I got tired of waiting, and had some ideas of my own on how PvE should be, so I just sat down and figured out a system for myself. After some refinement, I've gotten to the point that I can now play a round against a booster pack without having to DM for the enemy deck.
@@rcarterbrown1 definitely! A full explanation might be a little too lengthy for RU-vid comments though. At it's most basic the enemy deck has a life total (usually 20), an intellect (usually 3) which dictates how many chain links it can play, and a defense value (usually 4) which it blocks with each round before taking damage, and is considered "blocked with cards from hand". Each turn it simply plays cards from the top of it's deck untill it no longer has an action point or it's played it's intellect amount. If it plays a reaction, that card will go in it's arsenal until the first opportunity it can be used. If it's deck runs out of cards, it's discard pile becomes it's deck again, but any banished cards do not. That's the gist of it, but to go over how weapons, and armor plays into it as well as other fab mechanic intricacies, I'd need to post somewhere outside of comments lol.
@@russellhanna7317 Awesome, thanks for the brief explanation. If you get a chance I'm sure the FaB community on Reddit would love a right up of your PVE model so far.
Your description of what you hope for with PVE has basically no overlap with what I´m expecting and hoping for. I think these vastly different expectations are the main problem for LSS with designing PVE.
I personally don't like creating my own characters/stories/rules for a game. That's why pen & paper never appealed to me. I would like PVE to be similar to Hero Realms: Ruin of Thundar, where you play the existing PvP characters (perhaps with minor tweaks) against different bosses with some items and evolving abilities (not too many and not too complicated) mixed in, but always with a concrete ruleset and just enough story (lets say 1 page max) to connect the encounters. I think this might be more of a board gamers perspective.
I certainly like the depth of your ideas, although I don't really think playing, what is essentially D&D but in the Rathe universe, is what PvE will be for me. I like some of the mechanics from D&D, i.e. dice rolling, character abilities, etc. But creating your own character will probably lead to breaking of the game. Its more important, for me, who is creating a PvE format for FaB, to make sure the cards already printed and will be printed in the future, to be the game pieces and be used in the format. Creating a character might be far too much work for newer players as opposed to "Pick up a blitz precon and hop in" I'm excited to see what LSS has in store for PvE, but for now, its in the hands of the community and thats what I would prefer honestly
The fact that they've continually said that they aren't even really in active development for PvE and are really focusing on the core of the game which is draft and CC has me hyped as hell. I'm sure when they finally start PvE development in earnest It will be equivalent to having spent half a decade of active development! Let's GOOOOOOOOOOOO 🔥🔥🔥🔥🔥
PVE is the thing that got me to start really caring about this game on a casual level (I collect all the blitz decks and play with my brother and friends), if it's even close to what you describe I'm totally down. I do personally feel like an update of some kind would have been nice by now, but I agree that they won't hype it if it's not ready. I feel like PVE would be great as a computer game or app that can "read" your paper cards or something, I'm also down with narrative decks or whatever else. I just really love the idea that the promise PVE offers.
I don't think it's going to be a D&D type game. It'll be more like the KeyForge Adventure decks or the new Lorcana PVE. You buy a deck with multiple levels of an enemy and go against it solo or multiplayer.