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Old October 25th, 2011, 06:58 AM
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Re: The Book of Rhino - Design

Quote:
Originally Posted by IAmBatman View Post
OK, I think what was striking me as odd was that it seems as if the text is letting you choose the figure and count the spaces and then apply that attack bonus for the rest of the game! I think the text I have below will help that read more clearly.
I also added in a line or two there with an idea I just had along the lines of Electro. Basically it lets Spidey or other heroes bait Rhino into running at them, then they jump out of the way (defend) and he ends up running into one of his allies and hurting them. Classic Spidey move. Tell me what you think:

RHINO CHARGE
Before moving Rhino, you may choose a non-adjacent figure. Count the minimum number of spaces between Rhino and the chosen figure. If Rhino ends his move adjacent to the chosen figure, when attacking the chosen figure add 1 die to Rhino’s normal attack for each counted space, to a maximum of 4 additional dice. If Rhino fails to inflict a wound on the chosen figure with his normal attack, you must choose one additional figure within two spaces, move Rhino up to one space, and attack that figure, if possible. When moving, Rhino will not take any leaving engagement attacks.
I like that idea!

Quote:
Originally Posted by Griffin View Post
I love what you are doing with the design, but I am not liking a power level of 8 attack dice - Superman I has an attack of 7. I just don't think Rhino needs to be hitting that hard.

Huntress has a double special attack of 5 (from 2 spaces) and Ruthless Counterstrike which can deal auto-wounds to Supes, GL's etc. for only 170 points. But certain conditions make that not always work out, by engaging her and forcing her to take LE attacks to get the shot, and attacking her from range. And by herself engaged her defense drops to 4 so less likely of nasty Ruthless Counterstrike.

Rhino can be made similarly in that he can have nasty potential, but there are ways around it or to turn it against him or his team like Bats said. The thing that I found with [redacted] is that you could engage him first to mess up his Charge. You can also have meat shields as screens to slow him down from hitting your big guns and attack him from range or engage him for an attack when it's convenient for you. You could also have guys like Blob, Metallo, Clayface get him so he is stuck and can't leave engagement to Charge again. A normal melee attack of 5 isn't that nasty from him. You could also have guys like Electro or Mystique etc. to potentially give him wounds for engaging him. Sometimes Rhino might get to only Charge once in a game for the big attack.


Quote:
Originally Posted by IAmBatman View Post
Quote:
Originally Posted by Griffin View Post
I love what you are doing with the design, but I am not liking a power level of 8 attack dice - Superman I has an attack of 7. I just don't think Rhino needs to be hitting that hard.

He has an attack of 9, potentially. But that's only if he amps it up with his Charge. Charging 3 to 4 spaces with a move of 7 won't happen all the time. I think we could drop the disengage to make it tougher, though, potentially. I think there needs to be enough of a bonus for it to be worthwhile and feel thematically right, though.
I think my idea above could help as well, because you could play it against him.
Yeah, perhaps dropping the disengage would help tone him down some after seeing the potential huge attack. If you did that, wouldn't he take leaving engagement attacks with your suggested change for missing? That could help tone him down some.

That all said, he needs to still be someone that the player controlling him could have fun with in setting up the big hit and someone that the opponent needs to gameplan for and keep an eye on.

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

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3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon

Last edited by IAmBatman; March 26th, 2012 at 09:25 PM.
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