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  #3385  
Old May 6th, 2019, 10:19 AM
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Re: The Pre-SoV Workshop

You don't have to tie it to the X Order Marker, either. Since a Shootout wouldn't be having an effect for the rest of the round, you probably don't need the reminder and I doubt that the other player would let you get away with more than one per round.

That said, doesn't that run into an issue with scaling? If you can take a turn with every Lawman that you control, creators will eventually have to stop making Lawmen to avoid letting Clayton players take 6+ turns with one Order Marker. Removing the ability to move during those turns would help limit this, but Posse makes it fairly easy to get around that anyway. It's an interesting direction to take that simplifies the focus on OM3, but it does pose its own set of problems.
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  #3386  
Old May 6th, 2019, 10:24 AM
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Re: The Pre-SoV Workshop

quozl's version (with the once-per-round change) is easily my favorite version so far. It does pretty much everything the design was intended to do, except in a sharp, simpler way. The design has no reason to have Clayton be an order marker dump. I am somewhat concerned that it's valuable to keep Clayton hidden to have access to his powers, but it would be possible to make Shootout a "for the entire game" power to negate that concern.

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Originally Posted by Astroking112 View Post
That said, doesn't that run into an issue with scaling? If you can take a turn with every Lawman that you control, creators will eventually have to stop making Lawmen to avoid letting Clayton players take 6+ turns with one Order Marker. Removing the ability to move during those turns would help limit this, but Posse makes it fairly easy to get around that anyway. It's an interesting direction to take that simplifies the focus on OM3, but it does pose its own set of problems.
That is a valid concern, easily addressed by changing it to "take a turn with up to X other Lawmen you control."
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  #3387  
Old May 6th, 2019, 10:32 AM
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Re: The Pre-SoV Workshop

A “once per game” Shootout is absolutely a no-go for me. I think simply making it once per round is an option, but like I said, we’re exploring some other options first.
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  #3388  
Old May 6th, 2019, 03:01 PM
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Re: The Pre-SoV Workshop

I’m not following this at all so take the following with a grain of salt: Make it once per game and call it “High Noon.” There’s some quality cowboy theme for you.

Whatever it is that the power is supposed to do.

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  #3389  
Old May 6th, 2019, 03:30 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Scytale View Post
quozl's version (with the once-per-round change) is easily my favorite version so far. It does pretty much everything the design was intended to do, except in a sharp, simpler way. The design has no reason to have Clayton be an order marker dump. I am somewhat concerned that it's valuable to keep Clayton hidden to have access to his powers, but it would be possible to make Shootout a "for the entire game" power to negate that concern.

Quote:
Originally Posted by Astroking112 View Post
That said, doesn't that run into an issue with scaling? If you can take a turn with every Lawman that you control, creators will eventually have to stop making Lawmen to avoid letting Clayton players take 6+ turns with one Order Marker. Removing the ability to move during those turns would help limit this, but Posse makes it fairly easy to get around that anyway. It's an interesting direction to take that simplifies the focus on OM3, but it does pose its own set of problems.
That is a valid concern, easily addressed by changing it to "take a turn with up to X other Lawmen you control."
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  #3390  
Old May 6th, 2019, 07:14 PM
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Re: The Pre-SoV Workshop

So two "once per round" powers, even if they're generic "X Lawmen" seems to have support?


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  #3391  
Old May 7th, 2019, 01:00 AM
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Re: The Pre-SoV Workshop

Generic? The closest conparison I can think of is Ornak, and he's different in quite a few ways. Which part is generic?

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  #3392  
Old May 8th, 2019, 09:23 PM
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Re: The Pre-SoV Workshop

Just taking a turn with X Heroes. But once-per-round maybe be different enough.


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  #3393  
Old May 17th, 2019, 04:16 AM
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Re: The Pre-SoV Workshop




Thoughts?

Please also see my resubmission of the Specters of Aldorn, whom she is meant to synergize with.
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  #3394  
Old May 17th, 2019, 10:31 AM
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Re: The Pre-SoV Workshop

The Mistress provides the Specters with the pieces they really need: a heavy hit and a special attack, all in one. I can't help but feel four powers are too many, but Phantom Walk and Levitation are givens, and I see what you're doing with the combo of the other two powers. It's a fine idea, and fitting, so I really can't justify disagreeing.

My only concern is making an already strong unit stronger, but she doesn't really do that. It's really just replacing a round of Specter attacks with a Mistress turn (with additional movement restrictions), so not directly better. The addition of a heavy hit and a special attack is helpful, though.
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  #3395  
Old May 17th, 2019, 10:44 AM
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Re: The Pre-SoV Workshop

Nice! One question: Is the Call of Aldorn move supposed to be 6 spaces for each undead terror you move?

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  #3396  
Old May 17th, 2019, 10:45 AM
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Re: The Pre-SoV Workshop

I'm not usually a fan of 4 powers either, but they're all part of the design here. On the other hand, why does everything have to hit hard? Why can't there be some units that just have lower stats?


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