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  #289  
Old May 30th, 2012, 10:38 PM
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Re: Swamper's Customs - The Avenger Initiative!

So here it goes:

NICK FURY:
- Why two powers that involve Order Marker control? Both Master Spy and Agent of Shield basically involve plan changing after OM's have been placed so although they are different mechanics, they seem to serve similar purposes on a mechanics side of things. This is why I always say that mechanics are more important than theme. So much OM control on one card just seems odd to me.
- I agree with Hi1 and think that Marksman is a bit too scary. Anyone can wiff on a defense roll. I know there ore d20 instant kill powers and I do like that figures with higher defense are more likely to survive his attack but in theoryscape, it still scares me. Besides, I didn't exactly see Fury instant killing people all over the battlefield in the movie so I'm not sure that the theme is 100% on anyway.

Black Widow:
- With Hi1's comments, you should be able to fix her obvious questions. My only other issue is that I'm not a fan of the "negotiation" power as it is. I know C3G has something similar on Beast but at least that represents a character in a comic book that talks during the heat of a battle. I know you are going for Widow's deception and charm but, in my personal preference, that's a role playing element and not a skirmish type power. In other words, Heroscape to me represents the battle itself which means it is too late to have someone using their womanly charm to defeat an enemy. Unless the figure is using something like a magic spell (ala Enchantress), I don't really see the charm working thematically during a hand to hand combat battle. But that is just me and my scape biases. Like I said, with HJi1's fixes, she should be mechanically fine.

Hawkeye:
Fun but I too would like to see a choice of what arrow he uses. When playing Heroscape, you want decision making ability for all of your figures. To have him, in a sense, close his eyes and pick an arrow randomly to use doesn't sound strategic enough for me.

Captain America:
No problems to report on this one. Although I think official Cap is perfect and fits both comic and movie version, I also think that your version carries the flavor too.

Thor:
I like the special attack but I'm not feeling the speed for some reason. Thor in the movie seemed more power than speed so double attack seems odd but since you limited to not affect the same figure, I can buy it. He has a range of 1 so really he's just multi-tasking fighting off two adjacent opponents at once and that's OK with me. It's just the "god speed" title that had me apprehensive about it. Overall he's a good design that may need a hike in cost.

Iron Man:
Not a fan of the suit repairs in mid battle. He reroutes energy distribution so maybe a change to a d20 power where if Iron Man takes a turn but does not attack, roll the d20 to see if he repairs could be a more fun mechanic than an auto heal. I'm all about strategic choice and would love to see if IM had to make the choice of holding back attack opportunities for the simply possibility of a repair... that equals fun to me.

Hulk:
- "The Other Guy" is a very customy power. Determining the "nearest" figure to move to and attack is not a fool proof power. attacking an adjacent figure would be better but making him move to a close figure and then attack seems off a bit.
- Why does Super Leap Special attack allow him 2 leaps if he attacks but only one leap if he doesn't attack... but then again it's a Special Attack so why does he even have a choice of whether to attack or not? A Special Attack should mean that he attacks every time.

I hope I didn't offend with my critiques and I thank you for breathing some life around here while old codgers like me just sit back and do nothing.

Good work Swamper and thanks for letting me spew my nonsense.


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  #290  
Old May 31st, 2012, 10:39 AM
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Swamper Swamper is offline
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Re: Swamper's Customs - The Avenger Initiative!

Quote:
Originally Posted by William099 View Post
So how'd you get your new symbols on your cards? I assume you use Magic Set Editor and must have added them into the files but how'd you link em with a hot key?
You'd have to ask mac about that bud. Mac was nice enough to do the cards for me back in the day.

Quote:
Originally Posted by Matt Helm View Post
So here it goes:

Oh boy!

NICK FURY:
- Why two powers that involve Order Marker control? Both Master Spy and Agent of Shield basically involve plan changing after OM's have been placed so although they are different mechanics, they seem to serve similar purposes on a mechanics side of things. This is why I always say that mechanics are more important than theme. So much OM control on one card just seems odd to me.

Well, what else did Fury really do in the movie? Basically he commanded people and made split-second decisions. I may change Director of Shield so that he is able to move two guys. Maybe if I change it so that he only moves two agents, then takes a turn himself? I like Master Spy the way it is, I think it really represents the way he was making split-second decisions and changing the plans.

- I agree with Hi1 and think that Marksman is a bit too scary. Anyone can wiff on a defense roll. I know there ore d20 instant kill powers and I do like that figures with higher defense are more likely to survive his attack but in theoryscape, it still scares me. Besides, I didn't exactly see Fury instant killing people all over the battlefield in the movie so I'm not sure that the theme is 100% on anyway.

Yeah, Marksman was a misfire on my part. I wanted an offensive power on him, but maybe he would be better doing purely strategy stuff.

Black Widow:
- With Hi1's comments, you should be able to fix her obvious questions. My only other issue is that I'm not a fan of the "negotiation" power as it is. I know C3G has something similar on Beast but at least that represents a character in a comic book that talks during the heat of a battle. I know you are going for Widow's deception and charm but, in my personal preference, that's a role playing element and not a skirmish type power. In other words, Heroscape to me represents the battle itself which means it is too late to have someone using their womanly charm to defeat an enemy. Unless the figure is using something like a magic spell (ala Enchantress), I don't really see the charm working thematically during a hand to hand combat battle. But that is just me and my scape biases. Like I said, with HJi1's fixes, she should be mechanically fine.

Yeah, when you put it that way, it sounds less attractive than it sounded in my head. Maybe a d20 roll between rounds to reveal one of the enemies OM's at random?

Hawkeye:
Fun but I too would like to see a choice of what arrow he uses. When playing Heroscape, you want decision making ability for all of your figures. To have him, in a sense, close his eyes and pick an arrow randomly to use doesn't sound strategic enough for me.

Like hi1 said, that may up his cost a bit too much for my liking. But I'll consider it.

Captain America:
No problems to report on this one. Although I think official Cap is perfect and fits both comic and movie version, I also think that your version carries the flavor too.

Why thank you. The original Cap didn't have the leadership power I wanted Cap to have (based off the movie, of course).

Thor:
I like the special attack but I'm not feeling the speed for some reason. Thor in the movie seemed more power than speed so double attack seems odd but since you limited to not affect the same figure, I can buy it. He has a range of 1 so really he's just multi-tasking fighting off two adjacent opponents at once and that's OK with me. It's just the "god speed" title that had me apprehensive about it. Overall he's a good design that may need a hike in cost.

Yeah, I just wanted Thor to be able to hold his own against squads (which will be coming soon!). When you say speed, I'm not sure if you mean his speed or the Gods Speed, but I gave him 7 move because he's super fast flying, and the Gods Speed so he can hold his own against squads.

Iron Man:
Not a fan of the suit repairs in mid battle. He reroutes energy distribution so maybe a change to a d20 power where if Iron Man takes a turn but does not attack, roll the d20 to see if he repairs could be a more fun mechanic than an auto heal. I'm all about strategic choice and would love to see if IM had to make the choice of holding back attack opportunities for the simply possibility of a repair... that equals fun to me.

Your idea is a definite improvement on my original power. I'll probably change that.

Hulk:
- "The Other Guy" is a very customy power. Determining the "nearest" figure to move to and attack is not a fool proof power. attacking an adjacent figure would be better but making him move to a close figure and then attack seems off a bit.

Yeah, like I told hi1, I was basically looking for a way to represent him losing his cool and attacking Black Widow in the movie. Maybe if I change it to when he's wounded, he attacks all adjacent figures or something? I'm still thinking on this.

- Why does Super Leap Special attack allow him 2 leaps if he attacks but only one leap if he doesn't attack... but then again it's a Special Attack so why does he even have a choice of whether to attack or not? A Special Attack should mean that he attacks every time.

With this power, I was trying to represent the scene in the movie where he's leaping from building to building smashing things. It's pretty obvious that it needs some reworking though. I'll think about this some more.

I hope I didn't offend with my critiques and I thank you for breathing some life around here while old codgers like me just sit back and do nothing.

Why would I take offense at someone trying to help me get better?

Good work Swamper and thanks for letting me spew my nonsense.

Anytime.


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  #291  
Old May 31st, 2012, 11:23 AM
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Re: Swamper's Customs - The Avenger Initiative!

For Hulk, what I found to work and be less customy is instead of saying attack the nearest figure, choose an opponent and that opponent may choose any figure. Hulk has to attack the chosen figure. That was Hulk will attack a your figure almost guaranteed (why would your opponent choose his own figure).


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  #292  
Old May 31st, 2012, 09:09 PM
Swamper's Avatar
Swamper Swamper is offline
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Re: Swamper's Customs - Anti-Venom (New Changes!)

Revised and (hopefully) improved!

Nick Fury
Life 5
Move 5
Range 6
Attack 4
Defense 4

Master Spy - At anytime during the round, you may reveal the X order marker on this card and rearrange your remaining Order Markers.

Director of SHIELD - After revealing an OM on Fury, you may move up to two Spies or Agents you control up to 5 spaces each.

160?

Black Widow
Life 4
Move 6
Range 6
Attack 4
Defense 4

Close Combat Expert - Whenever Black Widow attacks an adjacent figure, add 1 to her attack value.

Interrogation - At the beginning of each round, if Black Widow is adjacent to an enemy figure, roll the 20d. If you roll a 13 or higher, reveal one of your opponents OM's at random.

Stealth Dodge

140?

Hawkeye
Life 4
Move 5
Range 8
Attack 4
Defense 4

Designated Arrow SA - Range 6 Attack Special - Instead of attacking normally with Hawkeye, you may use Designated Arrow Special Attack. Choose one of the following.
  • Attack 4 - All figures adjacent to the targeted figure are affected. Figures roll defense dice seperately
  • Attack 4 - Hawkeye can attack up to three different figures with this attack. You can not target the same figure more than once.
  • Attack 6
  • Attack 2 - The defending figure may not roll any defense dice against this attack.

150?

Captain America
Life 6
Move 6
Range 1
Attack 6
Defense 6

Vibranium Shield - Whenever Captain America defends against an attack from a nonadjacent figure, add one automatic shield to whatever is rolled.

Avengers Assemble! - Instead of taking a turn with Captain America, you may take a turn with any Avenger you control.

Shield Throw Special Attack - Range 6, Attack 4 - Choose up to two figures to be affected by this attack. Figures roll defense dice separately.

240?

Thor
Life 8
Move 7
Range 1
Attack 8
Defense 8

God of Thunder SA - Range 5, Attack 6 - Figures roll one less defense die against this attack.

God Speed - When attacking normally, Thor may attack twice. You cannot target the same figure more than once.

Flying

400?

Ironman
Life 6
Move 7
Range 7
Attack 4
Defense 6

Double Attack

Suit Repairs - If Ironman did not attack this turn and is unengaged, roll the d20. If you roll a 12 or higher, remove a wound marker from this card.

Flying

260?

Hulk
Life 8
Move 6
Range 1
Attack 7
Defense 8

Hulk Smash - For each wound marker on this card, add one to Hulks attack.

The Other Guy - Whenever a OM is revealed on this card, roll the d20. If you roll a 17 or higher, choose an opponent to take control of Hulk for the remainder of the turn. Hulk must attack a figure during this turn. At the end of the turn, control of Hulk returns to the original controller.

Super Leap SA - Move 6 Attack 6 - Instead of moving normally, you may use Super Leap SA. Choose an empty space adjacent to a figure up to 6 spaces away. Place Hulk on that space and attack. Choose another empty space adjacent to a figure up to six spaces away, place Hulk on that space, and attack again. Hulk does not take leaving engagement strikes.

400?


Last edited by Swamper : June 2nd, 2012 at 05:30 PM.

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  #293  
Old June 2nd, 2012, 06:03 PM
Swamper's Avatar
Swamper Swamper is offline
What's Curse of Negoksa???
 
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Re: Swamper's Customs - The Avenger Initiative!

Loki
8 Life
6 Move
6 Range
4 Attack
7 Defense

Tesseract Rod (I'm not exactly sure what they called the rod thing in the movie) - After moving and instead of attacking, you may choose an adjacent figure and roll the 20d. If you roll a 7 or higher, you gain control of that card for the remainder of the turn. Remove all OM's from the card, and place the OM's on Loki's card on the new card. At the end of the round, control of the card returns to the original player. Tesseract Rod may not be used more than once per round.

Tesseract Energy Blast Special Attack - Range 6 Attack 6 - Loki may attack twice with this attack. He may not attack the same figure more than once.

380?

(Whatever those Aliens were called)
Group of three
Life 1
Move 6
Range 5
Attack 4
Defense 4

Hive Mind - You may move up to six Aliens each turn. However, you may only attack with any three Aliens you control.

70?


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  #294  
Old June 2nd, 2012, 06:26 PM
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badgermaniac badgermaniac is offline
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Re: Swamper's Customs - The Avenger Initiative!

Quote:
Originally Posted by Swamper View Post
Loki


Tesseract Rod (I'm not exactly sure what they called the rod thing in the movie) -


(Whatever those Aliens were called)
Group of three
I'd call it Loki's Staff

Chitauri


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  #295  
Old June 2nd, 2012, 06:32 PM
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Swamper Swamper is offline
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Re: Swamper's Customs - The Avenger Initiative!

Cool, thanks badger. Any thoughts on the cards?


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  #296  
Old June 3rd, 2012, 11:03 AM
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Re: Swamper's Customs - The Avenger Initiative!

Other people are much better than I am at hashing out language or determining inconsistent or broken game elements and things like that, but thematically, they all look fine to me.


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  #297  
Old June 3rd, 2012, 11:41 AM
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Margloth Margloth is offline
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Re: Swamper's Customs - The Avenger Initiative!

I think Loki's normal attack should be higher. He goes toe-to-toe with Thor for quite some time in the climactic battle, and beats on Cap as well.

For the first power, Staff Infection?
I know you hate markers, but I really think Markers is the way to go here. It's not like his control of the victim really fades until they get knocked soundly on the head (maybe have the marker come off if they receive a wound from an adjacent attack).

I also think some sort of defensive power would be cool. Something like:

DECEPTIVE DECOY
If Loki is attacked and at least one skull is rolled by the attacking figure, you may roll the 20-sided die. If you roll an (X) or higher, Loki takes no damage an you may immediately place him on any empty space within 4 spaces of the attacking figure.


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  #298  
Old June 3rd, 2012, 04:20 PM
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Swamper Swamper is offline
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Re: Swamper's Customs - The Avenger Initiative!

Quote:
Originally Posted by badgermaniac View Post
Other people are much better than I am at hashing out language or determining inconsistent or broken game elements and things like that, but thematically, they all look fine to me.
Awesome, thanks!

Quote:
Originally Posted by Margloth View Post
I think Loki's normal attack should be higher. He goes toe-to-toe with Thor for quite some time in the climactic battle, and beats on Cap as well.

For the first power, Staff Infection?
I know you hate markers, but I really think Markers is the way to go here. It's not like his control of the victim really fades until they get knocked soundly on the head (maybe have the marker come off if they receive a wound from an adjacent attack).

I also think some sort of defensive power would be cool. Something like:

DECEPTIVE DECOY
If Loki is attacked and at least one skull is rolled by the attacking figure, you may roll the 20-sided die. If you roll an (X) or higher, Loki takes no damage an you may immediately place him on any empty space within 4 spaces of the attacking figure.
I originally had Loki's attack at 7, but then I thought that Loki's Staff was much more powerful than Loki's plain attack. Also, I factored in Loki's "fight style". He would much rather confuse and have other people do his dirty work than go out and beat someone down with an attack of seven. And when he does need to beat someone down, he uses the staff. I could see bumping his attack up to one and his staff attack up to 7 or 8. I really couldn't think of a "special effect" other than attacking twice. If we decide to up the attack, then he definitely shouldn't attack twice!

As for the taking over power, I can see where your coming from with the markers and all, and it makes more thematic sense. But what am I to do about the OM's? If Loki takes over someone one the first round, then that figure is injured, then all of those OM's that Loki moved from his card to the other figures card are lost! Maybe if I did something like this -

Loki's Rod - After moving and instead of attacking, you may choose an adjacent figure and roll the 20d. If you roll a 7 or higher, place a green marker on that card, and remove all OM's from that card. Whenever an OM is revealed on Loki's card, you may instead take a turn with any figure that has a green marker on their card. Whenever a figure that has a green marker is wounded by an adjacent attack, remove the green marker from that card.

As for the defensive power, I was thinking of something like you put there, but I wasn't sure if I had enough space on the card. Loki's Rod is pretty long.


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  #299  
Old June 3rd, 2012, 07:34 PM
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Margloth Margloth is offline
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Re: Swamper's Customs - The Avenger Initiative!

Quote:
Originally Posted by Swamper View Post
Loki's Rod is pretty long.


sorry, you set yourself up.


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  #300  
Old June 4th, 2012, 10:28 AM
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Swamper Swamper is offline
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Re: Swamper's Customs - The Avenger Initiative!

Quote:
Originally Posted by Margloth View Post
Quote:
Originally Posted by Swamper View Post
Loki's Rod is pretty long.


sorry, you set yourself up.
... I love Loki's rod.


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