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Subject: Lavacore Class - WIP rss

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Chris Leigh
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Leighton Buzzard
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So I've been brainstorming a new class over the past week and after seeing the great responses from the awesome looking Chronomancer by Hachieman, I thought I'd put what I've been working on up for review and possible testing.

The back story of the Lavacore class is that they are an incredibly rare race of sentient lava golems. Discovered and awoken by the Savas as they delved deeper into the earth in search of elemental knowledge.

Mechanically, the class is a two headed rock monster specialising in fire and shadow magic (though this might change to earth). It is unique in that the one class is played by two players, there is a melee head and a magic head. One player controls the melee head and one player controls the magic head.

Almost all conditions inflicted will in essence effect both characters, although they can only be targeted once for attacks, and will only suffer one wound a turn etc. Blessings, curses, strengthen and muddle are still player specific however.

The melee player has a lot of tanking ability and hits pretty hard in melee, the spell caster focuses on ranged attacks which hit hard and actually cannot move (outside of a few specific ability cards) and the bottom half of their cards can always played for HEAL 1 rather than movement.

I've tried to design it so that the two heads don't always gel well together, the melee attackers most powerful level 1 card is headbutt, but this muddles the caster, the caster can force movement but this muddles melee. Additionally I've tried to put thought into the interaction of mana and turn order, a good team should be able to generate the required elements in the melee players turn and then utilise those elements perfectly for massive dmg in the casters turn.

Some iconic abilities I've tried to capture:

Push move - the melee moves through enemies and pushes all moved through
Headbutt - as mentioned above, massive dmg, but muddles both melee, caster and monster being attacked
Lava shield - makes the character immune to all dmg and retaliate 2 but only lasts for a short period in the turn

For the caster

Big AOE buffed by fire (extra dmg) and shadow (muddle)
A "shadow ball" which is a unique summon, moving away from you on casting, and attacking all in its path and then returning at initiative 99 (if the melee player goes after the caster, this path will invariably hit a whole new range of monsters)
Balefire - a 1 dmg, wounding trap that you can move for 3 turns before it expires.

Let me know what you think! I have 10 cards for each "head" but they're just on ratty scraps of paper as I lack the photoshop skills to make them look proper...
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Matthew Kameron
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Sounds great.

My suggestion would be to make a custom character mat which resolves the potential confusion to do with the character. E.g. there is a single place for health so it is clear they share health, but there are two sections for status effects (with muddle printed lightly, etc) so that it is clear that these are seperate for both characters.

I think that if you can remove the rules confusions in this way, the class has the potential to be really awesome. Your ideas are terrific!

One question - suppose person X and Y have the two halves of the character - does that mean that if one of them is absent, the other needs to play a different character?
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Luke
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I really like this.

I think this would be a really interesting solo class as well. How much of the character balance do you think comes from the need to coordinate with another player?

Does Lava Shield either use or infuse Fire?

I think the muddle mechanic you're using is really interesting. I think it makes it important to make sure at least one of the heads has non-attack options, so there are choices when muddle is on.

Seems like a good option for the caster is a strengthen on the melee.

How about an ability where the melee steadies himself, and the caster acts as a sort of artillery?

So, melee bottom half, Immobilize, self. Caster head gets +1 attack[fire:+1] on ranged attacks this round.

Do you have any cards in mind that coordinate between the two? Seems like a Lava Golem would be Earth/Fire. Would be interesting if one head infused one and used the other and vice versa.

The summon is really cool. Might need a rules reference card for that.

I know the caster can use the bottom as heal 1, but it seems like you need a lot of bottom actions to take the place of all those moves.

Unless..
Spoilers for the two mini class.
Spoiler (click to reveal)
If the head had Command cards like the BT, so it could cause the body to move by shouting at it. That could be pretty sweet.


Would also add to the two heads being at odds sometimes.

 
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Stephen LastNameHere
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Really digging the mechanic of the 2 headed class, I can't wait to give see whats to come!
 
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Chris Leigh
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Leighton Buzzard
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They're ugly, but here are the cards for the two "heads"

First up the Melee class:



And Caster:

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Christopher Keller
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Someone's been playing Heroes of the Storm, eh?


 
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Jason Wallace
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Awesome! I love the idea of a fire character, and the two headed giant idea is cool.

Three suggestions:

1. The card with initiative 45 top action is very similar to the Cragheart Dirt Tornado, maybe too similar. I suggest a different status effect like wound instead of muddle. Or, perhaps the damage is increased but there's no status effect?

2. For simplicity, why not have status effects apply to both players? Keeping track of two sets of status effects for one character seems non-intuitive and unnecessarily complicated. Similarly, why not use the same attack modifier deck?

3. Themewise, the shadow element could represent smoke coming off the character. How about a move that produces shadow and muddles adjacent allies and enemies?
 
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