@Darth
You are referencing cards they don't know, mate. Dangers of early morning posts...
Subject Point 2: Immunity
For example, in D&D if a creature is immune to fire it takes extra damage from cold and vice versa. If having immune creatures created as many bad matchups for yourself as it created for your opponents, it would balance itself out. Currently the only drawback to being Non-Living is Finite Life. If we tack on extra drawbacks to the Psychic Immune and Poison Immune traits we could turn things around.
This is a great idea and I've already gone down this route already but ended up rejecting it: I'll explain why...
We already has special Immunity rules with Hydro and its exception rule so best make it official in the Codex?
Rules tweak: every Immunity has its own entry in the Codex which are supplemental to base Immunity rules.
Hydro Immunity. Because it is always twinned with Flame +2, its exception is for Hydro to douse all burn on it.
Poison Immunity. A trait of Nonliving but not always (Malacoda) so associated with Light vulnerability. Acid vulnerability is an obvious choice but Jelly has Acid Immunity and Acid is niche while Golem has Lightning vulnerability. I think I'd just like each poison condition rolled become "change 2 normal damage to critical damage" as this compensates but to a lesser extent. Any better ideas?
Psychic Immunity. A trait associated with Nonliving (but not if an Elemental) and Insects. This hurts Mind School so I think maybe "push effects are applied twice against these creatures"? Mind Mages will have both Psychic and Force and know that if one doesn't work, the other works alot better. This is annoying as Psychic attacks are quite often Sonic damage really. Is improving Push against them too engineered?
Flame Immunity. Well it has to be Frost +2 doesn't it? (So no vullnerability really but heigh ho, we live in hope)
Burnproof. This is a sub-benefit of Flame Immunity, Incorporeal and a few objects (e.g. Golem). Maybe make them more ponderous so worse affected by Daze, Escape, Defense so "gets -2 on all d12 rolls except damage rolls"?
Acid Immunity. I think Hydro+3 is the obvious counter vulnerability for Water trained mages. Hydro washes away the Jelly. Has it got it already?
Lightning Immunity. Again following the same principle, Wind +2 for the Air trained mages?
Light Immunity. I hate to nerf her but, lacking Necrotic damage, maybe "attacks gain +2 on effect die roll to deliver poison conditions on this creature"? That's the closest the game has to Necrotic damage really.
One problem is these are all highly engineered for game balances.
In many cases (like Plants or Golems), they have already have an in-built weakness.
The big problem iscreatures have
already been costed to include current Immunities without these vulnerabilities.
So, no in the end, after exploring where this leads too, Mage Wars sadly can't go down this route with a rules tweak.
Mage Wars is a game of silver bullets.
I see you play old Temple of Light so I play Samandriel (she appeared in my Fire Wizard book with Lord of Fire then).
I don't have to go down that route but I chose it as a silver bullet.
So the solution has got to be "provide in-school silver bullets to defeat your silver bullets" like those curses listed.
I play rock. You play paper. I need to be abe to play scissors.
This was the essence of Mage duels in Arabian Nights Tales when shapechanging is used (Mouse beats Elephant).
Zuberi, do you understand why applying new vulnerabilities (requiring referencing) may not be the best approach?
As we have a partly developed game already.
Great idea though.
Sorry for going into detail down a promising false path but I had to explain why I ended up with curses (not buffs).
Still, I will put it down as a possible solution...
I am editing my prior thread with solutions as and when they are mentioned and I notice them!