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  #325  
Old March 1st, 2019, 10:59 AM
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Re: Sir Heroscape's customs

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Also, Xundar's special attack at 4 is still a sticking point to a number of us. Maybe 3 and a +1 if it's adjacent to one of your Shadows.
I'm not worried. The testing I've done has proven it to be just fine and honestly far from broken. With the current power level of the Shadows, Xundar's special is needed, but if the Shadows get stronger because of whatever the Fiend becomes, then I think it might need altering, but right now I'm really not concerned.
Broken or not isn't the concern. It's whether or not an ability like that should be 3 dice or 4. Even if it wasn't broken at 10 dice, it shouldn't be 10 dice, because it doesn't fit the game or type of unit.
Oooooh okay, I see what you’re saying. That’s the first time Someone has explain to me what the actual concern about the special really is. This entire time I thought you were all concerned about power level not Theme. I guess that kind of makes sense, though a sorcerer casting a living being into Shadow seems pretty powerful to me. That said, I’m beginning to like the idea of it being 3+ and he gets 1 extra (up to +2) for each adjacent Shadow. Seems very thematic that is sorcery would be stronger to transform when he’s got his minion shadows near by.

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  #326  
Old March 1st, 2019, 08:29 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Sir Heroscape's customs

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Also, Xundar's special attack at 4 is still a sticking point to a number of us. Maybe 3 and a +1 if it's adjacent to one of your Shadows.
I'm not worried. The testing I've done has proven it to be just fine and honestly far from broken. With the current power level of the Shadows, Xundar's special is needed, but if the Shadows get stronger because of whatever the Fiend becomes, then I think it might need altering, but right now I'm really not concerned.
Broken or not isn't the concern. It's whether or not an ability like that should be 3 dice or 4. Even if it wasn't broken at 10 dice, it shouldn't be 10 dice, because it doesn't fit the game or type of unit.
Oooooh okay, I see what you’re saying. That’s the first time Someone has explain to me what the actual concern about the special really is. This entire time I thought you were all concerned about power level not Theme. I guess that kind of makes sense, though a sorcerer casting a living being into Shadow seems pretty powerful to me. That said, I’m beginning to like the idea of it being 3+ and he gets 1 extra (up to +2) for each adjacent Shadow. Seems very thematic that is sorcery would be stronger to transform when he’s got his minion shadows near by.
It seems that you have high hopes for this hero. I saw your with Agrah Nanh and doing playtests by yourself it yields more insight on the figure being playtested. Some of playtests were solo, but I used my phone than a dry erase board which I do not have.
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  #327  
Old March 12th, 2019, 10:59 PM
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Re: Sir Heroscape's customs

I really like this for the Shadow Fiend. I think I'm going to try this one out.

Quote:
CHILLING FLIGHT
After moving and before attacking, if a Shadow Fiend used its Flying special power this turn you may choose up to 2 figures it passed over this turn. One at a time, roll the 20-sided die for each chosen figure, adding 1 to your roll for each Shadow figure you control adjacent to the chosen figure. If you roll a 13 or higher, the chosen figure receives a wound.
Thoughts anyone?

The idea here is along the lines of Chilling Touch except that the Shadow's are spreading cold as they fly, and that cold intensifies with other shadow's around.

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  #328  
Old March 13th, 2019, 12:10 AM
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Re: Sir Heroscape's customs

I like the idea. Why does it hit 2 figures, though? Just seems a little odd (even?) to hit specifically 2; to me it feels like it should either hit 1 figure or each figure it flies over, my personal preference being 1.
edit -- Just read back a few posts, looks like 2 was to keep it from being overwhelming, but that just strengthens my preference for choosing 1 figure, especially since you still get to attack with the Fiend afterwards anyway.

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  #329  
Old March 13th, 2019, 12:40 AM
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Re: Sir Heroscape's customs

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Originally Posted by BiggaBullfrog View Post
I like the idea. Why does it hit 2 figures, though? Just seems a little odd (even?) to hit specifically 2; to me it feels like it should either hit 1 figure or each figure it flies over, my personal preference being 1.
edit -- Just read back a few posts, looks like 2 was to keep it from being overwhelming, but that just strengthens my preference for choosing 1 figure, especially since you still get to attack with the Fiend afterwards anyway.
Not sure it really matters if it’s 2. I mean Nilfeim can Attack 3 times but there’s no particular reason why. He could just attack 1 figure or 5 but to keep it balanced it was probably set at 3. Same could be said here.

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  #330  
Old March 13th, 2019, 12:44 AM
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Re: Sir Heroscape's customs

I think it's more the theme. Nilf is shooting Ice Shards, makes sense that he's hitting 3 different guys. To me, the Fiend hitting specifically 2 guys while flying over them just seems oddly specific, because if he has time to hit more than one, it feels like he should hit all of them since he's flying over them anyway. That or just choose one to hit while flying. Not sure if that makes sense, but I don't know that it's something you want to discuss anyway.

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  #331  
Old March 13th, 2019, 09:39 AM
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Re: Sir Heroscape's customs

I think it's pretty neat, though I second Bigga's preference for just one. It does get a normal attack afterwards as well, so it's already a solid double-attacker. Play with the d20 target and the Attack value to adjust power level. If you still want to focus it more on anti-squad, add a restriction that it cannot Chilling Flight and attack the same figure. I would do it by restricting Chilling Flight to something he does not end his move adjacent to.
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  #332  
Old March 13th, 2019, 11:33 AM
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Re: Sir Heroscape's customs

Quote:
Originally Posted by Sir Heroscape View Post
I really like this for the Shadow Fiend. I think I'm going to try this one out.

Quote:
CHILLING FLIGHT
After moving and before attacking, if a Shadow Fiend used its Flying special power this turn you may choose up to 2 figures it passed over this turn. One at a time, roll the 20-sided die for each chosen figure, adding 1 to your roll for each Shadow figure you control adjacent to the chosen figure. If you roll a 13 or higher, the chosen figure receives a wound.
Thoughts anyone?

The idea here is along the lines of Chilling Touch except that the Shadow's are spreading cold as they fly, and that cold intensifies with other shadow's around.
Ill second bigga here on the one attack as well and the name of the power sounds a little wierd. Something like shadow swoop or something describing the attack would sound better.

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  #333  
Old March 13th, 2019, 02:32 PM
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Sir Heroscape Sir Heroscape is offline
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Re: Sir Heroscape's customs

I appreciate the feedback. I think the below is simpler now and still thematic and can still pack some damage. I like where this is headed.

Quote:
CHILLING FLIGHT
After moving and before attacking, if a Shadow Fiend used its Flying special power this turn you may choose a figure it passed over this turn and roll the 20-sided die. Add 1 to your roll for each Shadow figure you control adjacent to the chosen figure. If you roll a 13 or higher, the chosen figure receives a wound.
I don’t love the name of the power though...here are a couple ideas:
1. Shadow Swoop
2. Piercing Darkness
3. Shadowraze
4. Dark Flight
5. Dark Chill

Idk just spitballs...thoughts?

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  #334  
Old March 13th, 2019, 02:34 PM
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Re: Sir Heroscape's customs

Flight of Darkness
Shadow Flight
Overshadow
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  #335  
Old March 13th, 2019, 02:35 PM
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Re: Sir Heroscape's customs

With him being a shadowy demon using his flight diving in hitting targets as he passes a swooping demon seems the most thematic to describe the attack.

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  #336  
Old March 13th, 2019, 05:01 PM
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Re: Sir Heroscape's customs

I like Shadow Swoop, Dark flight, and Shadow Flight, because it's a Shadow that's doing the attack.
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