Otaku
Active Member
Since I've been practically derailing another thread (perhaps even more than one) with the topic, I decided to see if there is enough interest to justify a thread for it.
So the topic and hand is three fold:
1) Should there be more Types in the TCG? What reasons are there for and what reasons are there against such a change?
2) How would you group the video game types into the existing TCG Types, and why?
3) Other options?
Though it might make the game feel a bit crowded (especially at first), the biggest hurdle I can think of for the first point is that the color spectrum the game already uses can't really handle 17 distinct colors. There certainly are that many, but Basic Energy cards often use two or three shades of a color, and that really hurts when trying to expand. There are also some colors that might be more appropriate on a Type other than what they currently belong to (I would associate brown better with Ground than Fighting).
Other than that, I think it might actually improve things. The Weakness/Resistance cycle for the TCG is partially wonky because it is an incomplete copy of the video game's Weakness/Resistance cycle. Weakness and Resistance itself are put into better perspective if we have that many Types; they still matter, but for much more specific match-ups.
Point two is what we know even TPC has reconsidered: how Types should be matched-up. A full discourse will have to come later, but as a single example, I wonder if Poison-Type Pokemon and/or Ghost Type Pokemon should be switched to the (TCG) Darkness-Type?
On the Defending side of things, it is easy enough to represent: hypothetical Darkness (Poison) Type Pokemon would be Psychic Weak instead of Resistant, while a Darkness (Ghost) Type would be Weak to Darkness-Types. I'd worry about Resistance (to the hypothetical Types) but they already a) don't pay much attention to it with the real cards and b) face "contradictions" as is.
For Pokemon that would be weak to Poison or Ghost-Types in the video games, Poison only hits Grass and Ghost only hits both Ghost and Psychic-Type Pokemon for double damage. No problem there and for a note of flavor, it almost makes sense for Darkness and Ghost to hurt Grass (absence of sunlight/death aura and all).
Option three is sort of a catch-all. I included it with the idea that perhaps it isn't all Types that need a counterpart but just a few, along with some reshuffling. This would also be the best point to respond to if you want to say "just leave things alone". I suspect that will be the majority opinion, but due try to support it, and with more than a "...because it is the simplest option".
So... thoughts on the subject?
So the topic and hand is three fold:
1) Should there be more Types in the TCG? What reasons are there for and what reasons are there against such a change?
2) How would you group the video game types into the existing TCG Types, and why?
3) Other options?
Though it might make the game feel a bit crowded (especially at first), the biggest hurdle I can think of for the first point is that the color spectrum the game already uses can't really handle 17 distinct colors. There certainly are that many, but Basic Energy cards often use two or three shades of a color, and that really hurts when trying to expand. There are also some colors that might be more appropriate on a Type other than what they currently belong to (I would associate brown better with Ground than Fighting).
Other than that, I think it might actually improve things. The Weakness/Resistance cycle for the TCG is partially wonky because it is an incomplete copy of the video game's Weakness/Resistance cycle. Weakness and Resistance itself are put into better perspective if we have that many Types; they still matter, but for much more specific match-ups.
Point two is what we know even TPC has reconsidered: how Types should be matched-up. A full discourse will have to come later, but as a single example, I wonder if Poison-Type Pokemon and/or Ghost Type Pokemon should be switched to the (TCG) Darkness-Type?
On the Defending side of things, it is easy enough to represent: hypothetical Darkness (Poison) Type Pokemon would be Psychic Weak instead of Resistant, while a Darkness (Ghost) Type would be Weak to Darkness-Types. I'd worry about Resistance (to the hypothetical Types) but they already a) don't pay much attention to it with the real cards and b) face "contradictions" as is.
For Pokemon that would be weak to Poison or Ghost-Types in the video games, Poison only hits Grass and Ghost only hits both Ghost and Psychic-Type Pokemon for double damage. No problem there and for a note of flavor, it almost makes sense for Darkness and Ghost to hurt Grass (absence of sunlight/death aura and all).
Option three is sort of a catch-all. I included it with the idea that perhaps it isn't all Types that need a counterpart but just a few, along with some reshuffling. This would also be the best point to respond to if you want to say "just leave things alone". I suspect that will be the majority opinion, but due try to support it, and with more than a "...because it is the simplest option".
So... thoughts on the subject?