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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1513
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Re: The Pre-SoV Workshop
I've been keeping my eye out on squads that could make Viceron work for another pass at SoV. I wanted to solicit opinions on this idea from the larger community before diving in with testing.
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The design itself is a little flexible in numbers but I feel that the core principles would stand and it's on that I'm looking for opinions. Ultimately I'm shooting for a quick and sturdy screening squad that gives extra turns to your heroes should they kill them. It has the potential to effectively add to move or threat range of any given hero meeting the requirement, but the most beneficial pairing is for those who can net extra attacks out of it, such as Kaemon Awa, Cyprien, and obviously Viceron. The idea with Viceron is to turn his downside of killing your own figures into a benefit and net extra turns. Viceron works well with them in particular since he doesn't surrender attack potential in the process of using them. Please let me know what you think. |
#1514
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Re: The Pre-SoV Workshop
Possessed Fervor reads like gibberish to me. It's supposed to be giving a Hero an extra turn if that hero killed a Soul during their 'ordered' turn right?
Not a fan of the small or medium restriction at all, it's clearly just a mechanical balance clause that's not even pretending to have any thematic justification. Leaving the boost that open seems like a really bad idea anyway since it's doing something so wonky, I'd restrict it to only Utgar/Valkril Heroes (or even better, only whatever-Vice's-personalty-is heroes) to minimize their footprint. Makes more thematic sense for only evil types to be juicing on ghost deaths anyway. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
#1515
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Re: The Pre-SoV Workshop
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You probably have a good point about how potentially dangerous the power is. I wanted them to have play a little beyond Viceron but I don't necessarily want the impact to be too big. I like the idea of their ability only really working for other evil characters. |
#1516
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Re: The Pre-SoV Workshop
So the idea is that you want to kill your own unit to get an extra turn? Seems really good for range figures with multiple attacks, but not much for anything else.
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#1517
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Re: The Pre-SoV Workshop
So I wanted to know if theres any issues with the following potential wording changes to Maltis Tez's climbing ability
Currently it reads as: Quote:
I came up with this potential fix: Quote:
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My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#1518
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Re: The Pre-SoV Workshop
For your first version, I might steal some wording from the Kozuke Samurai Charging Assualt. Maybe something like:
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#1519
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Re: The Pre-SoV Workshop
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But, as noted, the Kozuke already traveled down this ugly road, so I can't dismiss it outright. Quote:
So I have to ask, is fast climbing really important to this unit's design? Does it really need it to function correctly, and neither Flying nor a higher Move stat would suffice? |
#1520
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Re: The Pre-SoV Workshop
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Thank you, I will do that. ----------- EDIT: I got ninja'd Quote:
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I have to ask though, would there ever be a unit that "needed" an ability like this? You could always do it the way I currently have it, by adding moves after the end of the move. Even theme doesn't make it "needed" when it can be done without breaking the mold. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#1521
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Re: The Pre-SoV Workshop
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But that doesn't mean it should be stretched in every direction. There are lots of things we could try to do with the game, even simple things such as this, that are just difficult or cumbersome to work into the game rules. The very best designs are unique and exciting. Adding new mechanics is a way to get there, but a dangerous one that is considered with great scrutiny (trust me, things can get intense behind the C3V curtain when the ruleset is pushed). Personally, I am more excited by units that manage to be unique and exciting by using existing mechanics in new and interesting ways. |
#1522
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Re: The Pre-SoV Workshop
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obfuscatedhippo Suggested that I just make Maltis Tez's move 8, and drop Climbing Endurance. I think I might follow this suggestion. My Custom Designs.
--------------- Check out my maps. --------------- Get general Valkrill's symbol in SVG vector format. |
#1523
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Re: The Pre-SoV Workshop
If you wanted to go back to a 'Running Jump' idea, I might suggest taking some inspiration from C3G's Red Mist:
Acrobatic Leap Red Hood may use his Acrobatic Leap at any point before or during his normal move. Each time you Leap, you must first subtract 2 from Red Hood's movement. His Leap has a move of 2. When counting spaces for Red Hood's Leap movement, ignore elevations. Red Hood may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Red Hood may not leap more than 6 levels up or down in a single leap. If Red Hood is engaged when he starts to leap, he will not take any leaving engagement attacks. To get across the 'Running Jump' theme and simplify it a tad, I'd suggest something like this: Running Jump Maltis Tez may use his Running Jump once at any point during or after his normal move. Maltis Tez must have moved at least two spaces normally before using Running Jump His Jump has a move of 2. When counting spaces for Maltis Tez's Jump movement, ignore elevations. Maltis Tez may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. Maltis Tez may not leap more than 6 levels up or down in a single leap. If Maltis Tez is engaged when he starts to leap, he will not take any leaving engagement attacks. Or you could probably perfectly reasonably simply reuse Acrobatic Leap (though then the Running Jump name wouldn't work so well since there's no running required for it to work and I'd just keep the original name). I think Running Jump could work though. ~Lazy Orang, who seems to have a thing right now of seeing Classic designs, noticing C3G's already done something similar and going 'hey, what about this!' |
#1524
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Re: The Pre-SoV Workshop
No problem, it was a good question. It's a common misconception of custom creators that anything can and should be done. A good thing to remember is that instead of trying to force a mechanic into the game, consider other ways it can be handled that fit the game more naturally.
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