Sorry for the delay, I got sucked into Dark Souls for the last week.
I'd be totally down to test out your 2 characters on our next session (usually Sunday/Wednesday on TTS @ 3-4pm EST, you should come, add me on Steam: 'Zhelot').
...aaand that's going to hurt me big time, as I do not have Steam in the first place... Nevermind, I got everything needed. I'll see you on Sunday.
HOLY $%^& that's a lot of text for 'prevent all damage to one player from an attack' I understand the caveats and I actually appreciate the foresight into it (though I would like to mention that the only things affected are laser shot, Spear the Gugnir, Yuuka's passive, and Rin's own spell card").
The problem is a lot of people are just going to pass over this due to the text overload (for example check out Possibility Storm). Another thing to mention is danmaku already has 2 mechanics for preventing damage: avoiding attacks and canceling. Both fit theme and to be fair turning a graze into a prevent all damage is an interesting side-grade, in most situations it will be effectively the same.
In addition the restriction of item cards in hand really restricts it's usability. Playing your item cards allows you to get the passive benefits, avoid discarding to max hand size, come out ahead after a tempest. With the exception of maybe power not playing your item cards risks a lot. On the flip side a more punishing character may not be such a bad thing, and players looking for a challenge may gravitate towards them. [Side-Side Note, having a character draft is really interesting design possiblity that can allow players to play with the characters they want to AND give more information to the awkward 1st round]
Basically I'm saying that while mechanically reasonable, the design of the passive is clunky, I would recommend using or branching off of familiar mechanics rather than building a 3rd form of preventing damage, but that's just, like my opinion. man.
To be fair, I can actually understand that MTG card just fine(I'm a turbo nerd, so complicated text isn't an issue for me). Also, the fact that Rin prevents damage and has all that text is for both explaining the mechanic and for the sake of futureproofing, And stopping damage without stopping secondary effects makes it something quite different, which is the other point of it, really. And the whole reason that I aimed for Reaction and Item cards from the player's hand is that if I wanted it to use Item cards in play as an option, that would make it make more text heavy, which you have stated is a problem, although I personally don't see the text as an issue as long as it's clear on what it does. Also, given that the average hand size is 4 cards, the restrictions keep Rin's defense from becoming flat out OP.
In all honesty, the main reason for me creating an effect like this is because of Remilia's Spear The Gungnir, as her bomb guarantees that someone is losing a life normally. (I don't hate Remilia for that, by the by. And Rin having said counter to Remilia's spell card would be a kind of nod to which game that she came from, as Rin was supposed to be a protagonist in EoSD, but was cut out.
Remilia's true power, maybe?) I actually was planning to create a Shield card called Sacrifice Doll, which would negate all damage at the cost of itself(although having it used up to avoid damage rather than negate damage would kind of make more sense, but it wouldn't be able to stop Remilia's spell card), and I might just suggest that as a Shield card in the near future, since it would be a guaranteed evade at the cost of itself, although maybe it needs something else as a passive to go along with it... I need to think about it.
Besides, between the two types, this passive can use almost half of the deck for fuel, which is more than any other passive that asks for a specific kind of card for an effect. That should be more than enough to reliably make use of said ability.
Also, being blunt here, Utsuho is an effective person to use against Rin's passive, as Rin has to discard three from her hand using her passive to stop her attack. Rin is meant to be a defensive character, roughly put.
Suggestion #2: Buff Kourins passive, up to 2 artifacts & up to 2 defensive items. People LOVE the idea of 2 artifacts, people have been asking me about it since I started playing Danmaku over a year ago. hell I made a Sukuna built around that ability in my silly mod.
Also buff the spell card to 7+ cards, with 14/80 items in the deck 7 is a 75% chance of seeing at least 1 item. Thank you trusty hypergeometric calculator.
BTW for anyone that's interested here is the template I use to make custom character cards for TTS. Feel free to make your own! (btw I usual scale/crop character pics to 262x371 pixels then add an alpha-channel and erase out space for the season & expansion symbol)
Uh...
The second ability seems okay to me.
The third one, however... just imagine a person with a Sutra Scroll AND a Stop Watch. It might not seem that strong at first, but getting one draw more from the Scroll AND being able to use two more Danmaku at the same time without running to lose these uses by being hit (and having one more distance as well)... there's a reason the game limits you to one Artifact. ^^
Then again, the base deck only has three Artifact, so getting two, while possible, is rather infrequent to be a good passive ability.
I personally would probably not choose a character with the third ability, unless it came with something else. But then it might be too powerful. *shrug*
That about sums it up for my view, as I actually do agree with that guy. On the one hand, Sutra Scroll + Stopwatch = serious pain. On the other, it easy to see coming, it's far too easy to counter(Seal Away, Marisa, etc.), and there are only three Artifacts in game, so...
As for his spell card, I limited his draw to 5 because that's how much Aya draws from her spell card for Danmaku cards. I actually don't see how it would be harder for him, really.
I think with those changes these characters are about as far as theorycrafting can take them without playtesting. Good job!
Thank you, Moogs. I'm glad that I was able to do that much.
Fake Edit: Ah, note that Shield cards are now called Defense cards.
Welp, I can always edit Rinnosuke's card for that, so no problem there.
The design space for this game is moderately large, I am often surprised by how far it can go. Making the character stand out is more a matter of mixing rules and flavor. That's why I brought up the character concept earlier. Earlier in the thread we talked about Yoshika in a similar way.
Here's a theoretical Yoshika I came up with:
Yoshika
Yoshika may discard an Invocation card to gain 1 life.
Yoshika may discard 2 Reaction cards to activate her spell card.
Poison Nail "Zombie Claw"
Attack a player in range, if you hit, they cannot play Reaction cards until the start of your next turn.
*blinks*
Invocation cards is rare enough for life gain? Huh.
Reaction cards for spell card activation... Sounds interesting.
And that spell card! That's why I wrote in all that stuff for Rin! Rin can stop the damage, but not the "stiffening" effect, because it's a side-effect of her spell card.
Also, it's a good spell card, as I can see it emulating Yoshika's "zombie effect" on others. It really captures Yoshika's flavor, and I actually would enjoy seeing her in a card fight...
Or I would, if I got Steam onto my compy and hope that it doesn't cause chaos on the bandwidth...
Edit: I've installed Steam, and I'll attend as soon as possible, presuming that my bandwidth doesn't punch me in the face...
2nd Edit: Zhelot, it says that your friend list is full. I can't seem to add you in. I'll search for anyone else whose associated with Danmaku!! that's listed here, or maybe the Danmaku!! thing itself...
3rd Edit: Found the DanmakuTTS group, joined said group, and now I simply need to get myself into a game with the normal cards for a few rounds before I start trying out Rin...
4th Edit: Edited a few things, and I'm ready for Sunday. Also, complete overhaul of Rin's card...
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Rin Satsuki
Character Card
Abilities
Once per round, you may discard any combination of 2 Danmaku, Item, or Reaction cards. If you do, choose a player. That player either gains 1 life or draws 2 cards. (You choose the effect.)
You may discard 3 of any combination of Danmaku, Item, or Reaction cards to activate her spell card.
If Rin activates one of these two passives, she can not activate the other passive during the same round.
Spellcard - Reaction
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice
Activate whenever a player is being attacked. If this spell card was activated with Rin's passive, it cannot be cancelled.
Negate all damage that would be dealt from said attack to the attacked player. Negate all special effects that would affect the attacked player. You may attack the attacker, regardless of range.
When you activate this spell card, you may discard a Invocation card. If you do, negate all damage that Rin would receive from attacks until the beginning of her next turn. (Any special effects from an attack will still occur.)
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So, until someone responds to this, I'll go deal with some other stuff...