Re: Heroes of Fiction: Design Thread
SECRET TECHNIQUE
Instead of attacking, JoJo may move an additional time. If he doesn't end this movement engaged, move one of your order markers to his Army Card and unreveal it. This change would give his tricky defense much more functionality, but I fear it would draw out fights and make them unfun, but then again JoJo keeps the fight going and this would renew those valuable resources. Currently the red text isn't added in and I'm not sure it should be, but behold I present the idea to the group. Edit: It's growing on me and makes sense both mechanically and thematically. |
Re: Heroes of Fiction: Design Thread
TRICKY WIT DEFENSE
After rolling defense dice and before taking damage, JoJo may reveal an unrevealed order marker from his Army Card or from the Army Card of the attacking figure. If it's a numbered order marker, JoJo rolls that number of additional defense dice. If it's the Order Marker "X" all excess shields rolled count as unblockable hits on the attacking figure. HAMON OVERDRIVE Once per round, after taking a turn with JoJo, he may take an additional turn. After that turn, remove an unrevealed order marker from his Army Card. If he can't, instead remove 1 wound from his card. SECRET TECHNIQUE Once per game, instead of attacking, JoJo may move an additional time. If he doesn't end this movement engaged, move one of your order markers to his Army Card and unreveal it. By making Secret Technique once per game, he doesn't automatically use it every first order marker of the game. It also keeps it a "secret" until it's used. He may kite once, but he shouldn't be kiting the entire game. |
Re: Heroes of Fiction: Design Thread
This is the current mock of the design.
https://www.heroscapers.com/communit...r_original.png Good: He plays fun. Bad: He doesn't play like the official character. Edit: Also, 270 is too high Edit: On Overdrive, minor language tweak: "If he can't" --> "you" |
Re: Heroes of Fiction: Design Thread
He does seem a little wonky. Especially with all his abilities being based on order markers.
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Re: Heroes of Fiction: Design Thread
Quote:
Although, JoJo should have some wonk because he's all about, "Here! Oh, you thought that was it? Will look over there, because in the other direction is actually it, but only partially because the full it is right BAM" |
Re: Heroes of Fiction: Design Thread
https://www.heroscapers.com/communit...r_original.jpg
Based on feedback, all three powers have had jankiness reduced: TRICKY WIT DEFENSE After rolling defense dice and before taking damage, choose one: • JoJo rolls 3 additional defense dice. • JoJo counts all excess shields he rolled as unblockable hits on the attacking figure. • Reveal all order markers on the Army Cards of the attacking figure. HAMON OVERDRIVE Once per round, before taking a turn with JoJo, you may remove a wound marker or an additional order marker from this card. If you remove an order marker, count all skulls rolled twice when attacking with JoJo this turn. SECRET TECHNIQUE Once per game, instead of attacking, JoJo may move an additional time. During this movement, JoJo can't be attacked for leaving an engagement and can move through all figures. |
Re: Heroes of Fiction: Design Thread
I playtested him once against a 500pt Kurrok army using the new wording.
The play is much smoother and Tricky Wit Defense remains just as "tricky" and a whole lot less wonky. Hamon Overdrive has a memory issue, however. It may require removing order marker, if numbered, attack bonus, if X, regenerate. As is, you clearly know when he overdrives for attack, but it's pretty easy to forget if he healed. Secret Technique was never used, but it was a button that was always on my mind. So, that's okay. 270 Points seems high, but he handily took out the 500pt Kurrok army. ; HAMON OVERDRIVE Once per round, before taking a turn with JoJo, you may reveal and remove an unrevealed order marker from this card. If you remove a numbered order marker, remove a wound from this card. If you remove the "X" order marker, count all skulls rolled twice when attacking with JoJo this turn. ; Thoughts? |
Re: Heroes of Fiction: Design Thread
I would like to get this guy wrapped up by Friday.
Here is the most current Army Card mock-up. I'll put in some playtesting tomorrow. https://www.heroscapers.com/communit...tar_382171.jpg |
Re: Heroes of Fiction: Design Thread
He crushes squads. I'm not 100% sure on Hamon Overdrive regeneration cost. Perhaps if it removed two wounds? But he's close to being done.
https://www.heroscapers.com/communit...tar_572890.jpg In this latest version, instead of revealing all markers, he reveals the next one. More thematic. -Edit: Healing reflects the order number. TRICKY WIT DEFENSE After rolling defense dice and before taking damage, choose one: • JoJo rolls 3 additional defense dice. • JoJo counts all excess shields he rolled as unblockable hits on the attacking figure. • Reveal the next order marker on the Army Cards of the attacking figure. HAMON OVERDRIVE Once per round, before taking a turn with JoJo, you may reveal and remove an unrevealed order marker from this card. If you remove a numbered order marker, remove that number of wounds from this card. If you remove the "X" order marker, all skulls rolled count for one additional hit when attacking with JoJo this turn. SECRET TECHNIQUE Once per game, instead of attacking, JoJo may move an additional time. During this movement, JoJo can't be attacked for leaving an engagement and can move through all figures. |
Re: Heroes of Fiction: Design Thread
SECRET TECHNIQUE
Once per game, instead of attacking, JoJo may move an additional time. When moving with Secret Techniqu, John may move through figures without becoming engaged and never takes leving engagement attacks. |
Re: Heroes of Fiction: Design Thread
Version 1 update:
TRICKY WIT DEFENSE After rolling defense dice and before taking damage, choose one: • JoJo rolls 3 additional defense dice. • JoJo counts all excess shields as unblockable hits on the attacking figure. • Reveal the next order marker on the Army Cards of the attacking figure. • Move a Treasure Glyph from this card to the Army Card of the Attacking figure. • Move a Treasure Glyph from the Army Card of the Attacking figure this card. HAMON OVERDRIVE Once per round, before taking a turn with JoJo, you may reveal and remove an unrevealed order marker from this card. If you remove a numbered order marker, remove that number of wounds from this card. If you remove the "X" order marker, all skulls rolled count for one additional hit when attacking with JoJo this turn. SECRET TECHNIQUE Once per game, instead of attacking, JoJo may move an additional time. During this movement, JoJo can move through all figures and is never attacked when leaving an engagement. Version 2 -possible alternative. LAYERED GENIUS ATTACK When rolling attack or defense dice, JoJo may immediately remove an unrevealed order marker from his Army Card to reroll any of his attack or defense dice. He may continue removing order markers and rerolling dice until there are no order markers to remove. COUNTER STRIKE EXPERT After rolling defense dice, JoJo counts all excess shields as unblockable hits on the attacking figure. SECRET TECHNIQUE Once per game, instead of attacking, JoJo may move an additional time. JoJo can't end this movement adjacent to any enemy figure and after moving, places all your unused order markers on this card. |
Re: Heroes of Fiction: Design Thread
This card represents the most current version. He has three wordy powers that encompass his characters, but the wordiness is a problem.
https://www.heroscapers.com/communit...tar_498878.jpg Hamon Overdrive and Secret Technique are both source references and useful, but out of the three these aren't the meat of this figure. This alternative condenses those to Disengage and keeps one wordy power. https://www.heroscapers.com/communit...ing_171111.jpg |
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