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AotV Customs A place for Arena of the Valkyrie Customs


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  #121  
Old October 1st, 2019, 12:24 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

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Originally Posted by robbdaman View Post
That seems backwards thinking given Rise of the Valkyrie could only have brand new players being the first set and all.
One of the main goals of this project is to make HeroScape more approachable to a wide variety of people. Even if they hadn't heard of HeroScape before, they should be able to buy the Arena of the Planeswalkers sets, print some cards, and quickly get introduced to classic HeroScape. While Rise of the Valkyrie was many of our first sets, we can't assume that it will be for everyone that we're trying to reach (rather, we should hope that it isn't!).
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  #122  
Old October 1st, 2019, 12:28 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

Excellent, now that he’s a confirmed demon now we can really start considering synergies and such.

Will “dropping in” a negative aura be too much from the Acolytes? I can only assume they aren’t going to change their powers *that* much. Will -1 Defense be enough to make Ob Nix fun enough in an MS only setting?

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  #123  
Old October 1st, 2019, 12:30 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

This is meant as a stand alone set?
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  #124  
Old October 1st, 2019, 12:41 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

Yup, although we still need to be aware of what exists out of it.

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  #125  
Old October 1st, 2019, 01:40 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

I tend to think that sacrificing a unit to drop in an aura isn’t going to be too overwhelming, especially when whatever position they’re aiming for still has to be reached by a 4 or 5 move walker. Plus, they’re a melee squad. An opponent can easily retreat out of the aura.

Bonding with the Wolves of Badru, strangely, actually has stronger potential in my eyes. A negative aura that weakens defense in some way would benefit Pounce, and being able to reposition it for free is quite useful. If it’s driving the design too far away from being useful as a standalone figure then we don’t have to go with Darklord, although it does seem like the perfect class at first glance.

At any rate, give me a couple days and I’ll have more complete thoughts on where to go from here.
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  #126  
Old October 1st, 2019, 01:46 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

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Originally Posted by Tornado View Post
This is meant as a stand alone set?
This is meant to function as another ROTV. ROTV was standalone, or could stand alone.
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  #127  
Old October 1st, 2019, 01:46 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

We thought that a re-roll aura would be too much work, right?
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  #128  
Old October 1st, 2019, 09:07 AM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

Well, seems more like it’s trying to be similar to master set 3 and push a different product into Heroscape like they did with the D&D stuff rather than focus it back to the origins of the game. The rationalization I’m hearing is backwards as I said, particularly given the new players I know go back and hunt and buy the old product and some know nothing of C3V or SOV until later. Though I realize this isn’t necessarily the place to discuss the focus of the project.

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  #129  
Old October 1st, 2019, 10:16 PM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

FWIW, I agree with rob that having a Kyrie in a Master Set is nice, especially one called Arena of the Valkyrie, plus I have no doubt someone could come up with an interesting lore explanation for the tail. That said, I completely understand objection to the tail, and also have no issue whatsoever seeing him as a Demon.

What I'm saying is, glad I couldn't help.

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  #130  
Old October 2nd, 2019, 06:59 PM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

Alrighty, now we can get into ironing out this guy's powers. I think the aura+spirit idea has remained a favorite throughout discussion, so for now let's stick to that. I personally prefer a negative aura that hinders allies rather than helping enemies, and I think that squares well with our choice of species--I don't see a demon helping his allies, and an aura that has to include enemy figures means that simply summoning him and leaving him in one spot with the Acolytes won't be all that effective.

Here's the combination of powers that I like best:

Misfortune Aura
After an opponent rolls defense dice for a figure within 4 clear sight spaces of (figure name), you may have that player re-roll all dice once. You may only use Misfortune Aura once per turn.

(I still think this aura fits a tormenting demon lord who deals in curses and spite. Adding a once per turn restriction at the end limits the amount of time and re-rolling it will add to the game.)

Demon's Frailty Curse 2
When (figure name) is destroyed, place this figure on any Unique Army Card. (Figure name)'s curse subtracts 2 from the defense value on that army card.

(This seems like the simplest direction to go with the spirit and I like it the most. Variants of Soul Decay Aura or spirit are intriguing but I think pushing on complexity and could be irritating to keep track of. -2 defense permanently on any unique card is quite powerful, but it won't justify this figure's price on its own.)

I'd personally push for some variant of these to be on the final card. I haven't, however, kept good track of everyone's preferences throughout discussion, so I'm curious where the rest of the Pod is at here.
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  #131  
Old October 2nd, 2019, 07:10 PM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

Looks pretty solid to me.
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  #132  
Old October 2nd, 2019, 10:54 PM
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Re: [Pod 1] UNIT NAME (Ob Nixilis, Demon of Spite) - Design

Quote:
Originally Posted by All Your Pie View Post
Alrighty, now we can get into ironing out this guy's powers. I think the aura+spirit idea has remained a favorite throughout discussion, so for now let's stick to that. I personally prefer a negative aura that hinders allies rather than helping enemies, and I think that squares well with our choice of species--I don't see a demon helping his allies, and an aura that has to include enemy figures means that simply summoning him and leaving him in one spot with the Acolytes won't be all that effective.

Here's the combination of powers that I like best:

Misfortune Aura
After an opponent rolls defense dice for a figure within 4 clear sight spaces of (figure name), you may have that player re-roll all dice once. You may only use Misfortune Aura once per turn.

(I still think this aura fits a tormenting demon lord who deals in curses and spite. Adding a once per turn restriction at the end limits the amount of time and re-rolling it will add to the game.)

Demon's Frailty Curse 2
When (figure name) is destroyed, place this figure on any Unique Army Card. (Figure name)'s curse subtracts 2 from the defense value on that army card.

(This seems like the simplest direction to go with the spirit and I like it the most. Variants of Soul Decay Aura or spirit are intriguing but I think pushing on complexity and could be irritating to keep track of. -2 defense permanently on any unique card is quite powerful, but it won't justify this figure's price on its own.)

I'd personally push for some variant of these to be on the final card. I haven't, however, kept good track of everyone's preferences throughout discussion, so I'm curious where the rest of the Pod is at here.

I like what you suggested earlier in the thread as an alternative to misfortune: And its easy...

Veil of Darkness
(Opponent's) figures within 4 clear sight spaces of (figure name) may not make normal attacks against non-adjacent figures.

Also prefer Scytale's Soul Decay Curse:

Soul Decay Spirit
When <unit> is destroyed, you may place it on any Unique Hero Army Card. After any player takes a turn with that unit, that player must roll the 20-sided die. If they roll a 7 or less, that Hero receives a wound.

Soul Decay:
After moving and before attacking with unit roll the 20-sided die. If they roll 19 or higher all adjacent figures receive a wound.
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