LEECH (JT) <CL>

Started by gameplan.exe, October 21, 2011, 04:56:20 PM

Previous topic - Next topic

thetrooper27

I made a Hulk character card with an Inherent Ability reading "Whenever Hulk plays "Hulk Smash," he may choose a power card or special card instead of a Universe card.

Inherent Abilities, I think, are the key to making bad specials much better.  You make a new character card, give him a cool IA and see what happens.

Drawing a card to replace a crappy special makes it a little better.  How good is Spider Sense if you can draw another card after you see your opponents specials in hand?

Or how about this, how cool would it be if Spidey could start the game with Spider Sense placed to him, not counting as one of your cards in hand?  I experimented with that mechanic with some of my homemades and it wasn't bad, as long as the card wasn't extremely powerful.  No big attacks, just cards that let you see hands, top of draw pile, shift attack, etc.  Some cards abilities are okay, and reflect the characters abilities in the comics (which is what a special card should do), but you lose significant card advantage, so they sit in your binder and never get any playtime.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on November 05, 2012, 12:07:48 AM
I made a Hulk character card with an Inherent Ability reading "Whenever Hulk plays "Hulk Smash," he may choose a power card or special card instead of a Universe card.

Inherent Abilities, I think, are the key to making bad specials much better.  You make a new character card, give him a cool IA and see what happens.

Drawing a card to replace a crappy special makes it a little better.  How good is Spider Sense if you can draw another card after you see your opponents specials in hand?

Or how about this, how cool would it be if Spidey could start the game with Spider Sense placed to him, not counting as one of your cards in hand?  I experimented with that mechanic with some of my homemades and it wasn't bad, as long as the card wasn't extremely powerful.  No big attacks, just cards that let you see hands, top of draw pile, shift attack, etc.  Some cards abilities are okay, and reflect the characters abilities in the comics (which is what a special card should do), but you lose significant card advantage, so they sit in your binder and never get any playtime.
in our circle, one of the few homemade rules that's stuck around a long time, is a DTR for al AJ-coded specials. it really does help a lot for guys like Spidey, Batman, Nightwing, etc. even those 1st Ed. AJs will find themselves in a deck or 2 when they have a DTR.
also, one of my favorite homemade I.A.s is when I allowed Storm to keep 2 duplicate Chain Lightning specials. it played out just like it did in XMen Legends (1)!
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

DTR?   ???

And its funny you mention XMEN Legends... I sometimes use my XMEN Legends or Ultimate Alliance Strategy guides to give me ideas for new special cards!
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

sorry, "DTR" is a common abbreviation for the phrase "draw to replace"
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

Do you draw to replace each time you play a special like that in the same battle, or just once per battle?  I believe the New England Overpower guys had a "replaceable" rule, which allowed you to draw a card once per battle if you played a card that wasn't an attack.

While I'm at it, I've seen the name "Eboladude" on here in a thread or two.  Is he still around?  I'm looking for him.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on November 07, 2012, 12:40:59 AM
Do you draw to replace each time you play a special like that in the same battle, or just once per battle?  I believe the New England Overpower guys had a "replaceable" rule, which allowed you to draw a card once per battle if you played a card that wasn't an attack.

While I'm at it, I've seen the name "Eboladude" on here in a thread or two.  Is he still around?  I'm looking for him.

we draw 1 for 1 each time an AJ is played (including The Batcave).

also, don't know your diseased quarry
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

I googled him... it appears he has gone to the other side.

...

Kinda sad... I was hoping he was still playing OP and making cool homemades.  What a nice guy he was.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

KObossy

Quote from: ncannelora on October 27, 2011, 05:12:49 PM
Quote from: Demacus on October 26, 2011, 12:24:20 PM
I can see the arguments on both sides here being valid, just keep in mind when using these cards in an actual organized event, the ruling will go Jack's way.

yeah I know. that's the real bummer. I think I should be in charge of these rules  ;D

LOL