By the way, in case anybody cares, i changed my opinion on Debt.
For my part, I now think that the deal with my response to the thread is the way I was singled out.
There's a bit I repeat. People sometimes come up to me and want to tell me personally that they don't like Dominion. And I say that's cool. Hey it didn't win game of the year in Austria!
Sometimes people say, I hate this card. Well I can't make cards people love without making cards people hate. Or, this card sure looks weak/strong. It's nice to have the cards be hard to evaluate and I know they don't really have any data yet. It is so easy to not feel at all bad about any of this.
But when someone says "Donald X., that guy, personally let me down," well man. Maybe you let yourself down, did you think of that?
I don't think it was just you doing this but I'm not checking.
Now I will try to be friendly.
So Debt. A key thing is to have cost tell you something about power level. When Debt was "cost $0, when you gain this during your turn, take 8D," that $0 cost interacted with things in a very poor way (e.g. Swindler). It turns out this is a mistake I made on other cards back when, e.g. the Prizes (at the time thinking, let's make the cost make it clear that you can't buy this; man this couldn't cost $0, oh I see). It's cool for one card for combos (Peddler) but in general cost should mean something. Other cards expect it to. Also the interaction with Possession was not great for this version.
The first version was "Debt." The card costs e.g. $10, and under a dividing line it says "Debt (You may buy this for $0, but can't buy more cards until paying it off.)" I am trying to think of exactly what was going down when it changed; there's too much history to read through and the important thing was getting the work done, not leaving a clear record. The red coin gave the mechanic more flexibility that I immediately made use of (e.g. Fortune's cost, Capital's ability). There was Possession (at the time with no errata); switching to "cost $0, when gain this get D" made it not lock you out with debt, which was at least a step up. This is the big question really because going to the red coin/hexagon in the corner was an obvious step up from the cost $0 version. I don't remember specific issues with the giant cost being a big number although it's nice to have the fail-safe of killing those interactions. We enjoyed the interactions that weren't a problem, e.g. Chariot Race.
The final version is a red coin or as it turns out hexagon in the corner. This took text off of the cards that didn't tell you enough extra anyway, plus the dividing line. And it fixed issues with the $0 not being the real cost of the card (the "undefined" hexagon is way better). At the time it was just fantastic, solving all the issues I had except Possession, which in the end gets errata. It's useful that the cards can't be gained normally other ways, though e.g. Jester can get them. It's very clean. The rules for comparing costs are the same as for Potion, which is great because it means people who understand Potion costs don't have anything new to learn there.