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LunarSol

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LunarSol last won the day on August 30 2016

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About LunarSol

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  1. LunarSol

    LunarSol finally gets things painted

    This doesn't exactly count as painting, but I really liked the idea of the void monsters not really being there. I might do some dry brushing to turn some of the reflective nature of the material into something a little more dull, but.... and some Outcast stuff to go along with it:
  2. I've picked up a lot of those "I want this master" kind of purchases, but for the factions I haven't touched at all: Neverborn - Collodi and Dreamer. Dreamer is just an awesome concept and the puppet theme is fantastic. Creepy toys is the best Neverborn stuff, IMO. Gremlins - Zipp. Sky Pirate is strictly better than any other character trait. Ulix also is kind of a fun looking crew. Ressers - Kirai. Yan Lo largely fills this aesthetic need for me, but she's still pretty cool. I also like Reva's design and style.
  3. LunarSol

    Are we seeing any guild players at adepticon?

    It's April 2nd, right?
  4. LunarSol

    Are we seeing any guild players at adepticon?

    What's in a Sonnia build these days? I haven't been doing a very good job of keeping my Guild crews up to date lately. :\
  5. LunarSol

    Freikorpsmann/VS Cache Suggestion

    Fixed that for you.
  6. LunarSol

    Apparent Guild Errata January

    Guard are interesting as cheap activations. They're cheap enough now they might not NEED their grouping bonuses to be worth it, but still not... mind blowing or anything. It definitely matters though. Before a pair of them was not quite worth 8, but notably, killing one left you with something nowhere near worth 4. Taking 3 for redundancy was cute, but at 12 stones... laughable. At 9? Okay, still probably a bad idea, but 6 for 2 isn't too shabby. LLC is actually super interesting. It was laughably overcosted before; probably still not worth it, but its at least worth running the math on a few setups. I wish the Judge's upgrade had gotten the discount as well. That thing makes him special, but at 10 stones its still a little out of reach. I'm not sure what I think about the Witchling Handler.... maybe... probably not... but maybe...
  7. LunarSol

    LunarSol finally gets things painted

    Running an Enforcer Brawl this weekend for a Halloween Minis Day. Painted up a few things for the occasion: Ice Golem and Gamin Izamu and Teddy Killjoy (The Carver) and Executioner
  8. LunarSol

    What is the appeal of M3E?

    I think the spike damage is important, but it could be slightly more controlled and have less odd interactions if it was a flat increase instead of dealing two keyword damage words. I'd not go to bat for a change really and any change I'd support would be costly and limited. I'd argue before removing the weak damage I'd like models damage prevent against both halves of the damage for example. I'm a little more in favor of a way to keep the black joker from completely ruining a Master who has an important (0) as part of their activation, but even there it's just on my radar more than anything.
  9. LunarSol

    Tuning down Red Joker on damage

    Basically, this thread is bouncing around a number of different ways the Jokers interact with the game, but the OP is specifically unhappy with the way the Red Joker interacts with Hard/Impossible to Wound. It's a frustrating situation because it feels like your ability gave them a bonus. I think its largely fine as is. I could see changing it to Severe+1 or 2 damage or something (which doesn't change much but removes a couple extreme spikes) but I think the extra above Severe is fairly important as it messes the the math just a bit in a game that has an exceptionally well controlled damage spread. The game can trend towards a situation where you get counting attacks you can take based on min damage alone and that extra spike is just enough to create moments where its worth manufacturing a straight flip to cheat in the RJ for a kill that would otherwise be impossible. HtW itself is kind of a weird ability, as taken in mass it has a lot of weird effects on the game's probability that are often overlooked. It thins the enemy deck in interesting ways that generally also skews the rest of their flips including accuracy and TN tests, generally for the worst. I have no idea what my point is in this, but in general I think the RJ is important. It could probably be tweaked a bit, but I'd not tamper with it too much personally.
  10. LunarSol

    What is the appeal of M3E?

    Games solidify as players learn what is above and below the power curve. As they solidify they start to feel stagnant and traditionally edition changes break up that stagnation significantly, though players often have unrealistic expectations for the new edition. A lot of the demand for a new edition is simply because historically that was the only time you could expect significant changes due to the complications of errata. Technology is rapidly making edition changes less and less necessary though. The game's core engine is fine and really doesn't need much changing, but it could be a little more consistent. Overall, the main things I'd look to see in a new edition are: A break to move towards digital rules and cards. This doesn't require a new edition, but its kind of a nice time to switch over in general. New rules concerning elevation in general. Movement and LOS are fine on a 2D map, but struggle with more interesting terrain. Maybe a tweak to Jokers. Spending a stone to cheat a Black could help with it flipping on an important zero. Red I'm less sure on. Restructure action timing wording to clearly distinguish the order of events for complex interactions. Categorize conditions a bit to provide some granularity on rules that interact with them. Remove the Avatar rules from the core rules. As for model changes; the obvious thing would be to pull some of the "fix" upgrades into the base card. I'd also take the opportunity to lean heavier on keywords synergies so there is more design space in the game in general. The game needs a bit more emphasis on themed crews to be able to expand.
  11. LunarSol

    Broken Promises Fluff Discussion

    Honestly, if not for the Outcast thing I'd wonder if we were heading towards something of a factionless game with hiring pools defined more by keywords than traditional factions. I don't see that actually happening for a number of reasons, but it does seem like the fluff is trying very hard to free the game of some of its structure. Book 4 had a similar thing, with a lot of odd stories primarily about justifying hiring breaks (see McCabe selling Lucius statues and Sandeep visiting colleagues for reasons).
  12. LunarSol

    August 15th - App

    I NEED this. NEEEEEED. Gimmie gimmie NOW!
  13. LunarSol

    Douglas [Spoilers!]

    If we lost every master that was interested in destroying the Guild, I think we'd just have Lady J (unless she dies to Nicodem soon...)
  14. LunarSol

    Games more fun with lower powered masters?

    There's been a good amount of work put in to fix them lately, but a lot of the primarily melee beatstick masters aren't really significantly more threatening than some of the high cost Enforcers as far as I'm concerned. There's some exaggeration in that statement, especially because better Enforcers take a good chunk of stones to field, but not nearly as much as there probably should be.
  15. LunarSol

    Catalan Riflemen

    Stuff often debuts in the RPG and comes to the game a book or two later.
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