I'm actually in broad agreement with you that it's worse design for rare cards to be better versions of common cards and that in an ideal game you will have exactly the sort of trade offs you describe.
However that's also much more complex to design. Remember that the dev isn't an experienced card game designer or player. Getting that asymmetry with niche cards right is a surprisingly hard trick to pull off.
So I looked for something simpler that achieved the same goal.
What I was looking to avoid is having cards implemented in game that serve no purpose because they'd never be included in a player's deck. Making rarer cards both better when played and also more restricted by deckbuilding means that they present a trade off and there's still reason to use the common version if you have the rare.
It creates a meaningful choice between "Do I want the rare version of the character with +20 attack but it'll count as one of the four rares I can fit into my deck or is an uncommon +10 good enough because it's more important to me to have higher numbers on a card with a particular ability I'm interested in"
It's really rewarding to have these in-depth exchanges to refine and improve the game. If I understand correctly, you're suggesting adding effects and abilities to character cards, similar to those of items. And you're using finisher cards as "penalties" against the opposing player?
Design goals:
1) There need to be 50 characters that a player might meaningfully add to their deck
I'm not sure I understand this point. Are you talking about the number of characters available in the starting pool when creating the deck? Or are you referring to the total number of character cards?
2) The finishers and actions should be distinct to the point that there is reason to include one over another
That's indeed a good point, how do you see it?
3) All cards should have a purpose, if a card would never be included in a deck it might as well not exist
Indeed, it's something that should be achieved as much as possible.
5) The game should be as close as possible, mechanically, to its current version. We're improving this game not building a new one.
Why this constraint? Proposing alternative mechanics could actually be a good idea. Why limit ourselves to this approach?
Preference rules:
1) Any attack against a character using an ability/finisher that they have a preference against automatically succeeds regardless of attack/defence totals
Aren't we at risk of limiting ourselves to using preferences at the expense of attack/defense stats? In the end, we’re transforming one value (ATK/DEF) into another. It’s an interesting alternative, but in my opinion, the stats should complement each other rather than cancel out. Cancellation should rather be an effect specific to certain cards.
In what you're suggesting, we end up with five parameters: ATK/DEF, preference (Golden/Red), and effect. That seems a bit too much for each card. In my opinion, it would be better to combine ATK/DEF with preference. For example:
Golden Preference = ATK Value 1
Red Preference = ATK Value 2
This would simplify things while maintaining an interesting strategy.
1) Any attack against a character using an ability/finisher that they have a preference against automatically succeeds regardless of attack/defence totals.
2) Any attack made against a character using an ability/finisher that they have a preference for automatically fails regardless of attack/defence totals
I see a problem with the proposed rules:
The first rule states that an attack with a finisher matching the character's preference automatically succeeds, regardless of attack/defense. The second rule states that an attack automatically fails if the finisher used does not match the preference.
The issue is that if both characters (AI and opponent) use a similar finisher (meaning the same preference), the attack will automatically succeed according to the first rule. But if the opponent uses a non-preferred finisher, it automatically fails according to the second rule.
Character abilities:
Characters may have any one of the following ten abilities
1) Defender. If an attack fails against this character the attacker loses a heart
2) Flexible. After playing this card draw three cards and discard down to your hand size
3) Toys. If you play this card when your item slot is empty draw a random item card from your deck and play it
4) Climax. As above but "finisher"
5) Actor. As above but "action"
6) Kidnap. After playing this card discard one character from your opponents side
7) Denial. As above but "finisher"
8) Interrupt. As above but "action"
9) Hasty. If you end your turn able to attack then you immediately attack.
10) Negate. While this character is in play opposing characters abilities do not activate
Thank you for proposing concrete ideas for the abilities, it's always enriching to come up with new ideas.
3) Toys. If you play this card when your item slot is empty draw a random item card from your deck and play it
The rule doesn't seem very suitable because if I choose randomly, I don't know what I'm going to get. Also, if you keep the current board, there is only one item slot. What happens if the slots are already occupied? Does it change the item on the field?
Item abilities:
Item abilities are updated to
1) Your opponent loses their duo slot
2) +30 attack
3) +30 defence
4) Play 2 more cards, draw back up to a full hand afterwards
5) Your current character gains +10 attack & defence until the end of the game (including if they're discarded and reused)
6) Your opponent immediately attacks
The proposed item abilities are interesting, but some seem unbalanced. For example, ability number 5, in relation to the ability that grants +30 to attack or defense. This could make the game too focused on attack at the expense of defense, unless the ATK bonus is reduced to +20.
Deckbuilding rules:
A minimum deck size is required depending on difficulty / progress through the story. Initially 10 cards, increasing to 40.
A deck must contain 2 common cards for each uncommon card
A deck must contain 2 uncommon cards for each rare card
Finishers and actions are all considered common for deckbuilding purposes.
It is essential to have a minimum required number of cards, maybe 20 or 30, because currently, the lack of card limits and costs makes the game easily breakable.
In your example, if Finishers and actions are considered common, doesn't that risk removing common actress cards and ensuring that only rare and epic actress cards are used?
Rationale:
Attacking a strong opponent to clear their board being dominant is addressed by making a weak attack remove less than the entire board and offering the possibility for a player to specialise in defence and deal damage that way through abilities.
I don't understand what you mean by "empty the board." Are you referring to the fact that, instead of replacing everything, part of your board is kept for the next round?
The finishers and actions are now relevant and cannot be played interchangeably, but importantly their utility depends upon the strengths/weaknesses of the model in the opposing deck. This is desirable because if they depended on your deck it would often be best to specialise in one type which would make "see a wide variety of porn animations" and "make a good deck" competing goals, which seems undesirable.
That seems a bit unusual. In reality, it comes down to the same thing, because by knowing the opponent's card, you can simply place an unfavorable finisher on your board to penalize them.
You haven't mentioned the action cards? What is their change in this "revision" ?