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Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Sunday June 10th, 2018 10:03pm
by j_dean80
Invisibility = Hide n Seek

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Sunday June 10th, 2018 10:10pm
by Big Bene
j_dean80 wrote:There should be an attack/defend variable too. How can you swing a sword with momentum if you are floating...

I thought about the further effects of floating, too. It may be possible to toss the victim around - giving him a good punch and make him move several sqares along a straight line. Hits - both given and taken - could result in having the recoil push the victim a few squares. But after all, I decided to make it simple and make it a movement restriction (as intended).
Daedalus wrote: One other figure may instead move with him if the victim is not adjacent to a wall or enemy figure
Why would an adjacent wall prevent the other figure from pulling the hero around? I would say "One other figure may instead move with him, even if the victim is not adjacent to a wall or enemy figure, if the victim allows it."

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Tuesday June 12th, 2018 4:08pm
by Daedalus
j_dean80 wrote:Invisibility = Hide n Seek

It's a cool name for a trickster spell, but it also has already been used for another spell.

j_dean80 wrote:"One other figure may move the affected Hero if that Hero is not adjacent to a wall or monster."

If "instead" is dropped, I believe that would allow a floating Hero to move and another Hero to move him a second time in one turn. I'm against the spell providing the benefit of extra movement. Did I miss some other purpose?

Big Bene wrote:
Daedalus wrote: One other figure may instead move with him if the victim is not adjacent to a wall or enemy figure
Why would an adjacent wall prevent the other figure from pulling the hero around? I would say "One other figure may instead move with him, even if the victim is not adjacent to a wall or enemy figure, if the victim allows it."

I see an adjacent wall as providing an anchor against unwanted enemy movement (a monster pulling the Hero.) In terms of your suggested wording, the victim doesn't allow the move. In the case of friendly-figure movement (another Hero pulling the Hero), an adjacent wall can either have no effect or it can restrict movement in some way due to protruding torches, overhangs, etc.

I prefer restricted movement as I feel Balloon should always work against a Hero. If a friendly figure is allowed to move normally with a floating Hero, the penalty is too easily circumvented, in my opinion. Basically, I feel another figure pulling a floating Hero along should be as hampered as a floating Hero would be pulling himself along vertical surfaces. That's one red die of reduced movement, always.

As I worded Balloon, a monster can seize a Hero floating apart from a vertical surface (or other Hero, which is an enemy figure to a monster) and carry him away while remaining away from vertical surfaces (and other Heroes.) I like that as part of the threat the spell provides. The suggested text "One other figure may instead move with him, even if the victim is not adjacent to a wall or enemy figure, if the victim allows it." doesn't account for that possibility.

Do you mean to say a freely floating, unsecured Hero may fend off any monster attempting to move him? I suppose it's possible in the same way pulling a floating Hero along a vertical surface with only one red die is possible--it's dependent on how we choose to word the spell to get what we want out of it.

The main issue for me is to keep the wording simple enough that it is easily played and fits on a Spell Card properly. To that end, I think keeping movement down to one red die across the board makes sense. I also favor allowing any figure to move the floating Hero, but if you want it just Heroes, that would work.

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Tuesday June 12th, 2018 9:17pm
by j_dean80
Daedalus wrote:
j_dean80 wrote:"One other figure may move the affected Hero if that Hero is not adjacent to a wall or monster."

If "instead" is dropped, I believe that would allow a floating Hero to move and another Hero to move him a second time in one turn. I'm against the spell providing the benefit of extra movement. Did I miss some other purpose?


I accidentally passed over the intention of the "instead".

Balloon
.
This spell floats one Hero at shoulder height without means to move normally. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move hand over hand along vertical surfaces. One other figure may instead move with him if the victim is not adjacent to a wall or enemy figure. The Hero rolls one red die to move and the
spell ends if a 5 or 6 is rolled.
.


This spell floats one Hero at shoulder height without means to move normally. The Hero ignores both floor traps and low furniture. He does not block other's movement. The Hero may only move hand over hand along vertical surfaces or any other figure may move the affected Hero if that Hero is not adjacent to a wall. An aiding Hero or affected Hero rolls one red die to move. The spell ends if a 5 or 6 is rolled. (A monster has no restriction.)

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Wednesday June 13th, 2018 7:21am
by Big Bene
I originally included the possibility of pulling the hero so that he is not "trapped" to e. g. move around a free standing throne. If moving along vertical surfaces can bring him nowhere, there is still the possibility of a friend pulling him along. Of course not both in one round. The problem I have with the wording "if the victim is not adjacent to a wall or enemy figure" is that the helper is not allowed to pull the victim free from a useless or harmful vertical surface (even if the victim has not used this surface to move by his own in the same round).

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Wednesday June 20th, 2018 11:37am
by Daedalus
How about simplifying things by dropping other movers altogether? The spell ends after a few turns anyway.

    Balloon

    This spell floats one Hero at shoulder height without means to move normally. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move hand over hand along vertical surfaces. The Hero rolls one red die to move and the spell ends if a 5 or 6 is rolled.

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Tuesday September 18th, 2018 1:24pm
by benvoliothefirst
I love the idea of the balloon spell, and it is certainly an evocative idea, but what if it was called "Invert Gravity" instead? I think it would avoid some of the logistics questions that arise regarding floating/pushing, and we could hand-waive the movement restriction by saying it's disorienting. Evokes the final showdown with Jareth from Labyrinth too!

Alternate title: "Escheration"...?

EDIT: Can the monsters cast spells on other monsters? I had a chuckle at the idea of a kobold majicking his peers all onto the ceiling and running past the heroes, haha

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Monday October 1st, 2018 4:43pm
by Daedalus
Reverse Gravity sounds like part of a Scientific spell set to me. Balloon has a mocking, toy-like feel, which matches the Trickster's prankish nature. :2cents: However, I agree the spell has gotten bloated. ;) That's why I settled on the simplified version two posts up. Does it still come off as difficult?

The spell was written to only affect Heroes, but that is the second time it has been suggested that a Kobold spell should also affect monsters. I guess people see him as a loner with no loyalties, the little prick!

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Tuesday October 16th, 2018 8:51pm
by j_dean80
I saw mention of a new trap tile called 'Bog Trap' but haven't been able to find the specifics for it...can someone fill me in?

Re: 5. HQ25 - Spells, tiles, mechanics and misc

PostPosted: Wednesday October 17th, 2018 9:02am
by Anderas
I wasn't able to find the bog trap, either. Maybe you can make something up... knowing that we need a symbol for it.

If I include:
* 6 Kobold Trickster Spells,
* 6 Swamp Spells,
* 14 Artifacts
* 8 Treasure Cards,

and then I add our 6 new monster cards,

I arrive at sum of 40 Game Cards. I think that should suffice.
I have them in a spreadsheet for now making cards will be the next step.