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Rule Idea for Terrain: Pushing

KingZombie

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Howdy!

I was at an event at me FLGS and there was a tall piece of terrain 1-hex big. After the event we were discussion how it would be nice if there was a rule for pushing people off. If it was a flyer, no damage, but if it were a non-flyer, fall damage could be accrued.

Here's what we came up with:

When a player would like to push, instead of attack when activated, the would have to reveal the X order maker along with the order marker on their card. Then they would roll their size in dice vs. the opposing characters size in dice. If the pusher's skulls exceeded the defenders shields, they would get pushed one hex in the pusher's chosen direction.

What do you all think?
 
How tall is a ‘tall piece’? Does the pusher need to be adjacent to the pushed fig? Or is the pusher pushing the base of a tower-like piece of terrain? (Thinking of a single castle wall with a wall walk hex on top.)

If you do have to be adjacent, does the pushed figure need to be a certain number of levels higher? Can you push on level terrain? Shouldn’t there be a height advantage either way?

Biggest issue I can see would be if there is Molten Lava or Lava Fields on the map or great heights then the push could be deadly.

What about pushing and two-hex-based characters? Or multi-legged? Can a Monk push a dragon?

One thing I don’t like is that the pusher chooses the direction. Single-hex-based figs are pushing from one side so the pushed fig should move to the hex on the opposite side. This should also mean that if there is a wall, the edge of the map, or even higher ground on the opposite hex that figure can’t be pushed. The pusher can always move around the fig they want to push first to line up their push.

When designing rules for HeroScape, I think one should use the system as much as possible and change/add as little as possible. Letting pushers choose the direction of the push is missing this simplicity (of course, two-hex-based figures pushing or being pushed muddies this a lot).

Not trying to discourage you at all, just trying to find all the questions and edge-cases I can think of to help you refine the idea. I definitely think it would be worth trying out and even including in a scenario at a minimum.
 
How tall is a ‘tall piece’? Does the pusher need to be adjacent to the pushed fig? Or is the pusher pushing the base of a tower-like piece of terrain? (Thinking of a single castle wall with a wall walk hex on top.)

If you do have to be adjacent, does the pushed figure need to be a certain number of levels higher? Can you push on level terrain? Shouldn’t there be a height advantage either way?

Biggest issue I can see would be if there is Molten Lava or Lava Fields on the map or great heights then the push could be deadly.

What about pushing and two-hex-based characters? Or multi-legged? Can a Monk push a dragon?

One thing I don’t like is that the pusher chooses the direction. Single-hex-based figs are pushing from one side so the pushed fig should move to the hex on the opposite side. This should also mean that if there is a wall, the edge of the map, or even higher ground on the opposite hex that figure can’t be pushed. The pusher can always move around the fig they want to push first to line up their push.

When designing rules for HeroScape, I think one should use the system as much as possible and change/add as little as possible. Letting pushers choose the direction of the push is missing this simplicity (of course, two-hex-based figures pushing or being pushed muddies this a lot).

Not trying to discourage you at all, just trying to find all the questions and edge-cases I can think of to help you refine the idea. I definitely think it would be worth trying out and even including in a scenario at a minimum.
Thanks for the feed back.

So the situation was that a figure had the high ground and we were lamenting how there is no way to get them off unless you destroy the figure.

As far as we thought it through the figure had to be adjacent and maybe no lower than that their heighth is. They would push and then the figure would go away...either directly or perhaps L & R, but that may be too strong. I guess in the case of two flyers, it just shoves them off, but no fall damage incurred. Going to what you said about it potentially killing a figure... we thought that would be kind of cool.

As for 2-hex figures...we never even got that far. Probably push at a disadvantage. IDK I'll think on it.


I agree it's good to stick with the original rules...but we thought it would present a fun new mechanic.
 
@Scott Also, another potential use would be to get someone off of glyph if you cannot kill him. I hope to maybe playtest this on to these days.
 
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