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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.


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  #85  
Old May 26th, 2018, 10:27 PM
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Re: The Book of Squirrel Girl (Design Phase)

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Originally Posted by johnny139 View Post
Player turn is actually the intent, to avoid those specific situations (getting a ton of markers due to defending against a ton of attacks). Not sure how to word that differently.
If you want her to only be able to leap once per player turn, all you have to do is add 'player' in front of 'turn' in the first sentence of Squirrelly Leap.


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  #86  
Old May 27th, 2018, 01:31 AM
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Re: The Book of Squirrel Girl (Design Phase)

Okay, so I added a "once per player turn" rider to the Squirrel Speak replacement, and kept the once per turn requirement for the Leap. Might be a bit finnicky but I think it would play better that way.

Still a vote or two short, technically, I believe, on the Initial here.
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  #87  
Old May 27th, 2018, 03:11 PM
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Re: The Book of Squirrel Girl (Design Phase)

Not sure if I voted but I haven't been following along and an Abstain vote still qualifies for an official vote so I'm going to have to go that route.

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  #88  
Old June 17th, 2018, 04:22 PM
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Re: The Book of Squirrel Girl (Design Phase)

I imagine it's been suggested but I didn't see it, so: I'd prefer an attack of 3 or 4 (per attack; unlimited total attack dice) as the cap on Squirrel Swarm. I realize she's beaten super opponents in the comics, but long experience has taught me that attacks of 3 or 4 can get through high defense.
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  #89  
Old June 23rd, 2018, 12:55 AM
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Re: The Book of Squirrel Girl (Design Phase)

Reaction?

Squirrel Girl needs some love.
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  #90  
Old June 23rd, 2018, 08:08 PM
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Re: The Book of Squirrel Girl (Design Phase)

Still on my list. Been busier than I expected, but I am hoping I have a chance to run the testing here. I don't want to phone it in, since I know she's going to be tough to balance.

As for dok's concern - I'll keep it in mind. I don't have a problem with it (as long as it allows you, theoretically, to roll 999 attack dice in a single turn, it doesn't matter much to me how many are in each attack). It might be useful just to put a cap on things and make balancing easier. In theory, if you roll 3 attack dice against Superman 333 times... Squirrel Girl would definitely win. So it still allows for those crazy dream plans.
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  #91  
Old June 24th, 2018, 07:56 AM
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Re: The Book of Squirrel Girl (Design Phase)

As it is I still feel a little worried that there's going to be an incentive to keep her out of the fight just building up squirrels and then bringing her in for one big turn, especially in longer games. That, I think, would be a diappointing role for Doreen to occupy.

I've got a number of thoughts on how to tackle that, but it might be better to save those until playtesting gives an idea of whether my concern is warranted or not, as well as how she performs in a typical game situation where she isn't treated as an endgame bomb.
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  #92  
Old June 26th, 2018, 05:40 AM
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Re: The Book of Squirrel Girl (Design Phase)

What if she gained squirrel markers only when engaged?

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  #93  
Old June 26th, 2018, 10:42 AM
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Re: The Book of Squirrel Girl (Design Phase)

With 4 Life and 4 Defense? Probably die instantly or shortly thereafter.

She is only getting one per round and most matches, even at 1000 points usually only run around 10 rounds.
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  #94  
Old June 26th, 2018, 10:55 AM
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Re: The Book of Squirrel Girl (Design Phase)

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Originally Posted by Tornado View Post
With 4 Life and 4 Defense? Probably die instantly or shortly thereafter.

She is only getting one per round and most matches, even at 1000 points usually only run around 10 rounds.
If that - 10-12 seems to be on the higher end of what a game'll take. 6-8 seems to be closer to the average.


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  #95  
Old June 26th, 2018, 11:12 AM
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Re: The Book of Squirrel Girl (Design Phase)

Agreed. I just went high there to show upper end potential.
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  #96  
Old June 26th, 2018, 01:35 PM
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Re: The Book of Squirrel Girl (Design Phase)

I agree that she'd die very fast if she needed to be engaged to gain markers. I was thinking more along the lines of a much smaller cap on markers. I'm not worried that she'll be game breaking if you hold her back to build up markers, just that there might be an incentive to play her in a way that doesn't feel so thematic (to me at least).

A low cap on squirrel markers would hopefully create an incentive to move out and spend those markers aggressively (as otherwise she's "wasting" the markers she would be gaining when she's at her cap). I think that could be a pretty good way to bring her enthusiastic personality to the forefront.

Of course for the cap to be low enough to accomplish this goal might require tweaks to the rate at which she gains markers (depending on the hypothetical cap and how fast you'd want her to hit that cap). And if she was to end up with a low cap, of course there's a good chance the significance of each marker spent would need to change.

Anyway, that's my two cents. And the most times I've ever typed "cap" within a single post.
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