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Messages - Moonglow

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121
Rules Discussion / Re: Casting cost of Purify?
« on: September 19, 2015, 04:02:38 PM »

Or just say that all cards not on the board/cast are 0-0 from all mages playing.

Does make me wonder if technically you're raising the dead or corrupting the lingering essence of a previously cast and destroyed spell?i.e. is it the spell or the creature you're restoring? It only really matters in terms of the mythology or explanation you use.

I was thinking that all spells exist in potentia, cast spells leave an echo in etheria's mana or on the plane of voltari. A necromancer actually rebuilds this echo, not drags a corpse from the ground...

Cause we don't leave dead summoned creatures all over the board I always figured the creatures remains dissipated back into the ether, which is probably why I think that's a good explanation.



122
Rules Discussion / Re: Casting cost of Purify?
« on: September 19, 2015, 03:50:56 PM »
Or just say that all cards not on the board/cast are 0-0 from all mages playing.

123
Alternative Play / Re: Mafia Mage Wars
« on: September 07, 2015, 03:49:55 AM »
I guess it depends what's the main hidden element you're after - You're original idea seemed to be around teams or factions.  I think that's viable, you just need a way that swapping teams is a game changer, but not a king maker element. 

I think if you started with two teams, say green and red (for sake of arbitaryness).  What you could do at an appropriate trigger point is draw from one of the traitor cards keeping the result secret.  I don't think this balance is right, but something like:

3 cards saying: no change, stay fighting for the team you're on, you win if this team kills all other players (even if you died).
2 cards saying: conversion of faith, you are now fighting for the other team, you win if your new team kills all other players (even if you died).
1 card saying: rogue element - you no longer believe in teams, you win if everyone else is dead and you, or a creature of yours is still alive.  When you reveal this card add 6 points to your total life and 2 to your channeling.

If you change allegiance through a new status card, all enchantments, conjurations etc stay in play as normal (noone knows you're a dirty dirty traitor yet).  When you reveal your new role (possible at the normal spell reveal stages) all spells are checked for legal targets (i.e. are your spells still attached to legal targets, friendly etc). 

If someone reveals a new allegiance and you are the only mage remaining in your faction heal 8 dice worth of damage.  (thought that would balance the losing mage suddenly lowest on health and no allies).

The power of changing allegiance has a powerful effect in Etheria, and all illegal spells are destroyed.  I thought about returning them to their spellbook, but felt it would drag out the game.



 
 

124
General Discussion / Re: Regarding an Approved Card List for Academy
« on: September 02, 2015, 05:23:03 AM »
This is fab thanks Wildhorn, it definitely seems to have started the kind of discussion I was interested in reading so I appreciate your sharing.

I did think/agree that there is possibly some built in balance with using some Arena cards in academy - you've noted some of this yourself - high cost cards are going to take more mana and tempo investment and probably represent too many eggs in one basket.

I think points 2-7 make a lot of sense - 1, is perhaps covered by the above points, but I think a lot of powerful creatures also have other traits that would get them excluded.  Actually just checked these - there are only 10 (8 creatures) and most probably would stay in without this criteria so I take that back.

I wasn't sure about 8 - could you include them but note that the flying trait isn't relevant?  I was thinking that this would mean that you're probably overpaying for the creature, as Flying is a cool trait in Arena.  But someone might want one just for theme.
 
9 is probably similar - you're paying mana for a trait that you can't use.

10 seems critical as these are usually balance traits in Arena, so having them in Academy where the trait doesn't limit the creatures' effectiveness boosts their power.  I'd actually say any creature with slow or rooted should be excluded.

I must say I like the idea of being able to draw on Arena cards thematically - you're an over achiever, a bit driven, you've read ahead and/or stolen access to things you perhaps should have.  So you can play them, but the perhaps may not synergise as well, they're harder and take longer to cast, they have some easy Academy counters, or have traits that don't work in the controlled Academy setting, but if you can make it work, it will be awwwesssome!.  It would be extra fun to add some random effects, or consequences of playing higher level cards but that's perhaps over complicating it.



Wildhorn, I'd be interested in the inclusion/exclusion criteria?  Just from an interest perspective, so like how'd you decide?

1. Exclusion of every leve 5+ creatures because more often than not, they are way too powerful.
2. Exclusion of weapons because they are also too powerful for Academy.
3. Exclusion of things with a minimum range of 1 because everything in Academy are at range 0.
4. Exclusion of things that push, pull, or teleport, because you can't really do it.
5. Exclusion of spawnpoints and familiar because they are too powerful in the context of Academy.
6. Exclusion of creatures with a normal quick attack and a strong full attack since they can always use the full attack.
7. Exclusion of walls because there is only 1 zone.
8. Do not recommend flying creatures because there is none of them in Academy so far (even ones with wings do not fly).
9. Do no recommend creatures with Fast or Charge because these traits serve no purpose in Academy.
10. Do no recommend Zombies or Plants of any sort because their Slow/Rooted traits are irrelevant in Academy.

My only dilema are Zone Exclusive conjuration. I think most of them would be ok if both players could each have 1 of them out.

125
General Discussion / Re: Regarding an Approved Card List for Academy
« on: September 02, 2015, 05:04:05 AM »
Where I picked it up from - and I can see how it was an interpretation thing was this line:

"...All cards in Academy can also be used in Arena, but not all Arena cards can be used in Academy..."

If there was no intent to splice in, then wouldn't it have said '...but Arena cards cannot be used in Academy...'?

Source: http://forum.arcanewonders.com/index.php?topic=14337.0



Hey guys,

I'm pretty positive there is no intention of Arena splicing into Academy. The term they've been using for Academy, I think, is forward compatable, so older mages can retain the tricks they learned back at school but not the other way around.

If you find something stating otherwise you should definitely shout it to the world.

126
General Discussion / Re: Regarding an Approved Card List for Academy
« on: September 01, 2015, 01:37:06 PM »
There was an umm semi official comment somewhere that directly stated or implied (I can't remember which) that some arena cards would be useful in academy - which seems reasonable.  I'll try and find it tonight. 

The trouble is there hasn't really been any indication of what these spells might be, or how they'd be chosen.  Level 1 and novice probably seem a likely start.


127
General Discussion / Re: Regarding an Approved Card List for Academy
« on: September 01, 2015, 01:37:51 AM »
Wildhorn, I'd be interested in the inclusion/exclusion criteria?  Just from an interest perspective, so like how'd you decide?


128
Alternative Play / Re: Mafia Mage Wars
« on: August 31, 2015, 02:03:13 PM »
I was thinking about something similar to this last night, so hope you don't mind me thread hopping.  I love traitor mechanic games, Battlestar Galactica has one of my favorite elements where you've been working on one team all game and there's a small chance you might be part of the other team revealed late mid game.

I was wondering how it would work if you've got a two on two scenario - not long term alliances, but ones developed in the moment of battle.  At a point in the game there's a chance alliances might shift and the combo change.  I thought would bring an interesting dynamic to what  you'd invest buffing your ally, how you'd prepare your defenses.

Same thing though, I'd worry it would turn into a turtling competition.
 

129
Spells / arcane ward / target non-mage object
« on: August 24, 2015, 02:29:08 AM »
How many other spells can target a non-mage object?  Just wondering how obvious it is when there's an arcane ward on equipment as there isn't anything else it can be?


130
Spellbook Builder / Re: Academy SBB?
« on: August 22, 2015, 11:19:42 PM »
oh, I hadn't realised that it was that sweeping an exclusion - is all cards an exclusion? :)

Is that just down to the difficulties working out balance?  I mean the cards are all same format and everything, its just power level really isnt it?  Or is there something more fundamentally different?

131
Spellbook Builder / Academy SBB?
« on: August 22, 2015, 04:27:59 PM »
This is more just a question based on curiosity more than anything.  I'd read somewhere people wondering about what Arena spells will work in Academy balance/power wise. 

I was anticipating from this there will be an Academy mode/filter in the SBB that will narrow the spell selection across sets down to Academy suitable spells?

This will be pretty interesting to see, or is it as simple as cutting back to level 1/2 and novice spells?


132
Custom Cards / Re: Wall of Holy Light
« on: August 21, 2015, 06:47:59 PM »
You could make it stronger but decaying/dissolving whatever the new term is.  Perhaps also a stun/dazed chance for non light creatures; you've just waled through the light of asyra after all. Dark creatures are burnt and/or stunned, light creatures healed 1 dice perdecay token representing the waning strength.

133
Mages / Re: Mage suggestions
« on: August 21, 2015, 06:39:16 PM »

134
General Discussion / Re: High-res images for mini-errata
« on: August 13, 2015, 04:57:25 PM »
Awesome thanks!

135
Rules Discussion / Re: More Errata cards for print
« on: August 12, 2015, 02:00:32 AM »
Laddin was looking at PDF's earlier in the year but domination and academy might have distracted him:
http://forum.arcanewonders.com/index.php?topic=14243.msg45966#msg45966

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