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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.

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  #13  
Old June 8th, 2010, 09:11 PM
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Re: Doctor Doom - Brainstorming Phase

I'm not in love with the title of the first power. I liked Mystic Power Transfer better, but if it's not something mystical, maybe something that sounds more like an invention? Power Transfer Ray or something like that?

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  #14  
Old June 8th, 2010, 09:33 PM
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Re: Doctor Doom - Brainstorming Phase

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Originally Posted by IAmBatman View Post
I'm not in love with the title of the first power. I liked Mystic Power Transfer better, but if it's not something mystical, maybe something that sounds more like an invention? Power Transfer Ray or something like that?
MYSTIC POWER DRAIN 17 Updated.
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  #15  
Old June 12th, 2010, 08:33 AM
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Re: Doctor Doom - Brainstorming Phase

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Pit Trap definitely needs help. As is, if an opponent moves a squad figure too close, the whole squad is without a turn because one guy fell down a hole.
On the roll of 17 or higher, it is not going to happen very often, and when it does, hopefully it will help balance out the problem of attrition where squads end up dominating Heroes. The theme is not just a pit fall, but a masterminded counter with traps that disorient the opponent. I don't see a problem with it at all.
That doesn't come across very well, IMO. Not to mention a player could be moving 4 (or more; Zombies, Marro Drones, etc.) figures, so hitting a 17 or higher to stop ALL attacks will happen more than "not very often."


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  #16  
Old June 12th, 2010, 09:02 AM
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Re: Doctor Doom - Brainstorming Phase

DEATH TRAP 17 might make the theme come across more clearly?

And it's really this line "you may place that figure within 4 spaces of Doctor Doom," that's bugging me. I think you need something more like "you may place that figure on any space within 4 spaces of Doctor Doom."
Right now it's confusing, because the figure has to be within 4 spaces of Doom, but then it says to place him within 4 spaces of Doom, and it's like ... buh-buh-but, he's already there ... I think the proposed word change might help alleviate that.

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  #17  
Old June 12th, 2010, 09:06 AM
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Re: Doctor Doom - Brainstorming Phase

Quote:
Originally Posted by NecroBlade View Post
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Originally Posted by Griffin View Post
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Originally Posted by NecroBlade View Post
Pit Trap definitely needs help. As is, if an opponent moves a squad figure too close, the whole squad is without a turn because one guy fell down a hole.
On the roll of 17 or higher, it is not going to happen very often, and when it does, hopefully it will help balance out the problem of attrition where squads end up dominating Heroes. The theme is not just a pit fall, but a masterminded counter with traps that disorient the opponent. I don't see a problem with it at all.
That doesn't come across very well, IMO. Not to mention a player could be moving 4 (or more; Zombies, Marro Drones, etc.) figures, so hitting a 17 or higher to stop ALL attacks will happen more than "not very often."
I will let playtesting be the judge, though I don't think it will be a "problem" no more than Jean Grey's Psionic Grip 12 or Professor X's Psychic Defense. Besides, I think that it is important to give Doom of all people the ability to manipulate and control multiple figure activations in a single turn, like with the Fan 4.
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  #18  
Old June 12th, 2010, 09:07 AM
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Re: Doctor Doom - Brainstorming Phase

Ooooh .... oooh ... better yet - ELABORATE DEATH TRAP 17.
That's just so supervillain ...

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  #19  
Old June 12th, 2010, 09:10 AM
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Re: Doctor Doom - Brainstorming Phase

Quote:
Originally Posted by IAmBatman View Post
Ooooh .... oooh ... better yet - ELABORATE DEATH TRAP 17.
That's just so supervillain ...
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  #20  
Old June 12th, 2010, 09:15 AM
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Re: Doctor Doom - Brainstorming Phase

Done.
I'm liking how this is a very different Dr. Doom than the official one, but no less fun and thematic.

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  #21  
Old June 13th, 2010, 07:13 PM
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Re: Doctor Doom - Brainstorming Phase

Actually, I think he may be more fun! Definately more of an epic villain.

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  #22  
Old June 14th, 2010, 01:35 PM
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Re: Doctor Doom - Brainstorming Phase

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Actually, I think he may be more fun! Definately more of an epic villain.
Exactly. For this Doom to stand up to the C3G Fan Four, he is going to need to be an Epic Near Event Level Villain. I think that is what we are accomplishing here too.
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  #23  
Old July 11th, 2010, 12:32 PM
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Re: Doctor Doom - Brainstorming Phase

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  #24  
Old July 13th, 2010, 07:45 PM
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Re: Doctor Doom - Brainstorming Phase

Quote:
MYSTIC POWER DRAIN 12
After taking a turn with Doctor Doom, you may choose any figure within 4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 12 or higher and the chosen figure is a Unique Hero, you may take one immediate turn with Doctor Doom and you may use any special powers on the chosen Unique Hero's army card for the rest of the round. If you roll a 12 or higher and the chosen figure is not a Unique Hero, destroy the chosen figure and remove a wound from this card.
After playtesting: This power doesn't work as there are lots of special powers that have figure's names on them, so there is no great way to clarify how Doom can 'use' a power that specifically refers to Human Torch, Invisible Woman, etc, etc,

Here is my rewrite:
Quote:
MYSTIC POWER DRAIN 12
After taking a turn with Doctor Doom, you may choose any figure within 4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 12 or higher and the chosen figure is a Unique Hero, you may take one immediate turn with Doctor Doom and all of that figure's special powers are negated for the rest of the round. If you roll a 12 or higher and the chosen figure is not a Unique Hero, destroy the chosen figure and remove a wound from this card.
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