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Topics - DaveW

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16
Rules Discussion / Weak and Timing of bonuses
« on: June 07, 2017, 05:23:17 PM »
If a creature has several more weak condition tokens than it has basic melee dice (going an effective negative number of attack dice), does a subsequent buff benefit the creature in giving no more dice? So...

Feral bobcat having four weak condition markers has an effective -2 dice and attacks with one

If this bobcat charges for +2 dice... do the existing weak conditions negate the +2 dice, or is it a timing issue... no new weaks reduced the bonus so it attacks with three ?

17
Spells / "Full Action" and movement to zone with Steep Hill terrain
« on: May 29, 2017, 10:54:07 PM »
I didn't see this question anywhere when I searched.

A friend gave me his understanding of the mechanics related to whether a creature can move into a zone with Steep Hill terrain... and I just wanted to confirm. (Friend, you know who you are... it's not I don't trust you... but....)

Can a non-slow / non-lumbering creature two zones away with no other hindrances move two zones (using a full action) to move into a zone with a Steep Hill, or must the creature already be adjacent to the hill to begin with (similar to using climbing on a wall)?

If so, can a fast creature move one or two zones and attack?

Would someone please help me understand what is intended?
Thanks!

18
Mages / Priest vs. Addy Warlock?
« on: May 12, 2017, 11:08:52 AM »
All you guys who love the Priest... do you find the burn marker for one mana a good investment when playing against the Addy Warlock? It seems like she would just move the marker back onto your own creatures... no?

19
Spells / Second Chance and Ring of Asyra interaction
« on: May 11, 2017, 06:08:25 PM »
Since the reveal cost of Second Chance is zero, would the discount from a Ring of Asyra apply to the recasting cost of the Creature?

In other words, and more generally... should additional costs not included in the casting bar at the top of a card be able to be discounted from such a ring?

In other other words... is the casting cost of the spell inclusive of any "additional" costs to cast the spell from other sources and/or text on that or other spells?

20
Spells / Synergies with "Cleric" type Creatures?
« on: April 29, 2017, 10:30:52 AM »
Are there any spells that provide benefits to having a Creature be a "Cleric" outside of the Temple/Asyra and Altar/Skulls?

I'm not talking about additional benefits that a particular Cleric Creature brings to the table... just things that talk about having "Cleric" type Creatures on the board.

Thanks!
Dave

21
Creative / New spell: Beer Strength
« on: April 15, 2017, 03:17:41 PM »
I was in a silly mood while thinking about spells, and this came out:

Beer Strength
Type: Enchantment, Poison
Cost: 2, 0
Target: Living Creature
Trait: Dissipate 2

Target gains a boost of courage, but is somewhat disoriented. Target can ignore guards, but one guard in zone can counterstrike if desired regardless of this creature's melee target. Target gets Melee -X, where X is the number of dissipate markers on the enchantment, and gains the Pest and Unavoidable traits.

If we ever get a Drunken Monk type mage... this could be more amusing.

22
Rules Discussion / Strongest creature / Knight of Red Helm
« on: March 11, 2017, 02:19:35 PM »
I didn't see this anywhere, but I'm hoping for some kind of confirmation....

The KoRH gets +2 melee whan attacking the strongest creature. From reading the rules in PvS, I am understanding that this means that if the opponent has only flying creatures on the board (and no others), the KoRH will never get the +2, inasmuch as it can never attack a flying creature... is that correct?

23
Rules Discussion / Tangleroot and Eagle Wings
« on: December 25, 2016, 11:53:01 AM »
Can a creature enchanted with a Tangleroot gain Flying? What happens to the Tangleroot if so?

24
Spells / Moloch's Torment
« on: August 18, 2016, 10:22:46 PM »
I can't find this asked anywhere....

Can you just state that an unrevealed enchantment is a curse and then do damage using Moloch's Torment?

Or, if not, can you use an unrevealed enchantment that has to be a curse (such as one originally cast by Serseryx) and then do damage?

Or, do you have to have the curse revealed before you can do the extra damage with Moloch's Torment?

Thanks!

25
Spells / Resplendant Bow
« on: June 23, 2016, 10:37:38 PM »
Does the amount of dice rolled for the healing alternative change for a higher level mage, just as the amount of damage dice does, or does it always heal only two dice?

If this is the wrong place for these questions, please let me know and I'll put them in the rules questions section.

Thanks!

26
Spells / Faith Healer's Staff and Ring of Healing
« on: June 20, 2016, 02:16:21 PM »
Can the Faith Healer's Staff benefit from the Ring of Healing?

The Ring adds one to the amount healed by a spell or conjuration, and the Staff heals during upkeep.

While the Staff is a spell, I am thinking that the Ring's mention of a "spell" is one that is in the process of being cast and resolved. Therefore I feel that there is no bonus to the Staff's benefit per the rules.

Is this correct?

EDIT: I guess my confusion as to whether the healing comes from a spell is that you spend mana to do it, but I don't see anywhere that you are actually casting a spell....

27
Spellbook Design and Construction / First shot at a Forcemaster
« on: May 15, 2016, 07:03:21 PM »
I've only ever seen Forcemasters played very aggressively. Something along the lines of turn one Cheetah Speed and reveal with double move and either Battle Forge or some equipment or enchantment to help in melee. Then on turn two or three (depending on intiative order), the Forcemaster would likely have Wall of Thorns and Force Push set up if the opponent hasn't donned any armor, or start beating with Galvitar around that turn if they have.

I thought I might try to find something more interesting and a little different. Since this is my first attempt to put together a Forcemaster book (which I haven't tried yet), I thought I'd see what others thought about it.

Notes:

At one point, I had a Gorgon Archer in the book, but I replaced it (and the Eagle Wings for it) with three Thoughtspores and a number of extras.

My personal concerns are 1) that perhaps I have too many Incantations and (especially) Enchantments, and 2) perhaps I won't have enough mana.

The spells that I am considering for the Thoughspores depend a little on the opponent... a pair of Acid Balls and a Minor Heal or Purify against a Necro perhaps, maybe one would have a Dispel against a Wizard or Beastmaster, but more generally they would have Power Strike, Minor Heal, and Disarm (especially for use against wands and weapons with Reach that I don't have time to dissolve properly).

My philosophy on armor: I can put in a Storm Drake Hide and a Dragonscale Hauberk for four spellbook points, like I do for many of my books... thereby having the -2 modifier for Fire or Air as desired. However, I was thinking that it might be better to spend only three spellbook points on a Steal Equipment and take the torso armor from the opposing mage. The cost is the same as dissolving the other armor and donning the appropriate armor, but these two things are essentially done in one action. Now, some mages use armor that the Forcemaster can't use, so when I can't steal it, I'll just use Rhino Hide to back up my two +1 armor pieces. Yes, I can't melee in the same turn, but you can't have everything.

Forgive my lack of a fancy preparation here, but I haven't yet figured out OCTGN, and not all of the spells are in the SBB yet... so here you go:

First Shot at Forcemaster by DaveW

6 Equipment (12 points)
1 Elemental Cloak (2)
1 Wychwood Ironvine (2)
1 Gauntlets of Strength (2)
1 Force Ring (1)
1 Galvitar (3)
1 Dancing Scimitar (2)

4 Conjurations (8 points)
1 Suppression Orb (2)
1 Hand of Bim-Shalla (2)
1 Enchanter's Wardstone (2)
1 Tanglevine (2)

3 Creature (6 points)
3 Thoughtspore (6)

8 Attack (13 points)
2x Force Hammer (4)
2x Acid Ball (4)
1x Surging Wave (2)
3x Invisible Fists (3)

20 Incantations (37 points)
1x Force Wave (1)
3x Force Push (3)
1x Steal Equipment (3)
3x Dissolve (6)
1x Seeking Dispel (2)
3x Dispel (6)
1x Teleport (4)
1x Heal (4)
1x Minor Heal (2)
1x Purify (2)
1x Power Strike (1)
1x Shift Enchantment (1)
1x Knockdown (1)
1x Disarm (1)

21 Enchantments (44 points)
1x Force Hold (2)
1x Maim Wings (2)
1x Agony (2)
1x Fumble (1)
1x Mage Bane (2)
1x Rust (2)
1x Forcefield (4)
1x Circle of Lightning (4)
1x Force Orb (1)
1x Dodge (1)
1x Arcane Ward (1)
1x Nullify (2)
1x Regrowth (2)
1x Rhino Hide (2)
1x Mongoose Agility (2)
1x Cheetah Speed (2)
1x Lion Savagery (2)
2x Bear Strength (4)
1x Vampirism (4)
1x Hawkeye (2)

Why the Hawkeye? I just think that it would be very cool to throw five-dice Fists for three mana... not to mention to help with all of the other attack spells.

Open probably with a single move and Force Ring / Galvitar to convince the critters that they need to stay away, and then bring out Thoughspores as needed while equipping and enchanting... then close some more. When things get in range attack range, start flinging attack spells... and follow up with melee.

Any constructive criticism?

Thanks,
Dave

28
Spells / Joined Strength
« on: March 18, 2016, 07:48:53 AM »
Do I understand correctly that the animal that this is attached to can be anywhere in the arena, and the spell can be moved to an animal in the Beastmaster's zone when the first animal dies?

29
Spells / Arcane Ward
« on: March 16, 2016, 07:52:37 PM »
I just want to make sure... Arcane Ward will also counter your own spells, right? Nullify, for example, specifies the opponent's spells, but Arcane Ward doesn't.

This makes it more likely to be used on an object that you won't want to enchant any more or want to use your own incantations on. Some such likely uses would be on enchantments (Astral Anchor, curses, etc.) and I guess one of your opponent's creatures that you don't want buffed / teleported / etc.

I would presume that it would not go on one of your own creatures, unless you know for certain that you would not ever want to buff it, heal it, etc.

Are there any other considerations on the use of this spell?

30
Spells / Enchanter's Ring and Steal Enchantment
« on: January 09, 2016, 06:22:39 AM »
Does the discount from the Ring apply to giving the new target the enchantment that is stolen? The text on the card seems to imply this, but I can't tell for sure. It says something along the lines of calculating the attachment cost "as if you just cast the spell."

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