Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Hero Clix
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mattcolville" data-source="post: 188019" data-attributes="member: 1300"><p>I played it. It was alright. There are a couple of rules that seem at first needlessly complex, then just needless.</p><p></p><p>First, my main problem with MK is obviously still present in Hero-Cliques. The clicky-base is all gimmick with no function. Having to pick your mini up every time it takes a point of damage is silly and Not A Good Idea. Secondly, having the mini's special abilities on the base means constantly picking it up, also Not A Good Idea. Thirdly, because of the obsession with the functionless clicky-base, the special abilities aren't *printed* on the base, of course, there's no room. Instead there's a color printed on each of the four different stats. Each color represents a special ability. So you constantly have to pick up your mini, check out what its colors are, and look those up on a chart.</p><p></p><p>Of course, there are 9 or 10 colors for each ability. So you'll often look up what Red Damage is when you should have been looking up what Red Attack is. Oops. And your abilities change with damage. Many of your abilities will change before you get used to using them, so you're always looking things up over and over again because last click, half your abilities changed, but you can't remember which.</p><p></p><p>Having to constantly pick up your mini is dumb for a couple of reasons. The obvious one is that you often forget precisely where it was. Secondly, the minis only look good from about 4 feet away. Up close, they look like they were painted by a 12 year old (and probably were.) Picking them up and looking at them only reinforces how bad they look.</p><p></p><p>All these points are MK points, not really Hero-Clix points. Hero-Klicks does a good job of representing the different powers of the heroes. But there are some weird rules. Ground characters can only attack soaring characters with ranged attacks (makes sense) but soaring characters can only attack other soaring characters. </p><p></p><p>There were a *lot* of rules that were clearly game-balance issues that made little sense in context. You can field as many dudes as you want, but no character can act twice on consecutive turns. So let's say you field one dude and I field three.</p><p></p><p>Turn One</p><p>you activate your dude</p><p>I activate one of mine</p><p></p><p>Turn Two</p><p>You sit there. You can't activate your only dude twice in a row.</p><p>I activate one of mine</p><p></p><p>Turn three</p><p>You activate one of yours</p><p>I activate one of mine.</p><p></p><p>So I'm always activating someone, you're only going every other turn.</p><p></p><p>But you can PUSH. Pushing seems like it means going twice in a row, but it's slightly different. It means your guy can give himself a point of damage to act on Turn Two up there in my example. He still gets to go on turn three, as normal. </p><p></p><p>The weird thing about this is that you can't push twice in a row. This means, in case you've missed it, that you can't push *every fourth turn.* Keeping track of things like this four turns in advance seemed pretty odd for an otherwise simple game.</p><p></p><p>I wondered—and still wonder—what would happen if you just said 'you activate one of your dudes, I activate one of mine, and we keep going until everyone's been activated once, then start over.' And I wonder what would happen if you just removed the pushing rule. I think the game would be faster and more sensible. But I think I know why the designer limited activation the way he did.</p><p></p><p>There's no representation of Power in the game. If I hit you, I damage you. There's no base mechanic that compares how tough you are to how tough I am. And since there are critical hits, it's always possible to hit someone. There are special abilities that reduce damage, but there are special abilities that increase damage so these can be subtracted from the equation. Net result, someone fielding a lot of minis would have a slight advantage over someone fielding few minis. So the smaller army, in aggregate, gets to act *more often* to compensate for this. In my example above, your entire army has gone twice by the time mine's gone once. Make of this what you will.</p><p></p><p>All in all, these games don't fill any void in my life. Hero-Clicks has some neat points, some points that make me scratch my head, and generally makes me want to go play VOR.</p></blockquote><p></p>
[QUOTE="mattcolville, post: 188019, member: 1300"] I played it. It was alright. There are a couple of rules that seem at first needlessly complex, then just needless. First, my main problem with MK is obviously still present in Hero-Cliques. The clicky-base is all gimmick with no function. Having to pick your mini up every time it takes a point of damage is silly and Not A Good Idea. Secondly, having the mini's special abilities on the base means constantly picking it up, also Not A Good Idea. Thirdly, because of the obsession with the functionless clicky-base, the special abilities aren't *printed* on the base, of course, there's no room. Instead there's a color printed on each of the four different stats. Each color represents a special ability. So you constantly have to pick up your mini, check out what its colors are, and look those up on a chart. Of course, there are 9 or 10 colors for each ability. So you'll often look up what Red Damage is when you should have been looking up what Red Attack is. Oops. And your abilities change with damage. Many of your abilities will change before you get used to using them, so you're always looking things up over and over again because last click, half your abilities changed, but you can't remember which. Having to constantly pick up your mini is dumb for a couple of reasons. The obvious one is that you often forget precisely where it was. Secondly, the minis only look good from about 4 feet away. Up close, they look like they were painted by a 12 year old (and probably were.) Picking them up and looking at them only reinforces how bad they look. All these points are MK points, not really Hero-Clix points. Hero-Klicks does a good job of representing the different powers of the heroes. But there are some weird rules. Ground characters can only attack soaring characters with ranged attacks (makes sense) but soaring characters can only attack other soaring characters. There were a *lot* of rules that were clearly game-balance issues that made little sense in context. You can field as many dudes as you want, but no character can act twice on consecutive turns. So let's say you field one dude and I field three. Turn One you activate your dude I activate one of mine Turn Two You sit there. You can't activate your only dude twice in a row. I activate one of mine Turn three You activate one of yours I activate one of mine. So I'm always activating someone, you're only going every other turn. But you can PUSH. Pushing seems like it means going twice in a row, but it's slightly different. It means your guy can give himself a point of damage to act on Turn Two up there in my example. He still gets to go on turn three, as normal. The weird thing about this is that you can't push twice in a row. This means, in case you've missed it, that you can't push *every fourth turn.* Keeping track of things like this four turns in advance seemed pretty odd for an otherwise simple game. I wondered—and still wonder—what would happen if you just said 'you activate one of your dudes, I activate one of mine, and we keep going until everyone's been activated once, then start over.' And I wonder what would happen if you just removed the pushing rule. I think the game would be faster and more sensible. But I think I know why the designer limited activation the way he did. There's no representation of Power in the game. If I hit you, I damage you. There's no base mechanic that compares how tough you are to how tough I am. And since there are critical hits, it's always possible to hit someone. There are special abilities that reduce damage, but there are special abilities that increase damage so these can be subtracted from the equation. Net result, someone fielding a lot of minis would have a slight advantage over someone fielding few minis. So the smaller army, in aggregate, gets to act *more often* to compensate for this. In my example above, your entire army has gone twice by the time mine's gone once. Make of this what you will. All in all, these games don't fill any void in my life. Hero-Clicks has some neat points, some points that make me scratch my head, and generally makes me want to go play VOR. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hero Clix
Top