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  #3505  
Old July 10th, 2019, 10:39 PM
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Re: The Pre-SoV Workshop

5 attacks that powerful in one turn is too much. Both of the special attacks are overpowered.

Please do not post a custom in here unless you have tested it several times against real armies (for example, armies that include multiple common squads).
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  #3506  
Old July 10th, 2019, 10:50 PM
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Re: The Pre-SoV Workshop

In your playtesting thread, I notice that you've tested this version of the design twice. In both games, he vastly outperformed his price point and caused his team to win in a landslide, yet the design I see here appears to be unchanged from the version you tested. I could bring up numerous issues with this design, such as 3 range being an odd and unthematic choice, his offensive potential being ludicrously high, or that his two different special attacks are too caught up in the concept of the ammo types used that they don't do any work towards providing interesting tactical choices. But I feel that harping on any of those points would be a waste of my time, as you have not demonstrated the ability to analyze results and apply critique.

You seem to only understand testing as a step you need to take on the road to SoV submission without actually understanding what testing is for from a basic design perspective. Testing is about gathering data, yes, but you have to interpret and apply that data for it to have any value. If you test a clearly broken unit and it performs clearly broken, and you nonetheless post it here anyway unchanged, it reflects very poorly on your ability as a designer.
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  #3507  
Old July 23rd, 2019, 08:40 AM
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Re: The Pre-SoV Workshop

Hey there, still new to this group. I have been working on customs of my own and testing them. Now I'm mostly doing customs of things from video games and such, I'm guessing SoV is intended to be unique stuff and not customs of existing properties? Just curious mostly.
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  #3508  
Old July 23rd, 2019, 11:25 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Lumovanis View Post
Hey there, still new to this group. I have been working on customs of my own and testing them. Now I'm mostly doing customs of things from video games and such, I'm guessing SoV is intended to be unique stuff and not customs of existing properties? Just curious mostly.
Hey, welcome to the site! I've seen you give some pretty good customs feedback already, and you're more than welcome to continue that in this thread if you'd like.

You are correct that the SoV is for customs that come from 'Scape worlds rather than from worlds of other existing properties. So no TV show or video game customs (at least not directly).
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  #3509  
Old July 24th, 2019, 08:18 AM
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Re: The Pre-SoV Workshop

Thanks. Well, maybe I'll put some customs together using some old Mage Knight minis (I have hundreds of them)
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  #3510  
Old July 24th, 2019, 10:46 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by Lumovanis View Post
Thanks. Well, maybe I'll put some customs together using some old Mage Knight minis (I have hundreds of them)
Mage Knight does have a lot of great minis. It's worth noting, though, that if you want a design to be tested by the SoV for inclusion into the C3V/SoV list, the miniature used needs to be widely available for an affordable price. As a quick point of reference, we generally aim for 80+ copies of Unique Heroes available at online stores, with a preference for them mostly being a somewhat low price (so a squad with two members that cost $15 each would have a hard time getting support, regardless of the design).

Mage Knight's sculpts have unfortunately been pretty rare in my experiences. There's nothing wrong with using them in your own customs, of course, but it's worth keeping in mind that you might need to find a more available alternative miniature if you eventually want to take something to the SoV.
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  #3511  
Old July 24th, 2019, 12:01 PM
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Re: The Pre-SoV Workshop

@Astrokin112 That makes sense, though makes me a bit sad. I love the Steam Golem sculpt and was a huge fan of them in MK (I have over a dozen of them, most repainted). Good to keep in mind with the sculpts though, was wondering what the magic number for accessibility was at.
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  #3512  
Old July 25th, 2019, 01:04 PM
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Re: The Pre-SoV Workshop



Well met!




Found this Pathfinder mini and was inspired to create

NAME = YOICHI

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ARCHER
PERSONALITY = DISCIPLINED

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 7
ATTACK = 4
DEFENSE = 3
POINTS = ???

Kyudo
Range 6, Attack 4.
If Yoichi did not move this turn, he may attack using Kyudo. Yoichi does not need clear line of sight to attack. May attack up to 4 times, reducing the number of attack dice per attack by 1 for each additional attack beyond the first.

Kyudo wording awkward. Intention is to allow 1 attack at 4, 2 attacks of 3, 3 attacks of 2, or 4 attacks of 1.


Last edited by kolakoski; July 25th, 2019 at 01:33 PM.
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  #3513  
Old July 25th, 2019, 01:06 PM
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Re: The Pre-SoV Workshop

What is Kyudo?
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  #3514  
Old July 25th, 2019, 01:17 PM
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Re: The Pre-SoV Workshop

If I understand the intent, maybe word it more like C3G’s Bo Staff?

BO STAFF
After moving and before attacking with a normal attack against an adjacent figure, you may subtract any number of Red Robin's attack dice from your roll, to a minimum of 1 attack die. If you do, you may attack one additional time for each die subtracted.
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  #3515  
Old July 25th, 2019, 01:26 PM
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Re: The Pre-SoV Workshop

What's the name of the mini?

Also, the Kyudo "explanation" you provide is very confusing. The way the power reads suggests that he'd get to attack 4 times TOTAL and it would go from 4 att, to 3 att, to 2 att, to 1 att.

Also, I'd just use something like Q9's special for reference on how Kyudo operates...

Quote:
Kyudo Special Attack
Range 7. Attack 1 or 2.
Yoichi starts each turn with 4 attack dice. Choose any figure within range and attack by rolling 1 or 2 attack dice. Yoichi may keep making special attacks with 1 or 2 attack dice until he has rolled all 4 attack dice. Yoichi may target the same or different figures with each attack.
This way the special attack is different than the normal attack in that you get more attacks but you get weaker power. This way it gives the player a decision to get 1 big hit or a bunch of little hits. Much more strategic that way. With the way the power is worded currently, there would be no reason to ever use the normal attack.

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  #3516  
Old July 25th, 2019, 01:52 PM
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Re: The Pre-SoV Workshop

Well met!




NAME = YOICHI

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ARCHER
PERSONALITY = DISCIPLINED

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 7
ATTACK = 4
DEFENSE = 3
POINTS = ???

Kyudo
Range 6, Attack 4.
If Yoichi did not move this turn, he may attack using Kyudo. Yoichi does not need clear line of sight to attack. Choose any figure within range and attack by 1, 2, 3, or 4 attack dice. Yoichi may keep making special attacks until he has rolled all 4 attack dice. Yoichi may target the same or different figures with each attack.

The figure is Tsuto Kaijitsu from Pathfinder's Rise of the Runelords. Kyudo is the Japanese Way of the Bow. Shortened the range of his Special Attack to 1 below his Normal Attack. In any event, his Normal Attack could be preferable on height. See, for example, Deathwalker 9000.



Quote:
Originally Posted by Sir Heroscape View Post
What's the name of the mini?

Also, the Kyudo "explanation" you provide is very confusing. The way the power reads suggests that he'd get to attack 4 times TOTAL and it would go from 4 att, to 3 att, to 2 att, to 1 att.

Also, I'd just use something like Q9's special for reference on how Kyudo operates...

Quote:
Kyudo Special Attack
Range 7. Attack 1 or 2.
Yoichi starts each turn with 4 attack dice. Choose any figure within range and attack by rolling 1 or 2 attack dice. Yoichi may keep making special attacks with 1 or 2 attack dice until he has rolled all 4 attack dice. Yoichi may target the same or different figures with each attack.
This way the special attack is different than the normal attack in that you get more attacks but you get weaker power. This way it gives the player a decision to get 1 big hit or a bunch of little hits. Much more strategic that way. With the way the power is worded currently, there would be no reason to ever use the normal attack.
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