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Dungeons & Dragons Customs Hey the title says it all |
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#13
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Re: A Vydar Elemental for Kurrok to summon....
Well here are the D20 "attacks" ... some aren't exactly an attack, but still work against your opponent.
Heroscape D20 attacks
The D20 attacks that would affect a common hero would be -- I skipped the D20 attacks that would have already destroyed a 1 Life figure before taking affect: 1, 3, 4, 6, 7, 8, 9, 10, 12, 13, 16, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 28, 29 The D20 attacks that would be blocked if size was seen as Huge: 1, 3, 6, 8, 12, 13, 18, 20, 21, 28, 29 ========================== So the updated stats would be: Metal Elemental Wall (Vydar) Elemental Common Hero Construct Tricky Medium 4 Life: 1 Movement: 5 Range: 2 Attack: 2 Defense: 3 Cost: 35 Abilities Tough 1 When rolling defense dice add 1 automatic shield to what ever is rolled. Wall Protection All small, medium, and large figures that are adjacent to a Metal Elemental Wall gain 1 automatic shield for defense against ranged attacks for each Metal Elemental Wall that they are adjacent to. Maximum number of automatic shields for small and medium is 2 and for large the maximum is 1. Mystical Metal Metal Elemental Walls are x3 size Huge for movement and when it is targeted by any D20 power. This way it encourages multiple walls and the requirement to have to be adjacent vulnerable to adjacent area attacks. They'll still protect quite a bit, but aren't over powered (I think). I'll have to play test this in a game and see. I will redo the card once I get a chance. Do you think I should use a standard Vydar card or one with vines? My choice would be the one with vines. |
#14
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Re: A Vydar Elemental for Kurrok to summon....
3 defense + tough is way too strong, in my opinion, for a common figure. That would be the toughest common figure in existence. 2 base defense would be better. (Alternatively, I would suggest giving them 3 or 4 defense, and 1 auto-shield that only works on specials - this would fit nicely with the metal tough theme that the Iron Golem has.)
Mystical Metal seems reasonable, but I don't see why they need to be huge, in stead of large, and I don't see why they should get a climbing bonus. Actually, I like a simpler version of the power. Howe about "Metal Elemental Walls are considered large when targeted by opposing figures". This has the side effect of giving Axegrinders a bonus attack die against them, but hey, Dwarves know how to find the flaw in a chunk of metal, right? My real beef with this figure is wall protection. That power is straight-up broken as currently worded. Giving any ranged figure next to one of these guys an autoshield is insanely powerful. It means Krav are literally immune to ranged attacks. Basically, any power that stacks with other defense-boosts is going to be very hard to balance, but that one is way over the line. I thought a bit about how to get the sort of effect you're going for without creating the potential for so much broken-ness. I think a re-cast version of smoke powder is your best bet: Wall Protection When a friendly figure adjacent to a Metal Elemental Wall is targeted for an attack, and the minimum number of spaces between the attacker and the targeted figure is higher than the minimum number of spaces between the attacker and the Metal Elemental Wall, you may roll the 20-sided die. If you roll a 13 or higher, the attacking figure must target the Metal Elemental Wall in stead, if possible. |
#15
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Re: A Vydar Elemental for Kurrok to summon....
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Since the Metal Elemental Wall isn't iron, I'll just call it Metal Tough.... METAL TOUGH 1 When rolling for defense against a special attack, Metal Elemental Walls always add one automatic shield. Quote:
Unless I missed something for climbing (which I very easily could have). Height has nothing to do with how easily you climb elevation levels. It does affect how high of a elevation jump you can climb, but with a 5 move and the figure is height 4 (maybe should be 5) normally it can only go up a maximum of 4 elevation levels (4 elevation + 1 for the ending space = 5 movement). So climbing isn't changed. What it would affect would be decending/falling distance. Changing the figure's height while moving would allow it to get down into the fray easier. I will probably change the movement & D20 perceived height to be x2 Large and make the figure a Medium 5. This would make it a perceived height of 10 (Large) for movement and D20 attacks. Quote:
WALL PROTECTION 8 If an adjacent small, medium, or large figure is targeted by a ranged attack and a Metal Elemental Wall is closer to the attacker, roll a D20. If the roll is 8+ the attack still occurs, but the Metal Elemental wall is the target. This way area & multiple attacks will still happen, just prevent 65% of the time (if the die rolled statistically true) from being able to target adjacent figures that aren't as close as the MEW to the ranged attacker. Multiple attacks that can't attack any figure more than once will only get the one attack unless the D20 rolls a 1-7. Of course you would roll for each figure separately this way. Area attacks and Multiple attacks that can attack the same figure more than once will most likely repeatedly attack the wall and the MEW would get it's defense roll & 1 auto-shield for the special attacks. I guess that if 3 figures + the MEW are hit with an area attack, and say the MEW is destroyed on the 2nd targeted figure's salvo ... the 3rd figure wouldn't get the D20 roll and would get hit by the area attack. So the stats would be: Life: 1 Movement: 5 Range: 2 Attack: 2 Defense: 4 Cost: 35 For reference, I noted the ranged Area & Multiple attacks: AREA/MULTIPLE ATTACKS Deathwalker 9000 : Explosion Special Attack (affects figures adjacent to target) Syvarris : Double Attack (attacks 2 times) Airborne Elite : Grenade Special Attack (one use) Major Q10 : Machine Pistol Special Attack (attacks 4 times) Major Q10 : Wrist Rocket Special Attack (attacks 2 times) Erevan Sunshadow : Fire Blast Special Attack (potential multiple attack does not have to target the same figure) Othkurik the Black Dragon : Acid Spray Special Attack (affect figures adjacent to target) Pelloth : Lolth's Wrath Special Attack (affects potentially three targets, do not have to be adjacent) Johnny "Shotgun" Sullivan : Shotgun Blast Special Attack Aubrien Archers : Frenzy (potentially multiple turns) James Murphy : Shotgun Blast Special Attack (affects figures adjacent to target) Jorhdawn : Rain of Flame Special Attack (affects figures adjacent to target) Deathwalker 8000 : Rapid Fire Special Attack (potential multiple attack, does not have to target the same figure) Major Q9 : Queglix Gun Special Attack (3 - 9 attacks) Nilfheim : Ice Shard Breath Special Attack (attacks 3 times, cannot attack the same figure more than once) Zelrig : Majestic Fires Special Attack (affects figures adjacent to target / Common Squads roll 2 less defense dice) Agent Skahen : Double Attack (attacks 2 times) Brandis Skyhunter : Archer's Glory (if destroys an opponent's non-adjacent Unique Hero, take another turn) Sharwin Wildborn : Arcane Bolt Special Attack (potential multiple adjacent attacks) Heirloom : Force Orb Special Attack (affects figures adjacent to target) Blue Wyrmling : Fledgling Lightning Breath Special Attack (attacks 2 different figures) White Wyrmling : Fledgling Ice Shards Special Attack (attacks 2 different figures) |
#16
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Re: A Vydar Elemental for Kurrok to summon....
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If you hit the MEW with an explosion attack, adjacent figures would still be hit. |
#17
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Re: A Vydar Elemental for Kurrok to summon....
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Awesome traders: theredfro, R˙chean, SuperflyTNT, Kaiyu, TheSparkleInYourWater |
#18
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Re: A Vydar Elemental for Kurrok to summon....
Well, resurrecting a 10 year old thread might be worth a shot, right?
I like the direction this figure was going and was really hoping Heroscapers would have some sort of metal elemental for Vydar created. Was this card or anything like it ever agreed upon by the community as being anywhere near "official?" C3G is why I play heroscape. |
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