#and if not it’ll just be equal it doesn’t focus on the pursuer
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jemmo · 26 days ago
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ive been trying to think all day why im finding the heart killers so refreshing, and i think ive cracked it. its the pursuit dynamics.
and i don’t think people talk about this enough, bc in an system where we get the same actors coupled together for multiple shows, easily the best way to freshen things up is to change the pursuit dynamics. and the heart killers is a great example of that. i can’t speak a lot for joongdunk bc I haven’t seen their previous stuff in its entirety, but just compared to what i remenber, seeing dunk get to play a character that’s so openly flirty, and being the one to actively pursue feels so new and exciting. and i definitely can speak for firstkhao. in all their shows, it’s been khao’s characater that’s been pursuing and pushing for a relationship, which again makes it so refreshing to now see first’s character be so active in pursing khao’s character. like this switch up in who is the active pursuer, and then how they pursue, and how the other reacts to these advances, these are the things that make it so that we can see the same couple over and over again and still not get bored, bc there’s always a new aspect of them to see and i just think that’s awesome
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aotpheroscapeproject · 6 years ago
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Update & Potentially resuming soon(?)
I recently got a new replacement Rise of the Valkyrie master set, which means that I can now start playtesting the units I’ve converted thus far. However, I also had an idea as of recent. A local game shop I frequent has had a MTG Creature Forge gravity feed for sale for $70 for quite some time. Since it’s sealed and full, it should have a large majority of the 28 different figures. If nothing else, it’ll be a great start, and converting these shouldn’t be too difficult.
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My plan is to use these figures to make Common creatures for AOP. The rulebooks mention Commons, but they were never implemented. Since all the Uniques were based on Creature Spells, I figured it’d make sense to base the Commons on Creature Tokens. Since these figures are also relatively easy to buy online, it should open up plenty of extra fun for AOP players everywhere.
I’ll list any plans I have after the list below the fold. There are 28 different figures, so here’s a rundown for anyone interested:
6 white creatures:
4/4 Angel flying
1/1 Bird flying
5/5 Horse
1/1 Pegasus flying
1/1 Soldier
1/1 Spirit flying
1 blue creature:
2/2 Drake flying
5 black creatures:
5/5 Demon flying
1/1 Faerie Rogue flying
2/2 Pirate menace
1/1 Rat deathtouch
2/2 Zombie
2 red creatures:
5/5 Dragon flying
1/1 Goblin
10 green creatures:
2/2 Bear
3/3 Beast
3/3 Dinosaur trample
*/* Ooze
0/1 Plant
1/1 Saproling
1/1 Snake
1/2 Spider reach
2/2 Wolf
5/5 Wurm
1 gold (mixed) creature:
1/1 red/blue Insect flying, haste
3 colorless figures:
3/3 Golem (Artifact Creature)
1/1 Sliver (Creature)
Treasure (Artifact)
I’m planning to make a majority (if not all) Common Creatures have only 1 life, but I may instead opt for this to only apply to Common Squad Creatures to balance out their numbers. I want to avoid the need for too many damage markers with just how many commons you could potentially stuff onto a field.
As for Power/Toughness, I want to carry those over directly, but I’m not sure how well that’s going to go. I’ll probably have to see what the average number of figures/gravity feed is for each Token. This will influence my decision for the figures/card. Right now, I’m thinking common = 3-figure squad, uncommon = 2-figure squad, and rare = hero creature (based on their rarity, not their uniqueness). This will also help determine cost and PPF cost. Movement and Range will likely be the most difficult. Height is the easiest, since it’s based on the physical height of the figure (height # = levels of terrain tile figure occupies).
For menace, I’ll have to look at what the ability does to translate it into AOP. As for reach, I think the most sensible thing is to allow reach to ignore flying when making opportunity attacks, meaning that figures with flying will still have to disengage if they’re adjacent to a figure with reach. This should allow the most logical transition from the the TCG to AOP, and with the fact that 2 of the 3 options for green Planeswalkers are dual-color, this allows red and blue to also have access through Kiora and Arlinn. Since a lot of flying is with white and black, this should balance well.
With deathtouch, I’m thinking it would work best as an ability that gives the target -1 Toughness when attacked by a creature with deathtouch. I’ll have to play around with it and see if allowing this to stack is too overpowered, as I dread bringing about the next “Zergling rush” meta. More than likely it will not stack, since many of these Tokens only have 1 Toughness to begin with.
As for the Ooze and its “*/*” P/T, if I go with the figures/card method above, they’d be 2 Oozes per army card. This works well with my idea, where their P/T is equal to the number of ally Oozes adjacent to it. Thematically, this means they all are merging into a really big Ooze that can split apart freely. Of course, anything in the center of a horde can’t really attack, but can give bonuses to all surrounding Oozes. This works well with green’s focus on growth and pack tactics, and still offers plenty of limitations. Only 2 Oozes can be activated in a turn, since they’d be 2 per army card. This means that moving a large congregation of Oozes would be slow and impractical. They’d mostly serve as a zone-of-control hazard, and they become weaker as more of them die, making them only as strong as they can stay whole.
Finally, for the Treasure artifact, it would have either an army card or, much like the cryptoliths, a section for their rules as an object. I think giving them a card is the easiest thing to do, but they could still have special rules as “objectives” for custom scenarios. My thought is for the Treasure to let you replenish 1 spell card from your graveyard upon using it. It could also have a d20 roll feature where rolling a 1 causes you to take damage (trapped), and rolling a 20 lets you get 2 spells back rather than 1 (rich treasure).
The rest of these tokens are either plain or have abilities that have already been converted to AOP officially (flying, trample, and haste). Thus, they don’t need anything particularly special beyond basic stat tweaks. I’ll also be using the same card templates I made before in order to make proper army cards for these. I’ll also scan the artwork for the token card (I believe they come with one in each corresponding pack) and use that for the army cards’ art, thus keeping them consistent and looking right at home with the rest of your AOP collection.
Thankfully, this will add some much needed variety to both green and black. Red and especially blue won’t get much, but red doesn’t need further variety than the dragon and goblin, and blue is so focused on control that rush tactics aren’t very helpful. The drakes will offer more of an “emergency button” by being decent fliers who can zip around and aid an important figure who’s being chased, forcing the pursuer to disengage in order to avoid being attacked in their efforts. White will have a few options, which is good with its focus on armies and defense. The only issue I foresee is that - and this sounds weird - the Pegasus and the Bird are exactly the same. Uncommon white 1/1 with flying. I think I’ll mix this up by giving the Bird only 1 Life/figure with much more Movement, while making the Pegasus slower but healthier. I’ll do the same for the Wolf and Bear respectively. There will be plenty to do, but I’m excited to see how this goes.
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