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Messages - Moonglow

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76
Rules Discussion / Re: About Immunity
« on: November 16, 2015, 04:40:32 PM »
when he is guarding he is standing in front of the mage protecting it. so to get to the mage adramalech has to get through the aura. If he is not guarding he is not constantly "in front" of the mage. The aura is always effecting as the imp himself is always immun. But only on guard the mage gets "in the influence range" of the aura

I'd rather introduce the idea that an immune creature can't guard against attacks its immune to.  If the attack is essentially invisible to the creature with immunity, they're so immune they can't even be targeted, then how could they guard against the attack.  They've basically unaware of it as for them it can't happen. 

Some wording like 'guard tokens on immune creatures are considered removed during an attack of that type and returned once the attack is resolved'.





77
General Discussion / Re: Mind Spawnpoint
« on: November 16, 2015, 03:52:05 PM »

Or you could give it the dissipate 4 trait instead. Also should not have channeling because thoughtspores have channeling. And should have a regular summon action rather than deploy.

Also, rooted uproot 1 and flying? That reminds of the necrotising vampiress.

Why not channeling, the Warlord has channeling on the armory and on Gurmash, there are probably other examples.  It could be limited in other ways rather than channeling. Like the battleforge just limiting to a certain spell type, or even just to mind spells. 

An interesting idea from the dissipate could be an illusion caster; that it can cast any creature as level 1, the creature appears as active, but the creature comes with a dissipate x (x = creature level).  So throw out a bitterwood fox that will last a level, more scary a bloodcrag or something that will disappear in 4 turns. 

I'd make it incorporeal to give it some resilience as it'd be a key target when combating a forcemaster.

 

78
Rules Discussion / Re: About Immunity
« on: November 09, 2015, 12:46:48 AM »
I like Ringkichards point around the rules being clear but needing a conceptual understanding of why it is like it is. 

I don't quite understand the angst myself, I can see some of the points, but I can also see some explanations for how the rules as written make sense.  In my head I was thinking of some of the cartoon/movies where someone is so advanced/immune to an attack that they're just oblivious to it - they aren't dodging or evading, they're totally oblivious, doing their own thing, nothing changes for them as a result of being attacked - in essence they're immune.  On the other hand the attacker furiously throws everything at them to the point they're stumbling and tripping up on themselves and can't understand why they're being ineffectual.  Its a little of a social constructionist argument, but a table is only a table with our socially agreed cultural reference, to a cat or dog, its a perfectly good shelter or hunting platform.  A road is only a convenient transport path if you know it goes where you want it to (the seldom look direct even if you could see them from the air).

Anyway, the point I was trying to make it that from an immune perspective, your attack or spell doesnt have the magical relevance to work at all, to the point you can't target me.  Implementing or starting and action that comes up against immunity contains an element of surprise that negates the attack or momentum for the other creature.   

79
Rules Discussion / Re: About Immunity
« on: November 06, 2015, 02:57:15 AM »
You can add Plagued to your list of issues. That card is not meant to be attached to anything with poison immunity.

I can see why, it'd be instantly awesome with minimal effort - I'll just walk around spreading death and taking no damage! :)

80
Spellbook Design and Construction / Re: Spiked Anchor - Forcemaster
« on: November 04, 2015, 12:07:00 AM »
Thanks - as this meant I didn't have galvator either I had a couple of options to play with and I think maim wings, jinx and nullify were the replacements.  I'll let you know how I go.


hmmm what set is astral anchor in? I can't find it anywhere, is it Domination?  Is there something similar you'd suggest? perhaps just another couple of jinx?

[mwcard=MWBG1E01]Astral Anchor[/mwcard] is in Domination. A [mwcard=MW1E29]Nullify[/mwcard] on your opponent, may serve a similar goal.

81
I like all the creatures, but I don't quite see the connection to the ideas posted - laddin, do you want to talk to your inspiration/concept development a little?

82
Spellbook Design and Construction / Re: Spiked Anchor - Forcemaster
« on: November 03, 2015, 02:58:45 AM »
hmmm what set is astral anchor in? I can't find it anywhere, is it Domination?  Is there something similar you'd suggest? perhaps just another couple of jinx?

83
Rules Discussion / Re: Wall of Poison Gas vs Veteran's Belt
« on: October 31, 2015, 11:09:24 AM »
Just in case anyone was confused as I was, there are two cards under discussion here, Wall of Poison Gas and Poison Gas Cloud. The first is a promo, the second is from the core set.

Wall of Poison Gas makes a critical attack, and Vet Belt works on it. Poison Gas Cloud does direct damage, and does not interact with Vet Belt.

Ah yes, thanks...reading properly does make everything make a lot more sense :-)

84
Rules Discussion / Re: Wall of Poison Gas vs Veteran's Belt
« on: October 30, 2015, 10:22:45 PM »
If the card says direct damage instead of critical damage then the veteran belt may not work. I believe this nuance was in a past post.

I don't think its a nuance, its a totally different game concept.  The veteran belt can't change direct damage at all, it operates on critical damage which is combat damage that bypasses armor.  I'm not 100% sure, but I'm pretty sure most direct damage is applied during upkeep. 

85
Was it dire need or something that seemed a fun idea 7 pages and 2 posts back?

86
But this is a mind + dark creature... I mean ... hmm not sure if I'm getting the analogy quite right here, but baseball bats are so ubiquitously represented for violence that if you saw someone swinging one in a dark alley you wouldn't only think they're after some late night ball... that doesn't mean baseball bats cant be used for games.

Anyway, if the card art showed a nightmare/dark horse shooting dark lightening from its eyes, I think people would get the idea, or ghost horse teeth to nads +5 dice and all male creatures in the zone are stunned when it happens - a little bit psychic and a little dark. 

I agree that we wan't something thematically consistent, but its two schools, so why just focus on one element?


87
Strategy and Tactics / Re: Trapmaster
« on: October 22, 2015, 06:47:36 PM »
I probably haven't totally captured what you were after, but here's a starter - its 126 points atm, so needs trimming:

I don't think I've held to the core concept hard enough and have added other flavours like the battleforge that probably erode the viabillity of the concept, but I felt they gave more options to the book at the same time.

I really wanted the gorgon in there, with all the spatial control of the thoughtspore and FM, it seemed having the gorgon to strike from the centre with weaken would be really strong.  In the end 12 sb points was too expensive. 

Most of the traps are pretty expensive for the FM, so I threw in the Force Crush as another option - getting it working with the poison cloud would be pretty nice.  Actually, its only the pit and cloud that are 4 points, teleport trap and hellfire are 2 each.

Actually just looking at it as a whole, I realise I've really built it around force crush/poison cloud and then keeping them there, fumbling/jinxing attempts to dispel etc.

I've included a lot of other cards to protect the creatures pretty heavily as there are only 3.

Ok, version 3, down to 121. I've gone with the mage wand to run minimal incantations that can be used between the wand or thoughtspores.  I've boosted the poison clouds and that's probably the main focus of the book as the Jelly and Clouds synergise nicely with the push.  I've kept a fire and spike trap as options for poison immune creatures and wardstone to protect them all.

I was torn between moonglow and harmonise.  I went with moonglow in the end as I figured the battleforge can cast it and the mage's mana is being drawn on from the thoughtspores and the battleforge so better to have the +1 there.

If I dropped the archer (9 points!) I could probably add a few different tricks, another couple of traps, but I like having the range on top of the position control.  Gives versatility against flying, although I've got main wings there just in case too.

Do you have to reveal the spell bound to the wand or thoughtspore before you use it?  I like the ideal of loading a thoughtspore with steal equipment and harvesting from the other mage, but felt it kind of was a risky play to rely on and also depreciated the forge.

Ok, version 5,  you talked me into it ;)  I've dropped the archer, boosted the traps.  I've chucked in a couple of rhino hides to reinforce the thoughtspores; could also strengthen the FM if necessary.  I did think about bearstrength for the FM, but have just stuck to the lion savagery atm; although that would have the FM on 9 dice +3 piercing.  Would need to find 2 SB points.


[spellbook]
[spellbookheader]
[spellbookname]Trapmaster[/spellbookname]
[mage]Forcemaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA02]2 x  Force Hammer[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j21]1 x  Suppression Orb[/mwcard]
[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard]
[mwcard=mw1j04]1 x  Battle Forge[/mwcard]
[mwcard=mw1j18]2 x  Poison Gas Cloud[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC16]2 x  Thoughtspore[/mwcard]
[mwcard=DNC03]1 x  Devouring Jelly[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e34]2 x  Reverse Attack[/mwcard]
[mwcard=FWE01]2 x  Charm[/mwcard]
[mwcard=FWE04]2 x  Force Crush[/mwcard]
[mwcard=mw1e38]1 x  Teleport Trap[/mwcard]
[mwcard=mw1e02]4 x  Block[/mwcard]
[mwcard=FWE05]1 x  Forcefield[/mwcard]
[mwcard=mw1e23]2 x  Jinx[/mwcard]
[mwcard=MWSTX2FFE06]2 x  Lion Savagery[/mwcard]
[mwcard=mw1e24]1 x  Magebane[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e29]3 x  Nullify[/mwcard]
[mwcard=mw1e22]2 x  Hellfire Trap[/mwcard]
[mwcard=MWSTX1CKE05]1 x  Spiked Pit[/mwcard]
[mwcard=mw1e10]3 x  Decoy[/mwcard]
[mwcard=MWSTX2FFE05]2 x  Fumble[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q22]1 x  Moonglow Amulet[/mwcard]
[mwcard=FWQ07]1 x  Psi-Orb[/mwcard]
[mwcard=FWQ04]1 x  Galvitar, Force Blade[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=mw1q23]1 x  Regrowth Belt[/mwcard]
[mwcard=mw1q33]1 x  Wind Wyvern Hide[/mwcard]
[mwcard=FWQ01]1 x  Dancing Scimitar[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=FWQ03]1 x  Force Ring[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=FWI03]1 x  Force Bash[/mwcard]
[mwcard=MWSTX2FFI03]2 x  Disarm[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

88
I don't really get your reply, mind is fine for the forcemaster, the invisibile stalker is mind school.  I'm not sure what other school force is referring to, I understood it was a subtype, like animal, demon etc.

So Mind/Dark gives the creature a lot of flexibility that doesnt have to rely on psychic only. Basically an invisible stalker that throws out curses like bees poo honey would be a mind/dark creature that fits the bill...

This isnt a comment on your concept, just the concern that we can't address the Forcemaster gap with a nightmare themed mind/dark creature.

89
Strategy and Tactics / Re: Backup Battleforge
« on: October 21, 2015, 04:04:40 AM »
Isn't the amount of equipment I've got remaining also a factor? A wizards tower is the gift that keeps on giving but a battle forge late game has worn out its welcome (unless I'm just not bringing enough presents to the party!)

90
I think it's clear now that we can either fill a niche for the forcemaster or make a nightmare creature. Not both. Otherwise it's really stretching things. A force-nightmare doesn't make sense. Dreams are never telekinetic.

just picking one idea out at a time, why couldn't a mind/dark creature fill a niche for the Forcemaster?  The Forcemaster is trained in the mind school.  The invisible stalker is a mind school spell with a force type.  I don't know if we need to make the FM a one trick pony.

I understood the gap we were trying to fill was a strong secondary creature that would compliment the FM nicely against different builds, particularly swarm.

That cantrip idea? That's not a nightmare. A nightmare creature should be mind/dark.

I don't think these ideas are exclusive.  I hadn't really been thinking about the school aspect, just running with the flavour.  I'd agree that the creature we're describing (most of us) should be mind/dark.

Cantrip itself doesn't make the creature a nightmare, no more than it makes Galvitar a nightmare (although it sort of does).  Its the idea of a creature you destroy/wake up from that keeps coming back... something vague and ethereal (not as a game term) that is difficult to erase from your mind/game entirely.  Cantrip does this nicely. 

I do think your 'Friends to foes' incantation is cool too.  It would be sweet to be able to reveal it as they declare attack, or just before resolving damage...the enemy you saw before your eyes was really.... nooooooooo.....

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