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  #877  
Old June 10th, 2011, 06:00 PM
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LilMoochie LilMoochie is offline
 
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Re: Competitive Unit Congress

I will say that the Sacred Band's Defy Death 15 NEVER seems to work for me...

Especially frustrating when you figure in how hard you work to get adjacency


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  #878  
Old June 10th, 2011, 07:22 PM
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Re: Competitive Unit Congress

Alright, it looks like there is some serious support for the defensive stealth leap adjustment (including my own). I'll work on the wording of it tomorrow and get it posted for this months proposal.

Quote:
Originally Posted by rym
And are we changing Jotun or not?
Rym, Jotun was just added to the non-viable unit list. Just because it is added to that list, doesn't mean it immediately gets a proposal for a change the following month. There are still several units on that list that have yet to receive changes. It is up to one of the council members to propose a change for a unit on the list when it is their turn.

Let me know if you have any questions about the process (or you could read the bylaws).

P.S. I'm just giving rym a hard time.


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  #879  
Old June 10th, 2011, 09:48 PM
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Re: Competitive Unit Congress

Quote:
Originally Posted by rym View Post
This change - defensive Stealth Leap in response to an attack - seems dead on and quite thematic. I like this change and throw my vote in there to have this be the proposal we use for this go-round of testing.

And to weigh in on the 14- or 15- number needed for the DSL roll, I would suggest 14. If you look at the Microcorp Agents, and strictly speaking, just for their Stealth Suit / Defy Death ability (cannot recall the name off the top of my head), they need to hit a 15 or higher, and they're costed at 100 points. Seems to me the Shaolin Monks should hit their mark on a 14, especially if their cheaper in cost.

My two cents.
We'd also need to factor in that the proposed Stealth Leap would offer the benefit of stealth leaping into a more strategic position, while the Stealth Suit/Death Defy just allow the figure to keep on existing in their current location. And if Stealth Leap triggers on an attack rather than on a failed defense roll, it's going to occur more often than Stealth Suit, since you'd be stealth leaping from attacks that you may have blocked, as opposed to just attacks that you didn't.

If a Wolf of Badru pounced a Monk and he defensive stealth leaped to another space, would the wolf still be destroyed? From disbeleif maybe?


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  #880  
Old June 10th, 2011, 11:45 PM
Elginb Elginb is offline
 
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Re: Competitive Unit Congress

Personally, I think a 3 figure squad should have a 1 in 3 chance of their D20 power working, so I'd pick 14 as the number for their defensive stealth leap. If they were a ranged squad, maybe it'd be a higher number, but for melee 14 sounds about right.


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  #881  
Old June 11th, 2011, 01:31 PM
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Re: Competitive Unit Congress

d20 powers are the hardest to balance out.

Only leaping in response to an attack is going to make the monks play a lot different.

I'd rather go with the original proposal at 60 points, or up their attack and keep them at 80.

Just not a fan of trying to hit a d20. (Unless its frenzy.)


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  #882  
Old June 11th, 2011, 02:07 PM
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Re: Competitive Unit Congress

Quote:
Originally Posted by DrLivingston View Post
d20 powers are the hardest to balance out.

Only leaping in response to an attack is going to make the monks play a lot different.

I'd rather go with the original proposal at 60 points, or up their attack and keep them at 80.

Just not a fan of trying to hit a d20. (Unless its frenzy.)
So... You want the monks to have Stealth Leap Dodge Frenzy or just regular Stealth Leap Frenzy?


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  #883  
Old June 11th, 2011, 08:54 PM
Rich10 Rich10 is offline
 
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Re: Competitive Unit Congress

Quote:
Originally Posted by DrLivingston View Post
d20 powers are the hardest to balance out.

Only leaping in response to an attack is going to make the monks play a lot different.

I'd rather go with the original proposal at 60 points, or up their attack and keep them at 80.

Just not a fan of trying to hit a d20. (Unless its frenzy.)
I agree. Thematically, I think that the Monks should be able to leap to get into position for an attack, not just leap to get away from an attack. This seems too much like the NotNW. I think that I would prefer them as a cheaper melee squad.


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  #884  
Old June 12th, 2011, 10:23 AM
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Re: Competitive Unit Congress

Quote:
Originally Posted by DrLivingston View Post
Only leaping in response to an attack is going to make the monks play a lot different.
Yeah, that's bothering me, too. The Monks have limited Flying and the proposed change takes that away.


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  #885  
Old June 12th, 2011, 12:24 PM
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Re: Competitive Unit Congress

Quote:
Originally Posted by Just_a_Bill View Post
Quote:
Originally Posted by DrLivingston View Post
Only leaping in response to an attack is going to make the monks play a lot different.
Yeah, that's bothering me, too. The Monks have limited Flying and the proposed change takes that away.
I propose that Stealth Leap be left alone. Add a power similar to Spidey-Sense 11 that increases their survivability just enough to make them playable without fundamentally changing the metagame.

Kung Fu Mastery 15:
If a Shaolin Monk is attacked by an opponent's figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-14, roll defense dice normally. If you roll 15-20, the Monk takes no damage and may immediately move using his Stealth Leap Special Power.

Verbage on the card might be a problem but it's certainly no worse than Master Woo's. Playtesting will determine the D20 sweet spot but it seems like 15 is a good starting point.


Last edited by LilMoochie : June 12th, 2011 at 12:33 PM.

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  #886  
Old June 12th, 2011, 01:31 PM
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Re: Competitive Unit Congress

Just a side note, you guys may want to look at an old Tweek:

Quote:
Originally Posted by truth View Post
Okay so I'm making a thread in which I'm doing alternative versions of some of the official card releases.

Shall I start with the most infamous?

I give you Taelord:



I upped his life by one and gave him deadly strike.

From the official bio:
"For his savagery, strength and stamina, Taelord was rewarded with a drink from a Wellspring."

Now he's earned that drink


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  #887  
Old June 12th, 2011, 02:20 PM
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Re: Competitive Unit Congress

Quote:
Originally Posted by wriggz View Post
Just a side note, you guys may want to look at an old Tweek:

Quote:
Originally Posted by truth View Post
Okay so I'm making a thread in which I'm doing alternative versions of some of the official card releases.

Shall I start with the most infamous?

I give you Taelord:



I upped his life by one and gave him deadly strike.

From the official bio:
"For his savagery, strength and stamina, Taelord was rewarded with a drink from a Wellspring."

Now he's earned that drink
I think the only thing you need to tweak with Taelord is the Flying power - just to change it to Stealth Flying and clarify it a little bit. If you've ever played Taelord with three squads of minions, he can be a very good cheerleader.

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  #888  
Old June 12th, 2011, 02:49 PM
Elginb Elginb is offline
 
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Re: Competitive Unit Congress

For the monks, what if we modified Shaolin Assault to involve stealth leap:

Shaolin Assault -A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately. If no Shaolin Monk attacks this turn, you may choose to Stealth Leap with any 3 Shaolin Monks you control.

That wouldn't take up much more space and would allow Monks to have essentially a move of 9 if they don't attack. It doesn't completely solve their fragility problem, but it would be easier to advance them on the opponent's army, and make them into effective glyph grabbers, too.


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