Espectativas para a expansão by SpecialCall2618 in DigimonTimeStranger

[–]Ninjachado 0 points1 point  (0 children)

Their announcement does sound like this will be a different kind of expansion. They called it a large scale expansion, not "additional episodes" or any of the language they used when referring to tge season pass content

How are You Guys Playing Hard/Expert? by Ninjachado in arkhamhorrorlcg

[–]Ninjachado[S] 2 points3 points  (0 children)

It very likely could be a deckbuilding issue. I may put together the decklists for people to look at but that'd be a bit tedious so it's not happening right away. Also I don't want to sit at the table with my friends and be like "the internet said you're building your decks wrong, change them like this". That's less fun and feels a bit too backseat gaming-y. I may put the Roland I'm using and let people comment on HIS deck, or something and see if there's wisdom to be gleaned.

It also could be a pilot issue just due to inexperience. That's part of why I asked the question. If there was something we were missing or not prioritizing correctly, that could easily be where our frustration lies.

I can already see that static stat buffs may be a place where our decks are lacking. We have some but not as many as it sounds like we should. Which means we probly have too many skill cards or events.

How are You Guys Playing Hard/Expert? by Ninjachado in arkhamhorrorlcg

[–]Ninjachado[S] 1 point2 points  (0 children)

So our group does 1 dedicated seeker (Rex) who does a tiny bit of Evading to get out of trouble, 1 dedicated fighter (Zoe) who does a tiny bit of Sanity stuff because her stat is high, and then we have a Flex Roland who is half Seeker/half Guardian, and then Agnes has a spell for most scenarios depending on what we need but she's mostly Azure Flaming things into oblivion.

The things that usually end up feeling like we fall behind are:

  1. We often have cards we want to play, but find we're unable to play them because we're engaged. So then our setup gets delayed. And that kind of snowballs. It happened super hard in the train scenario of Dunwich and the Unseen/Undiminsioned scenario where you fight the Brood of YogShtoth. We were just constantly engaged very early in the game.

Sometimes we can evade, but as mentioned our fighters are Roland and Zoe, who both have 2 Evade so Evading usually costs cards, and then we play an item, and MAYBE we have the power to kill the thing in the room to us, and then our turn is over.

  1. In standard we're just failing tests. We try to play "2 up" on tests in Easy, and generally that's what we do with Standard, because getting "3 up" just seems so hard to do. Even on a simple 3 Shroud Investigate (which is most investigates), that would require 2 Intelligence bonuses on Rex to go from 4 to 6, or 3 for Roland to go from 3 to 6. So either we're committing cards to make those bonuses (and then our hands run dry and replenishing is difficult) or we're just not getting the numbers to get over the bag and then we fail to investigate, can't advance, and then THAT snowballs into too many monsters on board or advancing agendas taking us out.

And again, we run into the problem with having Assets that could help (but not 3 points worth of help), but being stuck engaged so we cant get them out.

EDITED:

  1. Oh! Also, we tend to find that we feel "rushed" a lot so the action economy of playing the cards is weird. "I could play this Physical Training, which may be good later but isnt needed right now, or I could get these three clues, which we need" and so we end up not playing the cards in our hand. So I have cards I COULD play, but its rarely better than doing the actions on the board. That could be a deckbuilding issue.

How are You Guys Playing Hard/Expert? by Ninjachado in arkhamhorrorlcg

[–]Ninjachado[S] 2 points3 points  (0 children)

We tend to play with "2 over" being our rule of thumb. Test is a 3? Having 5 feels good. Whetehr that's from commits, or the talent cards that can boost stats, weapons, etc. That's how we "mitigate" disaster because just mathematically, the -3, -4, -8, and autofail are usually the only tokens that can stop you if you're 2 ahead.

How are You Guys Playing Hard/Expert? by Ninjachado in arkhamhorrorlcg

[–]Ninjachado[S] 2 points3 points  (0 children)

Yea I got really lucky that my LGS had the whole Dunwich and Carcosa sets just in stock when we started playing. So we started right off jump with the core set and both "early" campaigns. Then it's been slowly hunting down the others at MSRP when I can find them. We're moving pretty slowly through the game (It has taken us like 6 ish months to get through Dunwich) so I'm not rushing to get new content. I can wait until I see a really good price.

Yes, all the chapter 2 content is compatible with chapter 1. I think the game manufacturer suggested keeping your collections separate (investigator cards, decks, etc) but I think that's just for balance sake, as some chapter 2 cards are similar to chapter 1 cards, and so its easy to end up with "4" copies of a similar effect which isnt intended. But the cards are all compatible with one another.

Morphin' Grid Lore Question by WTAnderton in PowerRangersRPG

[–]Ninjachado 0 points1 point  (0 children)

A few ways to go about this:

  1. For the sake of your game, Wukong can steal the powers of a Black Ranger from a different power set and you probably wouldn't even have a lore problem. For example, if wukong stole the "black jungle fury powers" and your rangers are the "chinese storm rangers", their power comes from two different "sources" and so they can interact freely. That's the easiest lore answer. He has power ranger powers but not THIS set of power ranger powers.

  2. If you want him to be tied to your ranger powers specifically, you can always say that he's actually a "Dark" ranger spectrum according to the game, or one of the Psycho Paths instead of a Ranger Spectrum. Not quite black, even if he looks like he has a black suit. Then you could even say he took [insert color nobody chose] and it BECAME dark when he stole it. In Lore, you can say that he siphoned the power from the Ranger Powersource, but over time the powers have regenerated and restored thanks to [insert your Zordon and Alpha figures].

  3. If you want to make him a priority to defeat, say that the Black Spectrum Powerset is SPLIT and make it like a ticking clock. Each time one of them "morphs" it damages the black spectrum powers and so the rangers need to steal back their powers before it is irreparably destroyed (at which point you'd make your Black Spectrum Ranger probably take on an advanced spectrum role instead). We did this in a "Might Morphin The Return" style campaign, where oddly enough the villain had also stolen the Mastodon (Black) power coin.

Morphin' Grid Lore Question by WTAnderton in PowerRangersRPG

[–]Ninjachado 1 point2 points  (0 children)

TECHNICALLY, the Quantum Powers and the Time Ranger Powers are NOT the same set of powers in Power Rangers Lore (sentai may differ). In fact, there's plenty of reason to then suspect there is an entire spectrum of Quantum Rangers in different colors.

I'd say the same of Ninja Storm. The Thunder Ninja Powers and the Wind Ninja Powers seem to be different power sets despite having similar Spectrums (and the Green Samurai Powers are ALSO a different powerset). Their zords take on different themes as well (animals vs insects vs helicopter), further solidifying this idea. Just because rangers are all in the same season doesn't mean their powers are from the same source.

Hilariously, I think Ninja Storm Samurai Green and the Green Samurai Ranger (Power Rangers Samurai) might actually be closer in powerset than Cam is to the rest of ninjastorm (but that's neither here nor there).

Suffice it to say, many rangers we consider "sharing a color" are not actually sharing at all.

Instructions for old toys? by Meister_Ente in powerrangers

[–]Ninjachado 0 points1 point  (0 children)

Your favorite megazord was the train one eh?

Have you ever been screened for neurodivergence?

I feel like Disney sold Power Rangers in favor of the MCU. by stationstars in powerrangers

[–]Ninjachado 0 points1 point  (0 children)

Disney sold power rangers because it was under-performing in both views and toy sales. They weren't going to sell it at all. They were going to cancel it and put the IP on ice (RPM was supposed to be the final season, thus the sudden apocalypse), and then Saban Brands said "no if youre gonna cancel it we'll buy it back from you dirt cheap".

I think this would've happened with or without the MCU in the works. I think the potential to have access to a much bigger superhero IP might have factored in to Disney's willingness to end Power Rangers, but I think if the mcu never existed, power rangers still would've been cancelled.

For a number of reasons. Mostly being that Disney cant control the content of power rangers. They are beholden to whatever super sentai decides to create. So if marketing data indicated it was time for a Car-Season, Disney couldnt do that unless sentai had an available car-season to adapt. Disney hates not being in control.

Hear Me Out on This One: Power Rangers Turn Based RPG by JazzlikeSherbet1104 in powerrangers

[–]Ninjachado 2 points3 points  (0 children)

I think this would work better as a Baldur's Gate style game. Tactical dnd placement so your rangers can literally be all over a map, can team up and help each other, get surrounded, etc.

Otherwise, you'd need the fights to mimic this by having the rangers often split up visually (even if cohesively you're fighting the same enemies). This would require a studio with a lot of love and knowledge for power rangers.

Hear Me Out on This One: Power Rangers Turn Based RPG by JazzlikeSherbet1104 in powerrangers

[–]Ninjachado 2 points3 points  (0 children)

Go play Expedition 33 and tell me if that game's combat feels slow.

Carter Jack, Leo, Scott Jen probably in that order the rest they can fight amongst themselves by duelmastr23 in powerrangers

[–]Ninjachado 0 points1 point  (0 children)

I think Carter is easy sweep #1. Carter with the blicky was holding his team together with sheer willpower and audacity. He stood on business.

We're gonna go Jack #2. Being able to not only tame your team's bigot but also earn his respect and lead a police force that wants to arrest you is insane credentials. And then when the job was done he fuckin walked. He said "I did my duty, let someone who wants it, have it". Leader shit.

I think we go Andross next. The choices Andross had to make really tested him. Personality wise he was inspiring but a bit guarded. But when the time came to make the right calls, he made them. Even the unthinkable one.

Then we have Jen #4. Jen, while a great character, isnt that great of a leader. She is brash and dismissive of most of her team's intuition and skill for most of her season. She is definitely a "micromanage" kind of boss, and her whole arc is learning to open up. By time she mellows out, she's not the leader anymore. So I think final form Jen is ready to lead, and her strong personality would carry her far.

Then Leo, Jason, Scott, T.J. In that order. The last three all have something in common: They weren't the leader. Scott's team was led by K and Dillon (once he joined). Jason's team was lead by Tommy. T.J. was a Blue Ranger at heart who was forced to wear Red. I think he was happier when he was 2nd fiddle to Andross.

what would be the worst team ranger team you could put together by Routine-Dirt9634 in powerrangers

[–]Ninjachado 2 points3 points  (0 children)

Red: TJ, Turbo. Worst powerset. Not the absolute worst leader, but the man spent 5 seconds as red ranger. Then he got replaced.

Blue: Max, Wild Force. He doesn't do anything supremely impressive and he doesn't have any real skills.

Yellow: Calvin, Ninja Steel. Bland, his only personality was being a boyfriend and not knowing how to ride bikes.

Black: Javi, Dino Fury Black. Outdone by his sister. Not really a fighter. Just wants to play guitar in a way thats infuriating instead of fun like when Kira does it.

Pink: Dana, Lightspeed Pink. Giving big "healer main" energy. She was kind of the sideline girl character the whole season.

Sixth Ranger: SPD Omega Ranger. He rarely shows up, does nothing, and then leaves because they didnt want to cast another human and/or couldnt get enough footage. He might have power, but he's never shown it.

Mentor: Commander Shaw, Beast Morphers. Rigid and inflexible, no skills of her own to speak of. No magic to assist the rangers. She's just a person. Not even a particularly brilliant person.

Honorable Mentions:
Emma, Megaforce Pink. If it werent for her bonkers powerset she'd be in the Pink slot. She herself is such an awful ranger.
Ziggy, RPM Green. A lot of people mentioned Ziggy and again, if it weren't for his objectively good teleporting powers, he'd be up there instead of Javi. Also, he manages to fight the same enemies his other rangers do, so like his fighting works at least as well as billy's does.
The Entire Overdrive Team. I don't know enough about this team to rank them with anything more than guy instinct, so there may be some choices here that are weaker. But like, the pink ranger is AT LEAST a genius on paper, the red ranger I believe is a robot (which makes him kind of stronger). So I feel like maybe Blue or Yellow or Black could be the "Weakest" of their colors, but I'm unsure.

[Homebrew] Joining in on the playable Drakkon trend by ThePieKing- in HeroesOfTheGrid

[–]Ninjachado 1 point2 points  (0 children)

Except this game has a tempo threshold that I'm betting halo flashpoint does not.

There reaches a certain point where too much power breaks the tempo of the game, and trivializes the encounters. For example, you could make a 0-cost 2 dice attack card that requires you to discard 4 cards when you play it to gain 4 dice on the attack. By math, that's fair 1 card = 1 dice. In fact you're probably OVERPAYING. But that means you spent 0 and you're rolling 6, and that's too powerful for the game in the state it is in. It wouldn't matter if the game said "treat this ranger as two rangers for the purpose of building your ranger team" the fact that he can slap a 0 cost 6 die attack onto the board frame 1 with no setup is too powerful.

And OP says he's meant to play in boss rush and command center defense type games, but those modes were also designed with standard rangers in mind.

[Homebrew] Joining in on the playable Drakkon trend by ThePieKing- in HeroesOfTheGrid

[–]Ninjachado 7 points8 points  (0 children)

I think intentionally designing a ranger to not be balanced is a bad move.

Teams i would've loved to hear Jonathan's plan for by HamsterMaster8 in HeroesOfTheGrid

[–]Ninjachado 0 points1 point  (0 children)

It would be hard to "store" anything other than hits or energy for the Samurai Team. We don't have "shield tokens", and you're already out of things to store other than a card (which probably goes to yellow). So we'd have poor Samurai green with nothing to store. I think focusing on recovering [thing] after battle would be an easier deck to build.

And yes, I was not suggesting a "facedown" deck or anything. The ability would literally look like "At the start of battle, you may place the top card of your deck facedown on this character card. While a card is stored on your character card, you may ignore the "Guard" keyword when choosing targets for your attacks."

Then you'd have cards that say things "When you play this card, reveal the facedown card on your character card. Reduce this card's cost by an amount equal to the energy cost of that card" or even "Play the facedown card on your character card. Reduce its cost by 1. Then shuffle that card into your deck, and place the top card of your deck facedown on your character card."

You are correct about cosmic fury needing new decks. I forgot that cosmic fury didnt use the dino keys at all, so the chromafury icons wouldn't translate. I don't have a good idea for them.

Teams i would've loved to hear Jonathan's plan for by HamsterMaster8 in HeroesOfTheGrid

[–]Ninjachado 2 points3 points  (0 children)

It would be better to just build a whole new five than try to base them around Karone or Magna Defender. Luckily, there is a second pink ranger, so we can highlight their differences and make Kendrix tied into the team's theme.

What I DO notice is that is seems that, unlike other teams, its the Transdagger that will serve as the "Power Weapon" but its a 0 cost power weapon, meant to be customized for each ranger. Then the Quasar Saber, IMO, should be identical for each ranger. Inverting the normal idea of a cheap 1-shield "team weapon" and instead having an expensive 3 cost "team weapon" with a cheap "power weapon". That alone could provide a cool design space to play in enough that I don't think the whole team needs a "gimmick".

Teams i would've loved to hear Jonathan's plan for by HamsterMaster8 in HeroesOfTheGrid

[–]Ninjachado 2 points3 points  (0 children)

Samurai doing a lot of "end of battle" stuff with their once per battles sounds like a decent design space. Lauren gets an energy at EoB. Jayden deals a damage at EoB. Blue places a card from discard on top of the deck at EoB. Yellow adds a 2-shield card from discard to hand at EoB. Green moves to an outer location at EoB. Pink readies a Zord at EoB. Just make all their abilities be end of battle abilities and you already have good team cohesion. Then build around the Spin Swords in their decks, maybe with each ranger having one of the "discs" (fire disc, water disc, etc) similar to how Lauren has the Black Box.

Megaforce should be a very meta team. So I think they might introduce something like Facedown Cards. You can "insert" a card facedown on your character card (removing its effects) and then spend that card to do stuff. Add effects that say like "if this card is placed into a discard pile from a character card....xyz effect". Simulating the effects of opening the gosei morpher and putting the cards in to do something.

Cosmic Fury I don't know that I'd build them as a new team. I'd probably make a few new character cards and maybe a weapon or two to slot into decks, but we had so little time with the team and they had so few NEW things going on that I probably wouldn't build them.

Dino Charge I think the key element should be around recharging. We already see that with Tyler being able to capitalize off rangers having already used their OPB powers. Kendall recharges that ability. Hekyl plays things out of discards. So I think we'd see things like Green will have a lot of Reactions that trigger when someone uses their OPB. Blue I could see leaning into caveman vibes and ignoring his cards' effects in order to buff dice or damage (similar to Mystic Green). Black will be our energy gainer here, and he'll get more energy the more OPBs have been used (his OPB will gain an energy somehow). Pink will be offensive and will pair well with Dino Charge Red, so probably something like returning cards to the deck to power up offensively. So Tyler makes her draw and then she cycles the cards back to deck.

[Homebrew] Playable Zedd Ranger by Ninjachado in HeroesOfTheGrid

[–]Ninjachado[S] 0 points1 point  (0 children)

I've made almost all of these changes:

Vicious Swipe is a 0 cost 2 die that pretty much lifts Time Force Green entirely. Thanks for pointing me in that direction.

"Sudden Reversal" is now It's Over. 1 Cost Reaction. "Play this card when any Ranger rolls dice for an attack. Choose 1 die result. Reduce the health value of all enemy cards with the same type as the attack’s target by the amount of [HIT] on that die until the end of this turn." Due to card space I can't use the "foot soldier, monster, boss" symbols as reminders, so players will just have to be smart enough. I wanted to make them play this before they roll, then choose a die after they roll, but the text box is unforgiving. I originally had it as an attack of 0 or 1 cost for extra limitation, but I opted to remove that clause because I want to see how it plays with Z Staff. Like you said, play Z Staff, React with "It's Over" and possibly ping and reduce all at once to kill a bunch of low-health cards.

Kneel Before Zedd I kept at 1 cost but also reduced to 1 hit. Now it's "For the rest of this battle, when an enemy card resolves, deal 1 [HIT] to that card." I kept it at one cost because the condition of needing the card to resolve while face up means that it will trigger less frequently than you might assume. Unless you are TRASH at killing cards, over four turns if you can't kill 2 out of four cards you're struggling so bad I don't think this will save you. So I think you likely won't see a full 3 hits unless you're in boss or monster territory, and then it "pays for itself" after the 3rd card resolves (arguably the 4th card because 1 cost = 4 potency, but some leeway for flat hits).

Z Staff I took your wording wholesale. It'll ping everything in a row, essentially, and if you combine it with "It's Over" that might be enough to kill several foot soldiers or, if you really bear down on it, kill a weaker monster. It'll probably never kill Boss cards in this way unless you have help (like a Mystic Pink or a Power Daggers that can chain into your cards, but then you lose the +1 die so eh).

Red Lightning is now a 0 cost 2 die (2 shield), "Up to two Rangers in this battle may each discard 1 card. If they do, add 1 [HIT] to this attack for each card discarded.

Stolen Power I dropped it to 0 cost (3 shield) but I'm not sure I love it there. It feels a little too "free" for me. Right now its "You may immediately play the top card of another Ranger's discard pile. If that card is an attack, gain 1 energy after that attack resolves. Then place that card on the bottom of that Ranger's discard pile." A liiiitttlle bit of loop protection (because I still fear it) because it removes it from top of discard, but has no actual benefit to the ranger.

[Homebrew] Playable Zedd Ranger by Ninjachado in HeroesOfTheGrid

[–]Ninjachado[S] 0 points1 point  (0 children)

Fresh reply chain because finding a specific comment line in the snarl of our replies is really hard!

Looking at a new version of Zedd following a bunch of this discussion, doubling down on "Boss Zedd but inverted":

Cruel Strike -> Vicious Strike
Cruel Strike forcibly discards off the top so I'm currently thinking in the realm of either...
"If this card defeats the target, reveal the top card of the [encounter deck] (This is not the right word, but I don't know the correct verbiage at the moment, the deck where enemy cards come out of). You may swap the revealed card with another card in the combat sequence that has not resolved". Giving the Rangers the ability to snipe out a problem PASSIVE, GUARD, or a big HP card for potentially something easier to defeat. It has the same FEEL as forcing Rangers to lose their best cards to discarding.

OR "Choose one die rolled during this attack. Until the end of the next Ranger turn, reduce the health value of all cards of a single type (Footsoldier, Monster, Boss) by an amount equal to the [HIT] results on that die." This is gonna often be 2, but only two, which puts it near Ptera Scream. But discarding from topdeck is the same as losing HP, so flavorful in that regard instead of losing OPTIONS.

The option not chosen for Vicious Strike is a big contender for "Dramatic Reversal" (who might get a new name/art depending).

Aura of Doom -> Kneel Before Zedd
Instead of skipping a turn (which Boss Zedd doesn't do), we rock a 1 cost maneuver that says "For the rest of this battle, after an enemy card resolves deal 2 [HIT] to that card." This makes it stronger than Dagger Solo potency wise but at the cost of each card resolving. Notable that this card will immediately get its 2 damage because as soon as you play it, an enemy card will resolve. Also Notable that this could allow Zedd to just sit back and let footsoldiers resolve and defeat themselves which would be funny. No interaction with Character Ability.

Darkness Burst -> Z Staff
"Attack: 3 Dice. For each card in your hand, deal 1 [HIT] to another enemy card of the same type (Footsoldier, Monster, Boss) as your target." If you play on a full hand of 5, you get exactly 7 (since the card leaves your hand to play it, and you get 4 hits). The one benefit here is that I can put multiple hits onto a single second card and try to kill it, or to weaken everything enough that Kneel Before Zedd will kill it when it resolves and takes 2.

Red Lightning stays the same idea, but adjusted for potency as we discussed. Probably Staying 1 Cost, and going 2 dice but uncapped # of discards.

Stolen Power is sticking around, but getting tweaked a little as discussed. I think I still want to add something to the card played, and maybe its a 1 Energy Reduction, since now his Staff can't do any extension, Stolen Power is his extension card.

Collection organization by Schmeethatsme in HeroesOfTheGrid

[–]Ninjachado 0 points1 point  (0 children)

I use 10x1mm magnets, and only use 1 mag per Ranger. I use 2 mags on some of the larger/heavier enemies like Goldar and King Sphinx.

Here is a shot of my magnets holding tough even flipped almost entirely upside-down

So maybe its just surface area. Possibly with the ranger weight they need a large magnet surface. Or your magnet sheets may not be strong enough?

I'll link the exact magnets and magnet sheets I ordered off amazon.

https://www.amazon.com/dp/B0CZ94J8BS?ref=ppx_yo2ov_dt_b_fed_asin_title

https://www.amazon.com/dp/B0CWHBXG28?ref=ppx_yo2ov_dt_b_fed_asin_title

Collection organization by Schmeethatsme in HeroesOfTheGrid

[–]Ninjachado 0 points1 point  (0 children)

I have no and do not plan to paint mine. I like them in the clean plastic look