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  #49  
Old December 18th, 2016, 02:36 AM
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Re: Arkham's Design Brainstorming Thread

The grass/trees trigger being common to both parts makes it passable to me, but it still feels a little mechanically disjointed. I think it's the two different triggers (OM/end of round) throwing me.
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  #50  
Old December 18th, 2016, 11:14 AM
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Re: Arkham's Design Brainstorming Thread

Not a fan of combining the powers, that just feels clunky to me. Cutting the healing entirely is my preference. Overall though, I really like where the designs are at.

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  #51  
Old December 18th, 2016, 01:01 PM
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Re: Arkham's Design Brainstorming Thread

Quote:
Originally Posted by Ronin View Post
The grass/trees trigger being common to both parts makes it passable to me, but it still feels a little mechanically disjointed. I think it's the two different triggers (OM/end of round) throwing me.
Would this work better, then?

Mother Nature

If there is at least 1 Order Marker on this Army Card, figures you control without the Superstrength special move 1 additional space when starting their turn on a grass or swamp space and roll 1 additional defense die when adjacent to an Evergreen Tree or Jungle Piece, and, at the end of the round, remove a Wound Marker from this card if Poison Ivy is on a grass or swamp space, or adjacent to an Evergreen Tree or Jungle Piece.

Still mostly the same power, but a tad more cohesive now that the healing also depends on that Order Marker.

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  #52  
Old December 18th, 2016, 01:10 PM
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Re: Arkham's Design Brainstorming Thread

That's a humdinger of a sentence. Not a hill I'm gonna die on, but I'm with Viegon here.
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  #53  
Old December 18th, 2016, 01:11 PM
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Re: Arkham's Design Brainstorming Thread

Quote:
Originally Posted by Ronin View Post
That's a humdinger of a sentence. Not a hill I'm gonna die on, but I'm with Viegon here.
You need to read more Dickens, sir - sentences that last a whole page sometimes.


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Last edited by Lazy Orang; December 18th, 2016 at 04:08 PM.
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  #54  
Old December 18th, 2016, 01:17 PM
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Re: Arkham's Design Brainstorming Thread

Well if Charles Dickens tries that crap in here, I'll call him on it too.
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  #55  
Old December 18th, 2016, 05:32 PM
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Re: Arkham's Design Brainstorming Thread

If you guys want to cut it, then I suppose we'll cut it.

I guess I just don't understand why some cards are given 4 powers, in rare cases even 5...but in other cases it is off the table. Especially on a card where each power is simple and concise, you'd think it's perfectly reasonable.

However, taking the other option which Ronin suggested(combining Toxic Touch with the Healing aspect), here's one more pass at making it all work:

Quote:
PLANT ANIMATION 12
After moving and instead of attacking, roll the 20-sided die for all opponents' figures within two spaces of an Evergreen Tree or Jungle Piece that is within 6 spaces of Poison Ivy, one at a time. If you roll 12 or higher, the figure receives one wound.

NATURE'S TOXINS
After taking a turn with Poison Ivy, if Poison Ivy is on a grass or swamp space, or adjacent to an Evergreen Tree or Jungle Piece, you may choose Poison Ivy or an adjacent figure. You may either roll one unblockable die against the chosen figure, or remove one Wound Marker from their Army Card.

MOTHER NATURE
If there is at least 1 Order Marker on this Army Card, figures you control without the Superstrength special move 1 additional space when starting their turn on a grass or swamp space, and roll 1 additional defense die when adjacent to an Evergreen Tree or Jungle Piece.
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  #56  
Old December 18th, 2016, 06:23 PM
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Re: Arkham's Design Brainstorming Thread

The combined Mother Nature/healing one bugged me a little, but I don't particularly mind the four-power version. I generally think we should try to cap things at three powers where we can, but the powers were simple enough that it seemed passable to me (and the Plant Animations turning Plant Animation into more of a keyword power helped).

I like the combined approach to Nature's Toxins as well, though. I think it streamlines what you're trying to hit thematically. It does put healing other people back on the table as written, though, which I thought we wanted to move away from.
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  #57  
Old December 18th, 2016, 06:40 PM
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Re: Arkham's Design Brainstorming Thread

I don't think plants or grass can heal others, so that was my issue, but her developing healing and poison toxins from said plants, I feel is within her ability. Essentially making medicines or poisons from the plants around her.
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  #58  
Old December 18th, 2016, 07:06 PM
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Re: Arkham's Design Brainstorming Thread

How about:
NATURE'S TOXINS
After taking a turn with Poison Ivy, if Poison Ivy is on a grass or swamp space, or adjacent to an Evergreen Tree or Jungle Piece, you may either remove one Wound Marker from Poison Ivy's Army Card or roll one unblockable die against a figure adjacent to Poison Ivy.

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  #59  
Old December 18th, 2016, 07:16 PM
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Re: Arkham's Design Brainstorming Thread

I'm fine with that option too, I considered it when putting together the power... Just wasn't sure if she could or should be able to heal others, so I figured I'd lead with that first.
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  #60  
Old December 18th, 2016, 08:13 PM
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Re: Arkham's Design Brainstorming Thread

Quote:
Originally Posted by Arkham View Post
If you guys want to cut it, then I suppose we'll cut it.

I guess I just don't understand why some cards are given 4 powers, in rare cases even 5...but in other cases it is off the table. Especially on a card where each power is simple and concise, you'd think it's perfectly reasonable.

However, taking the other option which Ronin suggested(combining Toxic Touch with the Healing aspect), here's one more pass at making it all work:

Quote:
PLANT ANIMATION 12
After moving and instead of attacking, roll the 20-sided die for all opponents' figures within two spaces of an Evergreen Tree or Jungle Piece that is within 6 spaces of Poison Ivy, one at a time. If you roll 12 or higher, the figure receives one wound.

NATURE'S TOXINS
After taking a turn with Poison Ivy, if Poison Ivy is on a grass or swamp space, or adjacent to an Evergreen Tree or Jungle Piece, you may choose Poison Ivy or an adjacent figure. You may either roll one unblockable die against the chosen figure, or remove one Wound Marker from their Army Card.

MOTHER NATURE
If there is at least 1 Order Marker on this Army Card, figures you control without the Superstrength special move 1 additional space when starting their turn on a grass or swamp space, and roll 1 additional defense die when adjacent to an Evergreen Tree or Jungle Piece.
See now that looks like three powers rather than four powers crammed into three names. The problem I have is when someone suggest cutting something down to three powers and the response is to cram two powers into one heading. That's kind of defeating the spirit of "cut to three powers" It's not necessarily trying to limit it to three names but trying to get the character focused in a bit more without trying to throw too much into one design.

Personally unless there is a mechanical issue with this version that heals others I like the idea and the execution. It doesn't allow healing of herself technically so it gives the opponent a way out by taking her out faster.

If there is an issue brought up about the healing then I like T-Spiney's idea as well.

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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