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ITT: A cap for actions~


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This is the concept, ITT:

At the start of a player's turn, the turn player gets a specific amount of actions (at the moment I'm thinking between 12 and 20). Then every turn, rather than piling them up, they just reset to the fixed number at the beginning of your turn.

 

What are they used for? 2 things actually. Activating Spell and Trap Cards, and Special Summoning.

 

For activating a Spell or Trap Card, spend 3 or 4 actions (tentative number).

 

For Special Summoning a monsters from anywhere except the Extra Deck, you lose actions equal to the total Level of monsters Summoned.

 

- - - - -

 

This obviously doesn't affect Xyzs or Links due to their lack of Levels and differing pacing from one another, so I thought, might as well also let Fusions, Synchros, and Extra Deck Pendulums, all off the hook.

You do need to pay for the materials or the S/T effects Summoning them though.

 

The idea is that you can still perform fast-paced turns, but you have to factor in not being able to do everything, and being conservative while trying to prioritize plays spreading from the start of your turn to the opponent's End Phase.

 

What are your thoughts, comments, suggestions, etc.?
I think it would be an interesting experiment to try out.
 

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This makes me think of the Press Turn system in SMT Nocturne, where depending on how well you play you can reduce the number of actions the opposing side can take. I don't play YGO anymore so I can't say how well this concept would turn out but maybe we could implement that? Like for every card destroyed by you, the opponent loses one action next turn. For every summon or effect negated, the opponent loses one action or you gain one action, etc etc.

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Press Turn is legitimately a bad idea for a player vs player game since the whole system rewards whoever on top disproportionately. Not to mention I believe it's very biased depending on who start first.


For OP's suggestion, putting aside whether the idea is applicable to the current game or not, what if you gain one extra action point per turn? Say the first turn, you have 10 AP to spend. The next will give you 11, and so on. It'd allow the game to develop gradually, I'd say.

 

Also, I believe Traps should cost less than spells. Half, even.

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What about just having a limit on the amount of summons you can do from the Extra Deck? I at first thought that's what the Link Format was going to do: you only getting one Extra Deck summon per turn. It would definitely slow the game down considerably while keeping decks that rely on Main Deck monster summonings (like Darklords or Blue-Eyes) intact. 

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  • 5 weeks later...

If I were to incorporate AP into YGO, this is how I'd do it:

 

For the monsters:

AP= number of materials used for the summon+1. If you summon exciton knight, that's 3 AP, while skulldeat is 5. If you summon (Normal, Tribute, flip, or special) a main deck monster, that's 1, because there's no materials used.

 

For the spell cards:

One option is to have AP based on the power of the spell card, similar to how speed spells were made, some requiring you to have a certain amount of AP to use, while others drain your AP.

 

However, this would require too much work, so unlimited spells cost 2, semi-limited cost 3, limited cost 6. Things like floating effects or banish effects are free.

 

For trap cards:

The first option is identical to the first option for spells.

 

The better option is to have them be free. Traps have been hurt too much already. Traps are cost-less.

 

A good number of action points per turn would be 20, maybe 30

 

One other way it could be done, is the number of action points you use in a turn cannot exceed the current size of the deck. Basically, if the number of points you have used so far exceeds the current size of your deck, you cannot do anything. This would mean that after a desires, you have a maximum of 23 AP turn 1. Now, that would make a nice paradox between deck thinning, which gives you more plays to make, and not deck thinning, so that you can make more plays, because you have more AP.

 

Given all of the above, I wouldn't want any of it to be incorporated into YGO. It's possibly the only card game in existence that doesn't use mana or energy or lands in some way or the other, an it's fun that way. It would make a nice game mode, for lack of a better term,like tag dues or speed duels, though, but I wouldn't want to worry about AP in every single duel.

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