Hello,
So besides my card game, I have been working on a comic book inspired legacy game that I'm very passionate about and want to make the best game I possibly can make it. Currently I am looking at the power system of the game i.e. how to implement superpowers into the game.
I know that I want the powers to be card based. From there though I am thinking of taking three directions with the game. One direction I've thought of is using different classes of superheroes and giving them a limit to one kind of abilities and powers they can upgrade or learn. So for just an example, a powerless anti-hero character would be able to learn how to upgrade weapons and martial arts abilities, but wouldn't be able to for example learn how to fly or gain ice breath.
Another direction I thought of is just to have more generic miniatures and just letting the players learn any abilities they want. This has the advantage of allowing full customization, but the downside I think is it could take away from the immersion and experience that I want to invoke and will likely lead to players just selecting the best abilities in the game in a combination that doesn't make much sense.
A third option I thought of is a combination of the two. Players would have a pre-built abilities/powers/actions deck, but then could purchase other powers, but it'd be a leveled system so you'd need to already have for example a Level 1 Telekinesis power before you could upgrade it to Level 2.
I'll like play around with all three of these, but just wanted some input and to hear some of your thoughts on the subject.
Thanks.
Thank you for the response and your thoughts on the topic. As far as gut feeling goes, I definitely feel #3 will be up being the right option of the game. It doesn't box players into what kind of powers and abilities they can have, but at the same time it gives an initial focus at least which helps with so much including allowing players to start off with a technological superhero who somehow finds a way to control objects with his mind and allows players to come up with their own reason of how that works like maybe the character as nanobots that fly around and move the object for them. It gives both a structure as well as an ability to be more creative than #1 would allow.