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  #4009  
Old April 1st, 2020, 11:17 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Scytale View Post
A king of the Quatsatch is a fun idea. I like the stats overall.

The powers have a bunch of problems, though. Threat Display simply does not work. First, I'm not entirely sure what the power does in game terms. Does it mean that figures within the aura cannot attack other figures? Imagine King Yowie behind a row of Deathreavers. A melee army would be unable to fight. If the power intends that figures within the aura must target Yowie is Yowie is a potential target, that works better, but it still has major problems. Most notably, he becomes a Raelin protector, which is all sorts of troublesome. The game also breaks if Yowie is near Tandros. And then things get even worse with special attacks, since the definition of "attacks" is really vague.

The marker mechanic is also problematic. It has good theme, but it does not work within the games rules with Commons. Technically, each Common in your army has its own card. You could put the Fear marker on one Common card, then place destroyed figures on that card to remove that card from play. You could also, technically, put Fear markers on one Common and your order markers on another, and never suffer fear.

I think you need to take the concepts and put them into a form more friendly to the game. I think the fear concept could be replaced with an anger one, which is simpler, ties back to the Quasatch, and isn't thematically weird against Fearless and Mindless units. Threat Display could be more active to limit its potentially amazing value, and to bring out its theme of chest-pounding.

My suggestions (with perhaps Attack 5):
Quote:
Threat Display
When revealing a numbered Order Marker on King Yowie's Army Card, you may also reveal an "X" Order Marker that is on King Yowie's Army Card. If you do, for the remainder of the round, opponents' figures within 4 clear sight spaces roll one fewer attack dice when attacking a figure you control other than King Yowie with a normal attack.

Anger
When King Yowie receives one or more wounds, add one Anger marker to this Army Card, to a maximum of 3. After attacking with King Yowie, you may remove an Anger marker from this Army Card to attack again with King Yowie.
I've toyed with him to make him more in line with your suggestions. Here's the revision, and I'd be curious to hear your thoughts.



A couple things I changed:
Revising Threat Display so heavily means that a life of 6 is probably overkill. I bumped his life down to 5 and might playtest him that way if everything here looks okay.

Since his life is currently 5, I've removed the maximum of 3 rider. It isn't super likely that he'll end up with four wounds in a round, and that seems like a reasonable tradeoff for a drop in his stats and a reduction of his targeting power. I guess this does open him up to be more easily abused by healer types, but that doesn't seem like it could be game breaking?
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  #4010  
Old April 1st, 2020, 11:39 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Amarant View Post
Quote:
Originally Posted by Scytale View Post
A king of the Quatsatch is a fun idea. I like the stats overall.

The powers have a bunch of problems, though. Threat Display simply does not work. First, I'm not entirely sure what the power does in game terms. Does it mean that figures within the aura cannot attack other figures? Imagine King Yowie behind a row of Deathreavers. A melee army would be unable to fight. If the power intends that figures within the aura must target Yowie is Yowie is a potential target, that works better, but it still has major problems. Most notably, he becomes a Raelin protector, which is all sorts of troublesome. The game also breaks if Yowie is near Tandros. And then things get even worse with special attacks, since the definition of "attacks" is really vague.

The marker mechanic is also problematic. It has good theme, but it does not work within the games rules with Commons. Technically, each Common in your army has its own card. You could put the Fear marker on one Common card, then place destroyed figures on that card to remove that card from play. You could also, technically, put Fear markers on one Common and your order markers on another, and never suffer fear.

I think you need to take the concepts and put them into a form more friendly to the game. I think the fear concept could be replaced with an anger one, which is simpler, ties back to the Quasatch, and isn't thematically weird against Fearless and Mindless units. Threat Display could be more active to limit its potentially amazing value, and to bring out its theme of chest-pounding.

My suggestions (with perhaps Attack 5):
Quote:
Threat Display
When revealing a numbered Order Marker on King Yowie's Army Card, you may also reveal an "X" Order Marker that is on King Yowie's Army Card. If you do, for the remainder of the round, opponents' figures within 4 clear sight spaces roll one fewer attack dice when attacking a figure you control other than King Yowie with a normal attack.

Anger
When King Yowie receives one or more wounds, add one Anger marker to this Army Card, to a maximum of 3. After attacking with King Yowie, you may remove an Anger marker from this Army Card to attack again with King Yowie.
I've toyed with him to make him more in line with your suggestions. Here's the revision, and I'd be curious to hear your thoughts.



A couple things I changed:
Revising Threat Display so heavily means that a life of 6 is probably overkill. I bumped his life down to 5 and might playtest him that way if everything here looks okay.

Since his life is currently 5, I've removed the maximum of 3 rider. It isn't super likely that he'll end up with four wounds in a round, and that seems like a reasonable tradeoff for a drop in his stats and a reduction of his targeting power. I guess this does open him up to be more easily abused by healer types, but that doesn't seem like it could be game breaking?
I like this direction. I suspect 5 Life won't be enough; that's not a lot behind 3 Defense, especially since he encourages others to attack him. Testing will bear that out, though.
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  #4011  
Old April 2nd, 2020, 01:16 PM
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Re: The Pre-SoV Workshop

King Yowie and Raelin together seems a little game breaking. The way Threat Display is currently is effectively an inverse Raelin.

I'd say cut out Threat Display and let Anger and the stats do the talking. Anger is a very cool, simple and effective power.

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  #4012  
Old April 11th, 2020, 10:05 PM
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Re: The Pre-SoV Workshop

Been through a few iterations...this is where I've landed for now. Would appreciate some feedback. Not 100% sold on the current direction...so looking for either some confirmation or hesitation to help give me an idea for either moving forward or stepping back to design.

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  #4013  
Old April 12th, 2020, 02:15 AM
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Re: The Pre-SoV Workshop

In anticipation of Clay's official failure - here's a modified statline. I brought his cost down 5 points because of the lowered Defense, even though I upped his Range. I felt Defense is "worth more" than the range. His cost could go to 90 even IMO, but to be careful I only went down 5.


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  #4014  
Old April 12th, 2020, 09:37 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Sir Heroscape View Post
Been through a few iterations...this is where I've landed for now. Would appreciate some feedback. Not 100% sold on the current direction...so looking for either some confirmation or hesitation to help give me an idea for either moving forward or stepping back to design.
I think "may only attack" may need to be "may not move" (see Clayton below, incidentally). Does Scout Ahead trigger after the free attack as well? Because it's technically a turn, and then that's a lot of free movement.

Quote:
Originally Posted by Pumpkin_King View Post
In anticipation of Clay's official failure - here's a modified statline. I brought his cost down 5 points because of the lowered Defense, even though I upped his Range. I felt Defense is "worth more" than the range. His cost could go to 90 even IMO, but to be careful I only went down 5.


Well, see my response in the SoV thread.


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  #4015  
Old April 12th, 2020, 02:28 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by NecroBlade View Post
Quote:
Originally Posted by Sir Heroscape View Post
Been through a few iterations...this is where I've landed for now. Would appreciate some feedback. Not 100% sold on the current direction...so looking for either some confirmation or hesitation to help give me an idea for either moving forward or stepping back to design.
I think "may only attack" may need to be "may not move" (see Clayton below, incidentally). Does Scout Ahead trigger after the free attack as well? Because it's technically a turn, and then that's a lot of free movement.
It definitely does, which is my main concern around this approach.


I imagine you already considered Raptorian Bonding + Evasive as the only two powers on the card? Leave the movement stuff to the Sneaks's Flocking.

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  #4016  
Old April 12th, 2020, 02:29 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Pumpkin_King View Post
In anticipation of Clay's official failure - here's a modified statline. I brought his cost down 5 points because of the lowered Defense, even though I upped his Range. I felt Defense is "worth more" than the range. His cost could go to 90 even IMO, but to be careful I only went down 5.


You could probably get away with 6 life. The cowboys already have variance in the life number, so I would prefer some of the variance to stay there. Something like 6/5/7/3/2 or 6/5/7/2/3 rather than 5/5/7/3/3.

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  #4017  
Old April 12th, 2020, 06:05 PM
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Re: The Pre-SoV Workshop


Scytale, does this break it for you?
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  #4018  
Old April 12th, 2020, 06:24 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Pumpkin_King View Post
Scytale, does this break it for you?
I'm definitely for the stats. I would have to run a bunch of tests to see how the adjusted Life/Defense affects gameplay. The higher Defense did make him a lesser target despite his central value to the army. But the extra Life still does that to a lesser extent, and the added Range allows him to hang back a bit, which also helps a little with the relay strategy.
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  #4019  
Old April 12th, 2020, 06:28 PM
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Re: The Pre-SoV Workshop

Fair. LEt's see if I can get him back in.
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  #4020  
Old April 12th, 2020, 06:30 PM
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Re: The Pre-SoV Workshop

Weird that 6 Life is OK for a Human but 3 Defense is illegal for a Lawman.
Are there any other hard caps for any other Race, Class, Personality etc.?
It may make it easier for people to design if they know what all the automatic Nays are.
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