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Post by Sharrakor on Apr 15, 2009 3:56:27 GMT -5
Ok, how about:
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Post by gwek on Apr 17, 2009 1:44:31 GMT -5
Why Dark Consular? Is the ability going to do anything?
Also, if you want to be in keeping with WotC, this should cost less than 30, and probably less than 25.
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Post by Sharrakor on Apr 17, 2009 3:12:24 GMT -5
Dark Consular is if anything occurs that affects Dark Jedi Consulars (which will be piece I'll do soon), affects this character as well. I realise there isn't anything yet, but I sometimes plan in futuro.
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Post by Jm419 on Apr 17, 2009 15:42:23 GMT -5
That works. And it has a precedent - Ulic for instance, with that Mandalorian SA.
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Post by gwek on Apr 17, 2009 22:24:15 GMT -5
More powerful than any WotC non-Unique commander or non-Unique Force user.
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Post by Sharrakor on Apr 17, 2009 23:20:46 GMT -5
Well, that's just it. Its too powerful as either, separately. Its not one or the other, but both. So we have to make allowances as there has been no non-Unique Force using commanders yet. And is it some much of a stretch? Is it really that unprecendented that you could never see Wizards doing it? Ever?
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Post by Jm419 on Apr 18, 2009 11:14:45 GMT -5
It's a little different, but I think it's acceptable.
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Post by gwek on Apr 18, 2009 13:46:32 GMT -5
Well, that's just it. Its too powerful as either, separately. Its not one or the other, but both. So we have to make allowances as there has been no non-Unique Force using commanders yet. And is it some much of a stretch? Is it really that unprecendented that you could never see Wizards doing it? Ever? WotC has some pretty solid guidelines in place if you start examining trends. I' not saying they'll never change or push past those guidelines, but they haven't done so yet... and there are very good reasons for that, I think, I think, many of which have to do with keeping uniques useful and interesting. Is it so unprecedemnted that I could NEVER see Wizards doing it? No, I'll never say never. But it would represent a HUGE dynamic shift in their game design philosophy. This is our playground, and we make customs here, so we can do what we want. And we obviously push the boundaries, because that's part of the fun. But speaking for myself, I try not to design (or, for that matter, approve) anything that clearly violates the code design philosophies that WotC CURRENTLY works with.
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Post by Jm419 on Apr 19, 2009 16:29:42 GMT -5
Lol. And what does "CURRENTLY" entail? The meta was a little different right after KOTOR than it is now, IMO.
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Post by gwek on Apr 19, 2009 20:32:12 GMT -5
The "meta" is pretty different than the game design philosophy. In this particular case (non-Unique Force users), the guidelines have not changed significantly since the first generic FUs were introduced.
CotF introduces a number of generic FUs (which sort of set the bar), and the generics in later sets (especially those in LotF) still adhered to those guidelines.
It's possible that this particular guideline will change in Jedi Academy, but it hasn't so far.
So I try to follow the guidelines that are currently in play, perhaps pushing things a little, but not trying to break the design elements.
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Post by Jm419 on Apr 20, 2009 12:15:32 GMT -5
Well, okay, that's true. Hasn't the costing philosophies of WotC on Non-Uniques changed quite a bit, though, even in the past year?
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Post by gwek on Apr 20, 2009 13:29:14 GMT -5
In some respects, absolutely not.
For example, there are 50+ non-Unique commanders (40, if you cull out duplicates). With 2 exceptions, ALL of them have between 20 and 50 HP. Both exceptions are Mandalorian (with 60 and 70 HP, introduced in BH and KotOR, respectively).
That's a very clear indicator to me of at least two design elements:
1) Non-unique commanders should have between 10 and 50 HP.
2) The Mandalorians are allowed to be an exception (to a minor extent). Given the "no grunts/no fodder" design philosophy of the faction, that makes perfect sense. Note the while the exception has been expanded a little bit (70 HP commander in KotOR), it was established in BH, when the Mandos were introduced.
Looking at non-unique Force-users, there are 20 examples, so not as broad a base. There are two exceptions, the FelCor (which is huge, so it follows different rules) and the Jedi Weapon Master (which WotC has admitted was basically a mistake). Looking at the remaining 18 pieces, however, there are some facts that become apparent:
*None are commanders *All cost between 10 and 29 *All have HP between 40 and 90 *Most have Melee Attack. Those few who DO have ranged attacks are limited to 10 damage. *All have between 1 and 3 FPs; none have Renewal or MotF *All have between 0 and 2 Force powers
These traits were largely established by UH/CotF and have not changed since (although, admittedly, there have only been a limited number of examples since, so we may see paradigm shifts in Jedi Academy).
Between CotF and LotF, there appears to be a shift with respect to special abilities (not Force powers) and robustness (in terms of being "interesting" and having more options. Compare, for example, the Darkside Marauder vs the Imperial Knight. Same faction, same cost, no real comparison... but even though the Imp Knight is a far superior piece, he does not break or even bend one of the traits noted above.
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Post by Jm419 on Apr 21, 2009 17:17:19 GMT -5
You do your research, don't you?
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Post by gwek on Apr 21, 2009 20:35:36 GMT -5
Actually, just some time on bloomilk.com. Seriously, though, I DO like to do a search or two on bloomilk to look for similar, existing characters. It's a great tool to see things like trends, how often a particular ability has been used, what type of characters have it, etc.
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Post by Jm419 on Apr 23, 2009 15:34:47 GMT -5
Good point. I might but that up.
Would you mind adding that to the resources section, Gwek?
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