs some thought yet, that's for sure.

