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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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#85
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Re: Arkham's Design Brainstorming Thread
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I guess my complaint here is that the 0/0/0 statline makes them feel less like shambling plant zombies (which is more or less what I've been envisioning here, but maybe that's just me) and more like regular trees, that somehow teleport. Doesn't seem like much of a thematic stretch for them to stick around briefly after their puppet-master goes down. Quote:
1) There are a few references to Plant Animation (the special power) and mixed references to that and the Plant Animation (the actual animation) reads weirdly to me. Not like the meaning is unclear, but it just sounds a little off. 2) It feels more scapey to me for the name to be more distinctive. Heroscape didn't give us Ninjas, it gave us Ninjas of the Northern Wind. C3G doesn't have Police Officers, it has 5th Precinct Beat Cops. It's just a little touch that would give the design a little more flavor, I think. If we ever wanted to come back and do similar units for different kinds of plants or what have you, it would help to have these guys be more distinctively named as well. Honestly, I'd suggest leaving it as-is for now and then 'tuning' the name a bit depending on what mini we end up using. |
#86
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Re: Arkham's Design Brainstorming Thread
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For the next...plant zombies...I guess Arkham can clarify but I know you and I had complete different idea's of what they were. If plant zombies are what he was envisioning then your concerns are warranted. I was envisioning them as I mentioned earlier where she just makes the flora in the area bend to her will and do her bidding...grass reaches up and grabs you or plants attack with thorny tentacled vines...that sort of thing. On your last point, I see what you mean and I stand corrected. A more glamorous name could be needed (especially if it's the plant zombie version) Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#87
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Re: Arkham's Design Brainstorming Thread
The mini I've always had in mind for my vague "Poison Ivy pet" design is the Greenvise Vine from D&D Minis:
It's a big expensive and a bit rare but it feels very "Batman the Animated Series" to me. That being said, it feels a bit more on the Unique side and would feel odd as a squad. I think our best bet is the Plant Vine from Dungeon Crawler Minis: Is it simple? Plain? A bit dumb looking? Sure. But they're simple and flexible and look like the sort of things that Ivy would be commanding. JOHNNY139'S CLASSIC CUSTOM THREAD! | Visit now!
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#88
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Re: Arkham's Design Brainstorming Thread
If it's a big vine like that, I'm cool with the 0/0/0 statline.
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#89
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Re: Arkham's Design Brainstorming Thread
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#90
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Re: Arkham's Design Brainstorming Thread
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Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#91
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Re: Arkham's Design Brainstorming Thread
Yeah, I was imagining closer to the second mini, hence why I suggested the 0/0/0 stats.
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#92
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Re: Arkham's Design Brainstorming Thread
Updated the wording of Zatanna's design and spells.
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#93
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Re: Arkham's Design Brainstorming Thread
Animated Vines Quote:
Last edited by Arkham; January 16th, 2017 at 06:06 PM. |
#94
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Re: Arkham's Design Brainstorming Thread
I've wanted to see Plan Animations for a while, so I'm excited! I like that write-up.
".... the Cambridge ladies do not care, above Cambridge if sometimes in its box of sky lavender and cornerless, the moon rattles like a fragment of angry candy" |
#95
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Re: Arkham's Design Brainstorming Thread
The figures match the art pretty much perfectly.
A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#96
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Re: Arkham's Design Brainstorming Thread
Although Ivy I has Entangling Vines, which work a bit differently than what I'm about to propose, do you think perhaps we should add a part to Rooted to make it so they can potentially lockdown an enemy figure if they try to leave engagement?
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