|
Other Customization & HS Additions Everything from new ways to play to modded figures |
|
Thread Tools | Search this Thread | Display Modes |
#1
|
||||
|
||||
Wormhole mechanics-input wanted
My brother, kid and I were spitballing about this idea, and I'd like to have a solid initial idea/rules in place before we play it, so it's clear and there's no argument during the game, but with the knowledge that it might need adjustment before being implemented again. I have a variety of ideas, but here's my current plan.
Legalese is a little loose, but the gist is there. Any thoughts? |
#2
|
||||
|
||||
Re: Wormhole mechanics-input wanted
I've done something similar in the past.it was when I first 3d printed a bunch of cool little portals that sat on a one hex. My rules for those were that a figure on an adjacent space could use one space of movement to enter that portal, and be placed on a space adjacent to another portal on the map. There are twists you can add to it like roll a die and make the character go to a random portal, or a specific portal, or either or. Also, by damaging the model for rolling a certain number or lower. I first got this idea from a frostgrave scenario. What we generally settled on was something with very little negative. You either just go from point a to point b. Or you add a very small modifier of negative/positive to a d20 roll. It really allows easy use of multi tiered/leveled terrain for non flying figures to battle on. I never did figure size restrictions just to keep it fun and usable by all. There were portals, that easily went from point a to point b. As well as chaotic portals that had deadly or random effects. Kept to a minimum on damage so people would still use them. That's not exactly what you were asking, but it's a great alternative that you could also use with your glyphs or shadow spaces. Also leaving engagement attacks would apply when going through a portal when passing an enemy figure. A portal could not be used if there were no available spaces next to another portal. IE, if it was completely surrounded.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#3
|
||||
|
||||
Re: Wormhole mechanics-input wanted
Thanks. Good to hear your practical experience with something similar. Our ideas seem to be pretty close, with the exception of size limit and you also had moving off the exit wormhole as a free step. I see definitely not wanting to deincentivize using them by making them significantly risky. I only included a high chance of destruction in a limited fashion to have a clear mechanic in place before it came up in game, with the bonus of it including a risk that the players would have to take into tactical consideration sometimes (stop on an inactive wormhole?) and a strategic offensive application, by being able to move an enemy onto an active one.
|
#4
|
||||
|
||||
Re: Wormhole mechanics-input wanted
Quote:
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#5
|
||||
|
||||
Re: Wormhole mechanics-input wanted
Quote:
Oh, I gotcha. I was picturing you 3d printed something like a 0 level tile, but it sounds like it ws more like a tower or standing mirror? |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
[AotV] Unit Mechanics | flameslayer93 | AotV Customs | 43 | December 20th, 2022 05:55 PM |
White Knight's Maps -- Input wanted on Deep River Bridges | White Knight | Maps & Scenarios | 25 | January 8th, 2015 01:16 AM |
Help with gameplay mechanics | Drewman-chu | Comic Hero Custom Creations | 18 | December 24th, 2012 02:12 AM |
New Door Mechanics | jodokast | Other Customization & HS Additions | 3 | July 28th, 2007 11:45 AM |
Balance and other input wanted | Crossman | Custom Units & Army Cards | 3 | February 24th, 2007 02:46 AM |