[AotV] "Sandstone" Terrain Rules Discussion
Below was my original thoughts before AotP project was created
So I think there are a lot of people, including involved in VC & C3G, map makers, tournament directors, and everyday scapers who would love anew terrain type for Heroscape. Well guess what, Magic:AotP gave us a new terrain type (besides Cryptoliths): Quick-Sand https://www.heroscapers.com/download...istrad_7FJ.jpg Note this is different paint-job than Heroscape sand, but is 100% compatible. There are only a few pieces in each set:
So how do we agree on rules? Well here is a suggested process:
Again, maybe an already made group either C3V/C3G or BoV or other map-making group could do, but I figure I'd rther have this as a public discussion. So lets start on 1 and 2. GO!!! |
Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Suggestions here:
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Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Quote:
On the topic of the terrain specifically, I actually think that the MtG tiles look like sandstone personally, which doesn't have any effects that immediately come to mind. Quicksand feels like it would be one of the thin tiles to me, if that makes sense. That said, I did actually have some custom Quicksand terrain rules that I was toying with a long time ago. It's very similar to 2 and 3 from your second post, but with the added caveat that you add that figure's height to your roll. Rolling below an X would either cause a wound or get your figure stuck, but with the added height to your roll larger figures are punished less. |
Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Looking through this thread, there are a few good ideas.
I like something simple like, "Figures starting their move on quicksand spaces subtract 3 from their move." As long as you keep moving through it, you're fine, but if you stop it becomes a struggle to get out. Could also maybe add something like "Figures on quicksand spaces cannot target non-adjacent figures for attacks." so ranged figures can't just otherwise essentially ignore the effect. |
Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
If I had to vote on the currently suggested rules I would go with the ones suggested by
@lefton4ya
and
@Astroking112
. I think if we are involving the d20 that is the correct way to go. I like the way you add the character's height. I involved height in a different way, as you will see below.
I like the idea of quicksand being mostly harmless, yet sometimes deadly. I also think it should affect anyone passing through, rather than only when you begin your turn on it. Moving through quicksand should be a risk/reward based gamble. Here's my take on it: Quicksand Terrain Rules: Quote:
... Other Rules:
Spoiler Alert!
I broke up my Ability into parts for readability, but if you want a Summary version I went ahead and added that here:
Spoiler Alert!
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Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
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Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
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In AotP, wound markers for squads go on individual figures. I don't know if any squads in HeroScape have more than 1 life, but if they do I imagine they would be handled the same way. Anyway, this was just my take on it. My second choice would be the d20 rule by @lefton4ya . |
Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Anyone interested in using these terrain tiles in Heroscape may appreciate this project.
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Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Coming back to this, although maybe should be moved to the AotP project. An idea to combine a few different ideas:
Quicksand movement: Figures starting their move on quicksand spaces subtract 3 from their move, to a minimum of 2. Figures on quick-sand spaces cannot target non-adjacent figures for attacks. Quicksand damage: Rolling for quicksand damage: In turn order, all players must roll for all their figures not adjacent to friendly figures and are on quicksand spaces. To do this, roll one attack die. If you roll a skull, that figure takes a wound. Otherwise it is safe. Players may choose in what order to roll for their own figures. Figures with Slither, Amphibious, Water Suits, Swamp Water Tunnel, Water Tunnel, or Super Strength special power can ignore quicksand movement rules and never roll for quicksand damage. |
Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Do your Mod powers let you move it?
That's way too many rules. The damage is even just the same as lava damage, except the friendly figure thing (and maybe timing, I don't see it listed). I would like to see something unique here. The other issue some had was Quicksand would make more sense as a 0-height tile (like shadow or water), but these are full hexes. That's why I had suggested this (or something like it): SAND DUNES: Shifting Sand: After one of your figures ends its turn on a Sand Dune, you must roll the d20. If you roll 11+, choose an opponent to move that figure one space to a same level or lower space. Figures moved by Shifting Sand do not take leaving engagement attacks. |
Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
Do you want it moved?
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Re: New Heroscape Terrain "Quick-Sand" - Collaborate rules
You could also add this to your new interactive terrain brainstorming thread!
https://www.heroscapers.com/communit...91#post2461591 |
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