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THS system: from Conan to Batman


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Hey, hey !

 

What changes/evolutions in THS do you hope to reflect more the universe of the Batman ?

 

My point of view: it sould definitely include a stealth system, with one-versus-all scenarios (meaning: one heroes against many bad guys :w00t:).

For instance, the player could have between three and five tokens to show the possible places where Batman/Nightwing/etc. is but in fact, all but one are mere lures. Think it could be a good way to reproduce theses moments where shadows are your best ally/ennemy, depending on which side your on. :smile:

 

Moreover, not to forget that Bruce is not only a man of action but a great detective also, we could imagine a system where at the beginning of the game, the player can loose time (tours) to get advantages (bonuses, possibility on the map, etc.) ; is the introduction of Hush not the best examples for that ? :rolleyes:

 

Regards,

 

Emmanuel

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So far, there's the intelligence capacity which didn't exist with Conan and the limits in reroll and defense for the overlord.

 

The idea to burn a turn is great, it opens great scenario possibilities.

Stealth is clearly a key point of the character and most of the story lines ...

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1 hour ago, Bazman said:

Also, there is no player elimination. Hero players will be knocked out and able to rejoin after recovering some strength. 

 

 

We've seen players being KO coming back in the game and play a big role in the final victory ! The mechanism works well

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35 minutes ago, Ornifan said:

Isn't it too frustrating ? :unsure:

Yes, it is frustrating that your "so call friends" let you get picked on and KO'd. :blue:

But if you work well together, cover each others back, this does not pass. Again, having a character as target of attention for all the enemy's can be a winning strategy too.

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The returning from KO point though, is very similar to the way comics work. Someone taken out of a fight is around for the big ending. I like that mechanic a lot as it means the villain needs to really have a good setup to take out a few characters quickly and keep them down.

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It does depend on the time limit of the game. 

During the many play thoughts on the Subway proto (6 rounds max), some characters were KO'd at the begin and then came back. Others were KO'd at the 5th/6th round and could not help in anyway.

There was even a player who wanted to attack a KO'd character, to stop them recovering. He was truly the evil player

:tir_precis:

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  • 2 weeks later...
On 6/26/2017 at 0:33 PM, Bazman said:

It does depend on the time limit of the game. 

During the many play thoughts on the Subway proto (6 rounds max), some characters were KO'd at the begin and then came back. Others were KO'd at the 5th/6th round and could not help in anyway.

There was even a player who wanted to attack a KO'd character, to stop them recovering. He was truly the evil player

:tir_precis:

 

To be fair, if it makes sense to keep them knocked out, I would do the same thing.

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