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AotV Customs A place for Arena of the Valkyrie Customs |
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#73
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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Regarding wound markers, I'm not technically sure if you're allowed to have a figure on the battlefield with enough wounds on its card to destroy it. If a hero takes enough wounds to destroy it from a LEA mid-move it's immediately removed from the battlefield, so the rules would probably require you to immediately destroy any hero replaced with last will if you don't include the "remove all wound markers" clause. While it does make Krug a pretty bad choice to bring back, it's the opposite for Fen Hydras who would be prime targets to get one extra turn in a key position. |
#74
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
It seems like a lot of effort for a thematic but not especially great effect. The mechanic comes off as forced to me.
From a technical side, you are running in to two potential problems: 1) Being able to put any Unique Hero of yours that gets destroyed on this army card has collisions with some powers. Most notably Spirit powers, which place the figure on other cards. While it seems like you could do either, the Spirit powers aren't clearly optional. 2) End-of-turn collisions are potentially a mess. There are a bunch of powers that trigger after a hero takes a turn. Do those happen or does the destruction after the bonus turn from Last Will happen first? It can matter for some powers. In VC we have made our own ruling that a player can choose the order of their own simultaneous effects, but that's not an official ruling. Neither appears particularly insurmountable. Though I don't know what quality control this process has, so I don't know if it's expected to go through an Editing gauntlet or what. |
#75
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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End-of-turn powers are definitely something else to keep an eye on. I've run into some similar trouble recently with one of my own customs. Nothing comes to mind immediately for conflicting with destroy-at-the-end-of-the-turn yet, but we should keep an eye out for anywhere that an interaction could break. We definitely want to aim for units being as clean and free of rules issues as possible, just like C3V and SoV. As Pod Leaders, we should be watching for potential problems like this and fixing them early on. R&C's are an option, but I want to try to avoid those wherever possible. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#76
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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#77
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I think that’s something we need to discuss, borrowing an editing list.
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#78
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I am willing to use that checklist for units here. But a formalized process would be a good thing for the project to ensure quality.
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#79
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Absolutely. Project leads of AOTV, we may want to get on that. Scy, could you PM me your editing checklist?
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#80
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Agreed on both fronts. Let's continue this discussion in the Main Thread, where all PLs are more likely to see it.
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#81
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Last Will added to the OP so everyone can see what we're working with more easily.
End of turn powers is one sticking point, but this may be a case that's resolved by the "roll the d20 for simultaneous powers" rule. For Viking and Wolf Spirits, we have to figure out if there's a difference between placing them with their own Spirit power (bonus) and Last Will (possibly no bonus). Either way it seems they'd be eligible to be removed from the card for a free turn (meaning a Spirit could get to the Geists after being destroyed anywhere on the board, not just within 4 spaces, which has a certain thematic connection at least). Once that's figured out, taking them off the card means the card is no longer getting a bonus. When they're destroyed by Last Will, they can then go on any card again to provide a bonus. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#82
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#83
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I like getting grid of "if that Hero was not previously placed with Last Will" so that you could take a turn with the same hero twice - once for each Lantern Geist. This way you could use them mid-game, or are we just making these cleanup figures only after you already have 2 heroes dead. Also maybe give them crazy defense (4-5 plus Insubstantial 2-3) so that they can be almost guaranteed 2 turns once you bring them out.
C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#84
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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