I was thinking back on the modifications I was considering to the Standard Status Effects of Fourth Edition Dungeons & Dragons. Namely, how they might make sense in the context of a card game that doesn’t necessarily restrict the number of actions that can be performed in a turn. Your character only gets one of each (Standard, Move, and Minor) in D&D, but Norvendae is a different system.

I’m keeping the concept of different actions for the purpose of timing and interruptions. I was actually considering keeping the idea of at-will, encounter, and daily powers, but using it to refer instead to energy consumed in using the power. It would give a clear delineation between powers that require huge amounts of energy, versus those that are easy and straightforward. This is different again from a card’s value.

Modification of card value is dangerous territory. While it might make sense at certain points to make cards activate other cards, regardless of value, changing the value of a card is something that can cause real problems in both the bookkeeping and game balance areas. It’s hard to keep track of cards when their value has been increased or decreased by X amount. There are more important things to remember.

Trying to remember a continuous negative effect or restriction is tough, too, so I’m looking for a compromise. I’d love to be able to give players a powerful effect like “disable,” which prevents target player from using powers that require more than a minimal amount of energy, but who wants to keep track of that? No one wants it to happen to them, either. It’s a very one-sided kind of power.