Thoughts on influence mechanic

By hidasaurus, in Legend of the Five Rings: The Card Game

From the live update we found more on how the influence mechanic will work. As of now it sounds like you will not be able to add anything more than neutral and in clan characters in the dynasty deck. For the conflict deck you will only be able to splash from one other clan (up to influence allowed).

I like this thematically in how it can represent clan alliances. But I wonder how restricting it will feel to deck building. Overall, I think I am alright with the way it works. I was just curious what you all think about this.

I kinda dislike the one-clan restriction. If I'm buying cards with Influence, why can't I shop at all the stores? =)

A lot of it will depend on which characters end up in the Conflict deck. It may not be too much different from just having many of the most iconic characters having the Loyal keyword.

For story rewards at tournaments I think it would be a cool way to influence how things play out. If the top decks have certain clan combinations it would be fun to see that reflected in the story.

Gameplay wise, I think it is a good way to add some additional variety (and an element of surprise) to decks. You are just not playing against the Crane. You are playing against the Crane and who ever they enticed to bleed for them. :P

16 minutes ago, Shu2jack said:

For story rewards at tournaments I think it would be a cool way to influence how things play out. If the top decks have certain clan combinations it would be fun to see that reflected in the story.

Gameplay wise, I think it is a good way to add some additional variety (and an element of surprise) to decks. You are just not playing against the Crane. You are playing against the Crane and who ever they enticed to bleed for them. :P

100% agreed.

This is one of the factors that elevates L5R above other card games in circulation.

22 minutes ago, Kakita Shiro said:

I kinda dislike the one-clan restriction. If I'm buying cards with Influence, why can't I shop at all the stores? =)

I agree with you. In my opinion, it limits you thematically a little too much. For example if you want to do a successful Scorpion Coup, you would need more than one clan to successfully pull it off. For mechanics, I am ok with the one clan restriction.

24 minutes ago, Kakita Shiro said:

I kinda dislike the one-clan restriction. If I'm buying cards with Influence, why can't I shop at all the stores? =)

Balance, making deck building more interesting as you can only commit to one different clan instead of cherry picking all the sweet cards,...

I personally like the idea. It fits much more thematically for me. Superfriends type decks may make sense mechanically but not thematically unless they're running out of an unaligned stronghold.

Although I shouldn't complain too much since I still ran Ikoma Ayumi in Crane and Scorpion military. And usually Daidoji Nozomi in Scorpion military. And I think one or two Scorpion in Crane military. And Hida Kozan in all kinds of political decks.

Wait, what was I talking about?

1 minute ago, Wintersong said:

Balance, making deck building more interesting as you can only commit to one different clan instead of cherry picking all the sweet cards,...

That's what I'm suspecting as well. It was probably an issue during playtesting too. Forcing only 1 extra clan during deck building can lead to so many different potential combinations. This may even affect some story line conditions, such as a Scorpion/Unicorn deck winning some event and the 'alliance' between the two clans growing closer. Plans within plans.

I don't like it being limited to just one clan, but i guess it's the trend in the last lcgs. I also don't like it being limited only to the conflict deck, but i guess they don't want to think in every possible combo.

54 minutes ago, Kakita Shiro said:

why can't I shop at all the stores? =)

Says the Crane. Lion bushi provision from the same quartermaster store his whole life and never complain. Heck, the Crab don't even have a store since that Fire Oni came through the neighborhood last month.

Edited by mlund

I like the mechanic thematically. Kinda neutral about it mechanically. There is also of course the potential for strongholds down the line to have a way of getting around the clan restriction. Could be a fun/annoying way of representing the Crane's political pull.

Edited by Builder2

The influence mechanic sounds spot on to me. I was hopeful, and expected, that dynasty decks would be limited to just in clan characters/holdings and neutral characters/holdings. Clan identity is very important to this game and always has been, but the, design philosophy of Old5R was always in conflict with the idea of Clan identity being important.

I was expecting more flexibility in the conflict deck with influence, but, after considering it further I think only being able to choose cards from one other clan is the better choice both thematically and mechanically. Thematically it's just my opinion, but, mechanically we have plenty of past evidence from Old5R to illustrate why this way is better.

9 hours ago, Ishi Tonu said:

The influence mechanic sounds spot on to me. I was hopeful, and expected, that dynasty decks would be limited to just in clan characters/holdings and neutral characters/holdings. Clan identity is very important to this game and always has been, but the, design philosophy of Old5R was always in conflict with the idea of Clan identity being important.

I think limiting Influence to Conflict decks specifically as well as single Clan splash is both good and bad.

This good because I like the idea of diversity and Clan identity. People wont be building "super friends" type decks, so when you look at someone's Stronghold you will have a good sense of the card pool you are facing. Additionally, when you see an out of Clan Conflict card, that further reduces the card pool to reading what could or couldn't be in your opponents deck.

I think this could be problematic because Nu5R is a LCG so everyone will have access to all of the cards and I am not fully confident every Clan will be viable out of the gate. 1 or 2 will be top tier, 3 will most likely be mid tier, and 2 of them will probably not be good. This means that no amount of tweaking will make those decks viable in whatever meta evolves out the Core and into the first cycle because those 2 Clans will be very limited by their Dynasty card pool.

Edited by Danwarr
8 hours ago, Danwarr said:

I think this could be problematic because Nu5R is a LCG so everyone will have access to all of the cards and I am not fully confident every Clan will be viable out of the gate. 1 or 2 will be top tier, 3 will most likely be mid tier, and 2 of them will probably not be good. This means that no amount of tweaking will make those decks viable in whatever meta evolves out the Core and into the first cycle because those 2 Clans will be very limited by their Dynasty card pool.

This.

Furthermore, I see L5R following the same model of other FFG LCGs where, as Danwarr posted above, 1-2 Clans end up at the top of the power curve (playability, ease of construction/interaction, etc), maybe 2-3 in the middle tier, and 2-3 at the bottom tier.

12 minutes ago, LordBlunt said:

This.

Furthermore, I see L5R following the same model of other FFG LCGs where, as Danwarr posted above, 1-2 Clans end up at the top of the power curve (playability, ease of construction/interaction, etc), maybe 2-3 in the middle tier, and 2-3 at the bottom tier.

Just for the record, I really hope this is not the case. It would be awesome if all 7 clans had viable archetypes when the Core comes out. However, from prior experience with FFG LCGs, and specifically looking at GoT 2.0 as it shares a number of things in common with Nu5R, it seems very likely that things will be imbalanced once we see all of the cards and actually start playing.

Once again, I fully agree with you here Danwarr.

I would also widen the net to include 'all' card games being under the umbrella of, upon first release, having easily identifiable tiered groups/houses/Clans/etc, and most of those tiers do not change position much throughout the life of the given game.

All imo.

You know, I was about to start a thread that posed the question of which given Clans everyone thought would be in a tier, considering the little we know right now and the few cards that we have seen. My better judgement ruled me here.

Edited by LordBlunt
6 minutes ago, LordBlunt said:

You know, I was about to start s thread that questioned which given Clans everyone thought would be in a tier, considering the little we know right now and the few cards that we have seen. My better judgement ruled me here.

Yeah I feel like it's certainly much too early to tell where clans are going to fall given we have only seen 30% of the cards, and know the full text for even less of them.

I have my personal inclinations just based on what we know about the Fate system, but that's still basically just random guessing without having all of the information first.

I seem to have completely missed that you can only splash cards from one other clan. Where/when was this confirmed?

10 minutes ago, slowreflex said:

I seem to have completely missed that you can only splash cards from one other clan. Where/when was this confirmed?

It was confirmed during the Facebook live event this Friday. ;)

34 minutes ago, MrMenthe said:

It was confirmed during the Facebook live event this Friday. ;)

Thanks. I think that's awesome personally. Great for keeping the game balanced.

4 hours ago, LordBlunt said:

This.

Furthermore, I see L5R following the same model of other FFG LCGs where, as Danwarr posted above, 1-2 Clans end up at the top of the power curve (playability, ease of construction/interaction, etc), maybe 2-3 in the middle tier, and 2-3 at the bottom tier.

While I would love for every deck to be balanced enough to be viable for tournaments, hopefully at least the bottom tiers will be good for "splashing"? I'd hate to never see "x" clan in play.

I was hoping for the ability to include at least some out of clan characters in the dynasty side as well, but alas.

I'm already thinking about fun decks to try.

Crane main with unicorn: Assuming the Unicorn will have conflict personalities that can straighten themselves I can envision the enemy coming to stomp my pretty Cranes...then I declare "The Calvary has arrived!". Meanwhile my opponent curses themselves because now my Unicorn allies will be declaring a military conflict and many, if not all, his military dudes will be bowed.

Lion main with Phoenix: War-mongers with Pacifists? The Phoenix come to realize the best way to limit the bloodshed is to back a powerful military force. Walk quietly and carry a sharp Katana! As long as they can keep their Lions on a golden leash, harmony will reign.

3 hours ago, Shu2jack said:

Crane main with unicorn: Assuming the Unicorn will have conflict personalities that can straighten themselves I can envision the enemy coming to stomp my pretty Cranes...then I declare "The Calvary has arrived!".

Cheers loves!