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#25
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Re: DnD Heroscape Maps - change in design?
Everything is better with lava.
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#26
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Re: DnD Heroscape Maps - change in design?
I have not read anyone posting this yet:
I assume that the edges of the "dungeon" tiles are going to be "walls if they do not connect to another tile. In other words: no LOS across gaps from one dungeon tile to another, like in regular HeroScape. That would make for a lot more options in Map design with fewer tiles. They are done! Version 1.00 is out: Books of HeroScape in pdf format
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#27
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Re: DnD Heroscape Maps - change in design?
Quote:
One Game to rule them all, One Game to find them, One Game to bring them all and in their wallets bind them In the Land of Valhalla where the Valkyrie lie. |
#28
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Re: DnD Heroscape Maps - change in design?
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Basically the same thing, just said a little differently. |
#29
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Re: DnD Heroscape Maps - change in design?
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The weird thing is, I never even doubted that that is how these dungeon tiles will work. From the first time I saw them I said: well, that's obviously how they'll work. I might be completely wrong about it, as I have no basis to assume this is how it'll work, but I don't think so... They are done! Version 1.00 is out: Books of HeroScape in pdf format
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#30
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Re: DnD Heroscape Maps - change in design?
Good ideas merged here with creative design--very nice! What would the starting hexes be for the Evil Side? Of course, we still don't know what the Dark Pools do...
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#31
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Re: DnD Heroscape Maps - change in design?
My guess is they have synergy for certain army cards and possibly provide some kind of enhancement like +1defense for hiding in darkness or similar d20 roll.
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#33
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Re: DnD Heroscape Maps - change in design?
Well maybe we can talk WoTC into releasing a terrain expansion sometime in '10 to suppliment the MS#3? Narrow dungeon walls would be pretty, but are probably not cost effective at this time so we'll be using the void/LOS rule for a while...But if they did release a dungeon wall expansion they would sell very well indeed.
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