{"id":14889,"date":"2021-01-26T13:33:26","date_gmt":"2021-01-26T18:33:26","guid":{"rendered":"http:\/\/67272bb316.nxcli.io\/heroclix\/?p=14889"},"modified":"2021-01-26T13:38:02","modified_gmt":"2021-01-26T18:38:02","slug":"heroclix-2021-rules-article-1-the-indomitable-knot","status":"publish","type":"post","link":"https:\/\/wizkids.com\/heroclix\/2021\/01\/26\/heroclix-2021-rules-article-1-the-indomitable-knot\/","title":{"rendered":"HeroClix 2021 Rules Article 1: The Indomitable Knot"},"content":{"rendered":"<div class=\"fusion-fullwidth fullwidth-box fusion-builder-row-1 nonhundred-percent-fullwidth non-hundred-percent-height-scrolling\" style=\"--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;\" ><div class=\"fusion-builder-row fusion-row\"><div class=\"fusion-layout-column fusion_builder_column fusion-builder-column-0 fusion_builder_column_1_1 1_1 fusion-one-full fusion-column-first fusion-column-last\" style=\"--awb-bg-size:cover;\"><div class=\"fusion-column-wrapper fusion-column-has-shadow fusion-flex-column-wrapper-legacy\"><div class=\"fusion-text fusion-text-1\"><p><span style=\"font-weight: 400\">If you asked 100 HeroClix players what their favorite part of HeroClix is, we suspect you\u2019d get at least 50 different answers. Some love superhero combat, others love playing their favorite teams from comic books, many people love collecting the pre-painted miniatures, and others have an entrenched love of the gameplay.<\/span><\/p>\n<p><span style=\"font-weight: 400\">There\u2019s a lot to love within the gameplay \u2013 team construction, the Combat Dial, the Standard Powers. However, there\u2019s something that we knew wasn\u2019t as beloved, and it\u2019s time for it to go: Pushing Damage.<\/span><\/p>\n<p><span style=\"font-weight: 400\">As part of the changes we wanted to make to HeroClix with the 2021 Rules Update, it was obvious that the mechanics of HeroClix are an interwoven web. Adjusting one rule naturally impacts others. One of the changes the team felt most strongly about was removing pushing damage. Since pushing damage has always been a part of HeroClix, we wanted to discuss in detail not just why we wanted to remove it from the game but also the ripples of changes that we decided to implement as a result.<\/span><\/p>\n<p><b>Why We Pushed Out Pushing Damage<\/b><\/p>\n<p><span style=\"font-weight: 400\">The original purpose of pushing damage was to implement a cost to acting frequently with your character. It meant that there were basically 2 costs in original HeroClix \u2013 the pre-game point cost to include a character on your force and mid-game clicks of damage to act consistently with them. Even though pushing damage is a cost, there are benefits to the game that it exists.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">There\u2019s a skill test to knowing when to push and when to pass.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">We\u2019re able to design figures that motivate you to deal them pushing damage in order to get to a click that\u2019s better than the click they\u2019re on \u2013 often called \u201cactivation clicks.\u201d<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Being able to push as a way to switch from one set of powers to another.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Perhaps most rarely \u2013 it gives players a way to KO their own character to trigger a benefit.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">Originally, acting consistently with your biggest threat that you had advantageously positioned was seen as a huge benefit. We\u2019ve come to feel the benefits of pushing damage weren\u2019t worth the tradeoff.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The basic strategic decision to push your character just doesn\u2019t feel good. Worse still \u2013 if you push to miss with an attack, or push to fail a breakaway roll, you feel like you\u2019re digging your own grave.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The deeper strategic decision to push your character in order to shift to a new power set <\/span><i><span style=\"font-weight: 400\">vastly<\/span><\/i><span style=\"font-weight: 400\"> widens the gap between rookies and veterans. Even when rookies have learned this is sometimes a powerful tool, they\u2019re more likely to use the tactic incorrectly or forget it.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Willpower occupying the defense slot meant that characters couldn\u2019t have both a damage reducer and the ability to avoid pushing damage. This eventually caused the invention of Indomitable and the striped shield, foreshadowing the need to prevent pushing damage.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Pushing damage is a second drawback in the same dimension as action tokens. The result of taking the second consecutive action with a character wasn\u2019t just pushing damage \u2013 it was also being forced to pass with that character on your following turn (and that isn\u2019t fun either!).<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Sometimes many things happen between the decision to take pushing damage and actually taking the damage that make it easy to overlook. It isn\u2019t unheard of for a character to take an action where they do 2 things (like Charge), pick up an object along the way, and resolve a few die rolls. By the time a player should be taking the click of damage, it might be easy to forget.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">Flash forward to today. Many figures that play a role that makes you want to take actions with them every turn have Indomitable, Power Cosmic, Quintessence, Cosmic Energy, or Willpower. Other characters are designed to operate with free actions like Sidestep and the utility suite (Outwit, Perplex, Probability Control). Of the characters that see competitive play, the overwhelming majority of them have some way to avoid pushing damage. Figures without that capability are immediately evaluated as \u201cless than.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400\">If new players were going to learn a tactic, we\u2019d rather it be about utilizing the Standard Powers to their maximum effect instead of subverting an infrequent drawback. Also, for all of the design opportunities that pushing damage might present, it also balances itself with design obstacles. For example, it\u2019s challenging to design effects that have meaningful benefits for your character taking damage or getting KO\u2019d when its very easy for you to activate those effects yourself instead of using them as a catch-up mechanism as your opponent is damaging you.<\/span><\/p>\n<p><span style=\"font-weight: 400\">After careful consideration, we knew that one of the changes we would make on the next rules update would be to remove pushing damage. What else was tied into this? Willpower, Indomitable, Colossal Stamina, and Team Abilities that referenced these. Internally we called the process of adjusting these game effects as The Indomitable Knot.<\/span><\/p>\n<p><b>Willpower<\/b><\/p>\n<p><span style=\"font-weight: 400\">If there wasn\u2019t pushing damage, it meant that Willpower wouldn\u2019t do anything as a Standard Power. This was the first thing we wanted to focus on when it came to the ripple effects of removing pushing damage.<\/span><\/p>\n<p><span style=\"font-weight: 400\">The sentiment of Willpower was that your character got to act more frequently than characters without Willpower. The closest power to that on the PAC is Leadership. So we designed the new Willpower to feel familiar:<\/span><\/p>\n<p><span style=\"font-weight: 400\">Willpower 2021 \u2013 At the beginning of your turn, you may roll a d6. [5]-[6]: Remove an action token from this character.<\/span><\/p>\n<p><span style=\"font-weight: 400\">We like that it\u2019s automatic and has variance. We also like the timing \u2013 if a character with Willpower is KO\u2019d, there isn\u2019t usually a situation where they wasted time rolling to remove an action token that was meaningless.<\/span><\/p>\n<p><b>Indomitable<\/b><\/p>\n<p><span style=\"font-weight: 400\">Before we share the solution we settled on, we wanted to share three ideas; two that we didn\u2019t select and the one that we did.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Leaving it as a combat symbol that granted Willpower.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">Since new Willpower causes each character to roll a die, we didn\u2019t want a team of Indomitable characters to roll 5+ dice at the start of every turn. Putting a cap on Willpower so it could continue to be tied to Indomitable isn\u2019t elegant. We also didn\u2019t want to create feel-bad moments where players would forget to use it.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Making it functionally identical to Colossal Stamina.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">Colossal Stamina is too close to pushing damage for us to believe it\u2019s right to remove pushing damage then apply Colossal Stamina to all of the existing characters that have Indomitable. This realization caused us to consider changing Colossal Stamina, which we might have otherwise left untouched in the 2021 rules update.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Retiring the term Indomitable and making striped shield the standard defense symbol.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">Existing characters in player\u2019s collections would be able to all play the same as new characters \u2013 that\u2019s a huge benefit. We were able to eliminate a rule AND its exception. Overall, the tempo of characters taking actions would have fewer tiers than us making Indomitable do something totally new.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Notably, characters that have Willpower on their defense slot will be getting a boost relative to characters that simply had Indomitable. Given the opportunity cost of having Willpower instead of a damage reducer or evasion ability, we\u2019re okay with this.<\/span><\/p>\n<p><b>Colossal Stamina<\/b><\/p>\n<p><span style=\"font-weight: 400\">As said above \u2013 we strongly didn\u2019t want to move the negatives of pushing damage into a new game effect. Colossal Stamina was a valuable benefit to Colossal figures, so we didn\u2019t want to just trim it away like we did with Indomitable. Our design goals were:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Allow Colossal, and perhaps Giant, figures to act more frequently than standard sized characters.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Avoid the negatives of pushing damage.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Ensure larger figures are still fun and compelling for players to utilize.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">When we realized that the benefits for large figures (Colossal and Giant) could be the same, it was a nice chance to streamline how those categories of figures play. Colossals would still be sufficiently different from Giants by having flavor to make them feel bigger, whether it was their improved Giant Reach or their ability to carry Giants. This meant that Colossal Stamina could be retired as a Keyphrase, and its sentiment could live on within the Great Size Keyphrase. Here\u2019s where we landed on Great Size, new portion italicized:<\/span><\/p>\n<p><span style=\"font-weight: 400\">Great Size (2021) \u2013 (Improved Movements), (Improved Targeting). Lines of fire drawn to or from this character are not blocked by elevated terrain or outdoor blocking terrain, and are hindered only if the line of fire is drawn to a square of hindering terrain that includes the target. <\/span><i><span style=\"font-weight: 400\">This character can use Willpower and succeeds on a roll of [3]-[6].<\/span><\/i><span style=\"font-weight: 400\"> Protected: Pulse Wave.<\/span><\/p>\n<p><span style=\"font-weight: 400\">That\u2019s a lot. They get these benefits:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Improved Movement and Targeting (just like before)<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Ease of targeting and being targeted (just like before)<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Super effective Willpower (to fill the void left by Colossal Stamina)<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Protected: Pulse Wave (this prevents wonky rules situations)<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400\">Some Colossal or Giant figures right now that don\u2019t have Indomitable will be getting a boost. While this might cause a slight rebalancing, we\u2019re not concerned that any of these figures will become broken as a result.<\/span><\/p>\n<p><b>Team Abilities<\/b><\/p>\n<p><span style=\"font-weight: 400\">A few Team Abilities grant Willpower or Colossal Stamina. The ones that gave Willpower will continue to do so. The Masters of Evil Team Ability gave Colossal Stamina, so we didn\u2019t want it to live on as-is. Giving those characters Great Size doesn\u2019t make sense and complicates them. Masters of Evil ended up with Colossal Stamina as their TA because their previous TA was so close to Colossal Stamina that we couldn\u2019t justify it <\/span><i><span style=\"font-weight: 400\">not<\/span><\/i><span style=\"font-weight: 400\"> being Colossal Stamina. Masters of Evil Team Ability isn\u2019t very widespread, so we gave them a new ability that is a little different:<\/span><\/p>\n<p><span style=\"font-weight: 400\">Masters of Evil (2021) &#8211; When an adjacent friendly character makes a close attack, modify the target\u2019s defense -1 if the target is adjacent to this character.<\/span><\/p>\n<p><span style=\"font-weight: 400\">One of the benefits here is that Masters of Evil characters will get to serve a utility role for their teammates even when they\u2019re tokened up, even if they\u2019re normally just a bruiser from a dial design perspective.<\/span><\/p>\n<p><span style=\"font-weight: 400\">We know this may seem like a big set of changes for some players, but we hope you\u2019ll come to feel as we do that they\u2019re not <\/span><i><span style=\"font-weight: 400\">that<\/span><\/i><span style=\"font-weight: 400\"> big, and will help improve the health of HeroClix. Until next time Masterminds, keep on Clixing!<\/span><\/p>\n<p><span style=\"font-weight: 400\">\u00a0<\/span><\/p>\n<div>To see everything we&#8217;ve revealed so far for the 2021 rules update and Wonder Woman 80th Anniversary, <a href=\"https:\/\/wizkids.com\/heroclix\/dc-comics-heroclix-wonder-woman-80th-anniversary\/\">check here<\/a>.<\/div>\n<\/div><div class=\"fusion-clearfix\"><\/div><\/div><\/div><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":14888,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[253,29,18,112,252],"tags":[],"class_list":["post-14889","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-253","category-announcements","category-dc-comics-heroclix","category-heroclix-rules","category-wonder-woman-80th-anniversary"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/posts\/14889","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/comments?post=14889"}],"version-history":[{"count":0,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/posts\/14889\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/media\/14888"}],"wp:attachment":[{"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/media?parent=14889"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/categories?post=14889"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/wizkids.com\/heroclix\/wp-json\/wp\/v2\/tags?post=14889"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}