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Old November 7th, 2018, 08:06 PM
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Re: Curry_Noodles's Customs Thread

Now that you've got the image posting part down, I'll give some feedback on the actual designs (because I can tell that you've put a lot of thought and care into these):

Wilbin Goodbody:

If I were you, I'd give Illusion Wilbin Goodbody his own card. Drop regular Wilbin down to 35 points and make his Illusion 10 points.

Then you'd have something like:
Quote:
SLY ILLUSION
Wilbin Goodbody starts the game with 3 Illusion Markers on his Army Card. Before taking a turn with Wilbin Goodbody, if Illusion Wilbin Goodbody is not on the board, you may roll the 20-sided die. If you roll a 13 or higher, remove an Illusion Marker from this card and place Illusion Wilbin Goodbody adjacent to Wilbin Goodbody. After taking a turn with Wilbin Goodbody, you may take a turn with Illusion Wilbin Goodbody. Figures adjacent to both Wilbin Goodbody and Illusion William Goodbody subtract 2 from their defense.
and Illusion Wilbin Goodbody would have:

Quote:
JUST AN ILLUSION (dumb name, but I came up with it on the spot)
Illusion Wilbin Goodbody does not start the game on the Battlefield. He must be placed on the battlefield by Wilbin Goodbody.
That's not 100% identical to what you have mechanically, but I think it's much smoother.

Somebody noted that your coin flip mechanic is the same as rolling 11+ on a d20. If you don't like the potential for boosts and all that, you could also make it an attack die:

Quote:
HALFLING LUCK
If Wilbin Goodbody is attacked and at least one skull is rolled, you may re-roll one of the dice that showed a skull. If it does not show a skull, Wilbin Goodbody takes no damage.
I also think 8 move is a tad high. 7 is probably appropriate.

Gunnvaldr

Does Wild War Cry work on any Order Marker he reveals, as long as OM 1 is/was on him? If you want it to be only OM 1, it should say "before taking that turn".

Astro brought up the Dreadguls, and I really wonder if you designed him with them in mind. He'd be a cool bonding hero for them for sure.

I think it's probably worth dropping his attack to 5 (or 4) and increasing the non-moving bonus to +2.

Zefra Wildforest

A minor comment to start: If Deadeye Dan, 10 spaces away, attacks Zefra, it doesn't make much sense that Zefra can use First Strike to attack back.

Only one major comment here: First Strike breaks one of the niche rules of Heroscape. As a rule, a figure can only attack during its turn, and only one card can take a turn at a time. So you're having Zefra attack out of turn, which is a no-no.

I'd suggest looking at the Quick Draw power on Garrett Burns, which solves both the turn-stacking problem and the range problem.

customs/maps/c3v/sov

how to:
make a card/post your maps

google sheets:
ohs link generator/attack outcomes

CVN~ "I highly recommend C3V customs!"
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