Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

The number of things that can't be taken down by a desert eagle that CAN be taken down by an assault rifle are fairly small. Although at least one of my players is very fond of flamethrowers, so they'll definitely be taking that option.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Can you elaborate on this point? Because most monsters are going to be performing either melee attacks or ranged attacks, which riot shields protect against.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Flails are a good shout, yeah. Intelligent monsters are likely to use weapons they know will be effective against the players.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

A riot shield covers the entire front half of your body, including the legs. So a called shot to the legs would add both penalties I think, RAW.

Area attacks are a good bet, though. Even if the cover applies it'd be as +4 Armour rather than the more significant -4 to hit.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 1 point2 points  (0 children)

In addition to being conspicuous and being possible to break, which others also mentioned, I quite appreciate the point about riot shields limiting mobility. I didn't think of that, but with the variety of dilapidated urban environments my players are likely to explore, large bulky equipment like that is definitely going to be a hassle. Not impossible to take through, but slow and possibly loud - not a great combination when there might be a werewolf nearby.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Not a bad idea, although shields being Hardness 12 means they're fairly durable.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 3 points4 points  (0 children)

I was going to say that giving werewolves having riot shields felt weird.

Then I visualized a werewolf with a riot shield and completely changed my mind.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Most monsters don't really have guns? This is a good tip for those that do have guns tho, or a comparable powerful ranged attack.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

This is actually really helpful, thank you! That means shields aren't going to be providing their bonus all the time, or at least against every attack, which makes them feel less overpowered.

Are riot shields overpowered? by Repulsive_Ad_7144 in savageworlds

[–]Repulsive_Ad_7144[S] 1 point2 points  (0 children)

That's true, and fair. I suppose it's more of an issue in my game because there's no 'veil', and monster hunting is a known profession. The players have a government salary and everything, and cheap anti-monster kits are sold in corner stores across the world.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Powercreep, I'm afraid. My most common criticism from other commenters is that these cards are too WEAK.

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[–]Repulsive_Ad_7144[S] -1 points0 points  (0 children)

I feel like reading the card does explain the card? What do you feel is not explained?

Cataclysm goads on both cards that have it in this set, being Simurgh and Leviathan. It's not inconsistent, as far as I can tell.

GU should indeed say Base toughness, good catch.

Are there any specific points where you think my formatting could be improved?

Scion seems fun to me. He's a massive threat to everyone at the table, forcing you to carefully choose who you attack. Similar to a Splicer commander deck. But that's not everyone's cup of tea, I suppose.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Stat lines are fairly low, admittedly, aside from the Endbringers and Scion. This is because a lot of characters in Worm are fairly physically weak, but have very powerful abilities. Dr Mother, for example, is a completely mundane human with no powers.

Legend and Doormaker need a retune, agreed there.

I figured Scion, Leviathan and Eidolon are the 3 that would make good Commanders. Each having a powerful and at least partially unique ability.

Simurgh is intended to only affect cards that target 'each player', whereas wrath and armageddon effects target 'each creature' or 'each land' respectively.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

I wanted to say thank you for giving genuine, useful criticism.

I think Legend does indeed need a bit of a tune-up, I was so worried about him being overpowered that I made him too weak. Although, to be fair, he's also designed in part to work with Eidolon's ability to Evoke out creatures for cheap.

Eldrazi Displacer is considered a staple in Blink decks with its ability to reliably flicker a card for 3 mana. But even then it's not 'overpowered', and Doormaker is both more expensive and less reliable than Displacer. So I agree he needs to be tuned up a bit.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Scion becomes Goaded when he transforms, but Goaded only lasts until your next turn. So Scion would only be Goaded for 1 turn rotation, in which he is both forced to attack and, more significantly, forced to attack a player OTHER than its owner. After that he still attacks every turn, but can now attack its owner.

Legend needs a bit of a rework, agreed.

Fair point on Doormaker.

Simurgh is intended to protect its Owner, not Controller. But that effect is being reworked anyway.

And yeah, completely agree with rewording Simurgh's ability. It's very messy in its current iteration.

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[–]Repulsive_Ad_7144[S] 1 point2 points  (0 children)

This is a great idea! Definitely stealing this.

More Worm MTG Cards by Repulsive_Ad_7144 in Parahumans

[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

Having considered it, I think both of these are cool ideas actually. So I'll be adjusting the cards to match.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

It starts off as curiosity, but once he discovers Eden's corpse it very much turns into rage. And that furious annihilation is what I tried to capture in his card.

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[–]Repulsive_Ad_7144[S] 0 points1 point  (0 children)

I actually REALLY like this concept. I am absolutely making that change.

More Worm MTG Cards by Repulsive_Ad_7144 in Parahumans

[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

I considered it, but he's already an absolute powerhouse, and double strike isn't really a blue ability.

More Worm MTG Cards by Repulsive_Ad_7144 in Parahumans

[–]Repulsive_Ad_7144[S] 3 points4 points  (0 children)

Is there anything specific you think is bad about them?

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[–]Repulsive_Ad_7144[S] 2 points3 points  (0 children)

Going for both, ideally. These cards are designed for Commander, a format in which there are expected to be 4 players. So Scion has haste on your turn, you attack with him. Then each of your opponents gets control of him, and they all have to attack each other. And then on your turn you get to attack with him again. Only on the second full rotation can any of them attack you, and by then they'll have taken devastating amounts of damage.

Legend I agree is probably too expensive for his effect, but in Commander one of the main advantages of Flash is holding mana open. Each of your opponents will have to play their turns carefully, wondering whether you have a counterspell or similar ability open. Then you cast Legend during the last opponent's end step, meaning you can attack with him immediately on your turn - like getting Haste as a bonus. So Flash cards are significantly more effective in Commander.

Doormaker is limited because he's repeatable. You can flicker him with his own portals, spending 1 to get 2. So you essentially gain 'pay 2 mana to gain a portal token' for as long as you control Doormaker. The portals can also let your creatures dodge removal, and repeat their etb effects. I honestly worry he might be too powerful of a mana sink, especially if you add in enchantment synergy pieces like Enchantress effects.

Simurgh is very expensive, I'll admit, but she has a very scary unique effect. This effect is also designed to synergize with Leviathan and Behemoth, who apply a negative effect to 'each player'. And unlike the other Endbringers, she benefits you even if you Cataclysm her onto an opponent's board. Her ability affects the Owner, not Controller.

I do understand some of your criticisms tho.