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AotV Customs A place for Arena of the Valkyrie Customs |
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#13
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Re: [Pod 0] Glyph of Movement - Design
My issue with one figure on the card getting +2 per turn is it really only works for Squads (plus Heroes leaving the glyph).
I'm not sure about the suggestion for a new type of glyph that doesn't stop your movement. In the case of the original idea, for example, a figure with 6 Move could move 3 spaces onto it and still come flying 5 spaces out the other side. That's a lot of extra movement if multiple figures utilize it at once. With that in mind, here's another twist on @Astroking112 's first suggestion (which also works as a normal power glyph either way): Quote:
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#14
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Re: [Pod 0] Glyph of Movement - Design
It feels like something that's potentially best left until we have an idea of what we want this type of glyph to be, as usefulness/power of each one will depend on what the differences and base functions of this glyph type is.
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#15
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Re: [Pod 0] Glyph of Movement - Design
Dancing around the glyph is certainly an annoying issue, though it isn't as bad as Valda in general.
On another topic, I think if we are wanting custom rules for these glyphs, we should wait until we have a good idea of what those are before designing them. If we want a rule to only apply to a particular glyph, its easy enough to write the exception into the rulebook. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#16
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Re: [Pod 0] Glyph of Movement - Design
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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 |
#17
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Re: [Pod 0] Glyph of Movement - Design
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I do think that the glyph could help range by pushing them past breakpoints to claim height or the like, but I'd argue that it benefits melee as well if they're not blocked off. Like @flameslayer93 said, if the Krav are dancing around the glyph, it's pretty easy to block them off with melee (especially if we limit the glyph to once per turn like NecroBlade suggested), and melee can often benefit even just from that +1M to reach an engagement that they couldn't have done otherwise. Of course, the potential to form a screen past the glyph means that it benefits the first player to reach it more, but that's true of all glyphs anyway. Quote:
Just continuing the brainstorming, we could also throw in a condition like this to the rules: Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#18
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Re: [Pod 0] Glyph of Movement - Design
Quoting myself
On another topic, I think if we are wanting custom rules for these glyphs, we should wait until we have a good idea of what those are before designing them. If we want a rule to only apply to a particular glyph, its easy enough to write the exception into the rulebook. Quoting @NecroBlade IMO that's exactly the opposite if what we should do. If there was a special rule for one glyph, why wouldn't we put that on the glyph card as part of its abilities instead of burying it in the rulebook? We can discuss a rule like "figures do not have to stop on [scientific term for black] glyphs", but I think the screening issue would be enough of a roadblock (pun intended) that it wouldn't pan out. I don't think you are really disagreeing with me here NB lol. If "doesn't stop moving" is going to be a thing for all of the Black Glyphs, then I'm suggesting we decide that before going forward with designing this and the other stat boosting glyphs. If it is an exclusive trait to the Black Glyph of Movement, then it should be in the power text for this glyph (in the rulebook... master set glyphs don't have cards!! ). Perfectly fine by me, and probably about the only reason this glyph shouldn't be Valda 2.0 imo I did have an idea for the glyph to basically grant Orc Battle Rush (2 points) to your whole army... but that only makes sense as a Temp Glyph and I don't like the effect for the Master Set personally. Plus, I'd prefer the 4:2 Perm:Temp ratio we have, for scenario making purposes. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#19
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Re: [Pod 0] Glyph of Movement - Design
I guess I never really thought about the Master Set glyphs not having cards since I don't think I've ever played with a glyph's card, lol.
Sounds like first we need to decide if we want any new rules to be associated with black glyphs as a whole. I lean against, as I'm not sure it's worth adding for just these 6 while muddying the waters for anyone who goes from this to normal power glyphs. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#20
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Re: [Pod 0] Glyph of Movement - Design
If we want to keep them simple for newer players, having them as normal glyphs might be the best way to go. We could also have something special for them that is optional. I'm of the opinion that these glyphs should have their own little thing, but can easily see why regular glyphs would be better and safer.
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#21
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Re: [Pod 0] Glyph of Movement - Design
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That said, I am tempted to do something small and distinct here to justify why these glyphs are different, and perhaps paint a stronger theme for the set as a whole. Tying them into the Pillars of Hár as strange relics in the Sea of Sand could be fun, for instance. To that end, I think that dropping the "figures must stop moving when stepping on a Power Glyph" restriction would be an easy change, but I'm curious to see if anyone has a stronger and more appealing idea. This one really only benefits this glyph if we take it that certain route--the other glyphs would be mostly unaffected by the change. Another idea from a few years back was to limit these glyphs' effects to something like 6 clear sight spaces to prevent blanket boosts like for the Power Glyphs, but we decided against that originally because it would heavily favor range. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#22
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Re: [Pod 0] Glyph of Movement - Design
What about this but it's carried like a Treasure glyph? Or maybe even a Curse glyph where it grants that bonus in an AoE, but subtracts it from the carrier. Or just gives a general negative effect to the carrier like -1 defense or deals a wound?
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#23
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Re: [Pod 0] Glyph of Movement - Design
"Curse Glyphs" sound intriguing as a concept, but the negative downside would have to be balanced well against the positives to keep the glyphs overall desirable. Recall, for example, can be very swingy in terms of how useful it is. Bringing back an Ashigaru Yari isn't worth the same penalty as bringing back a Vulcanmech Incendiborg.
That said, if we can balance the glyphs with a simple yet consistent downside, then that could be pretty cool. I feel like there's a good deal of design space here to consider. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#24
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Re: [Pod 0] Glyph of Movement - Design
How about taking a page from SotM and make it "Unique Move +2"
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C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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