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Post by Sharrakor on Mar 9, 2009 15:58:51 GMT -5
Rodian Ripper (14) HP: 20 Def: 14 Atk: +4 Dmg: 20
Special Abilities Melee Attack Cleave Lift Tractor Lift 2 (When using special abilities whose name contains Lift, this character treats characters up to 2 squares away as adjacent) Scavenger (Replaces attacks; usable only if adjacent to low terrain: roll a die. On a roll of 11 or higher, this character gains Grenades 20 [Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11])
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Post by gwek on Mar 10, 2009 11:21:38 GMT -5
I like him overall, but a few comments.
Clearly, the core of this character is the Tractor Lift, so I'd downgrade Grenades to 10. If he has Grenades, good for him, but that's not why you bring him to the fight...
On Tractor Lift: One concern I have with a number of customs post-CW (and especially post-IE/Levitation) is the impact that custom special abilities will have on piece-swapping, especially when placed on a unique.
If you look at Lift and Heavy Lift (which are adjacent) Tractor Lift's range of 6 is a huge upgrade. Honestly, a range of 3 (or even 2) is potentially powerful enough in the right squad.
Personally, I give him Lift, then add a second special ability called Tractor Lift or Tractor Beam that works like Melee Reach 2 or 3, but only for special abilities whose name contains Lift (sort of the way EMP Grenades "modify" regular grenades).
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Post by Sharrakor on Mar 10, 2009 15:28:56 GMT -5
The thing is that this is also on my AT-CT custom. And so if it changes here, then it changes there.
If you could have a look at the AT-CT and still think your suggest will work with it, then I'll change it.
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Post by gwek on Mar 10, 2009 15:43:55 GMT -5
I'll try to get a look at some of your Imperial pieces tonight or tomorrow. I can only handle so many factions at a time, and my order is usually OR, Sith, Mando, Fringe, Rebels & Rep... I don't know if I've ever been in the Imperial or Vong sections!
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Post by Sharrakor on Mar 10, 2009 15:46:06 GMT -5
Yeah, sorry about the flooding. You don't necessarily have to go through all my Imps (yet) if you don't want to. Just have a look at the AT-CT to see if your suggested change to Tractor Lift will work well with him. (It probably will, but I'm not entirely sure).
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Post by gwek on Mar 10, 2009 21:37:22 GMT -5
No worries about the flood. You've clearby been working on things for a while, and it's not like I haven't done it myself with the Old Republic! In looking at the AT-CT, I still like the idea of going with two separate special abilities. What I would do is give the Rodian Ripper Lift (which lets him move a medium or smaller character to an adjacent square) and the AT-CT Heavy Lift (which does the same for LARGE or smaller). Then give them both something like: Tractor Beam 2 (When using special abilities whose name contains Lift, this character treats characters up to 2 squares away as adjacent)Want to expand the range a little? Just change the 2s to 3s (like an expanded Melee Reach). This modular approach lets you mix and match different ranges with different levels of Lift. For purposes of a single character, I think it's a matter of semantics, but in a larger sense, I think it's a cool way to keep the special abilities flexible (and kinda makes me want to see a special ability that gives Tractor Beam 3 to allied Droids, which would benefit both the ASP and T1 Load Lifter without affecting the size of the laod each can carry).
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Post by Sharrakor on Mar 10, 2009 23:57:50 GMT -5
Ok, I've made the necessary changes.
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Post by gwek on Mar 11, 2009 0:58:06 GMT -5
Well, I like it. We should probably see what others think.
I'm already working on an idea for a piece that provides Tractor Lift...
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Post by Sharrakor on Mar 11, 2009 1:00:13 GMT -5
Cool. I like anything that brings customs closer together.
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Post by maverick on Mar 25, 2009 22:58:45 GMT -5
how many different definitions for scavenger is there?
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Post by Sharrakor on Apr 16, 2009 3:08:37 GMT -5
They're all essentially the same. If you were to see Scavenger in a glossary, it'd be similar to this:
Scavenger (Replaces attacks; usable only if adjacent to low terrain: roll a die. On a roll of 11 or higher, this character gains Y)
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Post by gwek on Apr 16, 2009 18:13:18 GMT -5
Maybe you should rename each version based on what it gains? (eg, "Scavenger - Grenades 20")
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Post by Sharrakor on Apr 16, 2009 19:14:33 GMT -5
Would it really be necessary? The wording for the ability says what you get.
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Post by bountyhunter9 on Nov 11, 2009 13:25:44 GMT -5
I think it would help avoid confusion. Of all the (WotC) special abilities/Force powers that I can think of, the name and description are consistent, and don't change. If either the name or description of the ability changes, the other has to change as well. I think Maverick's suggestion of putting the name of the special ability after Scavenger (or equipment, ie Scavenger - Jet Pack, or Scavenger - Grenades [XX]).
On another note, I think you should consider giving this guy Heavy Weapon. As is, he completely blows away the ASP, being both a non-Droid (for CEs) and having decent attack options and Tractor Lift 2. I don't know if a normal-sized Rodian could run 10 feet and lift a Rakghoul or Darth Vader in about three seconds (which I think is the amount of time a turn is assumed to be, at least in RPG). Assuming he's using equipment, it wold take some time to operate the equipment. Just a suggestion; if you don't want to give him Heavy Weapon, I would suggest raising the cost to 16 or 17: Fringe, range 2 lift with no Heavy Weapon can be deadly with the right pieces (ie a suped-up Atton or Storm Commando).
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