Ok, so maybe they are all runes, but not in the exact definition of the word. It would all depend, I think, on how they are worded on the cards. Some I think could be defined as a .. kinda... rune, but I think at some point may be moved to another deck named something I'm not quite sure yet. Maybe even a few different decks depending on whether the "rune" takes care of weapons, health, skills, or true magic charm.
I think I will sperate the ones I have into catagories to make it easier down the road if I do decide to do sperate rune decks.
Combat Runes:
- Penetrate armor
- Extra attack damage
- Faster speed
- Chance for a crit with lower die roll
- Critical damage if "XYZ" is present
- Penetrate/remove magic spell
Health Runes:
- Energy regeneration
- Health regeneration
- % health regeneration (based on dice roll?)
- % energy regeneration (based on dice roll?)
- If successful hit, recieve certain percent of hit points for temporary increase of own hit points.
Magic Charm Runes:
- Temorarily increase the weapon of choice
- Temorarily increase a skill
- Temorarily increase an ability
- Resist magic
- Immune to poison
I will have to look for some more ideas because this seems a little small for a rune deck. But it's a start. If yo can think of some more, leave me a comment.
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