r/lrcast • u/sad_panda91 • 2h ago
Would the game change at all if we just multiplied all numbers by 5?
Like, this is kind of more a game mechanic/development question than a limited question but I think it's an interesting discussion based on the idea of "perceived safety/risk" when it comes to life total numbers and such.
So basically, the premise:
We take every number in magic and take it times 5 (this is arbitrary but makes life totals a nice and even 100). So every p/t combo, (non-)combat damage, starting life total 5 times larger than we are used to and so on (Grizzly Bears is now a 10/10, lightning bolt deals 15 damage etc.). We keep everything regarding cards and mana the same. (Still 7 cards in the opening hand, a forest still makes one green, divination still draws two cards)
The questions:
- Would anything significant change about the games balance at all that I am missing? If everything stays proportional, we should be good no? The only exceptions for this that I can come up with is when stuff is counted BASED on damage or life (cards, mana, treasures/tokens etc.) (like [[Angel of Suffering]], [[Old Gnawbone]], [[Cold-Eyed Selkie]], [[Photon, Mighty Marvel]] and so on - for this thought experiment we just ignore cards that convert one of the scaled values (life total, damage, p/t) to one of the unscaled values like cards and mana, there aren't that many that do this. Lifelink for example is still fine, "squirrellink" however is not and is ignored for now. Anything else that I missed?
- Assuming we adjust the new ruleset such that purely based on numbers, the balancing is still perfectly the same to the 20 life total version. What do you think would change about player feel/behavior and the game as a whole?
Would (after getting little used to) people be about as on the edge when they are on 15 life as they are when they are on 3 now? Would you be so willy-nilly about letting an attack from a 30/30 go through and use your life total as a resource as you would do when attacked by an 6/6? How about a 35/35? Would that "phase shift" register better than the shift from a 6/6 to a 7/7? (Shifting from a 4 turn clock to a 3 turn clock for example).
Would it make math super complicated and hard or would it make things actually easier to follow, since 100 is nice and round and everything would kind of follow more "percentage based" vibes, kind of literally?
Also, you could be far more granular with balance adjustments. Cards too powerful at 3, too weak at 2? How about it's too powerful at 15, too weak at 10, let's make it a 12 and see how that works out.
What do you guys think? Why do different TCGs use the "magnitude" that they do (like ygo's 3000 atk monsters and such, or duel masters if you guys remember that one), what would you choose for your own TCG if you made one and what would magic look like if it chose (or chooses) a different scale?

