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Post by pegolego on Jun 5, 2015 7:54:12 GMT -6
Paploo on Speeder Bike [14] Hit Points: 30 Defense: 18
Attack: 0 Damage: 0
Special Abilities: Unique. Ewok Commotion (As this character moves, every opponent it comes adjacent to makes a save of 6. On a failed save that character is activated and cannot benefit from or grant commander effects until the end of the round) Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving Non-Sentient (Not subject to commander effects. This character cannot gain Diplomat or Aggressive Negotiations "I'm afraid our furry companion has gone and done something rather rash." ―C-3PO to Leia Organa
___________________ attack 8
strafe attack flight jolt commotion inexperience non sentient scrub hunter
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Post by jenari on Jun 8, 2015 14:07:58 GMT -6
I don't understand how this piece has a 0 damage rating.
jolt (activate) and diversion (ce disruption) and flight (ignore characters) and strafe (multiple attacks)?
that is a lot of potential to screw some people up.
right now I am thinking this piece should cost the same as the lancer.
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Post by pegolego on Jun 8, 2015 14:46:46 GMT -6
I am hopeful that it can remain as is (Bronson had actually suggested the lower starting cost after helping me work out some initial changes), but I know this is a very unique tech piece that could change a lot after testing. The idea here is that the Ewok wasn't trying to kill anyone, but he was hoping that his driving by would DISTRACT them, causing a 'Diversion', which is what Diversion/Jolt represent here (though I thought the inclusion of Scrub Hunter was fitting for our version and would work well here) . That's what the 0 damage is for, so that he can hit people to hope to distract them to benefit his allies, but isn't actually HURTING them. Of course, with the fact that it has a reasonably low attack to carry out it's functions, and even after hitting it only really matters if it goes first in a round (which means it pretty much dies afterwards) and even should it hit the others will also get at least on chance to save each ability. Also it can't have CEs and can only damage little scrubs. I can see it being reworked so that it costs 21 and thus MUST be mainlined, but since Lobot is so uncommon and I think theUltraStar was thinking it should be a lower-cost piece, I hope it works out like this. Maybe it's way too good and must lose either Diversion or Jolt. I definitely can see it being far more powerful than I thought, I certainly don't want it to be an auto-include, so we can raise the cost as necessary as testing comes in for the piece What do you think of the overall design, is there anything you'd like to see change beyond the balance/cost aspect?
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Post by spryguy1981 on Jun 8, 2015 17:54:43 GMT -6
I would advocate losing Jolt before losing Diversion. Jolt has been a more NPE-like ability in Legends.
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Post by jenari on Jun 27, 2015 18:16:31 GMT -6
I am not going to play test this as is
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Post by jenari on Aug 18, 2015 15:47:41 GMT -6
what size is this piece?
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Post by spryguy1981 on Aug 18, 2015 16:36:07 GMT -6
Assuming Large Base.
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Post by jenari on Aug 20, 2015 14:08:19 GMT -6
I am hopeful that it can remain as is (Bronson had actually suggested the lower starting cost after helping me work out some initial changes), but I know this is a very unique tech piece that could change a lot after testing. The idea here is that the Ewok wasn't trying to kill anyone, but he was hoping that his driving by would DISTRACT them, causing a 'Diversion', which is what Diversion/Jolt represent here (though I thought the inclusion of Scrub Hunter was fitting for our version and would work well here) . That's what the 0 damage is for, so that he can hit people to hope to distract them to benefit his allies, but isn't actually HURTING them. Of course, with the fact that it has a reasonably low attack to carry out it's functions, and even after hitting it only really matters if it goes first in a round (which means it pretty much dies afterwards) and even should it hit the others will also get at least on chance to save each ability. Also it can't have CEs and can only damage little scrubs. I can see it being reworked so that it costs 21 and thus MUST be mainlined, but since Lobot is so uncommon and I think theUltraStar was thinking it should be a lower-cost piece, I hope it works out like this. Maybe it's way too good and must lose either Diversion or Jolt. I definitely can see it being far more powerful than I thought, I certainly don't want it to be an auto-include, so we can raise the cost as necessary as testing comes in for the piece What do you think of the overall design, is there anything you'd like to see change beyond the balance/cost aspect? If your goal is to distract and not hit, than I suggest creating something new. Right now hitting someone with a speeder bike sounds like it would do a ton of damage. Maybe you can make the ability, Distracting Act (or whatever you want to call it): As this character moves, every opponent it comes adjacent to makes a save of 6(11). On a failed save that character is activated and cannot benefit from or grant commander effects until the end of the round.
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Post by jenari on Aug 25, 2015 13:02:14 GMT -6
update on this piece? I will play test it with my own suggestion above if no one speaks up.
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Post by pegolego on Aug 30, 2015 8:40:55 GMT -6
The mechanic I already have on it basically does that without making another new ability, and without being as powerful.
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Post by jenari on Aug 31, 2015 6:35:23 GMT -6
but this way you are not hitting someone with a speeder, a large metal vehicle, andnot dealing damage. which makes no sense.
and paploo on speeder didn't make attacks on people.
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Post by deathsbaine on Sept 1, 2015 18:31:42 GMT -6
i am going to go ahead and say it....I...HATE....VEHICLES.....
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Post by pegolego on Sept 3, 2015 11:32:06 GMT -6
It's a game mechanic... He's just flying over them to distract them basically, but Bronson and me got the idea to maybe have him a function to take out scrubs too, just to fit the Legends play style better. Beyond that he's not really attacking anything. My way you fly over them, your way you move adjacent... It's not really any different, but I'm afraid that just anybody it flies next to having to make 1 save without being 'hit' (which 'hit' really just means attempting to distract them in this case) is over powered. I don't see any reason to go with that over what's already there for flavor or mechanics.
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Post by jenari on Sept 3, 2015 13:42:18 GMT -6
hit means hit. the way you have it paploo is rolling to see if he distracts other people. each individual person. it it's not up to him whether or not someone else is distracting because he does not hit them, he yells and drives.
the save should be from the person being distracted and not hit.
strafe attack that does not actually attack?
attacks that represent not attacking?
dealing damage but not attacking?
I do not understand. I don't understand because it makes no sense
flying over them but dealing damage? what did they look up too far, trip, and hurt themself?
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Post by pegolego on Sept 4, 2015 8:57:37 GMT -6
It is a BALANCING mechanic. And again, he is capable of dealing damage (the speeder can still shoot, after all), but we narrowed that down to just the 'scrubs', and can take it off if it is that offensive to you.
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