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Caravel Forum : Caravel Boards : General : Player role nuances (With spreadsheet!)
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ThemsAllTook
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icon Player role nuances (+35)  
One of the levels I'm currently building in the hold I'm working on is focused on different player roles. I made a spreadsheet of all of the mechanics I could find that are affected by player role, and I thought it might be helpful to share for other architects and general discussion. This is still a work in progress and doesn't cover absolutely every player role yet. A lot of them seem to behave identically (Aumtlich/Evil Eye/Roach/Roach Queen, Clone/Decoy/Temporal Projection, 39th Slayer/Slayer), so I've skipped a few that don't appear to have any distinguishing characteristics. I'll probably add these in later when I get a chance to test them fully.

I've included all of the traits I could think to test that showed different behavior depending on role. Rows marked with (*) indicate the behavior after stepping on a power token. I've probably missed some, so please let me know if there are others that should be added!

OpenOffice spreadsheet attached. Also on Google Sheets here for convenient viewing: https://docs.google.com/spreadsheets/d/1fq6n1sxdHtpCpYXxg-2wn7U6fLKHS-D4w871gpwPj_A/edit?usp=sharing

Some things I found particularly interesting:

- Puff treats other puffs as a solid barrier. All other roles can walk into them and either die or kill the puff.

- Goblins can hide in shallow water after touching a power token. Roach types can wade in it, but don't gain stealth.

- Without a power token, Halph can wade in shallow water, but Young Halph can't (and dies if pushed in). I guess he got taller!

- Soldier and Stalwart can always use soldier horns to call for reinforcements. Guards and other enemy types can't until the touch a power token. Using a squad horn has the same requirements as using a clone potion.

- Slayer, Soldier, and Guard lose their ability to wield their weapon in shallow water after activating a power token (though they gain the ability to be stealthy). I hope this isn't actually a bug, because I was planning to use it in a puzzle...

Behaviors that seem like they might be bugs:

- Decoy can use tunnels without power token, but Mimic can't.

- Unlike real puff, player role Puff doesn't die instantly on a hot tile, like Construct does on oremites. You still have to wait a full turn on one to die.

- Goblin treats potions as obstacles (before touching a power token). Player role Goblin King can walk over them. This is the only non-cosmetic difference I could find between these two roles.

- Some player role Seep oddities:
-- Doesn't die if pushed outside a wall. This is probably a good thing, since it gives a reasonable transition point between seep and non-seep roles, as nothing else can traverse walls.
-- Player role Seep can drop thin ice if pushed over it after using a power token, as if they're a ground-based entity. Monster seep cannot. Interestingly, the same doesn't hold true for pressure plates; neither player role Seep nor monster seep can press them, as if the seep is a flying type.
-- If pushed into shallow water, player role Seep dies, even after having touched a power token. All other roles can traverse shallow water safely after a power token is activated.
01-30-2017 at 04:38 PM
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Jacob
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icon Re: Player role nuances (+1)  
Wow, good work.

Shameless plug, but have you played Choose your adventure (shameless plug for my hold, which uses many player roles in one level), or Flight of the Fegundo (uses fegundo role very well), or Imperial Wandering (another v good hold that uses the tar technician player role)?

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01-30-2017 at 10:17 PM
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Someone Else
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icon Re: Player role nuances (0)  
Val Unrich is another good player-role hold.
01-31-2017 at 03:23 AM
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ThemsAllTook
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icon Re: Player role nuances (0)  
Thanks for the recommendations. I'll definitely have to give those a try!
01-31-2017 at 07:15 AM
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