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Season 4 Changes I am thinking about
Now one of the things I know that is going to happen is some of you are going to enjoy the current version of the game so much that you will not like the changes I make for future seasons.
Tough Luck!
As I have said in the past, this is a game we primarily make for the show and one that we are still working on and I have ZERO INTENTION of supporting old versions as to me there is only one version and thats the one we are building. The amount of work it would be to manage multiple versions of this game for a handful of people is not worth the time I would have to invest and would only slow down progress of the show and the game to facilitate that. It's not happening. I know a lot of you are invested in making your own cards and such so here are some of the changes that are already in the works for next years update.
1. Rolling to dodge/block is being completely removed
First off. This is not obvious you can even do this. It's a small little rule that tells you that anything with the shield card lets you block/dodge. This is such a worthless roll at the table that just stalls out the game. Players already have so many Anytimes and Limited actions to counter incoming attacks and spells that I find in most games people either forget about this or get annoyed they have to keep doing it. I'm scrapping this completely.
2. Anytime Actions and Limited are going to be merged.
I am still working out the details, but right now I am not happy with both the terminology and how complicated explaining some base concepts are. Limited Actions are just too powerful on classes like bard or when you have special treasures or passives that let you use your allies Limited Actions as well. The idea for the future is that Players will start with no Anytime actions and get them from both Armor and Shields mostly. They will be called Interupt Actions and use the rainbow gem and we will have a basic game master rule of "never allowed to do the same interrupt twice per fight.". So you still can't pyroblast twice, but you also can't "roll out of the way twice". You would have to do something else like slide out the way, back flip out the way, try to jump over the attack. Something that forces the Player to add a little bit more flavor naturally to their Anytime Actions. We can then make this a staple of URealms of most Gamemasters going "Do you want to Interrupt?" I'm still working out how exactly we want to make all these changes, but I know that this needs to be reigned in for just general balance and also so the game is just "easier" to understand.
3. The Shop decks need more garbage.
This is something I didn't have time for in S3. We want to add "accessories" of previous seasons back, but as just mostly useless garbage items that can go into most of the shop decks. Trinkets, small little roleplay things, mostly useless items. The shop right now has the problem of it takes new players FAR to long to look through all their options and one of the easiest way to fix that is by making it so a lot of the cards you can sorta outright ignore unless you are looking for something cheap and silly to spend your last pieces of gold on.
4. Gold is fine, but there are too many ways to get too much gold.
I think the base gold of each class is fine for the most part and won't change that much, but some of the attributes and cornerstones are too generous and I plan on gutting them. Even 100 gold is a lot of extra gold in the grand scheme of things and some of these cards just give far too much gold.
5. Things that can or do more then 99 Damage need to be reined in, even if it makes the card more boring.
Cards that deal more then 99 Damage through abilities need to be pulled back in because I want there to be a big push to the idea that getting 100+ Stamina in URealms is valuable. Generally when I build encounters as a GM I never have attacks that do more then 99 Damage to reward my players for building such a tanky character. Generally it's hard to have a lot of damage and a lot of stamina without a good amount of luck. I go back and forth on this. I think it's fun to stack stamina and do a big seismicslam, but I think it might be better if the card looked more like this custom card
Anyway this is over half a year away still. Just thought I'd share the direction I am currently going with cards and such.
Tough Luck!
As I have said in the past, this is a game we primarily make for the show and one that we are still working on and I have ZERO INTENTION of supporting old versions as to me there is only one version and thats the one we are building. The amount of work it would be to manage multiple versions of this game for a handful of people is not worth the time I would have to invest and would only slow down progress of the show and the game to facilitate that. It's not happening. I know a lot of you are invested in making your own cards and such so here are some of the changes that are already in the works for next years update.
1. Rolling to dodge/block is being completely removed
First off. This is not obvious you can even do this. It's a small little rule that tells you that anything with the shield card lets you block/dodge. This is such a worthless roll at the table that just stalls out the game. Players already have so many Anytimes and Limited actions to counter incoming attacks and spells that I find in most games people either forget about this or get annoyed they have to keep doing it. I'm scrapping this completely.
2. Anytime Actions and Limited are going to be merged.
I am still working out the details, but right now I am not happy with both the terminology and how complicated explaining some base concepts are. Limited Actions are just too powerful on classes like bard or when you have special treasures or passives that let you use your allies Limited Actions as well. The idea for the future is that Players will start with no Anytime actions and get them from both Armor and Shields mostly. They will be called Interupt Actions and use the rainbow gem and we will have a basic game master rule of "never allowed to do the same interrupt twice per fight.". So you still can't pyroblast twice, but you also can't "roll out of the way twice". You would have to do something else like slide out the way, back flip out the way, try to jump over the attack. Something that forces the Player to add a little bit more flavor naturally to their Anytime Actions. We can then make this a staple of URealms of most Gamemasters going "Do you want to Interrupt?" I'm still working out how exactly we want to make all these changes, but I know that this needs to be reigned in for just general balance and also so the game is just "easier" to understand.
3. The Shop decks need more garbage.
This is something I didn't have time for in S3. We want to add "accessories" of previous seasons back, but as just mostly useless garbage items that can go into most of the shop decks. Trinkets, small little roleplay things, mostly useless items. The shop right now has the problem of it takes new players FAR to long to look through all their options and one of the easiest way to fix that is by making it so a lot of the cards you can sorta outright ignore unless you are looking for something cheap and silly to spend your last pieces of gold on.
4. Gold is fine, but there are too many ways to get too much gold.
I think the base gold of each class is fine for the most part and won't change that much, but some of the attributes and cornerstones are too generous and I plan on gutting them. Even 100 gold is a lot of extra gold in the grand scheme of things and some of these cards just give far too much gold.
5. Things that can or do more then 99 Damage need to be reined in, even if it makes the card more boring.
Cards that deal more then 99 Damage through abilities need to be pulled back in because I want there to be a big push to the idea that getting 100+ Stamina in URealms is valuable. Generally when I build encounters as a GM I never have attacks that do more then 99 Damage to reward my players for building such a tanky character. Generally it's hard to have a lot of damage and a lot of stamina without a good amount of luck. I go back and forth on this. I think it's fun to stack stamina and do a big seismicslam, but I think it might be better if the card looked more like this custom card
Anyway this is over half a year away still. Just thought I'd share the direction I am currently going with cards and such.
Comments
I like the game right now, but I liked the game how it was in S2, so I know I can change my mind.
In many forum RPs, players usually forget about their companions and ditches them. I usually have to make the companions show up in order for them to remember, if that is, I can remember it.
I trust the changes, and hope the show keeps evolving for the better.
I really like these changes, however i think some of the Higher-than-99-damage Abilities need to either be reworked or keep their damage to feel unique or worth it. There is no reason to take a Melee Ability like Sesmic Slam or SlamShock which can only maybe do 99 Damage or less over a Ranged 99-Damage Pyroblast or ArcaneBeam.
Also there are very few abilities which can deal more than 99 Damage in a hit and all of them are Melee, meaning Melee Attacks might seem more treatning to tanks. Especially since Seismic Slam is such a classic Damage ability.
One of the most memorable moments from Murder Bros was when Johnny Feo spendt most of his Limited Abilties and Anytimes Abilties to prevent Dave from Seismic Slaming him because its an exception to the 99 Damage rule.
Also doing more than 100 Damage is not any more different than Insta-KO Abilties.
considering that's the whole point of Grand Finale, I'm pretty sure if it stays in the game it'll have that effect.
Do you suppose you'd have some limited cards themselves have "You gain one more Interrupt Action" when you buy them, so that you can still get like 5 limited abilities and use them all, instead of having to pick say, 2 each fight, or would you only gain that buff on other items (Armour + Shield).
I also assume that a player could block with a shield as a RP action, so that change is pretty good, as it doesn't remove creativity (Deadbones' Duke Daring shield surfing for instance) but removes boring aspects of combat.
Nice update, a lot less controversial than S3 was to me when I was used to S2, but I trust whatever changes you make will be just as good as S3 was