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  #13  
Old July 14th, 2014, 06:25 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Makes sense to me. If the creature is attacking your legs you should have to stop and deal with it.
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  #14  
Old July 15th, 2014, 11:47 AM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Any other comments here, or are we ready for some tests here?
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  #15  
Old July 15th, 2014, 12:13 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Looks good!


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  #16  
Old July 15th, 2014, 01:45 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

I'm interested in seeing how it plays. I think all the high ground surrounding the swamp could give melee units some problems, but most HoSS units have a ranged attack. The longer ranged units would then have an edge, making the range boosts from the Rebel Captain & IO significant.

Hiding the glyphs behind the tree seems like an excellent thematic twist, just don't make them too powerful. Perhaps make them treasure glyphs so they do not have a global effect.
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  #17  
Old July 15th, 2014, 02:06 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

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Originally Posted by Yodaking View Post
I'm interested in seeing how it plays. I think all the high ground surrounding the swamp could give melee units some problems, but most HoSS units have a ranged attack. The longer ranged units would then have an edge, making the range boosts from the Rebel Captain & IO significant.

Hiding the glyphs behind the tree seems like an excellent thematic twist, just don't make them too powerful. Perhaps make them treasure glyphs so they do not have a global effect.
I moved the glyphs to the swamp, I just haven't updated the OP with that, because I wasn't sure if we had a consensus on liking it that way.
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  #18  
Old July 15th, 2014, 02:14 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Oh, I recall you saying that now. I just opened the VS file to take another look at it and they were behind the trees. Permanent glyphs would work better in the swamp and would need to be pretty good to want to sit in that poor tactical position. Treasure glyphs would work better hidden behind the trees.
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  #19  
Old July 15th, 2014, 02:39 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

I think the swamp has enough of a disadvantage without a negative special rule attached to it. Going for a glyph on low ground already is a tough choice, and when you might die or get stuck on the way there ... no way am I going down there.
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  #20  
Old July 15th, 2014, 02:40 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Hmm, so you think having both would be a good idea?
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  #21  
Old July 15th, 2014, 02:57 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

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Originally Posted by Arch-vile View Post
I think the swamp has enough of a disadvantage without a negative special rule attached to it. Going for a glyph on low ground already is a tough choice, and when you might die or get stuck on the way there ... no way am I going down there.
Good point. What if it was just the possibility of getting stuck?
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  #22  
Old July 15th, 2014, 03:02 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Maybe just have it trigger when starting your move on a swamp water space? Then you can run in and grab the glyph without worrying about also getting attacked by the swamp creature.
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  #23  
Old July 15th, 2014, 03:04 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

Interesting. R2 did sit in the swamp for a while before getting grabbed.
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  #24  
Old July 15th, 2014, 03:23 PM
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Re: The Design Holocron of Swamps of Dagobah (Design Phase)

That might work. Then the disadvantage is to those who try and get you off the glyph.

Droids shouldn't be immune, though. Artoo got grabbed in the movie! Sure it spit him out but we're missing a lot of theme if the swamp monster can't give Artoo a taste.
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