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Post by Sharrakor on Jan 29, 2009 0:48:11 GMT -5
Vandar Tokare (42) HP: 100 Def: 20 Atk: +0 Dmg: 0
Special Abilities Unique Old Republic Reserves 20 (If you roll a 11 for initiative, you can add up to 20 points of Old Republic characters to your squad immediately before your first activation of the round) Rapport (Allies with a Force rating cost one less when in a squad containing this character)
Force Powers Force 2. Force Renewal 1 Force Barrier (Force 3; replaces turn: For the rest of the skirmish, this character gains the following Commander Effect: Each living ally within 3 squares gain Shields 2) Force Valor
Commander Effect Old Republic allies with a Force rating gain +2 Force.
From my HotOR set. Designed as support for the OR. Works well with the various Force users from KotOR.
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Post by gwek on Jan 29, 2009 1:52:06 GMT -5
A little too close to Yoda of Dagobah for my liking. Sorry.
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Post by Sharrakor on Feb 12, 2009 4:58:18 GMT -5
Better?
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Post by gwek on Feb 13, 2009 3:19:24 GMT -5
In general, I like what you've done. A few comments and questions, though:
Why does he need Intuition?
OR Reserves should probably be a number other than 11. I think that's for Fringe Reserves (but you'll want to check it). Also, you may want to make it non-unique... Then again, Squint is the only one you can currently bring in, so it could be okay as is.
If he's going to have 2 Force powers that can become commander effects, I'd suggest cutting the regular CE, otherwise, he can end up with 3 distinct commander effects (which seems to be more than any existing character).
While on the CE, given how much support he can provide otherwise, if you DO keep the base CE, I think +1 FP for everyone is quite enough.
Damage Reduction from Force Barrier is, I think, too powerful. Only a limited number of pieces have Damage Reduction. I think they're all huge, and most of them are vehicles or massive droids. To suddenly give it to an entire faction is too much (even with the limitation of "within 6 squares"). Shields 1, I think, is much more reasonable.
Also, Vandar should not be subject to his own commander effect, since it explicitly says FOLLOWERS.
Also, as is, he doesn't really need Master of the Force. He only has 3 Force powers, and 2 of them are one-shot, so while he COULD use MotF to activate them both at the same time, that's sort of excessive.
Presumably, he'll be using a FP every turn for Anticipation, but since he can't attack, he doesn't really need to spend another FP (except to occassionally move a little extra). Similarly, FR2 seems somewhat excessive, when FR1 would suffice. I think he would serve the faction a little better if he were cheaper and more focused. While he does bring a lot to the faction, 42 points is a lot to spend on a guy who has no attacks and forces your squad to cluster together.
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Post by maverick on Feb 17, 2009 3:14:16 GMT -5
I actually agree with all of GWEKs comments. Especially the CE thing, that was my first thought before I read the comments
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Post by Jm419 on Apr 13, 2009 18:14:21 GMT -5
Actually, me too. The CE's really powerful.
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Post by Sharrakor on Apr 14, 2009 2:07:03 GMT -5
I just recently changed this (off the site). The main post now reflects this.
Sorry for the late update.
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Post by gwek on Apr 14, 2009 9:20:05 GMT -5
My concerns about the commander effects still stand.
And now other than being a walking commander effect, there's pretty much literally nothing for Vandar to do.
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Post by Jm419 on Apr 14, 2009 17:31:01 GMT -5
This is better.
I like Force Barrier, but the CE still really scares me.
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Post by Sharrakor on Apr 14, 2009 20:49:02 GMT -5
What if I had him hand out MotF 2 instead? gwek: Is he being 'nothing more than a walking commander effect' a bad or good thing?
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Post by Jm419 on Apr 14, 2009 22:06:52 GMT -5
MotF 2 would be significantly better, I think. That way, only powerful characters could use it anyway.
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Post by gwek on Apr 14, 2009 22:34:17 GMT -5
What if I had him hand out MotF 2 instead? gwek: Is he being 'nothing more than a walking commander effect' a bad or good thing? I was merely pointing out that once he spends is FPs to activate his commander effect, there's literally nothing the character can do except walk around. No attack, no active Force powers, etc. Good? Bad? I dunno. Kinda boring, though. As for handing out MotF: I say no way. If you start examining the options, I think you'll see that it's rather game-breaking, potentially.
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Post by Jm419 on Apr 17, 2009 15:52:04 GMT -5
Well, okay. Do we want to give him Force Push, or something like that?
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Post by Sharrakor on Apr 17, 2009 19:23:58 GMT -5
What if I added Anticipation? To go along with his Reserves.
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Post by gwek on Apr 17, 2009 21:48:55 GMT -5
Are you just going to give him every Force power that prevents him from actually doing anything on his turn? ;D
Seriously, though, I think what we should be discussing is the lack of balance of Force Barrier.
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