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Old November 17th, 2019, 02:53 PM
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Re: [Pod 0] Glyph of Healing - Design

I figure that even if we do end up going with Kelda again, there has been enough significant discussion around this glyph to warrant a full design thread.

For the sake of getting a fuller vision of the set, here is a list of the other glyphs that we'll be using, provided by @flameslayer93 :
  • Move +2
  • Attack +1
  • Defense +1
These are all very straightforward to transfer to normal HeroScape rules, so they aren't a part of our design process right now, but I think that they're still pertinent to the discussion around creating glyphs.

In addition, our other two glyphs have taken the following form:
  • Recall - Revive a Squad Figure
  • Knowledge - Look at unrevealed Order Markers
Obviously, we should be doing something with healing here because of the glyph's name. There's been some discussion in the main Pod 0 thread about what to do with this glyph, with a couple of different avenues being discussed. The main ideas that immediately come to mind for me are:
  • Kelda again, with the same mechanics. This would still find use in our set through scenarios using only AotV, but it does run into the problem of being much less interesting for anyone who owns RotV. I'm not sure how often the glyph would find play in the long run if it is a complete Kelda copy.

  • Making it a temporary glyph like Kelda, but instead of fully healing the figure who stops on it, you remove 1 wound from all wounded heroes you control. That mostly encourages hero-heavy armies, which is nice.

  • The Arena of the Planeswalkers-style glyph, where it is permanent but only removes 1 wound from the figure standing on it at the end of every round or turn that figure takes. This potentially encourages podding armies too much, especially when our set is mostly going to be flat, but it does at least provide a completely different mechanic for mapmaking (such as putting the glyph in some central lowground).
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