Post by IceFire2050 on Oct 9, 2017 13:34:38 GMT
As some of you know, I am adding Speed Duels in to DMG as of update 8.2.3.
This comes with an assortment of other VRAINS related content of lesser degrees.
As far as Speed Duels go, they will be held on a separate map similar to how Riding Duels are currently.
For those that don't know what a Speed Duel is, the quick rundown is the following.
Speed Duel Skills come from 2 sources. In the VRAINS anime, most characters who perform Speed Duels have a skill, such as Playmaker's "Storm Access". The mobile game Yu-Gi-Oh! Duel Links also uses this same system and introduces quite a few skills, though these skills tend to come in groups of 3-4 and focus on the character or archtype of the character they were designed for.
To start with, we're just going to have the skills from VRAINS and Duel Links. But as we move forward, we'll most likely add more skills. I intend to create more to help fill in the archtype and character gaps left by Duel Links. I'm also considering making custom skills a potential tournament season prize moving forward.
In regards to how the skills function themselves, these are the basic rules for the skills as they currently stand.
Skills have automation elements coded in to the game for them to allow their functionality. The degree of automation will vary from skill to skill depending on what's required so if you're planning on using a skill, you may want to test how it functions first, before diving in to a duel.
Also, if anyone has any suggestions for homebrew skills, feel free to suggest them. If it's a balanced skill, there's a possibility of it being in a future update.
This comes with an assortment of other VRAINS related content of lesser degrees.
As far as Speed Duels go, they will be held on a separate map similar to how Riding Duels are currently.
For those that don't know what a Speed Duel is, the quick rundown is the following.
- Speed Duels follow the same rules as Normal Duels (Master Duels) aside from the following changes.
- Each player's starting hand is reduced from 5 to 4 cards.
- Each player's starting LP is reduced from 8000 to 4000.
- There is no Main Phase 2. Duels pass from the Battle Phase, straight to the End Phase.
- Main Monster Zone 1 and 5, as well as Spell/Trap Zone 1 and 5 are not used. (This means there are no zones to activate Pendulum Monsters as Spells.)
- The Main Deck Size limit is reduced from 40-60 Cards to 20-30 Cards.
- The Extra Deck Size limit is reduced from 15 to 5 Cards.
- Each player can choose a Skill prior to starting the duel which they can use at various points during the duel depending on the individual skill. (Explained more below)
Speed Duel Skills come from 2 sources. In the VRAINS anime, most characters who perform Speed Duels have a skill, such as Playmaker's "Storm Access". The mobile game Yu-Gi-Oh! Duel Links also uses this same system and introduces quite a few skills, though these skills tend to come in groups of 3-4 and focus on the character or archtype of the character they were designed for.
To start with, we're just going to have the skills from VRAINS and Duel Links. But as we move forward, we'll most likely add more skills. I intend to create more to help fill in the archtype and character gaps left by Duel Links. I'm also considering making custom skills a potential tournament season prize moving forward.
In regards to how the skills function themselves, these are the basic rules for the skills as they currently stand.
- Unless a skill specifically states otherwise, it can only be activated in your Main Phase.
- Skills have the same activation timing as a Spell Speed 1 card. Meaning that unless a skill specifically says otherwise, you can only activate a skill in an Open Game State.
- Some skills are "Continuous" for lack of a better word and are always active as long as their conditions are met. (Aroma Strategy, Holy Guard, etc)
- Skills do not form chains and cards cannot be activated in response to a skill.
- Some skills have an activation condition that says "Can be activated once after you have lost ____ LP since...". These skills count any decrease in LP cumulatively and do not factor any gains in LP. This means if they say "after you have lost 2000 LP", you can lose 500 on 1 turn, 1000 on the 2nd turn, and 500 on the 3rd and use the skill. You can also use the skill if you lose 1000 LP, gain 500 LP, and then lose another 1000 LP since only the losses of LP are factored in.
Skills have automation elements coded in to the game for them to allow their functionality. The degree of automation will vary from skill to skill depending on what's required so if you're planning on using a skill, you may want to test how it functions first, before diving in to a duel.
Also, if anyone has any suggestions for homebrew skills, feel free to suggest them. If it's a balanced skill, there's a possibility of it being in a future update.