I just can't see a way where this works out.
Whereas I can. Let's explore that.
If you have a 60 card deck + 6 extra "prize cards"...
Stop. I realize the original post by
@Duo was edited, but even if it really sounded like he was proposing a 60+6 scheme, he's said he wasn't and he's corrected his original comment to avoid further confusion. The only reasons to bring this back up are to try and impugn Duo with it in some manner... or undermine reader's confidence in yourself. Let's not go there.
If you have a 54 card deck before shuffling and drawing that significantly changes the odds.
If you wish to make such an assertion, you must
demonstrate how the difference is significant. I realize it
will change the odds, but I don't think the change is significant to gameplay. After all, the Pokémon TCG uses 40 card decks for Limited, and has rules (only legal for Side Events) for 30 card decks? If you think this ruins a game mechanic, you'll need to demonstrate, or at least explain it a bit better... and if you do, then hopefully I'll agree with you. XD
If you shuffle, draw, then pick out 6 prize cards you've had an opportunity to look at your deck, meaning you have to shuffle all over again. The last one is less a balance problem (though once you know what your hand is being able to pick 6 cards that you are 100% sure won't hurt your opening strategy is... questionable) and more of a flow problem.
Not sure if this one was suggested earlier; it would slow things down a bit, but probably only by the time it takes to shuffle one extra time; an issue, but a pretty minor one. I already went on the record as stating I would allow players to select their Prize cards before drawing their opening hands, so I'm not too worried about it. I am a bit worried because you once again assert something is a problem without really explaining why; I have no issue with picking out the best six cards for your Prizes becoming a necessary Pokémon TCG skill, any more than I take issue with selecting a good sideboard and knowing what to change and what to keep being an essential skill for some games.
Look any card game is partly luck. You structure your deck around making the most out of the odds that you can, but sometimes you get dealt a terrible hand. Even if we change the prize mechanic this doesn't change that fact. The real solution is to have less cards that are so heavily reliant on clunky combos, but unfortunately that also has the potential to remove much of the skill from the game.
No one is challenging that most card games involve luck; that is usually why you make something a card game, to allow for the luck of the draw. Of course, one
could design a card game to avoid this, but that's a discussion for another time, and also doesn't help further the discussion.
No one is arguing that there should be no luck. Duo and I both think the Prize mechanic, as it is, adds more luck than skill to the game when the game doesn't need more luck.
Pokemon also allows for more copies of cards than other card games. Yugioh for example only allows 3 copies (for cards that aren't limited to 1 or two copies) in a 40-60 card deck, and has very weak draw support which can be disrupted by your opponent.
I am quoting you, CaptZero, but I hope Duo sees this as well; this isn't a good argument going either direction. Do either of you
really want to compare and contrast these different games to justify your points? You're going to have to if you want an argument that holds water; being unique among games or matching conventional standards does not prove a particular mechanic good or bad, merely novel or common.
I'm saying that it changes the very nature of the beast that is Pokemon. A pokemon deck with 54 cards can play fewer basics and still consistently draw a basic on the opening turn (even though that's meant to be one of the downsides to playing a low basic Pokemon count.)
You need to demonstrate that these odds are such that it "ruins" the game. 54 is only 10% smaller than 60; if you want to make this argument, do the math and show me that it is a dramatic difference! If it isn't, then it is merely a difference, not good or bad. Don't forget, even if it is a dramatic difference, you'll still need to explain
why it is bad; reducing the likelihood of mulligans sounds like a
positive change.
Which is why stuff like Gladion exists. Just increasing consistency across the board for the sake of increasing consistency isn't a good idea. You're removing the risk/ reward of playing certain decks by doing that and leaving other decks, that are just super consistent but not as powerful, weaker in the process. It's one of the reasons why I don't like Brigette. Brigette makes setup for stage 2 decks way too powerful and open brigette has become standard for just about every deck. Hell Raichu-GX is probably a better Turbo deck archetype than Darkrai simply because of it's access to Brigette.
Useful to know, but it mostly sounds like we'll have to settle for "agree to disagree". This reminds me of debates about coin flips in the Pokémon TCG, at times when you usually had to flip multiple coins per turn. I bring that up because I hope that looking at a different issue in a similar manner can shed some light;
if you love the coin flips, don't bother. If you don't like it when you've got to
rely on coin flips, imagine a format where you had few - if any - decks that didn't require coin flips for Pokémon and for Trainers. Not all of each, but enough of both that even if you added
Trick Coin to the card pool, it'd still too often dissolve into Flippymon.
I don't hate change, I just don't think this change is a change for the good.
I don't know you, so I'm not going to tell you that you hate all change. I
will remind you that you've done a poor job explaining yourself, repeatedly asserting that a change is bad
without backing it up with any facts. When someone is suggesting a change because they don't like a mechanic, have explained
why they don't like that mechanic in some detail... is that really a good argument against them?
It's just change because there's a mechanic that you don't like.
Correct. There is a mechanic neither Duo nor I like. We have each explained
why we don't like it; we feel it runs counter to the enjoyment of a good game to have yet another aspect of raw luck baked into the game. That, while overcoming bad luck with Prized cards allows one to demonstrate skill, it still means a net loss in the skill required to win. Because this seems unfair, we have argued that changing the Prize rules would be good, and have proposed changes.
How I wish you were starting to comprehend what we were saying instead of, as far as the context suggests, throwing that at us as an insult.
My apologies for the extreme length of this post.