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AotV Customs A place for Arena of the Valkyrie Customs |
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#61
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I don't mind keeping these guys at 4 defense. I feel like your opponents targeting them to prevent you from getting those extra turns with big heroes is a natural part of play for a power like this.
Here's a more considered wording/mechanics proposal for the power: Last Will Whenever a Unique Hero you control within 4 clear sight spaces of an Honored Soulguide is destroyed, you may place that figure on this army card. Instead of taking a turn with the Honored Soulguides, you may choose a destroyed Unique Hero on this army card. Remove all wound markers from that figure's card, place them adjacent to an Honored Soulguide you control, and immediately take a turn with them. At the end of that turn, you must destroy the chosen Hero and an Honored Soulguide you control, if possible. Wordier, but incorporates some other elements we've been discussing. One thing I would like to attempt, if possible, is a way to try and prevent a figure from being brought back twice with Last Will. I'm not too concerned about one last hurrah with Nilfheim, but two extra turns with him is a little worrying. This is slightly balanced out by the fact that your opponent can target the soulguides, though, so maybe it isn't a problem. As for names, I don't know much about Norse Mythology around death other than Valkyrie stuff, which seems like a different thing entirely from these guys. Thinking about what planet they're from should definitely be a consideration, though. |
#62
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
To prevent using the same figure twice,
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Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#63
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
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Edit: Like NB noted, we can also add a clause to stop a figure that just took a turn with Last Will from being destroyed and put back on the card. I think that separating AYP's Last Will into two powers (in the vein of the Ebon Armor) also lets us get Guiding Lights onto the card, which is an important part of the theme to me if we're going with Jandar. The two parts also feel different enough (with separate activation points) to justify it. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#64
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Hmm, having a power that in and of itself doesn't really do anything seems odd to me, but I'll accept the Ebon Armor Precedent.
Real question is, can we reasonably fit all this text onto a card with Stealth Flying? |
#65
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Honestly I was thinking the Soulguides would be native to Valhalla.
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#66
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Agreed on them being native to Valhalla, especially if we go with a Norse theme.
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I dropped the text into Xorlof's Card Creator to get a quick visual, and it does look a bit dense. Combining the powers saves a little space, but it still looks like a sizable block of text. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#67
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
The easiest thing to take away to reduce the text count here is the whole "place figures on the card, bring back figures from the card" mechanic. I think not using that is thematically workable--they're giving the dead a second chance, not storing souls to unleash later. Whether or not it leads to interesting gameplay is an open question but it's an option on the table.
A wilder idea would be to cut stealth flying from the card. This would be inconsistent with all other heroscape ghosts, but the figures are at least sellable as walking specters rather than flying ones. We'd probably still end up giving them Phantom Walk instead, but that would still trim a fair few lines when taking next to the wordy Stealth Flying. And Leaf_It's Specters of Aldorn have been fairly well received by the SoV even without Stealth Flying, though they have a more pointed mechanical reason for it. |
#68
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I think we can cut Guiding Lights and roll it into one power to save space.
EDIT: Didn’t see the second card Astro made. I think that looks good. A card like Mimring looks complex, but only because of Flying. |
#69
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Yeah that second card does look pretty good. It could work as two powers, but it works just as well as one, IMO.
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#70
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
I was researching suitable Norse-inspired names, but I'm not finding many compelling options. My favorite so far is Huginn and Muninn, Odin's two ravens that represent him sending his mind and thought out into the world, but it's not a perfect name in the way that I would like. Valkyries were known to carry warriors on to the afterlife, but that is hardly a naming option for HeroScape's version of Valhalla.
I think that we might be better off with just keeping Honored Soulguides (or even something like Ancestral Guides or some other variation) rather than trying to link it to the actual Valhalla. I'm fine with keeping the name Honored Soulguides as the final name if it doesn't bother anyone. I'm not a fan of cutting Stealth Flying, personally. I feel like it's a staple for ghosts in HeroScape, and I'd need a more compelling reason to use Phantom Walk instead than saving space (which is a very important consideration, although I think the design could be improved in other ways). Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#71
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
My two cents/questions:
what's the point about the "remove wound markers" stuff? why would you care about them since he's going to die at the end of the turn? and instead of "instead of taking a turn" could it be "before taking a turn" to give them one more chance to do something if they are being sacrificed and hopefully place the hero in a good spot? (maybe that's too powerful?) also, since it's so wordy and really separate abilities, I think for readability, the powers should be split. |
#72
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Re: [Pod 0] UNIT NAME (Lantern Geists) - Design
Thanks for chiming in,
@Phantom
.
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I do agree that the powers should be split, but the consensus seems to be that it's not worth making the text smaller. It's a small enough difference that it's looking like it'll come down to personal preference. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
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