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Post by surfrider56 on Feb 1, 2009 1:57:49 GMT -5
Zommo, Hutt Trader
Cost: 26-30 (I'm still debating this) Hit Points: 80 Defense: 18 Attack: 5 Damage: 20
Special Abilities
Unique
Melee Attack
Rapport (Non-Unique Trandoshan, Mercenary, and Fringer followers cost 1 less when in the same squad as this character)
Slave Trader If an enemy’s attack roll against this character is a 7, that enemy becomes a slave and joins this character’s squad until the end of the skirmish. Save 11.
Speed 2
Tactics Trader (Once per round, before initiative is determined, choose 1 other character in your squad. Remove that character from play; that character is defeated. An opponent's initiative check result automatically becomes 1.).
Just wanted to create a a new Hutt with some interesting abilities. The slaver ability is a twist of betrayal and the Tactics Trader a little MTB and a little Nute Gunray shooting himself in the foot power ... never know when stolen tactics are fake ... just looking outside my box ....
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Post by maverick on Feb 1, 2009 23:44:59 GMT -5
How is tactics trader different from tactics broker?
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Post by surfrider56 on Feb 2, 2009 0:00:51 GMT -5
How is tactics trader different from tactics broker? Just used the same ability with Trader subbed in to go along with the Theme of this Hutt being a trader in slaves and Tactics ...
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Post by gwek on Feb 2, 2009 0:10:08 GMT -5
There's no need to create new versions of existing abilities. Just use the existing ones, like WotC does!
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Post by surfrider56 on Feb 3, 2009 1:01:52 GMT -5
There's no need to create new versions of existing abilities. Just use the existing ones, like WotC does! .... and where's the fun in always using the same abilities? Whats wrong with a new twist I say. We have Transdoshan slavers that don't take slaves, spy's that don't steal information, so why not a Tactics broker that is called a tactics trader? If I worked for WOTC I'd probably enjoy life more than teaching History to kids that aren't interested But I don't ... so therefore I teach ...
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Post by maverick on Feb 3, 2009 7:02:58 GMT -5
There's no need to create new versions of existing abilities. Just use the existing ones, like WotC does! .... and where's the fun in always using the same abilities? Whats wrong with a new twist I say. We have Transdoshan slavers that don't take slaves, spy's that don't steal information, so why not a Tactics broker that is called a tactics trader? If I worked for WOTC I'd probably enjoy life more than teaching History to kids that aren't interested But I don't ... so therefore I teach ... I think it just makes tings more complicated than they need to be.
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Post by surfrider56 on Feb 3, 2009 18:48:12 GMT -5
... and when I used to work on my car as a teenager, half the fun was cussing while I was working on it ... or the car was working me. In a friendly game, half the fun IS arguing about stuff and things .... you say potayto, I say Pota'to ....
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Post by gwek on Feb 3, 2009 20:01:02 GMT -5
But NONE of the fun is arguing in frustration about core rules and basic definitions. If it's a new ability, that's one thing, but if it's the same exact ability just with a different name, all it does is needlessly complicate things. Most players know what Cunning Attack does, for example, but think about how annoying it would be if the same ability also appeared on cards names like First Strike, Backstab, Treacherous Twist, Blindside, Assassinate, Lightning Draw, and Scoundrel Shot. Now multiple that by the hundred or so special abilities that show up on a regular basis. Makes it harder for everyone. Looking at some of the other abilities: Existing versions of this tend to be limited to one category, rather than 3. If you want Zommo to "feel real," I'd suggest doing the same. Even if you don't, the phrasing brings with it a few complications. When you say "Fringer," I assume you mean characters whose name contains Fringer (as opposed to all Fringe characters)? How about Mercenary? Do you mean those named Mercenary (such as the Duros Merc) or those who have the Mercenary special ability (eg, Human Soldier of Fortune)? What about a character who falls into multiple categories (such as a theoretical Trandoshan Mercenary)? This appears to be Betrayal, but with a different number (7 instead of 1). If that's the case, see above. If you want to make him a slave master, I think there might be a better mechanic than the one you have here, which implies that an enemy attacks, flubs, then suddenly becomes a slave. Maybe something like this instead: Slave Trader (if an adjacent enemy is defeated by an ally with Jolt, rather than being defeated, the enemy has 10 HP and becomes part of this character's squad for the remainder of the skirmish)OR Slave Trader (If an ally with Jolt within 6 squares rolls a critical hit against an enemy, the enemy becomes part of this character's squad for the remaidner of the skirmish)Not exactly what you're looking for, I'm sure, but I wanted to try a few different ideas.
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Post by maverick on Feb 17, 2009 3:27:37 GMT -5
SR...your response?
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Post by surfrider56 on Feb 20, 2009 1:12:10 GMT -5
Well .... G pretty much tore him up ... I was just looking to create another Hutt besides Jabba and the other one or two we know about ... Rapport - yes just "named" pieces with Merc in their abilities or figs marked Fringer ... I didn't want to open him up to Any Fringe charcater ... just certain ones to limit him in some way. Make him prosperous, but not quite the Jabba level rich Or Crime Lord level evil ..... Betrayal vs Slave Trader - well, once again, Betrayal sounds "premeditated" and planned so to speak .... being taken slave just happens to happen ... how about .... Slave Trader - If an enemy’s attack roll against this character is a 7, that enemy becomes a slave, is removed from the board, and at the beginning of the next round, is placed in the starting box and joins this character’s squad until the end of the skirmish. Save 11. Tactics trader/broker ... no big deal to me ... again, just trying to make him sound like a businessman ......
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Post by maverick on Mar 3, 2009 21:07:51 GMT -5
So why don't you make some changes and we'll look at it agian
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Post by gwek on Mar 4, 2009 1:12:02 GMT -5
I didn't mean to be mean or anything, I'm just trying to look from the viewpoint of WotC guidelines. If you don't like 'em, hey, throw 'em out the window!
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Post by surfrider56 on Mar 6, 2009 0:41:58 GMT -5
Well, somehow if I make the changes he doesn't seem to be "Hutt businessman" enough to be the piece I originally envisioned, so I'm not sure where to go with him. Even though slavery seems to be a fairly big piece of the EU, with Wookies, Trandoshans, Twi'leks, etc. involved, there isn't an ability that translates to that; a renamed Betrayal came closest. And I'm sure the Hutt's would have sold their own mother, yet a Tactics Broker seems to come the closest, but why make him that? He's a lot more expensive the the MTB and does more ... not sure where to go with this ... seems to me I'm in another argument with my wife and I can see me losing this one no matter what I say or do ...
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Post by bountyhunter9 on Nov 13, 2009 16:58:04 GMT -5
I think I have some ideas that could help this:
1. Make the Rapport Mercenaries. I don't think Fringers, who basically look out for themselves and just struggle to survive, would engage in slavery. More likely, they would become the slaves (though this may be what you're going for, I'm not sure). And not ALL Trandoshans would be slavers. So Mercs just seems to be the best fit, IMO.
2. Make Tactics Trader an optional version of Tactics Broker. That's the reason why Tactics Broker is such a useless ability, that it kills your squad and the benefits don't out-weigh the gains. Optional might be too powerful, so you could add in a save of 11 or 16 so the character isn't defeated, or something to make it different.
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