DNA said:
...which basically comes down to the fact that the TCG and VG are two separate and very distinct entities - which is exactly what Spoon just stated. Beyond the "6 Pokémon at once" aspect, you can't even compare the two.
I said I didn't know where to begin because I thought it was apparent that TCG and VG couldn't be compared. Fortunately, Spoon put it so eloquently that I couldn't have put it better myself.
Heavenly Spoon said:
You don't have to thank me, DNA.
But I will anyway. <3
So M Venusaur EX has nothing to do with Mega Venusaur?
Evolution existing as a mechanic in the TCG has nothing to do with it also being a signature mechanic of the video games?
You most definitely can compare the two as I just demonstrated. That there are logical reasons for some differences does not mean there are no logical reasons for areas that function in a similar manner, nor that because
one reason given for increasing HP scores was that it would allow some of the mechanics imported from the source material to function better means the entire argument boils down to "...because that is how it is handled in the video games."
Heavenly Spoon said:
Otaku said:
I've already dealt with the range argument a bit, but here we go again, I guess.
The dice/damage counters argument still stands, tripling the HP like you suggest would mean that your everyday old school Charizard would require up to 6 dice to keep track of its damage, or up to 7 stacks of 5 damage counters each. This is a quite honestly a logistical nightmare, especially for the little kids who seem to be more and more the target audience.
Thank you for clarifying by explaining the practical aspect of your argument. I still do not find it sufficiently convincing as to why Pokémon should never have more than 120 HP, but at least I understand your reasoning for this where before I did not. Something to consider is that the basic damage counter system has always been
terrible; awkward to use, especially in a game where you find yourself retreating or promoting those cards with damage counters on them or by them.
So my counter proposal is... the game needs a better way to record damage. d6 are better than the damage counters, but not by much. If "damage counters" are going to remain as simple markers, then by default larger increments must become a standard component of the game. Indeed when my friends and I first started playing, we (admittedly dully) just assumed Poison markers were for a bigger increment (and once we realized the mistake... used something else to mark poison).
Using coins might be best for players in the USA; Pennies = 10, Nickels = 50 damage, Dimes = 100, Quarters = 250. I can live with a piece of paper recording damage as well - technically the same effort of record keeping would then provide better records, as there would be no question as to whether a Pokémon was accidentally KOed... though I doubt this would be tenable for younger players (though the preceding change angle then adds another useful life skill for the kids).
Heavenly Spoon said:
And having subtle variations in attack power seems pointless to me, of course there needs to be a range, but I see no reason why you'd ever need more than the old 10 to 120.
Because it hasn't been working lately if ever? I am skipping some of your comment because I would actually be interesting in discussing how you came by your damage guidelines, and present some arguments, but I believe this discussion is already complicated enough (and likely dangerously close to if not actually off topic) as is.
Heavenly Spoon said:
...but I fail to see how these variations would have such a huge impact on strategic considerations. It makes victory by mathematics far more likely than a victory by skill the way I see it.
"Math" is actually a skill, so I fail to understand your complaint to the point that I assumed it should be required for victory in this game, at least at the tournament level.
Heavenly Spoon said:
A far better way of improving diversity in attacks is to actually add decent effects, instead of the boring attacks we've been getting recently. Your alternative to "different name, same result" attacks seems to be "different name, marginally different result," which doesn't sound like a solution at all.
Fair point. I don't believe I explained myself well enough; because I
do consider the capacity to plan ahead and compute how damage is most likely to accrue ("math") as important strategic elements of game play in this TCG and all others I've played. Allowing for greater variation in attacks, even subtle variation, is a good thing because it sets the foundation for more significant variation. If you want "decent" effects, consider that not all "good" effects need to be "major" effects, and that "major" effects can simply be multiple lesser effects stacked upon each other.
As is, the current choices tend to be "hit hard" or "hit nearly as hard with an effect"... and only a few effects are worth the decrease in damage.
Heavenly Spoon said:
And honestly, don't complain about me mentioning the VG when you're the one who started it. It was a horrible argument, I'm glad you agree.
This really could have used a specific quote because I am not sure what you are talking about. The closest I can come is where I levied what I believed was a fair criticism: I advocated for higher HP scores and one (of multiple) reason was that the video games use higher HP scores and certain mechanics that have been adapted from said video games don't work as well with the TCG level HP scores. I felt that it was misleading to construe that as me claiming the TCG
had to use near identical scores to the video game for only that reason, and portraying me as being ignorant of the differences between the two.
It was quite vexing for someone who has spent years explaining otherwise, even if it was not on this particular thread.
Heavenly Spoon said:
If you want to meticulously keep track of numbers which are far higher than they need to be, Yu-Gi-Oh seems like a decent option, but in my experience Magic the Gathering with its printed maximum of 15 (which is a very extreme case) is a lot more strategic.
The entire point was that the numbers were
not far higher than they need to be. I cannot speak for certain about the modern game of Yu-Gi-Oh, but it was apparent when I played that there were numbers far higher than need be with numbers under 100 (or parts of larger numbers under 100) rarely mattering... and the main example of them being significant would be covered by rules already required for dealing with numbers of less than one.
Plus... Pokémon also does that; everything is in even units of 10, which means all scores could be divided by 10 with no consequence.