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First of all, overall great job. You are a gentleman and a scholar for even taking time to make these
Now, I do have one concern with this attack one, in particular. The biggest thing for me, is that it doesn't make a clear distinction between a close/ranged combat action and a close/ranged combat attack. It's sort of implied, and you do mention which powers work together, but you never really mention why. This small but very important piece of info is left ambiguous.
Now I know you're trying to keep it simple (an excellent goal), but I feel this is one thing we should not skip out on. One of the most common issues I see people have, is that they can never figure out which powers work together. They don't understand that the game makes a distinction between actions an attacks. Just look at all the people asking if the Street Fighter TA can be used with Close Combat Expert and such.
So essentially, this is something that I think would be worth clarifying. Not sure how, and I fear it may require a large overhaul of your current setup, but I do think it's important. Or maybe a separate document would help? Ooh! Maybe just a list of which powers are power actions and which ones are ranged or close combat actions. Maybe. Just some of my thoughts, hopefully they can be of use. Once again, stellar job, sir
I would rearrange Steal Energy and Flurry on the list. That way, someone should think to use Steal Energy before using the next Flurry attack. Then, if Steal Energy heals to a non-Flurry click, the person might also realize that they don't get a second attack.
Last edited by Grumpygoat; 07/26/2011 at 13:06..
I'm in Providence! I've been out of the hobby, but I'm looking for Saturday gaming. Send me a PM if you know the down-low!
Awesome, rep. One thing I noticed, when talking about Transporter attack in the move and attack section, it's not quite the same as Hypersonic, because you can't break away for free. I've been fooled by this before, so it jumped out at me.
Now I know you're trying to keep it simple (an excellent goal), but I feel this is one thing we should not skip out on. One of the most common issues I see people have, is that they can never figure out which powers work together. They don't understand that the game makes a distinction between actions an attacks. Just look at all the people asking if the Street Fighter TA can be used with Close Combat Expert and such.
So essentially, this is something that I think would be worth clarifying. Not sure how, and I fear it may require a large overhaul of your current setup, but I do think it's important. Or maybe a separate document would help? Ooh! Maybe just a list of which powers are power actions and which ones are ranged or close combat actions. Maybe. Just some of my thoughts, hopefully they can be of use. Once again, stellar job, sir
Completely agreed, couldn't fit it in on this sheet. I'm hoping down the line to do a series explaining most of the powers and grouping them by type. For example: Psychic Blast and Exploit Weakness; Phasing Teleport and Leap/Climb; RCE and CCE; ESD and Combat Reflexes; Stealth, Shape Change and Super Senses; etc. Those'll cover Attacks vs. Attack Actions.
I touched on the concept in my other sheet, Structure of the Game, by defining the Three Tokenable Actions that can be given (top of page 2, in green). Attacks only happen as a result of Move Actions, Power Actions or Attack Actions. Once one of those is given, you go through the process described by any of the given powers and roll some dice in there, which is what Anatomy of an Attack is meant to explain.
Quote : Originally Posted by Blubeard
very nice! but why are hydra/pd listed as -1 on defense instead of +1 on attack?
Because that's how they work. It's a very small, but very impactful difference.
For Example, I'm attacking a giant. I have three Gravity Feed Red Skulls lined up, and a shooter behind all of them. All Three Skulls perplex up the shooter's attack, and because he's adjacent to them and they have line of fine on the giant, the giant's defense drops by 3 and I've dropped the number I need to roll by 6. It's a way around the rule of 3, while still following it.
Quote : Originally Posted by FeuJaune
Awesome, rep. One thing I noticed, when talking about Transporter attack in the move and attack section, it's not quite the same as Hypersonic, because you can't break away for free. I've been fooled by this before, so it jumped out at me.
I made this chart a while ago, so some of it has become incorrect with recent rules changes. But perhaps something like it would be useful? Something more visually appealing and with a little more explanation might help.
I made this chart a while ago, so some of it has become incorrect with recent rules changes. But perhaps something like it would be useful? Something more visually appealing and with a little more explanation might help.
Because that's how they work. It's a very small, but very impactful difference.
For Example, I'm attacking a giant. I have three Gravity Feed Red Skulls lined up, and a shooter behind all of them. All Three Skulls perplex up the shooter's attack, and because he's adjacent to them and they have line of fine on the giant, the giant's defense drops by 3 and I've dropped the number I need to roll by 6. It's a way around the rule of 3, while still following it.
however that is not how they work. as per the current player's guide:
For each character using the Hydra team ability that
is adjacent to a friendly character making a ranged
combat attack, the friendly character’s attack value
can be modified by +1. All characters using the team
ability to modify a friendly character’s attack value
must have a clear line of fire to the target, though the
target needs to be within range of only the character
making the attack.
hence my mentioning the difference as that is very important with the rule of three
however that is not how they work. as per the current player's guide:
For each character using the Hydra team ability that
is adjacent to a friendly character making a ranged
combat attack, the friendly character’s attack value
can be modified by +1. All characters using the team
ability to modify a friendly character’s attack value
must have a clear line of fire to the target, though the
target needs to be within range of only the character
making the attack.
hence my mentioning the difference as that is very important with the rule of three
Not to be a jerk about it, but in the Player's Guide dated 8/2011 which I just downloaded from Wizkids' site:
"This team ability reads: ―When a friendly character making a ranged combat attack is adjacent to one or more characters using the Hydra team ability, each opposing character targeted by the attacker modifies its defense value by -1 for each character using the Hydra team ability if the characters using the Hydra team ability also have a clear line of fire to the target." First page of Section 5 - Team Abilities. I've searched the rest of the document and see no mention of Hyrda modifying attack values.
however that is not how they work. as per the current player's guide:
For each character using the Hydra team ability that
is adjacent to a friendly character making a ranged
combat attack, the friendly character’s attack value
can be modified by +1. All characters using the team
ability to modify a friendly character’s attack value
must have a clear line of fire to the target, though the
target needs to be within range of only the character
making the attack.
hence my mentioning the difference as that is very important with the rule of three
Quote : Originally Posted by xlii
Not to be a jerk about it, but in the Player's Guide dated 8/2011 which I just downloaded from Wizkids' site:
"This team ability reads: ―When a friendly character making a ranged combat attack is adjacent to one or more characters using the Hydra team ability, each opposing character targeted by the attacker modifies its defense value by -1 for each character using the Hydra team ability if the characters using the Hydra team ability also have a clear line of fire to the target." First page of Section 5 - Team Abilities. I've searched the rest of the document and see no mention of Hyrda modifying attack values.
This is a new change in HYDRA/PD. xlii is correct, and it is an important distinction because it does allow a circumvention of the Rule of 3, of a sorts.
Of course, before you could of just HYDRA'd up your attack and Perplexed down the defense.
This is a new change in HYDRA/PD. xlii is correct, and it is an important distinction because it does allow a circumvention of the Rule of 3, of a sorts.
Of course, before you could of just HYDRA'd up your attack and Perplexed down the defense.
damn it...i even went to the player's guide here on the realms (sadly assuming it was current) to make sure it hadn't been changed. Glad to be aware of the change now...surprised i missed it during the latest update