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Doctor Doom (Victor Von Doom) (Unique)

I propose we move to Final Editing.

EDIT: Is it necessary to say that Death Trap doesn't trigger itself?
 
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yea

I think I'd make the turn end non-optional, in which case you probably wouldn't have an oppotunity to roll for it again? But I agree it's not as clear as would be ideal. Maybe "the first time each turn" in there?
 
I just think of that awesome game where I took Graviton's power. We played it that pit trap couldn't trigger itself, but we rolled for it after each throw.
1.0's just ended the opponent's turn, and that was enough to allow it multiple times on your own turn.
 
I'd probably do this then to reduce fiddliness all around:

ELABORATE DEATH TRAP 14
Once per turn, after an enemy ends a move of 1+ spaces within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.
 
What about this?

ELABORATE DEATH TRAP 14
After an enemy moves 1+ spaces any way other than with this ability, and ends that move within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and you may end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.
 
You may be right. It never needed to be explicitly stated that it didn't trigger itself all these years.
 
I honestly think the once per turn limiter is a healthy one to have regardless. Getting multiple shots at it in one turn moves in the "unfun" territory, IMO.
 
I'm cool with that as the restriction as well. Anything to make it feel less fiddly and overpowering from an onslaught of back to back rolls.
 
I trust you guys. This is the version to go with then?

ELABORATE DEATH TRAP 14
Once per turn, after an enemy ends a move of 1+ spaces within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.
 
I trust you guys. This is the version to go with then?

ELABORATE DEATH TRAP 14
Once per turnactivation, after an enemy ends a move of 1+ spaces within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.
This.
 
I think so. Given the definition of "move" in the 2.0 rulebook, that should cover when they're placed, etc., as well.

Edit: Yeah, activation.
 
Sorry, I'm tired today, and missing things. We're ok with the possibility of multiple attempts, just not multiple successes, correct? So shouldn't it be:

ELABORATE DEATH TRAP 14
Once per activation,After an enemy ends a move of 1+ spaces within 4 clear spaces of Doctor Doom, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.

?
 
I'm not sure that's clear that you don't roll for the Elaborate Death Trap placement itself. I prefer the "once per activation" bit in there for maximum clarity.
 
Reasonable interpretation of order of operations:

Enemy ends a move of 1+ spaces within 4 clear spaces of Doom
Doom rolls for his trap and hits it
Doom places that enemy 1+ spaces away from where it was but still within 4 clear spaces of him and
triggers the roll again, before the last part of the clause
 
I see, that makes sense. What about:

ELABORATE DEATH TRAP 14
After an enemy ends a move of 1+ spaces within 4 clear spaces of Doctor Doom during a turn, you may roll a d20. On a 14+, place that enemy within 4 spaces of Doctor Doom and end the turn. If that enemy is placed adjacent to Doctor Doom, it takes 1 wound.

Otherwise only one attempt would be a huge nerf.
 
It'd be one attempt per activation, though, not turn. Did you often roll more than once for him when playing him for Super League?
 
Things like Titans and Flanking Strike, Guardians with Distracting Fire and Flanking, X-Men and Angel movement, Avengers like Hawkeye, squads or common heroes like Moloids. It certainly comes up.
 
I guess to me, thematically, if his trap doesn't go off when he attempts to set it off, it's not working just then :shrug: Just seems less mechanically fiddly this way too. Are we worried he won't be worth his cost with this change? He's pretty nasty as I recall.
 
The way I see it, Doom is a control-type design. The Trap is this looming threat that forces the opponent to make constant risk/reward analysis. It does feel like playing against an evil genius. If the trap is not ever-present, it loses its potency.

But I trust you guys. If once per activation eliminates some anti-fun when playing against him, that's a good thing.
 
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