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Re: Even More Skill Cards

PostPosted: February 3rd, 2016, 10:05 am
by mitchiemasha
Move attack/action move MAM... is simply referred to as Agility to me. The best way to then explain the mechanic is via the term Move attack move. Hopefully with time MAM would become a universal recognised term similar to DM or d6.

I used to cringe every time I heard/used the word 'Monsters'.

Re: Even More Skill Cards

PostPosted: February 3rd, 2016, 1:41 pm
by clmckay
Count Mohawk wrote:Whenever I see people write the phrase "Move-Attack-Move" I cringe a little inside, because that doesn't really sound like a proper in-universe name for a skill. The name I know that ability by comes from Star Wars Miniatures, where it was referred to as "Mobile Attack".

What is the timing for using the Charm ability? Does the die have to be rolled once for each item/mercenary? What if a Hero wants to buy something he can't afford at full price, but may be able to pay for at a low enough discount? These are all questions I would be asked if I played this skill.

When using the Diagonal Movement skill, do diagonal squares count as one square or two? If it's one, the ability effectively confers a speed boost when moving through rooms, in addition to the tactical advantage of having diagonal moves.

The other skills seem to me to be balanced. Nice work!



Yes.....I've decided to go with mitchiemasha's suggestion and name the card "Agility". I'll do that with all the cards that have non-themed names.

For Charm.....:) My normal suggestion is always: "You're Zargon (Morcar), you decide what it means". To me though: Before they shop at the armory/alchemists shop a Hero rolls and determines what the discount is. That way they know and can easily calculate how much they have to spend. I wouldn't do it per item, then you're just rolling and rolling and rolling. I think of it as: "Look at all this I want to buy, what'll you take to make this happen?"

You have a good point with Diagonal movement. I've not tested it in any capacity in a game yet. When I go to print, I'll make an alternate version (1 diagonal = 2 spaces). Maybe......just maybe....that will be the skill and the one without the restriction will be an upgrade. We'll see. I want to have a couple goes in-game first.

Re: Even More Skill Cards

PostPosted: February 4th, 2016, 7:55 pm
by Gold Bearer
clmckay wrote:For Charm.....:) My normal suggestion is always: "You're Zargon (Morcar), you decide what it means". To me though: Before they shop at the armory/alchemists shop a Hero rolls and determines what the discount is. That way they know and can easily calculate how much they have to spend. I wouldn't do it per item, then you're just rolling and rolling and rolling. I think of it as: "Look at all this I want to buy, what'll you take to make this happen?"
I strongly suggest tidying up anything that isn't clear. Ambiguity in rules gets on my nerves, I don't think I'm alone in that. HQ suffers really badly from it. That's why it seems such a simple game, they didn't bother to clarify anything! :) On the plus side, it encourages house rules even more.

clmckay wrote:You have a good point with Diagonal movement. I've not tested it in any capacity in a game yet. When I go to print, I'll make an alternate version (1 diagonal = 2 spaces). Maybe......just maybe....that will be the skill and the one without the restriction will be an upgrade. We'll see. I want to have a couple goes in-game first.
I'd make diagonal movement count as 1.5 squares. That's what I did with spell ranges, it creates a circle. ;) No diagonal movement creates a diamond and allowing diagonal movement to count as one square ike in Space Crusade creates a square.

Re: Even More Skill Cards

PostPosted: February 4th, 2016, 8:19 pm
by mitchiemasha
Yeah 1.5 squares for diagonal movement. Basically the character is moving diagonally but for simplicity in writing the rules... Wait a min I discussed this the other day somewhere else. I'll simply link it rather than repeat it.

viewtopic.php?f=49&t=3303&start=10#p65121

Took a lil hunting to find it but there it is.

Edit: I'll quote it here.

To me... diagonal movement is allowed, It just costs 2 (or 1.5 rounded up). which is the same as moving forward and to the side.

It's importance would depend on if you had wider corridors. You then also have the problem of explaining more in the movement rules. Like in Space Hulk, movement is allowed diagonally but not diagonally through 2 blocked squares. A character can move diagonally around a corner as the wall is only blocking 1 square.

It's much simpler to write, it's not allowed


Mathematically, in game, it still could be happening, just not represented mechanically.

Re: Even More Skill Cards

PostPosted: February 4th, 2016, 8:34 pm
by clmckay
I like diagonal movement, in this context, as a maneuvering ability. You can slide between staggered enemies which you would not normally be able to get around.

I like 2 spaces per simply for ease of use. If they gave to track half spaces, it's getting to complicated.

Re: Even More Skill Cards

PostPosted: February 4th, 2016, 8:50 pm
by Gold Bearer
clmckay wrote:I like 2 spaces per simply for ease of use. If they gave to track half spaces, it's getting to complicated.
It's not ideal for that, but I really like the way it makes sense if you look at the available squares you can reach with diagonal counting as 1.5 movement, try it. I did think about house ruling all movement that way but it's probably not the best way, it would be great in a computer version of the game but not so much in the real world. I'm still using it for spell ranges though, it's not as complicated because you always take the shortest route.

clmckay wrote:I like diagonal movement, in this context, as a maneuvering ability. You can slide between staggered enemies which you would not normally be able to get around.
That's a nice simple way of doing it, that fits perfectly with 'agility'. It doesn't make them faster, just able to squeeze through gaps. |_P

I've hurt and cut my arm! :cry:

Re: Even More Skill Cards

PostPosted: February 4th, 2016, 9:00 pm
by mitchiemasha
For the skill I'd simply make it 1, allowing slipping through (unlike space hulk) and cutting corners. it makes for simpler writing of the rules. As it is a skill it's an added bonus, that hero would be harder to trap/cornered by Monsters.

But, it would be seen as an agility skill so now you have 2, MAM and Diagonal movement with slip through.

clmckay wrote:I like 2 spaces per simply for ease of use. If they gave to track half spaces, it's getting to complicated.


It's hard for me to explain what I was saying but basically...

If the game was to add a 2 point diagonal movement, it makes no difference. A model does move 2 points to move diagonally. 1 point forward, 1 point to the left. Mechanically we move the model in that manner but we could just as easily slide the model diagonally at the cost of 2. Them not including that is for simplicity of writing. It removes the need for them to clear up that you can't move diagonally through 2 monsters and objects etc. Including it would add in more diagrams and a few paragraphs at least.

Re: Even More Skill Cards

PostPosted: February 5th, 2016, 1:48 am
by Count Mohawk
By the way, probably the most important use for diagonal movement is the ability to neatly sidestep those obnoxious traps placed directly in front of doors. It's still possible to blunder into a trap this way, of course, but Zargon has to block three squares instead of one to guarantee it. Second place goes to sidestepping a Chaos Sorcerer's guards and wasting him before he gets a turn, assuming you can roll well enough that is.

Re: Even More Skill Cards

PostPosted: February 5th, 2016, 4:23 pm
by Gold Bearer
Count Mohawk wrote:By the way, probably the most important use for diagonal movement is the ability to neatly sidestep those obnoxious traps placed directly in front of doors. It's still possible to blunder into a trap this way, of course, but Zargon has to block three squares instead of one to guarantee it. Second place goes to sidestepping a Chaos Sorcerer's guards and wasting him before he gets a turn, assuming you can roll well enough that is.
I really like that skill. I'm replacing my agile heroes like the wardancer's move through monster ability with diagonal movement. |_P A standard move through monsters skill just makes the weakest spell even weaker anyway.

Re: Even More Skill Cards

PostPosted: September 5th, 2016, 1:20 pm
by Daedalus
clmckay wrote:I took it down for some revisions.

They're not done yet, but here is where they currently stand, including a few new ones.

https://www.dropbox.com/s/meaj7ynrscc5c ... d.zip?dl=0

Did you finish these? (If so, congratulations.) The link is down again.