by Vascariz
Firstly, I'm super excited! Especially with the set collection aspect which I think brings in a strategic element above and beyond the original.
I had two main queries (which are also scattered around under threads so feel free to just reply here):
1) There are references to more marbles with different physical characteristics. Will there be marbles with different effects? E.g. getting hit with a snake (poison effect) vs getting hit with a fireball - making this up - (set alight), or even positive effects?
2) Will there be ways to modify the marbles or geography to suit you, or to the detriment of others. Kind of like how you can modify dice in a dice throwing game.
3) Any more details on the dexterity component? I'm quite excited by this, as long as it adds a real gameplay component. I had a thought of a mechanism where you got the "leap" skill. It's a skill you need to earn and so only those wanting to use dexterity would go for that. Otherwise you can ignore it.
And you can attempt to leap out of the way of the marble only if you had that skill. Something like your hands have to be on the floor off the board. Then once the marble leaves Vul-Kar you can reach in and attempt to move your character out of the way of the marble.
3 outcomes.
If you fail, you get hit.
If it grazes you, but the marble continues on it may continue to hit another player. As you are grazed, you gain some small penalty.
If you succeed, it goes past you and can hit another player.
It's balanced in that the higher up you are (more advanced) the harder it is to leap out of the way.
A dexterity component that also has a potential take-that aspect if another player was trying to use you as cover.
But excited to see what you guys have come up with!