Quote Originally Posted by Semirhage View Post
Though I don't play AST at anything beyond random dungeon skill level, this looks cool. Only bit of jank that immediately jumps out at me (maybe you thought of a solution already and I missed it) is the Redraw system. If there are two cards per seal, and Redraw doesn't have a cooldown, then functionally it seems you can choose exactly which card you want whenever you draw. At that point, Redraw only functions as a way to consolidate six buff buttons into four (three with one "swap" button) instead of the RNG mitigation it is currently. Doing thing that way would feel really weird to a new player, like why this weird system where I have six buffs I can pick directly but I need a swapper key to access them half the time instead of just making it six buttons.

Edit: Oh duh, I read it a second time and I think I get it. Redraw uses up a Draw charge.
That's also a fair point. The way I had it was the card you drew goes to the Play action (which I kept so that minor arcana would have a place to go automatically rather than having to draw them), and Redraw would replace the "Draw" action you chose until you played the card and you would just always have the freedom to select the card you want. This does completely abolish RNG from the system, and maybe that makes the concept feel "pointless" in a sense. Though with this system, I also feel like Redraw isn't entirely needed if we wanted to keep some element of RNG in place, because at the end of the day, you'd still have full control over which seals you gain and would be able to summon up a buff with a specific purpose in mind even if it's not the specific one you're looking for.