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  #3373  
Old April 19th, 2019, 10:59 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by NecroBlade
Officially, it hasn’t even been announced that the figure in question is a Lawman (it could change at any time even if it were currently). Additionally, including Common Lawmen in Clayton’s synergy forces any future designs to work around that synergy, while not including them leaves their design space more open. Finally, thematically, a Sheriff’s Posse is a few good men that could be rounded up for the cause, not any old gunslinger off the street (see theme points way below).
I think that Common Lawmen should work with Posse. I don't think they need to work with Shootout. If it's just Posse, which only moves things, the design space should still be open for any future designs. As I understand a posse, the Sherif is taking any able bodied good men that are willing to fight. He isn't going to care that they are an average (common) person, just that they are good people that will follow him, and if they are from a non-evil general, they will generally be good people. An experienced man will know when to follow the lead of a fellow lawmen and start fighting, hence why the Unique will go with the Shootout, but the average (common) guy won't.

Quote:
FWIW, I preferred previous versions of Posse I saw where the Lawman Heroes had to end their move within X amount of spaces of Clayton, rather than begin.
Quote:
Originally Posted by NecroBlade
This is now addressed as well. Lawmen can start Sheriff’s Posse within 6 and end anywhere, but if they want to participate in Shootout they better end within 3.
This actually encourages putting all of your order markers on Clayton. There's no reason to take advantage of the other movement options presented by the other Lawmen if they all have to be within 3 spaces of Clayton to use Shootout. The 3 space requirement means that you want all of them in a tight little pod so you can get the most attacks off. Shootout makes more sense if it only requires line of sight to Clayton to activate, because if you see the Sherif start shooting, you're probably going to start shooting too, no matter how far away you are. Giving Posse the restriction to end within X number of spaces actually encourages the spread of order markers, because you can't use posse to get your units spread very far apart with it, so if you want to spread your units out, you need to spread your order markers out in order to do so.
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  #3374  
Old April 19th, 2019, 11:06 PM
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Re: The Pre-SoV Workshop

I've talked a lot with NB in the discord on the subject of common lawman inclusion, and it's something we disagree on (NB can step in if I am mischaracterizing here) but I think CP should work with them.
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  #3375  
Old April 20th, 2019, 03:59 PM
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Re: The Pre-SoV Workshop

Well met!

Late to the Clayton party; here’s my take.

Seems overly complicated. A movement power would be nice, but not necessary. I suggest that Shootout be useable once per Round, on Clayton’s OM 3. When he shoots, he triggers Shootout, with no space restrictions as everyone can hear the distinctive sound of his gun. You could reward proximity to Clayton with a stat boost. Let all or a set number of Lawmen attack. You could prohibit any unit from being attacked more than once. You could also give them an Initiative boost as part of Shootout.
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  #3376  
Old April 22nd, 2019, 10:54 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by NecroBlade View Post
@Scytale, as you say, the Lawmen have no existing synergy to speak of, so your point about uniqueness coming from the faction level is moot. They're just a bunch of Heroes, so it's up to the leader to tie them together in some way.
That's not how I interpreted what he was saying. I was seeing that comment about "how the faction plays" being a push towards the power that encourages players to spread their OMs.

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  #3377  
Old April 24th, 2019, 06:52 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by capsocrates View Post
That's not how I interpreted what he was saying. I was seeing that comment about "how the faction plays" being a push towards the power that encourages players to spread their OMs.
And that comes from the leader. The other faction pieces don't contribute to that in any way, other than not have any sort of synergistic efficiency themselves.


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  #3378  
Old May 3rd, 2019, 02:02 PM
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Re: The Pre-SoV Workshop

My simplified version of Clayton, for your consideration:

Quote:
POSSE
Before rolling for initiative each round, if there is at least one Order Marker on this card, you may move up to 4 Lawmen you control up to 5 spaces each. They must end their Posse movement on an empty space.

SHOOTOUT
Once per game, after revealing an Order Marker and taking a turn with Clayton, you may take a turn with all other Lawman Heroes you control.

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Originally Posted by Craig Van Ness View Post
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  #3379  
Old May 4th, 2019, 04:09 AM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by quozl View Post
My simplified version of Clayton, for your consideration:

Quote:
POSSE
Before rolling for initiative each round, if there is at least one Order Marker on this card, you may move up to 4 Lawmen you control up to 5 spaces each. They must end their Posse movement on an empty space.

SHOOTOUT
Once per game, after revealing an Order Marker and taking a turn with Clayton, you may take a turn with all other Lawman Heroes you control.
Just a personal thing for me, I believe that all existing "Once per game" abilities should be "Once per round", and I otherwise don't like "Once per game" abilities. The only exception, and the best implementation of a once per game ability, was the Grenade from the Airborne Elite, and of the other "once per game" abilities, they either didn't need that restriction, or don't do enough to matter. I have never once had Atlaga's wither root actually hit anything, and if the ability wasn't on the card, it wouldn't really change the price, or how he's played. Fey Step is neat, but would have been better as a once per round ability. You get my point. I will be very disappointed in a "Once per game" version of Shootout.
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  #3380  
Old May 4th, 2019, 10:23 AM
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Re: The Pre-SoV Workshop

Same. Once per game is thematically disappointing and not mechanically strong enough.
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  #3381  
Old May 5th, 2019, 09:11 PM
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Re: The Pre-SoV Workshop

I like the idea of a once-a-round Shootout a *lot*. Combined with the before-rolling-for-initiative (or before placing OMs might be better) form of Posse and you have something really cool and distinct.

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  #3382  
Old May 5th, 2019, 09:21 PM
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Re: The Pre-SoV Workshop

Quote:
Originally Posted by quozl View Post
My simplified version of Clayton, for your consideration:

Quote:
POSSE
Before rolling for initiative each round, if there is at least one Order Marker on this card, you may move up to 4 Lawmen you control up to 5 spaces each. They must end their Posse movement on an empty space.

SHOOTOUT
Once per game, after revealing an Order Marker and taking a turn with Clayton, you may take a turn with all other Lawman Heroes you control.
Love the simplicity here, "cuts out the fat" of previous versions, makes for a simple and thematic mechanic, though I do agree that it should be a once per round power for Shootout. Still allows for some powerful turns, and careful planning but avoids all the complexity that i think the powers have previously had.

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  #3383  
Old May 6th, 2019, 01:34 AM
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Re: The Pre-SoV Workshop

We’re definitely going a direction with Posse involving the “at the start of the round” mechanic, but we’re goimg to try the OM# thing for Shootout again.
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  #3384  
Old May 6th, 2019, 09:46 AM
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Re: The Pre-SoV Workshop

A once per round version:

Quote:
SHOOTOUT
After taking a turn with a Lawman Hero you control, you may reveal the X Order Marker to take a turn with all other Lawman Heroes you control.

Quote:
Originally Posted by Craig Van Ness View Post
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