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Edit: Fixed
What happens to spells dealing line damage, or bigger area damage, etc? Do they do that?
Grenade Launcher: Sounds like a mortar dude, jeez. That's a lot of range.
Pin Trap: Nice, though I don't see it being too effective due to a non-instant damage, especially versus standard power abilities. What else could Pin Trap do to a moving target?
Grenade Vest: Hits the adjacent 8 spaces, and then you Death Roll. I doubt it will be too bad to increase the area to 5, though that is a matter of opinion.
Being able to cast 1 Legendary per combat, even when some of them dud, will probably make Well Crafted more of a 500 cost than a 400 cost. But if the effect is all concentrated onto one area, I just wouldn't buy the card either way.
Pin trap is a very niche spell meant for tactical players and if the GM wants they could add a knock back effect
Because the well crafted is placed at a smaller area I left it as a little cheaper. @knguy
The phrase "Random [Element] Spell" should be capitalized wherever it appears.
"Target" should be capitalized on your cards.
The area gem should be a single number (2 instead of 2x2 or 3 instead of 3x3).
Most of your grenades should be reworded as "Throw a grenade at Targets in an Area, [describe effect]"
Pin Trap should say "anywhere on the Battlefield" (with battlefield specifically capitalized).
Your Flashbang Grenade needs a range.
The Area gem generally comes AFTER the Range gem.
Most of your abilities should probably have the Item gem, as Grenades would be items.
Your Grenade Launcher should probably have a damage value. If you don't want it being used for damage then I reccomend 1.
I'm aware that all of the above is very nit-picky, but I think bringing cards in line with the official cards wording and gem order makes classes look a lot more professional, which is always good.
Now, onto the main brunt of my critique, because I have some thoughts that I hope you enjoy.
Let's start with your grenades. I think the archetype of random spellcaster is all ready pretty well represented in URealms between the random spell draw we have available at CC and the many random spell casting abilities and item effects. I would reccomend retooling your elemental grenades, which are a very fun thematic idea, to move away from random spell casting. My personal reccomendation: All elemental grenades deal 10 damage in an area, and inflict the status associated with that element to all targets on Average Rolls and higher. You may want to consider an area of 3 with this change.
That leaves Flashbang obsolete, as the Light grenade would already be blinding people. You could either replace the card, or make it inflict Stun. If you do make it inflict Stun I reccomend buffing it to an area of 3 and making it Limited, because Stun is a pretty powerful status.
As for your grenade launcher, 99 range on all your abilities is overkill. I reccomend you make it a 20 range weapon, and make it's passive effect "Item Abilities now have the maximum range of this weapon if their range is not already higher." The wording could probably be made more elegant, but I do think that with this change it's important that you say "the range of this weapon" instead of the number so that Gnomish Scopeye doubled the range of your grenades, because that sounds very fun.
As for well crafted, I think you should drop the legendary spell component entirely. Many spells cast like that would be super complicated to figure out, and one every turn is really OP. You'll also notice that no legendary spell scroll granting passive requires you to cast it immediately, and I believe that's very deliberate so you don't Final Gift yourself or Rebirth yourself by accident. I reccomend that you instead make Well Crafted function like so: "Cast a Non-Limited Item Ability as a No-Roll Bonus Action. The Ability you use with this Bonus Action has an Area of 7." This makes the card seem more thematically accurate (whatever grenade you throw has clearly been well crafted) , has some fun synergy with potential treasures or random item draws (since it doesn't specify Grenade) and is less likely to accidentally Final Gift your character.
As for Pin Trap, I reccomend you rename it to Claymore because that sounds more explosive. You didn't expect a paragraph for every card, did you?
A buff for Shrapnel Grenade wouldn't be amiss since it's the classes main form of Damage even if you change the other grenades, but a damage buff just makes it a better Fireball. I reccomend adding "High Rolls increase the Area of this Ability to 4(or 5 maybe?)"
As for Grenade Vest, it's a fun idea but I think that as an ability a lot of people would never take it. I reccomend making it a passive that triggers when you fail a death roll, forcing adjacent Targets to Death Roll (perhaps twice) and dealing 99 Damage. And make it 10 Gold, so people will definitely pick it up if they have a free slot, because who wouldn't be a corpse grenade for that price!
If you've read this whole thing then congratulations, you've won! I don't know what you've won but you definitely did win it. These changes, while extensive, preserve the explosive theme of the class, but shift the archetype from the already existing random spellcaster to a type of crowd control support that URealms hasn't seen yet, while still dealing considerable damage.
P.S for well crafted spells that would need you to directly cast them would be duds, as the card states. (It's also once a combat not once a round)
In all honesty though, I'd have reccomended changing the card even if it was a once per game action. The mechanics of translating a multitude of incredibly diverse spells to a 2x2 and figuring out what would and wouldn't dud alone predispose me to making it into a mechanically simpler and perhaps more thematically appropriate ability even before considering how powerful the ability truly is.
Just some thoughts really, but anyway it is a good looking class just needs some tuning and polishing!
Edit: Adding Tag: @Sweatingdwarf123