Arcane Wonders Forum

Mage Wars => Alternative Play => Topic started by: DarthDadaD20 on September 12, 2013, 01:52:11 PM

Title: Zone Based Miniature MageWars
Post by: DarthDadaD20 on September 12, 2013, 01:52:11 PM
This is a continuance of this thread:

http://forum.arcanewonders.com/index.php?topic=13009.0

Any ideas/comments are welcome and appreciated.



Title: Re: Zone Based Miniature MageWars
Post by: Sailor Vulcan on September 12, 2013, 05:11:19 PM
I don't think it's locked anymore. Probably was an accident.
Title: Re: Zone Based Miniature MageWars
Post by: DarthDadaD20 on September 12, 2013, 05:30:49 PM
It was  :P

Shad0w was trying to sabotage me once again.....

SHHHHHHAAAAAAAAAAAADDDDDDDDD000000000000WWWWWWWWWWWWW!

Title: Re: Zone Based Miniature MageWars
Post by: DarthDadaD20 on September 12, 2013, 08:50:20 PM
So the idea is this: Play a normal game of Mage Wars- with the normal Mage Wars rule set, but use miniatures (Or tokens) and a grid map. You separate the map into zones like so:

(http://i1365.photobucket.com/albums/r744/TeamRocket_Grunt/Share%20folder/org_zpsf91f0d94.jpg) (http://s1365.photobucket.com/user/TeamRocket_Grunt/media/Share%20folder/org_zpsf91f0d94.jpg.html)

(http://i1365.photobucket.com/albums/r744/TeamRocket_Grunt/Share%20folder/mehfu_zpsd4c673a7.jpg) (http://s1365.photobucket.com/user/TeamRocket_Grunt/media/Share%20folder/mehfu_zpsd4c673a7.jpg.html)

When your creature moves- You can move the creatures its normal movement rate (One zone as a quick action-two as a full) but you move the creature where you choose (move square by square though the zone) and decide where your miniature will end its movement in that zone.

Where you miniature moves and ends up will determine outcomes such as: LoS, Passage Block for movement and terrain effects. (But zones will affect and decide range, targeting, area of effect, ect as normal)
Terrain will have effects based on 3 conditions; Moving through, ending on, and Line of Sight.

So for example:

Water:
Moving through a square with water causes non-water creatures to become hindered.

Ending on square with water causes non-water creatures to become slow (until the end of the next round). Fire creatures take 2 damage during the upkeep. Water creatures gain fast (Until the end of next round.

Does not affect LoS

Lava/Fire:
Moving through a square that contains lava/fire will cause non-fire creatures to become hindered and gain a Burn condition.

Ending on a square with lava/fire will cause non-fire creatures to gain 2 burn conditions. Nature creatures also take an extra 2 damage during the upkeep. Water Creatures Roll the effect die- On an 8+ they gain the condition Stuck.

Lava does not affect LoS- Fire may

Trees/Forest:
Moving through a square that contains Forest will cause creatures to become hindered.

Creatures with the climbing trait may climb over forest and gain the trait Reach.

Non-flying Creatures without indirect may not target flying creatures if in the same zone.
Forest blocks LoS.

Walls:
Creatures may not move though walls. (Unless they have the flying trait or Burrow as a mode of movement.
Creatures may not end in a square containing walls
Walls block LoS

(Push effects count as moving though the square- and a creature in the sqare during the upkeep will take all bonuses and penalties as listed.

________________________________________________________________________________
Thats the plan!
(I can edit this, so if there is anything anyone would like to add or change, let me know and I will consider it.)

I am struggling with the thought of movement- I like moving square by square into a zone, but I also think the idea of just moving to a new square into a zone is much cleaner (Even if it seems like the creature is just teleporting).
Title: Re: Zone Based Miniature MageWars
Post by: The Dude on September 13, 2013, 11:19:58 AM
I love this.


Smashable pillars that can be bashed and crumbled, unblocking LoS?


And clean would be nice, but I think it would be easier to grasp, and more elegant, if we actually had square by square movement.
Title: Re: Zone Based Miniature MageWars
Post by: DarthDadaD20 on September 13, 2013, 11:27:58 AM
Thank you so much for your input- I am VERY conflicted on this- I see both ways being great. One is just clean,reliable, and fitting. The other opens up "Terrain effects" cause by moving through it- and is far more relatable then the other option.

I chose the latter- as I felt as a starting point- its more relatable.

And I think imaginators ideas are worth trying out- as it would take no effort to do so, and might prove to be overall better, even if it adds more new elements. (Which just for this version I am trying to avoid) And I would like to thank him and dude for the ideas.

For the other version- I think the energy meter is the way to go for sure. (And square by square movement obviously)
Title: Re: Zone Based Miniature MageWars
Post by: DarthDadaD20 on November 13, 2013, 06:38:47 AM
I only got to try this out once.....BUT OMG WAS IT FUN. It was supper fun.

That is all.
Title: Re: Zone Based Miniature MageWars
Post by: The Dude on November 14, 2013, 01:50:46 AM
I'm super jelly. Pls play stat.
Title: Re: Zone Based Miniature MageWars
Post by: DarthDadaD20 on November 14, 2013, 07:10:12 AM
It was nice- I had this "Castle invasion" map, and the folds in the map were the number of zones.

We did the "Place into a square in the zone" version, since, we thought it to be more streamlined, and it just works. If anything, its a great excuse to bust out the minis.

And there was a few cool rules interactions- like climbing over treelines, we ruled that starting an action in water made you lose burn, AND WHAT WAS REALLY FUN- was using push/teleport effects in a different way. (I wished there was a Spiked pit on the map)

I just need to get some more people to try it out...I think I am on to something.