Re: Green Wyrmling discussion and playtesting
I think the key is to limit both the number of wounds and the trigger for the power. There were some interesting powers involving D20's mentioned earlier, but it can be simplified.
Another concern, of course, is having the power be compatible with red and blue dice. The idea mentioned earlier of having the power be activated by skulls rolled, while innovative and highly sexy, is therefore impractical. And of course, no valkyrie dice; that would really just feel weird on a wyrmling.
Particularly interesting, to me at least, is the idea of making it an uncommon hero; but then you have the problem of tweaking it so that its not too bulky to really be considered a wyrmling.
I think the most elegant solution would be to tweak the re-rolling idea (Dok's?) so that the trigger is limited, but not dice-dependent.
Fledgeling Counterstrike
When rolling defense dice against a normal attack from an adjacent figure, if any excess shields are rolled, roll an attack die. If you roll a skull, the attacking figure receives a wound.
This way, we can give it high defense without much worry.
|