CheddarLimbo
January 21st, 2010, 04:26 PM
Right now I've got several things on the burner to incorporate the new D&D Scape rules. I have two multi-room scenarios in the works as well as a format for an outdoor/dungeon-crawl hybrid scenario. Those ideas aren't at a level that I'm comfortable posting them yet, though (that's what we call that a tease, folks).
I'd been holding a lot of this stuff back, but I've seen the good that comes from an open discussion and constructive feedback, so comments are wlecom and encouraged.
For now I'm just going to start small and post a few of my glyph ideas. By and large, all of these ideas strive to have a strong thematic element, and balance the bonus with some sort of restriction. Not necesarrily a penalty (except in the case of a particularly powerful treasure), but rather making the treasures different enough to allow the player the opportunity to make some more strategic choices about who gets what equipment.
Treasure Glyphs:
Flaming Torch
While carrying Flaming Torch, a figure does not take disengagement swipes from Undead squad figures and cannot be targeted by normal attacks from Undead squad figures.
While carrying Flaming Torch, the figure and any figures adjacent to it do not gain any bonuses for being on Shadow Tiles.
At the beginning of each round, roll a D20. If you roll a 5 or less, discard Flaming Torch.
Great Shield
While carrying Great Shield, a Hero’s Defense increases by 2, and Movement is reduced by 1. While carrying the Great Shield, a figure may not attack figures unless they are adjacent. The Great Shield cannot be used by Huge figures.
Plate Armor
While carrying Plate Armor, a Hero’s Defense increases by 2, and Movement is reduced by 1. While carrying the Plate Armor, a figure may not use Flying or Stealth Flying abilities. Plate Armor cannot be used by Huge figures.
Alternative text I'm considering "While using Plater Armor, a figure may not use any special abilities on their army card that affect their movement or cause them to move." The intention being to eliminate flying, but also things like Vanish, Phantom Walk, etc.
Burglar’s Tools
While carrying Burglar’s Tools, a Hero may re-roll the D20 once per attempt to disarm a trap. You must accept the new roll.
Boots of Leaping
Confers Stealth Leap 12
Crown of Command
When you reveal an OM on this figure, instead of taking a turn with it you may select another figure within 6 clear sight spaces:
If the figure is friendly, you may immediately take a turn with that figure.
If the figure is not friendly, roll a D20. On a 17 or higher, you may take a turn with that figure. On a 16 or less, place a wound marker on the figure using the Crown of Command.
I'd been holding a lot of this stuff back, but I've seen the good that comes from an open discussion and constructive feedback, so comments are wlecom and encouraged.
For now I'm just going to start small and post a few of my glyph ideas. By and large, all of these ideas strive to have a strong thematic element, and balance the bonus with some sort of restriction. Not necesarrily a penalty (except in the case of a particularly powerful treasure), but rather making the treasures different enough to allow the player the opportunity to make some more strategic choices about who gets what equipment.
Treasure Glyphs:
Flaming Torch
While carrying Flaming Torch, a figure does not take disengagement swipes from Undead squad figures and cannot be targeted by normal attacks from Undead squad figures.
While carrying Flaming Torch, the figure and any figures adjacent to it do not gain any bonuses for being on Shadow Tiles.
At the beginning of each round, roll a D20. If you roll a 5 or less, discard Flaming Torch.
Great Shield
While carrying Great Shield, a Hero’s Defense increases by 2, and Movement is reduced by 1. While carrying the Great Shield, a figure may not attack figures unless they are adjacent. The Great Shield cannot be used by Huge figures.
Plate Armor
While carrying Plate Armor, a Hero’s Defense increases by 2, and Movement is reduced by 1. While carrying the Plate Armor, a figure may not use Flying or Stealth Flying abilities. Plate Armor cannot be used by Huge figures.
Alternative text I'm considering "While using Plater Armor, a figure may not use any special abilities on their army card that affect their movement or cause them to move." The intention being to eliminate flying, but also things like Vanish, Phantom Walk, etc.
Burglar’s Tools
While carrying Burglar’s Tools, a Hero may re-roll the D20 once per attempt to disarm a trap. You must accept the new roll.
Boots of Leaping
Confers Stealth Leap 12
Crown of Command
When you reveal an OM on this figure, instead of taking a turn with it you may select another figure within 6 clear sight spaces:
If the figure is friendly, you may immediately take a turn with that figure.
If the figure is not friendly, roll a D20. On a 17 or higher, you may take a turn with that figure. On a 16 or less, place a wound marker on the figure using the Crown of Command.