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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


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  #22249  
Old February 8th, 2020, 11:20 AM
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Re: Public Design Workshop

4 unlockables is pretty gnarly.
I have a similar Throw power for my Mongrul design, also a robot.
I think I called it Super Toss and it had a Height mechanic, so it was harder to throw something really big like Master Mold.
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  #22250  
Old February 8th, 2020, 11:36 AM
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Re: Public Design Workshop

Quote:
Originally Posted by Tornado View Post
4 unlockables is pretty gnarly.
I have a similar Throw power for my Mongrul design, also a robot.
I think I called it Super Toss and it had a Height mechanic, so it was harder to throw something really big like Master Mold.
I know you meant "unblockables" here, but this gives me an idea for design space we haven't really explored too formally: unlockable powers. Powers that aren't in play on a card until certain game conditions are met. I'm sure we have done a few things that are close to that or have certain triggers, but it might be something to explore more thoroughly as a concept.

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #22251  
Old February 8th, 2020, 11:43 AM
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Re: Public Design Workshop

Cool. Something I.am surprised we have not explored with the video game characters.
I know we talked about it for campaigns.

HoF has a Kratos design that works like that. Sort of like Ares.
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  #22252  
Old February 8th, 2020, 02:58 PM
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Re: Public Design Workshop

We've mentioned Warrior before internally when discussing possible classes for Transformers, so that class seems like a good choice for Brawn. I believe we've talked about Soldier as well, so either could work for Windcharger. Would be excited to see some more Autobots get cards and help fill out the ranks for that side of the coin. I seem to have more Decipticons in the works myself.

Dig the throwing idea and off road vehicle mode for Brawn. I think on Windcharger I would make the first power instead of moving, and the last power instead of attacking, then you can try to draw people in and rip them apart on one turn. Might expand the list of those effected to include Androids, Cyborgs, and/or VDO's.
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  #22253  
Old February 8th, 2020, 03:01 PM
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Re: Public Design Workshop

Quote:
Originally Posted by IAmBatman View Post
Quote:
Originally Posted by Tornado View Post
4 unlockables is pretty gnarly.
I have a similar Throw power for my Mongrul design, also a robot.
I think I called it Super Toss and it had a Height mechanic, so it was harder to throw something really big like Master Mold.
I know you meant "unblockables" here, but this gives me an idea for design space we haven't really explored too formally: unlockable powers. Powers that aren't in play on a card until certain game conditions are met. I'm sure we have done a few things that are close to that or have certain triggers, but it might be something to explore more thoroughly as a concept.

I'd say Ghost Rider is kind of like that, since you have to collect souls to power up his stare. I feel like we have a power somewhere that only works once you have a certain number of wounds on your card. If not, that is another way you could 'unlock' a power.
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  #22254  
Old February 8th, 2020, 06:18 PM
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Re: Public Design Workshop

For sure. I mean there are "healing" powers and Rage Smash type powers that certainly don't do anything without wounds.

I'm trying to think of how a "leveling up" type of power would work. We certainly have single turn "kill someone and kill again" types. There's also Mister Zsasz, who definitely levels.

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #22255  
Old February 8th, 2020, 06:36 PM
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Re: Public Design Workshop

Thanos (Infinity Quest) has a level up mechanic. The Black Lanterns also start out weak and get strong.
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  #22256  
Old February 9th, 2020, 01:03 PM
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Re: Public Design Workshop

I did a fairly extensive re-write to my royal flush gang

Ten
Jack
Queen
King
Ace

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  #22257  
Old February 9th, 2020, 01:45 PM
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Re: Public Design Workshop

I really like the Royal Flush ability. It’s a cool concept to have a “tiered” order that your figures can take turns in.

It seems like we could honestly get away with a lot of reuses here. Like would it makes sense to reuse one of the Optic abilities off of Cyclops and Black Tarantula?

I will admit Ace worries me a bit competitively. Shuffling Order Markers without some sort of “cost” is something we had to learn to avoid a while back, and X Marker powers are generally done that way so they can more powerful but limited. Being able to reset it multiple times could get pretty powerful in the right build.
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  #22258  
Old February 9th, 2020, 01:54 PM
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Re: Public Design Workshop

Royal Flush is really cool. Great idea for synergy and I love that the roll mirrors their card value.

I think you could get away with limiting Ace's X reset to once per round, and boosting the d20 boost from an X reveal alongside that.
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  #22259  
Old February 9th, 2020, 02:00 PM
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Re: Public Design Workshop

Quote:
Originally Posted by MrNobody View Post
I really like the Royal Flush ability. It’s a cool concept to have a “tiered” order that your figures can take turns in.

It seems like we could honestly get away with a lot of reuses here. Like would it makes sense to reuse one of the Optic abilities off of Cyclops and Black Tarantula?

I will admit Ace worries me a bit competitively. Shuffling Order Markers without some sort of “cost” is something we had to learn to avoid a while back, and X Marker powers are generally done that way so they can more powerful but limited. Being able to reset it multiple times could get pretty powerful in the right build.
You are so right. I didn't think of that. How about making Ace only able to manipulate markers on Aristocrats? I think that would create what I intended.

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  #22260  
Old February 9th, 2020, 02:05 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Arch-vile View Post
Royal Flush is really cool. Great idea for synergy and I love that the roll mirrors their card value.

I think you could get away with limiting Ace's X reset to once per round, and boosting the d20 boost from an X reveal alongside that.
Thanks. I've been thinking about this team alot in the last few months.

My designs for C3G nomination
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