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PinnacleOfJimbo

Neutral Cards tied to Role Element?

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I said something to this effect on another thread but it was a little off topic.

I think it would be cool if cards were introduced that were Role specific, but instead of being Keeper/Seeker specific, they would be Element specific. These cards would have to be Neutral I think, and I think it would be important for them to be powerful enough to be a consideration when choosing roles, but I think they could really impact the meta and keep it fresh.

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I dread the idea that we're going to keep Keeper/Seeker forever. When they first announced the system I was very hopeful that roles would shift as the game grew an expanded. Surely there are better ideas than our current Keeper/Seeker split.

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I'd like to see some new roles added as the game is developed. There's a lot of interesting design space to explore here. They'd have to cycle previous roles out, though, I think, as the scarcity of roles (10 between 7 clans) is a large factor in the competition, but it's a good idea. Stuff like increasing starting resources (cards in hand, starting honor or fate), increasing the maximum cards from 3 to 4 for some cards, etc. Seeing roles develop as clan mentality shifts would be cool, but to be fair I don't really understand how the clans view their roles right  now in fiction, either. Were seekers and keepers significant to the original L5R setting?

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54 minutes ago, AradonTemplar said:

They'd have to cycle previous roles out, though, I think, as the scarcity of roles (10 between 7 clans) is a large factor in the competition, but it's a good idea.

Alternatively, they could instead add Roles if/when they add new factions. Like, Keeper/Seeker of Shadowlands,, or K/S of Thunder, or K/S of Humanity.

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The seeker/keeper concept is a new one, o5r didn't have it. I remember that certain clans got to start with the Imperial Favor based on fiction and Kotei results, so there were similar ideas back then. I like the roles, but there's certainly room for new ones. That seems a bit in the future though.

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12 hours ago, AradonTemplar said:

I'd like to see some new roles added as the game is developed. There's a lot of interesting design space to explore here. They'd have to cycle previous roles out, though, I think, as the scarcity of roles (10 between 7 clans) is a large factor in the competition, but it's a good idea. Stuff like increasing starting resources (cards in hand, starting honor or fate), increasing the maximum cards from 3 to 4 for some cards, etc. Seeing roles develop as clan mentality shifts would be cool, but to be fair I don't really understand how the clans view their roles right  now in fiction, either. Were seekers and keepers significant to the original L5R setting?

I think this is certainly possible. Not only would it give additional deckbuilding resources but, since the choice of roles has been stated to have storyline impact, it would give players who are invested on the lore the opportunity to take different choices without ffg losing control over the story (which is something they seem to be trying to avoid).

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Just noticed this hidden on the Roles page: https://www.fantasyflightgames.com/en/op/l5r-lcg/roles/

' Every member of a clan around the world is united in their quest to triumph using their designated role. Each type offers a benefit when building decks and while playing. Importantly, some cards are only available to certain roles, with text such as "Seeker role only," or "Fire role only." '

So it looks like there will be elemental-role based cards.

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15 minutes ago, suburbaknght said:

Just noticed this hidden on the Roles page: https://www.fantasyflightgames.com/en/op/l5r-lcg/roles/

' Every member of a clan around the world is united in their quest to triumph using their designated role. Each type offers a benefit when building decks and while playing. Importantly, some cards are only available to certain roles, with text such as "Seeker role only," or "Fire role only." '

So it looks like there will be elemental-role based cards.

This is a safe way to maintain the flow of releasing new cards without unbalancing the game too much, I think this is the main reason the roles were invented. I just would like if the choice of roles were inverted, this will help a lot the balance of clans, and the winners could have another kind of prize.

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Just now, L5RBr said:

This is a safe way to maintain the flow of releasing new cards without unbalancing the game too much, I think this is the main reason the roles were invented. I just would like if the choice of roles were inverted, this would help a lot the balance of clans, and the winners could have another kind of prize.

 

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1 hour ago, GmanSix said:

My biggest complaint with roles is that they don't change for an entire year.

A Clan's specific Role Card only matters for organized play.  You can play with any or none at all in casual play.  There may even be local events that allow you to use any role card (if you push for it and it's known beforehand).

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8 minutes ago, Duciris said:

I think there will also be cards that tie to "...a ring matching your role card..." keying off the elemental type.

I hope that these are only neutral cards.  Clan specific Ring Specific cards seems an awkward design space.  Considering for balance reasons you'd need to make 5.  Or otherwise make some weird combination of rings, or something.  But I could see something like a neutral Fire only Fire Province. 

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18 minutes ago, Mirith said:

I hope that these are only neutral cards.  Clan specific Ring Specific cards seems an awkward design space.  Considering for balance reasons you'd need to make 5.  Or otherwise make some weird combination of rings, or something.  But I could see something like a neutral Fire only Fire Province. 

I assume you mean Fire Role.  And I agree that could get very messy.  As is, assuming even alternation, we can use a given (what should we call it, Role Function?) K/S every other year.  A given element we'd only be able to use every half-decade.

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1 hour ago, Duciris said:

I think there will also be cards that tie to "...a ring matching your role card..." keying off the elemental type.

That would be neat. So, you could have a weapon that reads "attached personality gains +3 military during a battle with a ring matching the element of your role." Which wouldn't change the deck building as much when you change roles, you can run it no matter what, but does it help you win air battles, or earth, or whatever changes.

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14 hours ago, Duciris said:

A Clan's specific Role Card only matters for organized play.  You can play with any or none at all in casual play.  There may even be local events that allow you to use any role card (if you push for it and it's known beforehand).

Yes, I understand that.  However, I tend to plan for organized play and like to be used to my deck beforehand.

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