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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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#98
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Re: Dr. Jekyll's Thinking Room
Oh great! Thanks for the reassurance.
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#99
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Re: Dr. Jekyll's Thinking Room
That SA is pretty cool. I'm not sure what the point of starting the game with the glyphs not ready to go, then flipping them over each time you take a turn. Why bother with that additional text if after 3 turns they are all active anyway?
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#100
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Re: Dr. Jekyll's Thinking Room
It was a suggestion that I thought would be pretty cool. Not knowing what equipment your opponent has chosen sounded neat and adds a little suspense.
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#101
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Re: Dr. Jekyll's Thinking Room
Ah, okay. So your opponent doesn't get to see what you picked then. First guess, Smoke Pellets. Second guess, First Aid Kit, j/k of course you didn't pick that one.
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#102
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Re: Dr. Jekyll's Thinking Room
Exactly!!
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#103
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Re: Dr. Jekyll's Thinking Room
Not against it then, but if you are tight on space it's the first thing I would cut. Seems fairly text heavy for a pretty minor impact. I don't know if I would bother asking my opponent which glyphs they picked even if they had to tell me. It's not something I really plan my moves around. You can't use them until they are revealed and equipped anyway right? So I already know if he's got and can use the Smoke Pellets before I choose to attack him.
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#104
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Re: Dr. Jekyll's Thinking Room
Yeah It's a neat little thing, but so minor I'd say cut it and use the normal gadget power.
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#105
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Re: Dr. Jekyll's Thinking Room
Wow, way to crush my dreams guys. jk I see what you mean. What if he didn't reveal them until he used them?
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#106
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Re: Dr. Jekyll's Thinking Room
Does he surprise-trap people like that in comics?
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#107
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Re: Dr. Jekyll's Thinking Room
I would say no more than Batman does. I just didn't want to rip it straight from the Batman card.
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#108
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Re: Dr. Jekyll's Thinking Room
If there's thematic justification, cool. But if we're just tweaking for the sake of tweaking, it feels off here.
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