Legacy Lore 009: Feats
Legacy Lore is an article
series that hopes to talk about Golden Age game effects and how they
do (or don't) work under the current rules. This is meant to be
informational and helpful and as such should not be taken as any
“official” word on anything. If you'd like to reference any of
this information for yourself, you can head over to Documents and look at the Legacy documents.
If you'd like to take a look
at the Legacy Lore Archive, just click here.
Feats were a
dividing concept in the game. They were the precursors to special
powers and traits, appearing for the first time in Mutant Mayhem. A
necessary step in the growth of the game to prevent the combat dial
system from growing stale and allow greater customization of teams
and figures. However, they also introduced more complexity into the
rules to try and reign in their impact on the game.
Let's not
get too far ahead of ourselves and take a look at the basic rules
concerning Feats:
FEATS
Feats are cards that can grant your characters additional game effects if they meet the prerequisites for use and you pay any associated costs for including them in your force. Feat cards indicate the feat’s point value, any prerequisites required for a character to use the feat, modifiers the feat makes to a character’s combat values, and a description of how to use the feat.
Simple enough, right? You get these little
cards (which were cardboard) and could assign them to characters by
paying the points. And they had prerequisites that attempted to keep
them somewhat balanced. What could go wrong?
ASSIGNING FEATS
If a feat requires you to choose one or more characters on your force when assigning the feat, you must make the choice when building your force; only the chosen characters will be able to use the feat during the game. When you assign a feat to a character, you must also include the feat’s point value in your force’s point total. Feats that do not require you to choose characters to be assigned to your force have their point value added to your force’s point total.
Feats included as part of your force can’t be used by an opposing player, even if a character assigned a feat card becomes friendly to an opposing player’s force during the game. A character can be assigned more than one feat but a character can’t be assigned multiple copies of the same feat.
Again, fairly
straightforward. If you have to choose a character, it happens during
force construction, a common limitation to prevent you from
min/maxing once you see your opponent's team. You have to pay for the
Feats and your opponent doesn't get to use a game element you
paid for. So far, so good.
THE 10% RULE
The combined point value of feats included in your force can be no more than 10% of the game’s build total. For example, in a standard 300-point game, you are allowed a maximum of 30 points of feats in your force.
Here
we go. Now, again, the 10% Rule was a fairly straight forward
limitation on Feats. You can't just stack hundreds of points of Feats
on a One Man Army to create point denial. You're limited to 10% of
the build going towards Feats. The issue, as it so often is, is how
people learn the game.
For years after Feats were retired from
Modern, I would hear people trying to misapply the 10% rule. To special
objects, to Resources, to Equipment, to ID cards, to anything that
costs points besides characters. When all it ever applied to was
Feats. And only Feats.
The 10% Rule was a good rule and
necessary rule for Feats. The problem is that people tried to apply
it to everything else because they learn casually from their friends, not by reading the actual rules.
USING FEATS
To use a feat, the character must possess or be able to use the game effects, powers, and abilities specified by the prerequisites of the feat. Combat values can’t be modified to meet the prerequisites to use a feat. A character that already meets the prerequisites to use a feat can have its combat values modified as long as the modified combat values still meet the prerequisites to use the feat.
If a prerequisite power, ability, or symbol has been countered or altered on a character by any game effect (such as the Earthbound or Outwit powers), the character can’t use any feats that have them as a prerequisite. If a prerequisite power, ability, or symbol can only be used by a character through specific circumstances, then using the feat is limited only to those same circumstances. For example, if a character can use Ranged Combat Expert only when they occupy hindering terrain, then a feat with Ranged Combat Expert as a prerequisite can only be used by that character if it occupies hindering terrain.
Feats activate in the same ways as powers and abilities. Feats that modify a character’s combat values modify those values only when the character is using the feat.
And
this is where things get complicated. The principles are simple but
in practice, it's a lot to remember. And this was at a time when the
game terminology and timing were not as defined as they are now. While
Feats were Print and Play legal, many people still didn't see them so
they could be a point of confusion in a game. And that's before we
get to scoring...
FEATS AND VICTORY POINTS
When the Feats Tactic is being used in a game, the game’s victory points are calculated normally but with the following additions:
- Feats assigned to chosen characters. If a feat requires you to choose a character, remove the feat from the game when the chosen character is defeated and award victory points to the defeating player for the feat in the same way that victory points are awarded for the defeated character. If a feat requires you to choose two or more characters, remove the feat from the game when the last chosen character is defeated and award victory points to the defeating player for the feat in the same way that victory points were awarded for the last chosen defeated character.
- Feats with variable point values. If the total cost for a feat increases incrementally with each character to which it is assigned, each time an assigned character is defeated, assign victory points equal to that increment of the point value in the same way that victory points were awarded for that character.
- Feats not assigned to a character. If a feat does not require you to choose a character or characters, remove the feat from the game when all the characters on your force are defeated and award victory points to the defeating player for the feat in the same way that victory points were awarded for the last character defeated.
- Feats removed from surviving characters. If a feat is removed from the game and all the assigned characters are on the map, award victory points to the opposing player whose character most recently damaged the character to which the feat was assigned.
Note: Feats being labeled as
a Tactic was a late addition. However, this is the last legal wording
regarding Feats (from the 2014 Rule Book).
Taking each bullet
point on its own, it's not too bad. You assign the Feat to a
character, the Feat is scored when the character is. Okay. Simple
enough. It's when you're juggling all of them in a game, plus Relics,
plus Special Objects, that it can get out of control.
As I
said at the beginning, Feats were a necessary step in the evolution
of the game. However, they've long out lived their usefulness.
They're also a perfect example of a constant pendulum swing in game design. Game
design, over the history of the game, tends to push a lot of “off
the map elements” to enhance the game. The reason being that a
twelve click dial can only do so much on its own, even with
cards.
But it always reaches a point where the juice just
isn't worth the squeeze and people push back. Because at the end of
the day, the enduring appeal of the game is that you don't need to
keep track of all these things off the map.
You put minis on
a map with all their stats and roll two d6. That's Heroclix at its
core and it's what has allowed the game to survive over twenty years.
Some people know that I don't like Feats being brought up in
modern rules discussions and the reasons for that are fairly simple:
1. most people don't know what they are
2. they over complicate any current discussion far more than they should.
Which is why I haven't even given an example of a feat in this article. It'd be akin to trying to apply a Magic The Gathering Card to the current Heroclix game.
Optional traits, Team Up Cards and Equipment are all
“better” versions of Feats. And unfortunately, Feats have aged
like fine milk. Their wording is largely incompatible with the modern
game and trying to make them work is just trying to play with
nostalgia.
Of all the things that I look back at in Legacy
Lore, Feats may be the one game element that I'm happy are gone and
never want to see them return.
Thanks for reading. If you have
an older effect that you're curious about feel free to write into
joenexus36@gmail.com and
maybe we'll cover it in a future Legacy Lore.