On Balancing Aethermon Specific Moves against General Moves

Last post identified the formula that determined the rough value of a Battle Card in Aethermon.Damage (or equivalent value) = 2*XgValue+2 Of course not every Battle Card can be easily assigned a Damage Equivalent Value – and those that can might not fit an nice...

Building HP Vs Building Damage

When players level up in Aethermon, they get 5 XG to spend on a 1 to 5 cost Battle Card (combat move). They also receive 1 MaxHP for every XG not spent learning a battle card. As a result, players are tasked with a decision between building HP, or Battle cards...

Building HP vs. Damage

When players level up in Aethermon, they get 5 XG to spend on a 1 to 5 cost Battle Card (combat move). They also receive 1 MaxHP for every XG not spent learning a battle card. As a result, players are tasked with a decision between building HP, or Battle cards...

Making Special Characters More Special

One final post on the changes made to Aethermon to accelerate the player’s adventure.Special Characters were originally balanced at around 1XG per round, equal to an easy battle, but the player wouldn’t lose moves or HP. This figure has been moved to about...

Pushing Players Forward (Cont) – Free Stuff

Everyone likes free stuff, but unfortunately stuff tends to cost money. In games this creates interesting decisions, everything you buy comes at the opportunity cost of something else: if you only have one gold and you buy a 1 gold elixir, you can no longer buy a 1...

Pushing Players Forward – Playtime

At the core of Aethermon’s experience is a journey that includes the growth of the player’s character’s: Players begin their adventure battling the lowest of opponents; by the end of 1st chapter they are challenging for the junior championship; by the end of the 2nd...