• RealmsRadio.com
  • HeroClix
  • MechWarrior
  • Mage Knight
  • Vs.System
  • World of Warcraft
  • Yu-Gi-Oh!
  • Monsterpocalypse
  • GridReality Maps
  • CCGDB
  • NetDeck.com
  •  
  • Home
  • Forums
  • Units
  • iTrader
  • Albums
  • Groups
  • Blogs
  •  
Go Back   HeroClix Realms > HeroClix: General > Creative Corner > Dreams & Desires
Reload this Page SIMPLE rule change to help fix movement, anyone tried it?
Register All AlbumsBlogs FAQ Members List Calendar Mark Forums Read

Notices
You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
New Guidelines for the Creative Corner Forums are now up! That is all.

Reply
Page 2 of 4 < 1 2 34 >
 
Thread Tools
Old 04/22/2010, 23:02
    #16
tyroclix
Cheaters Suck.
tyroclix's Avatar
Online
Online Status:
Jan 2003
Join Date:
15,768
Posts:
3
Blog Entries:
132 (100%)
iTrader:
JSA / Defenders and Bat Enemy / Sinister Syndicate would love that change.

Running Shot out then move up the team without taking any action tokens. Those teams would always sport the highest defense and offense since they could move every turn.

Also, Turn 1 HSS up with object for 5 damage. Turn 2, move action to pick up another object and get to clear. Turn 3, HSS in with object for another 5 damage. Rinse, repeat. Liberty Belle loves it!

Orlando Tournament ReCaps

Need help with your opening move?
Custom Feats
Haves and Wants Reply With Quote
tyroclix
View Public Profile
Find More Posts by tyroclix
View Blog
Old 04/23/2010, 01:52
    #17
VGA d1sc1pL3
Banned
Offline
Online Status:
Aug 2008
Join Date:
6,994
Posts:
1
Blog Entries:
52 (100%)
iTrader:
Would not be for this rule change. It would drastically alter the game. And besides, whether you are moving or attacking, it takes time to do both, hence the action token.
Haves and Wants Reply With Quote
VGA d1sc1pL3
View Public Profile
Find More Posts by VGA d1sc1pL3
View Blog
Old 04/23/2010, 06:17
    #18
zero_cochrane
Member
zero_cochrane's Avatar
Offline
Online Status:
Jul 2004
Join Date:
12,316
Posts:
66 (100%)
iTrader:
It would probably be a huge boon to Poison figures. If you can move adjacent to enemies without taking an action token, you're completely clear to use Protected (and not push or lose Poison) when they counterattack you. On your next turn, your Poison damage hits.
james • sydney, australia
HeroClix Australia on Facebook
HeroClix at the Tin Soldier, Sydney - Every Thursday night from 6pm until 9pm.
Moderator comments are in red. Everything else is my personal commentary.
Haves and Wants eBay Reply With Quote
zero_cochrane
View Public Profile
Visit zero_cochrane's homepage!
Find More Posts by zero_cochrane
Old 04/24/2010, 01:23
    #19
CornsilkSW
Member
CornsilkSW's Avatar
Offline
Online Status:
Apr 2003
Join Date:
8,682
Posts:
5
Blog Entries:
53 (100%)
iTrader:
Quote : Originally Posted by tyroclix View Post
JSA / Defenders and Bat Enemy / Sinister Syndicate would love that change.

Running Shot out then move up the team without taking any action tokens. Those teams would always sport the highest defense and offense since they could move every turn.

Also, Turn 1 HSS up with object for 5 damage. Turn 2, move action to pick up another object and get to clear. Turn 3, HSS in with object for another 5 damage. Rinse, repeat. Liberty Belle loves it!
I'm okay with the Running Shot, they just ate all their actions for the turn moving around one figure to share defense.

I'm okay with HSS playing that way as well. They should be moving around the map that quickly.

Quote : Originally Posted by zero_cochrane View Post
It would probably be a huge boon to Poison figures. If you can move adjacent to enemies without taking an action token, you're completely clear to use Protected (and not push or lose Poison) when they counterattack you. On your next turn, your Poison damage hits.
No more feats, no more broken Protected mechanics. That card should have been the first feat that was BANNED from play. Poison would get the boost of getting to attack, but poison is a passive power and it's better represented that way anywhoo. I don't think it breaks it, and it's expensive in the figure's cost anyway.
____________________________________

These suggestions have been wonderful, has anyone tried playing a game with this yet ?

Do you like the way it changes the FEEL of the game as a whole when you actually have figures on a map in front of you ?
My Customs album.
CHECK OUT My eBay listings below!
Haves and Wants eBay Reply With Quote
CornsilkSW
View Public Profile
Visit CornsilkSW's homepage!
Find More Posts by CornsilkSW
View Blog
Old 04/24/2010, 01:45
    #20
wintremute
Unique Member
wintremute's Avatar

Online
Online Status:
Jul 2005
Join Date:
15,423
Posts:
1
Blog Entries:
19 (100%)
iTrader:
I agree, it would have to be play tested.

As with most changes, the more people that play test it the higher the chance of finding the loopholes/borken combos that take advantage of the change.

I think the next time I play (if I remember to) I will try this out.
Disdainfully ignoring inadequate American laws since 1987
= = = = = = = = = = = = = = = = = = = = = =
HeroClix 2009 World Champion
Latverian LPC
Haves and Wants Reply With Quote
wintremute
View Public Profile
Find More Posts by wintremute
View Blog
Old 04/24/2010, 02:10
    #21
zero_cochrane
Member
zero_cochrane's Avatar
Offline
Online Status:
Jul 2004
Join Date:
12,316
Posts:
66 (100%)
iTrader:
Quote : Originally Posted by CornsilkSW View Post
No more feats, no more broken Protected mechanics.
If you're playing Modern Age games, it does make things simpler.

Quote : Originally Posted by CornsilkSW View Post
These suggestions have been wonderful, has anyone tried playing a game with this yet ?
We play a different scenario every week at our tournaments; I'll ask the judge if we can fit something like this in.

One possible modification (which will help to keep track of actions used per turn, for one thing): "At the end of your turn, you may also clear characters who have only taken move actions that turn".

With this modification, you still place action tokens when declaring the move action (thus helping you to track how many actions were taken), and you may still be subject to pushing damage at times, but you'll never be forced to wait out an entire turn because you took a move action.
james • sydney, australia
HeroClix Australia on Facebook
HeroClix at the Tin Soldier, Sydney - Every Thursday night from 6pm until 9pm.
Moderator comments are in red. Everything else is my personal commentary.
Haves and Wants eBay Reply With Quote
zero_cochrane
View Public Profile
Visit zero_cochrane's homepage!
Find More Posts by zero_cochrane
Old 04/24/2010, 02:17
    #22
CornsilkSW
Member
CornsilkSW's Avatar
Offline
Online Status:
Apr 2003
Join Date:
8,682
Posts:
5
Blog Entries:
53 (100%)
iTrader:
Quote : Originally Posted by zero_cochrane View Post
If you're playing Modern Age games, it does make things simpler.

We play a different scenario every week at our tournaments; I'll ask the judge if we can fit something like this in.

One possible modification (which will help to keep track of actions used per turn, for one thing): "At the end of your turn, you may also clear characters who have only taken move actions that turn".

With this modification, you still place action tokens when declaring the move action (thus helping you to track how many actions were taken), and you may still be subject to pushing damage at times, but you'll never be forced to wait out an entire turn because you took a move action.
I don't know how well it would work, but a simple abacus system on the side would be the easiest way to keep track of your action pool. If you get 6 actions a turn, then just set 6 action tokens from your pile on the side, and pull them from one line to another whenever you make an action.

......

to
......
..

for example. Simple fix, and no extra parts needed.
My Customs album.
CHECK OUT My eBay listings below!
Haves and Wants eBay Reply With Quote
CornsilkSW
View Public Profile
Visit CornsilkSW's homepage!
Find More Posts by CornsilkSW
View Blog
Old 04/24/2010, 09:34
    #23
Sate
Member
Offline
Online Status:
Sep 2004
Join Date:
2,193
Posts:
0 (0%)
iTrader:
Quote : Originally Posted by combatninja View Post
I still vote for full speed charge or just -2 . But not a bad idea. I hate how range heavy the game is.
That complaint is several years old. The game is now balanced between close and ranged combat, I think.

It is because of this that I am against this change as it makes close combat overpowered against ranged because it's so easy to close the distance. Just because Range dominated the game from 2003-2005 doesn't mean close combat needs to dominate the game for any period of time.
"It is not the same thing. It's just you stubbornly not wanting to be wrong."-clameire
The most arrogant think their view is the only normal one.
Haves and Wants Reply With Quote
Sate
View Public Profile
Find More Posts by Sate
Old 04/24/2010, 11:46
    #24
goldpony
Unique Member
goldpony's Avatar
Online
Online Status:
Jan 2010
Join Date:
1,181
Posts:
0 (0%)
iTrader:
my daughter and i play a modified game without pushing. essentially, you either move or attack and you can take a turn each round. powers still work the same, for instance charge counts as an attack. surprisingly, it doesnt change the pace of play....
goldpony's opinion is obviously something that we should take seriously-hail_eris
Haves and Wants Reply With Quote
goldpony
View Public Profile
Find More Posts by goldpony
Old 04/24/2010, 11:54
    #25
llyrghmnghyll
Member
llyrghmnghyll's Avatar
Offline
Online Status:
Jun 2004
Join Date:
8,335
Posts:
21 (100%)
iTrader:
Quote : Originally Posted by goldpony View Post
my daughter and i play a modified game without pushing. essentially, you either move or attack and you can take a turn each round. powers still work the same, for instance charge counts as an attack. surprisingly, it doesnt change the pace of play....
It seems to me - off the top of my head - that this would restrict the action advantage that small build teams have. If I build a team of 50 pt characters I do it with the idea that I have more activations with which to defeat my probably more substantial opponents. limiting that makes higher point characters even better it would seem.

and Of course there's the issue of the huge cost of masters of evil - which would be a useless TA instead of an awesome one. and of course indomitable/willpower/powercosmic would all then be hugely overpriced.
Come to DieCon this year in St Louis JUne 21-23
Saturday Win a Batcave, Superman and Superman+++
Friday Win a Batcave++++
Haves and Wants Reply With Quote
llyrghmnghyll
View Public Profile
Find More Posts by llyrghmnghyll
Old 04/24/2010, 12:03
    #26
Sink74
Member
Sink74's Avatar
Offline
Online Status:
Jan 2004
Join Date:
874
Posts:
0 (0%)
iTrader:
If not for the Avengers/Top Cow/Brotherhood TAs, I would say that's not bad.
It's all fun and games until I run out of gum.
Haves and Wants Reply With Quote
Sink74
View Public Profile
Find More Posts by Sink74
Old 04/24/2010, 12:07
    #27
Gentlegamer
Unique Member
Gentlegamer's Avatar
Offline
Online Status:
Jun 2002
Join Date:
16,916
Posts:
6 (100%)
iTrader:
Quote : Originally Posted by CornsilkSW View Post
Might help the gameplay be more dynamic.

Move actions don't give the moving character an action token.

Discuss.
On the contrary, characters shouldn't appear anywhere on the map without being given a token. This includes being carried.
Curious Lurkings Map - Nightclub/Alley is awesome!
Haves and Wants Reply With Quote
Gentlegamer
View Public Profile
Find More Posts by Gentlegamer
Old 04/24/2010, 12:09
    #28
HH2011003
Member
HH2011003's Avatar
Offline
Online Status:
May 2003
Join Date:
2,392
Posts:
31 (100%)
iTrader:
Quote : Originally Posted by CornsilkSW View Post
Might help the gameplay be more dynamic.

Move actions don't give the moving character an action token.

Discuss.
I think this would break too many powers, Charge, Running Shot, and Willpower at the very top of the list.

However, I do see your point. My friends and I have a house-rule that we usually only implement when we want the game to go more quickly and play more aggressively: All characters have both Charge and Running Shot, and those that actually possess those powers on their dials can move their entire distance, rather than halving. The only characters that mess up this format are Transporters and the Thing figure from the FF Starter. We deal with these issues with long-winded debates and lots of hand-waving. Beer helps.
Could we maybe please get a Negative Man figure, if it isn't too much trouble?
Haves and Wants eBay Reply With Quote
HH2011003
View Public Profile
Find More Posts by HH2011003
Old 04/24/2010, 12:14
    #29
CornsilkSW
Member
CornsilkSW's Avatar
Offline
Online Status:
Apr 2003
Join Date:
8,682
Posts:
5
Blog Entries:
53 (100%)
iTrader:
Quote : Originally Posted by llyrghmnghyll View Post
It seems to me - off the top of my head - that this would restrict the action advantage that small build teams have. If I build a team of 50 pt characters I do it with the idea that I have more activations with which to defeat my probably more substantial opponents. limiting that makes higher point characters even better it would seem.

and Of course there's the issue of the huge cost of masters of evil - which would be a useless TA instead of an awesome one. and of course indomitable/willpower/powercosmic would all then be hugely overpriced.
dials designed to be pushed to their better clicks would take a real hit as well. I think pushing is integral to the design of the heroclix game, which is why I like the idea of leaving action tokens in play, but freeing up more options after moving.

Quote : Originally Posted by HH2011003 View Post
I think this would break too many powers, Charge, Running Shot, and Willpower at the very top of the list.

However, I do see your point. My friends and I have a house-rule that we usually only implement when we want the game to go more quickly and play more aggressively: All characters have both Charge and Running Shot, and those that actually possess those powers on their dials can move their entire distance, rather than halving.
Moving still eats up that character's action for the turn, so charge and running shot aren't broken by it. It still takes away from your action pool, so free move team abilities still grant a boon.

Movement in this game has just never felt quite like a comic book battle should. It bogs down too much like a tabletop war game, and that kind of kills a measure of spontaniety in the gameplay.


I tried out the "moving doesn't give tokens" approach in a few mock battles the other night, and specifically included figures on both side with powers that might break the idea. Specifically, Running Shot, Charge, HSS, and especially Willpower.

The gameplay still favored range, since moving AWAY was just as token-free as moving in, but catching someone didn't leave the close combat characters nearly as vulnerable.

HSS did get a boost, with the moving away to clear aspect. It felt a bit like these characters were going around the map at a faster clip than the rest of the figures on the map, but catching up to them was actually easier than my previous experiences with HSS-running-away tactics. It was tough to turtle up with HSS hit and move, which used to be a gamebreaking strategy.

Willpower played much more smoothly with this, since moving didn't eat up the actions. a character with Willpower could act just about as frequently as one with HSS, which provided a very nice balance on the teams I constructed. (batman and robin had no problem tracking down the Professor Zoom)

The thing I liked most about the mock game, was the willingness to throw into the fray. Without the threat of putting tokens on my whole team just to move them into the fight, characters engaged each other with a lot more frequency. There wasn't a lot of jockeying for position, to land one swooping team strike to gain an advantageous opening attack. But that could just be the style I like to play.

Has anyone else tried this out with a few mid sized teams. I ran a 400 point game to test it out and it works fine by me.
My Customs album.
CHECK OUT My eBay listings below!
Haves and Wants eBay Reply With Quote
CornsilkSW
View Public Profile
Visit CornsilkSW's homepage!
Find More Posts by CornsilkSW
View Blog
Old 04/24/2010, 12:17
    #30
Glen Quagmire
The Learning Never Stops
Glen Quagmire's Avatar
Online
Online Status:
May 2003
Join Date:
18,247
Posts:
2
Blog Entries:
101 (100%)
iTrader:
Quote : Originally Posted by Herrbrane View Post
If this is a minor tweak then what is a major rules change? You said yourself that this is supposed to change how the game plays and feels. If it does both of those things then a change is nowhere near minor.
It's a Realms tradition. Understate the proposal in the title, then lay out a full New World Order in the post.
Haves and Wants Reply With Quote
Glen Quagmire
View Public Profile
Find More Posts by Glen Quagmire
View Blog
Reply
Page 2 of 4 < 1 2 34 >

Bookmarks
  • Digg
  • del.icio.us
  • StumbleUpon
  • Google
  • Facebook
  • Furl
  • Technorati
  • Yahoo!

Tags
comic accurate, feedback for wk, game design, game improvement, move actions, rules changes, scenarios, suggestions

« Previous Thread | Next Thread »
Thread Tools
Show Printable Version Show Printable Version
Email this Page Email this Page

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off
Forum Jump

ClixCast
Archive | iTunes
Powered by vBadvanced CMPS v3.0.1
All times are GMT -4. The time now is 21:24.
Contact Us - HCRealms: The Premier HeroClix Gaming Community - Archive - Privacy Statement - Terms of Service - Top
Copyright ©2000 - 2011, RealmWorx, LLC - All Rights Reserved.
Powered by vBulletin® Version 3.7.0
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.