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  #73  
Old May 24th, 2021, 05:45 PM
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Re: Engineers of Valhalla Brainstorming Thread

Quote:
Originally Posted by Tornado View Post
I always liked the idea of making them quicksand.
Quicksand is a cool idea, but for authenticity it should be represented by half-height tiles:
Code:
full height        half height
覧覧覧覧覧覧覧覧  覧覧覧覧覧
Grass, Rock, etc.  Water
Swamp              Swamp Water
Lava Field         Molten Lava
Sand               Quicksand
(I've been planning to spraypaint some of my extra opaque water tiles.)


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  #74  
Old May 27th, 2021, 07:27 PM
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Re: Engineers of Valhalla Brainstorming Thread

Quote:
Originally Posted by Just_a_Bill View Post
Quote:
Originally Posted by Tornado View Post
I always liked the idea of making them quicksand.
Quicksand is a cool idea, but for authenticity it should be represented by half-height tiles:
Code:
full height        half height
覧覧覧覧覧覧覧覧  覧覧覧覧覧
Grass, Rock, etc.  Water
Swamp              Swamp Water
Lava Field         Molten Lava
Sand               Quicksand
(I've been planning to spraypaint some of my extra opaque water tiles.)
Also, 3D printing the half height tiles is an option for this quicksand Idea. Even printing them in the desired color could save some time painting them.


On another note, all you other designers get your first idea pieces into a place you want them and get them sent to the workshop thread to be further discussed and finished out. I started with the arcane portal because of its simplicity in what it does and how easy it should work for map makers. Once I致e put it to the test a few times to make sure it does exactly like I壇 like I値l go about seeing it through to the next step. You guys feel welcome to drop your ideas on there when your ready. I just wanted to try and set a precedent.
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  #75  
Old May 27th, 2021, 07:28 PM
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Re: Engineers of Valhalla Brainstorming Thread

Perhaps we can set our rules up in the welcome thread? Does that sound good to everyone. As far as I’m concerned the rules will be fairly simple and straightforward and have been discussed to a decent length. I shall have a quick skim through and pick them all out of the discussion to add to the welcome thread. Once there you guys can let me know of any edits.
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  #76  
Old June 10th, 2021, 09:32 AM
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Re: Engineers of Valhalla Brainstorming Thread

Wow this moved fast.

I hope you guys consider looking at terrain crate since those products are in production and require minimal painting.

Love to see the aotp stuff used.

I've had success with recycling pit trap as quicksand and a -1 defense hit for acid field since neither are too punishing.

I would also like to suggest making traps part of your scope. I have some trap cards in my epic glyph tread and terrain crate has a set of traps out. Seems like a cool expansion idea.

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  #77  
Old June 10th, 2021, 09:50 AM
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Re: Engineers of Valhalla Brainstorming Thread

I really like the idea of "zero" level quicksand. I also always wondered why it was all over the island in gilligan's Island!

I also wondered why they came up with special rules for snow (that didn't have to be used), but never came up with rules for the other tiles. As someone who spends lots of time on the sand dunes in Michigan, walking is sand is tiring and difficult.

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Last edited by Muskie; June 13th, 2021 at 08:43 PM.
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  #78  
Old June 10th, 2021, 11:30 AM
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Re: Interactive Terrain Brainstorming thread

Quote:
Originally Posted by Muskie View Post
So I have been working with the Obelisk on Thingiverse:
https://www.thingiverse.com/thing:3646449

I see them with a d20 power when you are next to them.

If a unique hero starts their turn next to a Obelisk and does not leave engagement with the Obelisk during their movement, they roll a D20 and apply the following affect before they attack:

1-5 nothing happens
6-8 -1 defense until you leave the obelisk (bummer)
9-11 counterstrike against normal ranged attacks (it is magical)
12-14 +1 attack until you leave the obelisk
15-17 +1 defense until you leave the obelisk
18-20 teleport to another Obelisk (not sure how to choose if there is more than one more on the board).


this is what I was thinking. You could do less powers that are more powerful, with it harder to get. I like board touchstones that can be chaotic. Kind of a hero support (unless you roll under 8, obelisks can be tricky). They could come in a 2 or 4 pack for the board, depending on board size.
Massive rethink to make things simpler!! The Obelisk radiates energy that disrupts special powers. If you are sitting on one of the six hexes surrounding the Obelisk, you cannot use any special power (offensive, defensive or Braxas stuff). after revealing an order maker on a figure, if you finish your move adjacent to the Obelisk, before attacking, you may roll a d20. On a roll of 19 or 20, you may activate the power of the Obelisk and move one of your opponent's figures that is 4 of less spaces from you and place them adjacent to you on the same level (if possible).

I thought about not allowing people to attack with special powers, but decided to make the obelisk a zone of negation instead of a shield. You have a small chance of pulling someone to you and taking away their special defense, but it is only 10%, so not too powerful. It does make range 1 special attacks reposition to be adjacent and not be in the zone.

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