Tabletop Simulator

Tabletop Simulator

saga.li - hero skirmish battle
Showing 1-6 of 6 entries
Update: Nov 16, 2019 @ 3:12am

Version 1.1.8 released here on Steam

// REDONE

The hero sheets paper that had all the hero abilities and available items in the secret shop has been replaced by cards. Each card is an ability or item. Reason being it allows for cleaner table, showing only what you use, and also more customization.


// ADDED

- New items in secret shop.
- 3 or 4 new abilities to each hero.
- 1 come-back-ability to each hero.


// RULES

- Same secret shop items are now sold to all players.
- Each hero still only gets to bring 3 of it's own skills to the game.


Update: Nov 9, 2019 @ 4:37am

Version 1.1.7 released here on Steam



// CLARIFICTAIONS

- Plenty of rewording and clarifications on the hero skill sheets
- Streamlined text in rules document, mainly removing parts of verbose passages and a few examples.
- That Berserker’s Call can be used during enemy turn, how it forces enemy to use their AP and what the interruption of channelign meant.
- Better explaining of how resting effects work
- Order of turn phases

// NEW RULE

- Dice designation: Have to announce for what you roll before rolling at all.
- Selling to shopkeeper: a) Gives 50% of value rounded up instead of rounded down. b) Only 1 item per turn




Update: Aug 19, 2016 @ 4:07am

v 1.1.5 19 August 2016

// General

In this update we mainly do some polish and a couple balancing changes, mainly to Daia. The rules have been revised so that the:

- Keyword targeted is now explained.
- Movement phase is explicitly a single one occurence per turn.


// Online

- Updated the sheets so the online version of the game is up to date on Steam.
- Use a much higher resolution of sheets (4k x 7k) so zooming in on them now renders the text high quality.


// Daia

- Sharp sense: The keyword limited is now explained.
- Spearthrow: Possible to be pegged up to 2 times now for up to a total of +2 AP for targets first move. Added info about it’s stackability.
- Raining spears: Clarified that same target may be attacked with the attacks.
- Fix: The black and white version of the hero sheet go it’s dice pegs colored to proper black instead of whatever it was.
- Hide: Clarified that a hero may try to detect more than once. Raised cost 1 AP → 2 AP for detection.

- Head totem:
--- Improved range for where Daia can drop a head from 0POS → 1POS.
--- Made it harder to remove a head, from 40% chance → 33%. Idea is to allow the player that fails to try again at a cost of 1AP per try, instead of raising cost to 2AP per try and keeping the 40%,

-Heart totem: Clarified text.


// Axe

- Blink dagger: Reworked it’s movement bonus. It now gives -2AP on first move instead of -1AP on the two first moves. Nerf needed as dagger was more powerful than intended. Also clarified text about usage.
-Tranquil boots: Replaced ATTACK terminology with “ATK” to be consistent.
- Fix: The black and white version of the hero sheet go it’s dice pegs colored to proper black instead of whatever it was.

Update: Jul 31, 2016 @ 9:17am

v1.1.4 31 July 2016

// Online version

- Added tokens for Axe Hunger & Daia Hidden
- Updated sheets to 1.1.4 (se changes below)


// Playtesting

More rounds played, this time using the board to keep track of positions. Personally I find it much easier to graps what’s going on by using it, even if it isn’t strictly needed and can be replaced by 2D.

Result are quite satisfactory and most of the balancing that has been done seems to have paid off. Daia now has a real chance to win a game, eventhough she probably is at her finest in a team and not solo vs Axe.

// General

Clarified order: “Unless explicitly mentioned the player decides if the bonus of the ATK or DEF triggers before DMG is dealt or blocked.”

// Axe

Worship Crom: Clarification. “While you perform an ATK or DEF you may re-roll up to 2D.” → “While you perform an ATK or DEF you may re-roll up to 2D of the ones you rolled for the ATK or DEF.”

Blink dagger:
Clarification that it works as a normal movement and how it’s cheaper. → “Your first 2 movements cost -1AP.”
Nerf to how often you get the extar ATK dice (1D, first time you Berserk or Cull)
Tranquil Boots: Nerfed by “Tranquil Boots can't be activated during the same turn as Blink Dagger has been used.”

Soul Ring:
Was unusable due to high cost and what you gained. Lowered cost from 6 → 3, making it possible for the player to start earning extra EP from the ring around turn 5.

Battle hunger: Reworded to “Target enemy loses 1 HP if it doesn't move 1 or more POS closer towards your POS during next turn.” to avoid mention of “locations” and stay coherent.

Counter Helix:
Nerfed, can now only trigger once per turn and was assigned the LIMITED keyword-
Also lowered chance for it to trigger at all from 66% to 33%. Measure taken in order for melee centered heroes to be able to attack Axe at all.
Clarified: “It is not possible to roll DEF checks against Counter Helix as it is not an ATK.”

Culling blade:
Clarification on how the extra dice rolled works. → “You may roll +1D for every dice that is a hit in the original roll and re-rolls, up to 3 extra rolled dice in total.
Changed range extension cost from 2 aggro tokens → 3 aggro tokens.

Battle hunger: Reach added of 3 POS.


// Daia

Head totem:
Made it harder to remove a head totem (around 40% chance now)
Reworked and removed the two different types of totems. → “Place a head totem within your POS: Enemies deal -1 DMG/totem during their first ATK while they're in that POS. In any additional ATKs by the enemy while in that POS every hit of 6 while attacking deals 1DMG/totem to the enemy itself. 3 head totems can be placed in total on board & totems stack in same POS. A head can be removed if an enemy is in it's POS, pays 1AP, rolls 3D and gets a hit of 1.”

Soul ring
Cost reduction, 6 → 3
Removed -1 max HP effect.

Heart Totem:
Lowered chances from 50% to 33% to get positive effects.
Removed +1 EP-bonus on hits.
Reworked to: “You may place 2 extra head totems, up to a total of 5 on the board. For 1AP you may remove any 1 totem per turn. At the start of your turn you may roll 1D for each head totem that is currently placed. For every hit of 1 to 2: Get +1HP up to your maximum HP. For every hit of 5 to 6: Deal 1 DMG/totem to each enemy within it's POS.”

Gloves of Haste: Reduced cost, 5 → 4

Update: Jul 27, 2016 @ 1:27am

Update: Jul 26, 2016 @ 6:18pm