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Dungeons & Dra.. Dungeon Command Dungeon Command Wish List...WOTC pay attention!
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6 months ago  ::  Dec 02, 2012 - 11:04AM #41
VyceGrim
Date Joined: Nov 22, 2010
Posts: 5
Feywild please.  Please?
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6 months ago  ::  Dec 06, 2012 - 11:39PM #42
KingOfOdonata
Date Joined: Jan 10, 2012
Posts: 121

I just got three different sets of the game (all but Cormyr) and got a good, long, first game in yesterday. I've also been reading up on it quite a bit. I am highly impressed with the game and I would love to make it my primary competitive game, with hopefully sanctioned events. And since this wishlist is general, I'm going to put all the ideas that I have and would like to see. Some of what I'll be saying has been said and I'm just voicing my support for those ideas:




  1. Sanctioned Tournament Play-because of the extremely tactical, strategic, and customizable nature of the game, I could see real tournaments being held for it. Prizes could include additional sets, promos, coupons, etc. And because of its customizable nature, the game's metagame could grow to be as big as Magic: The Gathering. The nonrandom nature of the games release will also make tournament play more accessible to players of all types. Just buy the packs you want and give it a go.


  2. More INT and WIS Creatures and Orders. I'm sure this will be in the works, but it sucks getting stuck with cool spells in hand without a caster. Maybe create a bit more dual ability creatures that have one Physical Ability and one Mental. Or even stronger Order Cards like Arcane Scroll that stick around (maybe some already exist and I haven't looked through them all).


  3. More Treasure-like options. I think the inclusion of the Treasure tokens was really neat, despite the random nature of how many could show up. But my idea could be something like this:


    NPC Tokens-Upon revealing one, they could allow you to draw 1 Order Card, 1 Creature Card, Heal Creatures, or increase your Morale or Leadership. It would be random and only one of those. Maybe they could also be placed upon Treasure token spots so they would be backwards compatible. Maybe the whole Treasure system could be revised. Instead of multiple treasure in one spot, it is always 1 Treasure but it could do different things, like the NPC token idea mentioned above.


  4. Alright, I've definitely got to jump in with some Warband ideas, as that is the meat of the game And everyone loves the people and creatures of D&D:


    Aberrations-not only is their current miniature support limited or expensive (similar to what others have said about other groups), this Warband type could tap into a part of Dungeon Command not messed with much-creature manipulation and control. I'd imagine they would often play like Blue does in MtG. Creature ideas: low level-Skum, Pseudonatural Animals, Chokers, Gricks; mid level-Cloaker, Gibbering Mouther, Neogi, Aboleth, high level-Mindflayer, Roper, Beholder, Aboleth Mage (currently running a campaign with a lot of Aberrations in it hence my long list, which could go on and would need an expansion pack to support)


    Swamp Creatures-I saw someone else post this and I highly second it. Maybe they could focus on a camoflauge or natural armor idea. Or even introduce poison attacks. Creature Ideas: low level-Lizardfolk Scouts, Bullywugs, Vipers, Vermin; mid level-hags, lizardfolk rangers and shamans, medusa; high level-black or green dragons, hydra


    Dinosaurs-not going to give a list with these, but big lizards in battle could be really cool.


    Townsfolk-as goofy to some as this may sound, I think a cool, tight band of townsfolk would be neat. The pack could focus on their resourcefulness or teamwork. Creature Ideas: low level-farmers, beggers, musicians, guards, thieves; mid level-accomplished craftsmen, nobles, traveling bards, monks, soldiers; high level-constructs, wizards, generals, guild masters, royalty. I think this sort of set could actually be done very well and even be quite interesting.


    Elementals-I love elementals and their many types. Again, their miniature support is not as common as I'd like for as often as some form of them come up in campaigns. I'm not going to list them, but there are many to choose from.




I could go on with the War-band lists and may get back on here and post some more ideas. But, this is my general wish list so far. I'm open to all criticisms or comments. I'd love to see what people think.

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6 months ago  ::  Dec 07, 2012 - 12:15AM #43
KingOfOdonata
Date Joined: Jan 10, 2012
Posts: 121
Another idea: Obstacle Markers. Certain creatures could actually place obstacles onto the field (or even rough or hazardous terrain-I could see a Fire Elemental leaving trails of fire). We could also have Destruction Markers to place over Obstacles to remove them from the printed board.
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6 months ago  ::  Dec 07, 2012 - 12:46AM #44
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Dungeon Command tournaments are already sanctionable, though I agree some prize support would be nice

I've also found Int to be well-supported at this point.  I have a pretty successful deck ATM that uses Int as the primary attack.  It is difficult to do out of just one of each set, though, unlike Dex/Str, since most of the creatures are 1-of's in their respective decks, which I agree is too bad.  There are also no int-based creatures that use melee attacks right now, which is fair since they're all traditional wizards, but it'd be cool to see a Bladesinger or something; Dimension Door would be much cooler if heavy hitters could use it easily.

But yeah, this is one of the best designed recent releases, I hope it keeps getting support. 
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6 months ago  ::  Dec 07, 2012 - 8:53PM #45
Reynak
Date Joined: Apr 19, 2006
Posts: 1
i recently used dimension door with my dragon knight by utilizing the arcane scroll card. It was highly amusing. Laughing Of course my opponent didn't think so.
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6 months ago  ::  Dec 11, 2012 - 8:04PM #46
KingOfOdonata
Date Joined: Jan 10, 2012
Posts: 121
Another new idea I'd like to see more of.

To help mitigate some of the hand lock-up you can have from draw a hand full of one ability while your creatures are another, they need to make more cards like Arcane Scroll. But, I'd like the cards to be permanent to allow a bit more use. Maybe that would be too much. But, I imagine at least Arcance Scroll like cards for all the other ability scores.

I do think the treasure thing with random amount can be problematic and may need to be errated. Unless you're playing a scenario, the amounts should be equal for all players. Or, alter what treasure can give, as I mentioned in previous posts. I could see opening up Treasure some to allow card drawing or Leadership increase. If players are dealt the low Treasure Chests in the zone close to them, they have a lot less options to pick up. I know it takes time to pick them up, but early game is a build up phase anyway so you have time. Maybe they could even make Treasure Cards that can be picked up, who knows. Some generic that all could fine (like different weapons).
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6 months ago  ::  Dec 12, 2012 - 7:27AM #47
DarkAngel1979
Date Joined: Oct 23, 2002
Posts: 609

Dec 11, 2012 -- 8:04PM, KingOfOdonata wrote:

To help mitigate some of the hand lock-up you can have from draw a hand full of one ability while your creatures are another, they need to make more cards like Arcane Scroll. But, I'd like the cards to be permanent to allow a bit more use. Maybe that would be too much. But, I imagine at least Arcance Scroll like cards for all the other ability scores.




I see it like I see multicolor decks in Magic: The Gathering: it's a deck building issue, not an issue with the game system. Making it too easy to combo cards across abilities dilutes the personality of the different abilities and makes 'mono-color' decks less attractive. If you want diversity in your abilities you should be paying a cost in consistancy. I like the Cormyr commander that lets you ditch an Order card to draw a new one, and using abilities in exchange for an extra card like Arcane Scroll is fine, but giving that ability permanently is a bad idea IMO because it makes it too easy to just jam every ability into one deck.  

I do think the treasure thing with random amount can be problematic and may need to be errated.




I don't. There are two ways to define the map: start tiles on opposing corners or start tiles face to face (they can be either on the far end or on the side too, but that is less of a consideration). When the start tiles are on opposing corners, each player has their start tile, one tile that is one tile away from their start and three tiles from their opponent's, and every other tile is the same distance from both players. In which case the maximum divergence in treasures in your area of influence is 2 (you have a 1 tile, he has a 3). When the tiles are across each other, you can have up to 4 differential but your starts are so close that if you go aggro they probably can't even spend the time to actually pick up the treasures.

If treasures were predictable the game would unfold very predictably. Each combo of tiles would have optimal configurations and would have battles always occuring in the same spot of the map. Instead you get more chaotic situations under the current system, because sometimes you have to mount an offensive prematurely or, vice versa, you have to sit tight even though your warband is better for the aggro game.    

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6 months ago  ::  Dec 12, 2012 - 8:14AM #48
KingOfOdonata
Date Joined: Jan 10, 2012
Posts: 121

Dec 12, 2012 -- 7:27AM, DarkAngel1979 wrote:



I see it like I see multicolor decks in Magic: The Gathering: it's a deck building issue, not an issue with the game system. Making it too easy to combo cards across abilities dilutes the personality of the different abilities and makes 'mono-color' decks less attractive. If you want diversity in your abilities you should be paying a cost in consistancy. I like the Cormyr commander that lets you ditch an Order card to draw a new one, and using abilities in exchange for an extra card like Arcane Scroll is fine, but giving that ability permanently is a bad idea IMO because it makes it too easy to just jam every ability into one deck.  




I'd agree it is a similar situation to Magic and generally it comes down to deck building. The issue with Magic is they have made it too easy in recent years to play multicolor, or have even over stepped the boundaries of the color pie. But with Dungeon Command, since I've seen just with out-of-the-box games, players get stuck with so many cards they can't use at the beginning of the game or later. True, you can build your Band to only use one or two scores, though it's not as interesting as having a little variety, like an actual Adventuring party. I'm not saying they should make a lot of cards that add on ability scores, but its a largley untapped design space and is necessary to work at to allow some interesting combinations or to maybe help those bad hands (the reason they created Arcane Scroll). I don't see it as breaking the game, especially if they only go down the Arcane Scroll style route. You'd actually need three cards in hand/play to make these type of cards work anyway, as compared to the normal two (Creature with matching Ability Order), so it is still not as efficient. But, it would allow for some interesting variety that may otherwise go unusued due to the ability restricition-just don't make it too easy to add on the abilities.

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6 months ago  ::  Dec 12, 2012 - 11:41AM #49
Style75
Date Joined: Oct 25, 2009
Posts: 1,957
New treasure options. Maybe instead of just a 1,2, or 3 there could be a bonus tile that lets you draw a card from your deck, increase your creature hand size, or some other bonus. This would make the treasures much more exciting than just one bump on your morale.
Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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6 months ago  ::  Dec 12, 2012 - 11:42AM #50
Style75
Date Joined: Oct 25, 2009
Posts: 1,957
With regards to new sets, I'd like to see a Fey set or a dragonborn set. A force of classic D&D heroes would also be fun. We need more good archetypes to go up against all these bad guys.
Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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