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Old July 27th, 2015, 09:51 AM
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Re: Justice League Design *Brainstorming* (Class Synergy)

Some great design stuff here, Sock and Yoda! I think we've really got a clear direction here and should just chip away the remaining pieces of granite until we have our sculpture.

At this point, I think what Sock posted is a great template for us, so I'm going to try to help refine that as the direction to go with for Class synergy. Once we have fully figured out the cards we want designed for this, we can discuss whether we're ready to tie a bow in this one and move on to the next discussion (no hurries, though! Let's make sure to be thorough).

Quote:
Originally Posted by Aggressive Sock View Post
Just some ideas:

Martian Manhunter II:

JUSTICE LEAGUE
At the start of the game, you may choose up to one Champion, one Vigilante, one Officer, one Scientist, one Warrior, one King, one Magician, and one Archer in your Army. For this game, each chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card.
The one of each, diversity of classes, really does thematically underscore how each Hero is bringing something different to the table. I really like that aspect -- an army of specialists. I think King and Magician are worth including and don't bring in many trouble spots (none for Magician for sure).

The one thing missing from the above power is that you need to specify that you're only choosing Unique Heroes. That's not spelled out above, meaning Common Heroes and Event Heroes at the least would be applicable, and someone might be able to read squads into it as well.

I'd go with:

JUSTICE LEAGUE
At the start of the game, you may choose Unique Heroes, including up to one Champion, one Vigilante, one Officer, one Scientist, one Warrior, one King, one Magician, and one Archer in your Army. For this game, each chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card.

Quote:
Originally Posted by Aggressive Sock
MIND LINK
An opponent may never take control of Martian Manhunter, or any League Member you control within 4 spaces of Martian Manhunter. Figures you control are always considered within clear sight of each other.
So we're OK with it being a general "figures you control" instead of League Members you control for the clear sight of each other? I ask, because I'm not sure if the theme of the power is a generic mind link or just one between Justice League members. It seems to be half of one and half of the other right now.

My proposal would be to go all in on the Justice League aspect of the Mind Link and to give it a less generic title, like "League Mind Link." After all, Mind Link is pretty generic, but the inclusion of "League Member" in the text already just about guarantees it's not a reusable power.

Quote:
Originally Posted by Aggressive Sock
PRECOGNITIVE SENSES
If a League Member figure you control rolls the 20-sided die for a special power, you may add 2 to the roll.
I don't think "figure" is needed there. But since you're actually the one doing the rolling, I think a quick overall tweak to the wording could help, like so:

PRECOGNITIVE SENSES
If you roll the 20-sided die for a special power on the Army Card of a League Member you control, you may add 2 to the roll.

The theme might be a little iffy on some powers this will boost, as a lot of the D20 rolls represent things that future knowledge wouldn't particularly help with, but I think it works on enough of them that it'll be OK.

I don't have time right now, but it's probably worth going through our list of 71 Heroes who synergize with this and seeing which ones benefit from D20 boosts and which ones don't. It should e very telling as to whether or not this power will help guide army building in a way that accomplishes our goals or not. I think it will, but it's worth being thorough and scientific.
Quote:
Originally Posted by Aggressive Sock
DENSITY CONTROL
Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.

SUPER STRENGTH
FLYING
That'll work.

Quote:
Originally Posted by Aggressive Sock

Cyborg II:


JUSTICE LEAGUE COORDINATED ATTACK
At the start of the game, you may choose one Champion or Warrior Unique Hero in your Army. For this game, the chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card. After revealing an Order Marker on the card of and taking a turn with a League Member Hero you control within 5 clear sight spaces of Cyborg, you may immediately attack once with Cyborg, and you may not take any additional turns with other figures you control.
I'm not sure if the first sentence is needed or not with Martian Manhunter how he is above, but preserving the ability to play Hawkman and Hawkgirl together is appealing. I'm hoping Wonder Woman 2.0 will be Justice League friendly, but there's no telling.

If we're going to include that first sentence, which I guess I'd lean towards all things considered (it was worth questioning, though), I'd probably throw in Officer, so you can bring two Green Lanterns if you want.

Same issue here of needing to spell out Unique Hero in the power text.

Should we specify the out of turn attack is with his normal attack? I know he doesn't have any special attacks, but you never know what oddness glyphs, etc., might bring down the road.

Quote:
Originally Posted by Aggressive Sock
BOOM TUBE TRANSPORT
After revealing an Order Marker on this card, you may place one Glyph of Boom Tube power-side up on an empty space within 4 clear sight spaces of Cyborg. Before moving Cyborg, you may roll the 20-sided die for each unengaged figure you control within 4 clear sight spaces of Cyborg. If you roll a 12 or higher, you may move that figure up to 4 spaces. After moving Cyborg, immediately remove the Glyph of Boom Tube from the battlefield.

CYBERNETIC REPAIR X
At the end of the round, if you reveal an "X" Order Marker on this card, remove one Wound Marker from each Army Card you control with the Cybernetic Repair X special power.

SUPER STRENGTH


Quote:
Originally Posted by Aggressive Sock
Doctor Fate:

MAGICAL ELEMENTS
At the start of the game, you may place one water tile, one lava tile, one ice tile, and one shadow tile on this card. Instead of attacking, you may remove a tile from this card and place it on any empty land space within 4 clear sight spaces of Doctor Fate, if the tile fits normally onto that space.
I really do like the idea behind this power. I'd consider keeping it without the lava tile or with a lava terrain tile instead of molten lava. Molten lava's just too much of a game changer (and, as Yoda pointed out, not thematic).

That said, I also dig the power you replaced this with on your other version.

Quote:
Originally Posted by Aggressive Sock
HEROIC RESURRECTION
Before placing Order Markers for any round, if Doctor Fate is unengaged, you may choose any previously destroyed League Member you control and roll the 20-sided die. If you roll 18 or higher, remove all Wound Markers from the chosen Hero’s Army Card and place the chosen Hero on any empty space adjacent to Doctor Fate. This special may only be used to place one League Member per game.

MAGICAL DEFENSE
When Doctor Fate is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Doctor Fate can take for this attack is one.

SUPER STRENGTH
FLYING
The once per game aspect probably helps keep the resurrection power balanced, but it'll be something to look at. Another reason against giving him the ability to place molten lava, though. You don't want the guy to become a competitive nightmare!

One thing you might want to wait on for Doctor Fate is to see how the sanctum decides to handle some ideas they're working on regarding spells. It might really inform Doctor Fate's design.

Quote:
Originally Posted by Yodaking View Post
We could still create a JL communicator utility glyph for Batman that worked with all League Members instead of figures with JLA markers.
I like that a lot. It could also straight up change his own Class to League Member in the process. Then the rest of the power could deal with the Order Marker rearrangement, perhaps?

C3G can be played with official Heroscape, but it's not recommended.


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