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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


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  #12469  
Old August 29th, 2013, 01:03 PM
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Re: Public Design Post

You are awesome.
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You must spread some Reputation around before giving it to Viegon again.

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  #12470  
Old August 29th, 2013, 02:48 PM
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Re: Public Design Post

Good stuff, Viegon! 1A is probably the most elegant mechanically, but turning him Tiny feels off thematically, making me lean more towards 2A.

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  #12471  
Old August 29th, 2013, 03:08 PM
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Re: Public Design Post

I like 1A as well, but I think 2B covers the most material, and makes the most sense. But it isn't nearly as pretty as 1A. Also, I think he should be able to avoid powers that aren't adjacent, and maybe not size specific (don't you think he should be able to escape from Doom's Elaborate Pit Trap?)
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  #12472  
Old August 29th, 2013, 04:57 PM
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Re: Public Design Post

Maybe something along these lines (based on 2B but a bit broader, so as to affect things like Elaborate Pit Trap, Gravitational Grasp & Auto Chain Gun)?


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While moving with Mister Miracle, all opponent's figures are negated until the end of his move. Mister Miracle may move through all figures, will not take any leaving engagement attacks, and his Move number cannot be reduced by any special power. Mister Miracle may not be moved by any special power on an Army Card unless the player controlling Mister Miracle allows him to be moved.


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  #12473  
Old August 29th, 2013, 06:22 PM
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Re: Public Design Post

Perhaps we should also give him vanish?

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  #12474  
Old August 29th, 2013, 06:24 PM
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Re: Public Design Post

Meh, I don't think he needs it, unless Darkraptor wants to drop his defense a bunch. It sort of fits the "escape artist" mold, but I think it's too much IMHO
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  #12475  
Old August 29th, 2013, 08:12 PM
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Re: Public Design Post

Quote:
Originally Posted by IAmBatman View Post
1A is probably the most elegant mechanically, but turning him Tiny feels off thematically, making me lean more towards 2A.
Personally, it's the same thing as Carry powers. A strict following of the way it plays, Carry powers are actually teleporting the figure; but, that can be overlooked as it's otherwise easy to explain thematically.

For Mister Miracle, instead of looking at it as him shrinking, I look at as him having the attributes of a tiny figure; his escaping skills are on the same level as figures that can shrink, he can achieve the same things.

All that said, I have no particular attachment to that version of the power, I just prefer it's elegance.

Quote:
Originally Posted by Smithy Winfred View Post
Also, I think he should be able to avoid powers that aren't adjacent, and maybe not size specific (don't you think he should be able to escape from Doom's Elaborate Pit Trap?)
While he probably should be able to avoid Elaborate Pit Trap, I don't think he should be able avoid Gravitational Grasp, Psionic Grip, Vertigo Projection, etc.

No matter what there will be odd interactions, I just don't think that can be used to justify any one of the versions.

Quote:
Originally Posted by Lazy Orang View Post
WORLD'S GREATEST ESCAPE ARTIST
While moving with Mister Miracle, all opponent's figures are negated until the end of his move. Mister Miracle may move through all figures, will not take any leaving engagement attacks, and his Move number cannot be reduced by any special power. Mister Miracle may not be moved by any special power on an Army Card unless the player controlling Mister Miracle allows him to be moved.
That could work, although I really worry there are interactions out there I'm missing that makes this version overpowered (being placed solely during his movement phase thankfully gets around him negating powers like Fantastic Force Field and so forth).

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Perhaps we should also give him vanish?
Meh, I don't think he needs it, unless Darkraptor wants to drop his defense a bunch. It sort of fits the "escape artist" mold, but I think it's too much IMHO
I have to agree with Smithy here. While Vanish would work, I don't think it's needed, and if it was used his stats would have to come down drastically.

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  #12476  
Old August 29th, 2013, 09:06 PM
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Re: Public Design Post

Quote:
Originally Posted by Viegon View Post
Quote:
Originally Posted by Smithy Winfred View Post
Also, I think he should be able to avoid powers that aren't adjacent, and maybe not size specific (don't you think he should be able to escape from Doom's Elaborate Pit Trap?)
While he probably should be able to avoid Elaborate Pit Trap, I don't think he should be able avoid Gravitational Grasp, Psionic Grip, Vertigo Projection, etc.

No matter what there will be odd interactions, I just don't think that can be used to justify any one of the versions.
I'm not sure if he is just a skilled escape artist, or if he is supernaturally escape-y. If it is the later, I think he should be able to escape all powers. But I still think we could justify him being able to escape powers like Gravitational Grasp.
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  #12477  
Old August 30th, 2013, 07:02 AM
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Re: Public Design Post

I agree with Smithy - if this guy can escape a Magnetic Throw, he should be able to escape a Gravitational Grasp (also, the line about his movement never being reduced automatically negates Vertigo Projection anyway). I've found Graviton to be seriously irritating in some of my games, so it would be nice to see a guy who can bypass some of his powers.


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  #12478  
Old August 30th, 2013, 07:30 AM
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Re: Public Design Post



I let out a groan anytime Graviton graces our game map.
Unless I have Ghost Rider.

A cloud can change its semblance, yet retain its will
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  #12479  
Old August 30th, 2013, 08:38 AM
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Re: Public Design Post

Never played with graviton, but I can imagine he would be a pain.
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  #12480  
Old August 30th, 2013, 10:07 AM
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Re: Public Design Post

Quote:
Originally Posted by Viegon View Post
Quote:
Originally Posted by IAmBatman View Post
1A is probably the most elegant mechanically, but turning him Tiny feels off thematically, making me lean more towards 2A.
Personally, it's the same thing as Carry powers. A strict following of the way it plays, Carry powers are actually teleporting the figure; but, that can be overlooked as it's otherwise easy to explain thematically.

For Mister Miracle, instead of looking at it as him shrinking, I look at as him having the attributes of a tiny figure; his escaping skills are on the same level as figures that can shrink, he can achieve the same things.

All that said, I have no particular attachment to that version of the power, I just prefer it's elegance.
Valid arguments ... Here's a thought: what if instead of making him Tiny, it made it so he had no size designation at all? I think that'd work for me better thematically, and it wouldn't paint us into a design corner with the Tiny size.

Quote:
Originally Posted by Smithy Winfred View Post
Never played with graviton, but I can imagine he would be a pain.
Did you see the first episodes of Avengers: Earth's Mightiest Heroes? He plays exactly like that.

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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