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  #541  
Old February 28th, 2023, 04:04 PM
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Re: Sir Heroscape's customs

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Originally Posted by superfrog View Post
From testing the Drow Assassin, having huge movement potential is very dangerous. I'm also not sure about the rules implications of move->attack->move->attack. That might need to be two different turns, and then it gets confusing with their bonding power.
Right...which is why I was trying the "Move Attack, Move Attack" route there

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  #542  
Old February 28th, 2023, 04:06 PM
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Re: Sir Heroscape's customs

Also, could add this clause to account for the "multiple activations of the same figures"...that would resolve any potential issues.

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FANATICAL LEADER
After attacking with a Common Durgeth Squad, you may move and attack with up to 3 Common Durgeth Squad figures you control that did not move or attack this turn. Figures activated by Fanatical Leader must start their movement within 4 clear sight spaces of Veguzza.

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  #543  
Old February 28th, 2023, 05:09 PM
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Re: Sir Heroscape's customs

Quote:
Originally Posted by Sir Heroscape View Post
Quote:
Originally Posted by superfrog View Post
From testing the Drow Assassin, having huge movement potential is very dangerous. I'm also not sure about the rules implications of move->attack->move->attack. That might need to be two different turns, and then it gets confusing with their bonding power.
Right...which is why I was trying the "Move Attack, Move Attack" route there
I'm trying to say that you can't have a new normal move phase after the normal attack phase. Like a turn is made up of revealing an OM, moving, attacking, end of turn. Trying to repeat those phases gets really confusing in the event of another card with "after moving and before attacking" powers, or similar. I would be very hesitant to break the turn structure in such an open-ended way.

Design-wise, I think it feels more organic to increase the number of normal activations than to add extra activations afterwards. The Durgeth already have a power to add activations after their normal ones, this feels (to me) like it's superseding their power rather than just boosting their power.
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  #544  
Old March 1st, 2023, 12:19 AM
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Re: Sir Heroscape's customs

Quote:
Originally Posted by superfrog View Post
Quote:
Originally Posted by Sir Heroscape View Post
Quote:
Originally Posted by superfrog View Post
From testing the Drow Assassin, having huge movement potential is very dangerous. I'm also not sure about the rules implications of move->attack->move->attack. That might need to be two different turns, and then it gets confusing with their bonding power.
Right...which is why I was trying the "Move Attack, Move Attack" route there
I'm trying to say that you can't have a new normal move phase after the normal attack phase. Like a turn is made up of revealing an OM, moving, attacking, end of turn. Trying to repeat those phases gets really confusing in the event of another card with "after moving and before attacking" powers, or similar. I would be very hesitant to break the turn structure in such an open-ended way.

Design-wise, I think it feels more organic to increase the number of normal activations than to add extra activations afterwards. The Durgeth already have a power to add activations after their normal ones, this feels (to me) like it's superseding their power rather than just boosting their power.
I get it...your version just felt a bit too "customy" to me. So I was trying to account for that and simplify it. Maybe we just allow him to "frenzy" (1 additional attack) the Ravagers kinda like Mellifera?

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