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Gaining different colours of experience - component question

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PaulG
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Joined: 07/21/2012

Hi all,

Okay, I recently made some moderately huge sized changes to one of my games, and I'm having trouble visualizing how the components will work.

Whenever you gain a card, you also gain an experience. Some cards have elements, and buying one of those helps you level up into that element.

My issue here is simply a component one. There are 6 different elements in the game, and some typeless cards... So how should I go about making the experience work? Having a tracker on a sheet doesn't help figure out what elements you've bought. I'm considering something a lot like Thunderstone, except with 7 different colours of XP. This sounds like it could get out of hand with expansions, though, and it's a lot of different small components to pay attention to.

Anyone have any suggestions?

Thanks!

laperen
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Joined: 04/30/2013
what does gaining experience,

what does gaining experience, or leveling up, in an element do?

im guessing it represents profeciency and you get to use stronger skills in that element, but how does the player use their skills? if the skill is shown by card then you will just have to change how players attain their skills

another unknown is outside of exp, does your game have other resources the player needs to manage? like is there mana? cause if you have mana, leveling up may mean increasing your maximum mana. they will still have to charge up that mana bar before using their skills, but with a bigger reserve, they can use bigger skills

and for a neutral "element", sounds to me it should be able to use any element to supplement its use than have its own "element" to manage

sorry if my questioning sounds probing, but its to provide a suggestion that is relevant to your needs

PaulG
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Joined: 07/21/2012
Hm, it's a bit complex to

Hm, it's a bit complex to answer, else I wouldn't mind.

I think my solution is that you can gain experience, or element tokens. So if you were to gain 1 Fire experience, gain 1 XP token and 1 Fire token. Most experience isn't elemental. Hm. Seems odd, though.

PenteVPM
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Joined: 09/07/2012
Wooden cubes

I have one game, where I use wooden cubes in different colours to represent "experience" of different sorts. Gaining these cubes adds nice feel to the game. The cubes are used to buy different kind of advancements for Player characters, which keeps their quantity in check. Thereby this method would probably get cluttered, if you need simply to keep track of cumulative experience.

RGaffney
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Joined: 09/26/2011
how about a counter. 1-20 on

how about a counter. 1-20 on a sheet of paper, use the colors to slide along the paper to indicate the amount of that color.

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