May 24, 2024, 04:11:03 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ACG

Pages: 1 ... 23 24 [25] 26 27 28
361
Custom Cards / Re: Phase Shift
« on: December 21, 2013, 12:07:53 AM »
I am concerned about the interactions of this spell with creatures that have large amounts of life. Imagine an earth elemental with the incorporeal trait. Of course, killing those is already pointless, but what about something like a hydra or a gorgon archer? Currently, incorporeal creatures are carefully balanced so that their low health offsets their considerable ability to ignore damage. As far as softening up creatures goes, incorporeal is generally far superior to armor.

I would recommend that this be made a 1-use defense. The name "phase shift" brings to mind a creature shifting slightly into another dimension to let an attack pass through, but not staying there. Something a little like block, but that works on unavoidable attacks as well (and does not prevent all damage/effects, since it is only granting temporary incorporeality).

362
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 19, 2013, 05:05:06 PM »
Never mind; I found an alternate image hosting website that is much more convenient than BGG. Problem solved! Plus, now I can upload my images as thumbnails so they aren't as big on the page.

I also made a custom codex to keep track of the custom traits defined so far.










363
Alternative Play / Re: Mage Wars Portability Project
« on: December 19, 2013, 04:47:24 PM »
Blank dice with printed label/stickers would replace conditions/mana/damage markers and tokens

Yes, they would. I suspect that they would be more bulky, though, and I would prefer to represent things with cards whenever possible.

Also why not shared mana and life boards to either side with different markers from other games (like same size cubes in Lords of Waterdeep). To ensure no mistakes made via greater transparency and awareness of opponent's resources.

You mean like an extra status track? A good idea, but my objective is to reduce the number of components. I don't think tracking the opponent's resources is that difficult; you can always ask them. I'll think about this.

I think the zone intersections should be square-shaped, not rectangular. It might not make much difference, but it might be easier to make the zones line up properly in some variant formats if the zone border cards are just as long as they are short. Like if you want to have triangular zones by overlapping the zone borders, or something like that.

The reason I am making them rectangular is that I want them to fit on the same size cards as Mage Wars cards so that they can fit nicely into the same size card boxes. I can also make some square versions, though; I'll get those up at some point.

Of course, you could also make the zone border cards only have one line on them, then put them in transparent card sleeves. Then draw lines in permanent marker on the card sleeves, in different ways depending on the shape and arrangement of the zones. So there would be some zone border cards with horizontal lines and some with vertical, and some card sleeves with vertical lines on then and some with horizontal. Then you can have bigger card sleeves with diagonals and curved lines and such.

Perhaps pens could be used for the outer walls of the arena?

Good idea for alternate board types. My primary concern right now is making the standard game portable, so I'll focus on that. Regarding pens, those would work, but I don't think they're necessary.

I found an alternate image host, so here are some replacements for stackable status conditions. Print them doublesided, and I think they should be a net reduction in volume over the cardboard tokens. Just slide them under creatures as though they were enchantments, with the appropriate part showing.















Here's a way to replace the initiative and compass rose markers. It's a zone intersection, but with additional information. Just turn it so that the arrow points at whichever player currently has the initiative.


364
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 18, 2013, 10:20:26 PM »
Yeah, you're right. Sorry; I've been having trouble uploading images to BGG lately, which is where I host these (trouble in the sense that I can't do it). They are too big to attach to my posts, and I don't know where else to host them, so I think I'll probably just wait until BGG fixes its image upload problems. Hopefully that will be soon.

365
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 17, 2013, 10:51:25 AM »
I've been very busy lately, but here are a few more cards:

Building on the Mana Tree mechanics:


A non-undead implementation of reanimate:


My attempt at partially solving the "teleport problem" that DeckBuilder and others have brought up with the game.



Regarding blink, it sounds like there are disadvantages to range 2 blink compared to range 1; I'll have to reconsider it. Maybe I can just make it the same mana cost as the blink spell, then.

366
Alternative Play / Re: Mercenary Mage Wars
« on: December 11, 2013, 08:29:38 PM »
Assuming targets/allies are balanced so that not everybody is ganging up on one player, if you die you still lose because another player (whichever one has you as a target) wins.

Unless the game continues after one player wins - but that introduces other complications.

367
General Questions / Re: Does Idol of Pestilence shut down Druid?
« on: December 11, 2013, 05:12:30 PM »
Yeah, forget the idol; Deathlock alone is a major threat. The Druid's creatures trade armor for regeneration, so shutting down the regeneration is like removing the armor from another mage's creatures.

368
Spells / Re: Most efficient creature 3
« on: December 11, 2013, 12:21:23 PM »
If I understand correctly, you are trying to find a model for the value of traits and stats by weighting them according to other traits and stats with which they appear on specific creatures, and then comparing the actual mana cost of the creature to your theoretical mana cost based on the values of traits and stats that your model predicts. I am having trouble seeing your specific methodology, but this is the general idea, yes? So the value of, for instance, the fast trait would be based on the mana costs of creatures with the fast trait compared with the stats and other traits of those creatures?

I like the idea of crunching the numbers to arrive at a model that assigns values to traits based on existing cards, not because I think that it would necessarily give an accurate representation of the values of different creatures (as others have mentioned, there are too many other factors) but because it would make it much easier to give crude estimates of the value at which a newly designed creature could be initially priced, before playtesting narrows in on the exact value.

That said, due to the complexity of Mage Wars I would agree that iterative playtesting is the best way to compute the value of a creature. It is definitely not possible to arrive at a good model through analysis of creature spells alone, since the game has other types of spells relevant to the performance of creatures as well. I also find it odd that (unless I am missed something) you do not take into account the schools and subclasses of the various creatures, since these can be quite relevant when determining their values. Might be something to consider.

I think what you should be aiming for, rather than interpreting calculated cost vs. actual cost as efficiency, is trying to reduce the residuals between your calculated cost and the actual cost. If you can come up with a model that accurately predicts the mana cost of every creature to within a small margin of error, that will be both extremely impressive and extremely useful for card designers. As your indices show, your model still has some distance to go. I encourage you to try to refine it. I don't know whether it is possible to mathematically model Mage Wars cards, and given the number and complexity of the variables, it is likely to be an extraordinarily difficult task. If you can find a model that accurately predicts the values of even 75% the cards, that will be an achievement. As it is, it looks like your model only predicts about 1/8 cards, depending on how much precision we require.

Edit: Also, there probably isn't enough data yet to do this.

369
If you're going for a swarm of level 1 creatures, you should consider including meditation amulet and lair in this build; they are perfect for it. The beastmaster can meditate and summon a creature with quick action, and have the lair summon another creature. Because level 1 creatures are so cheap, the lair will not slow down the strategy too much. With ring of beasts and lair's channeling, you might even get to a point at which you can stop meditating and just summon 3 creatures per round (though that is likely unnecessary).

370
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 10, 2013, 12:20:51 PM »

The main thing I was thinking about was the fact that it typically takes 3 rounds for combat to start. By that time, she has a 6 mana deficit compared to a large number of her opponents, and the only way for her to compete with their channeling, much less make up this deficit, is to get the crap beaten out of herself. Just doesn't seem like it would work that well in her favor.

Maybe instead of basing it off of her taking damage, you could base it off of her inflicting damage. Of course then you might just want to give her the Mana Drain ability instead of a new ability. Increasing base channeling to 9 is also an idea, thereby reducing the deficit that she needs to compensate for. I'm not completely certain how I would go about fixing it, because I do like the flavor and want you to keep it, but as it currently stands it just seems like too much of a penalty.

All right; I think I'll just bump her base channeling up to 9, then. I was worried that she might gain too much man from her ability, but of course it also requires that she take damage (and is controlled mostly by her opponent), so maybe it is not as powerful as I thought.

ACG, I had an idea for a mana ability on a new, hyper-aggressive Warlock:

Mana Strain: Whenever the Warlock pays the mana cost for an effect she controls, she may pay 2 less mana. If she does, she gains the Channeling -3 trait until the next Upkeep phase.

Replace Master of Pain with that and put her channeling back up to 9. It's still an advantage/disadvantage tradeoff, but it's more controlled and should address Zuberi's points as well.

Very nice idea. I think I will stay with the damage based channeling for the warlock, though. As a more flexible variation on your idea (for a future unspecified mage, probably a golem of some sort judging by the theme):

[Mage]Overclock: Once per round, when <Mage> casts a spell, he may gain X many Heat markers to reduce the cost of that spell by 2X. <Mage> has the Upkeep +X trait. During the Upkeep Phase, if his upkeep cost is paid, <Mage> may discard one Heat marker.[/Mage]

Still thinking about ways to change the fire ability. Also considering changes to the wizard.

With Blink, if you are standing in a center zone, you have a 1/4 chance of not moving. Standing next to a single wall is also a 1/4 chance of not moving. Standing in a corner zone is a 3/8 chance of not moving. That's a very significant chance of not much happening for your investment. Yeah, you get rid of any stuck type conditions you might have, but it seems pricey if that is all you accomplish. On the other hand, even if you do change position, you could end up teleporting some place you really did not want to go.

I would not take this as an accurate judgement of the power of the trait. I freely admit loads of bias by the fact that I simply don't want my positioning determined randomly. I would prefer if the trait was akin to the ability of Blue Gremlin and Gray Wraith, where you spend mana to change your move actions into teleports. Purely a personal preference though.

I think that there may be some miscommunication regarding the mechanics of Blink; each teleport is handled separately. So even if the second teleport is cancelled, the first one can still happen. So if you are in a center zone, while it is true that there is a 1/4 chance of your second teleport being cancelled (if it is to a border zone; otherwise it is guaranteed to happen), your first teleport is guaranteed to succeed. Also, each teleport is rolled for separately.

If the teleport was controlled, I think having it built into the mage would be overpowered.

Lazy Apprentice is really cool! It seems a bit too awkward or swingy to play though. 14 mana to get it out is a lot, and once you do get it out it's pretty tough to destroy. I say keep the effects as is but lower the mana cost and durability.

Point taken. I would rather have it see more use, so I'll cheapen/weaken it.

Some new cards (revisions of the old ones still cycling forward, as always):






Don't think I've posted this on this thread yet, so:

371
I'm not big on Vine Snappers myself. It looks like your plan is to use Teleport wand to keep your opponent in that zone, but if you ever lose your wand your Vine Snappers will be useless. I'm not using any in my current book. I do think it's important for the Druid to take at least one non-plant creature, just so everything she casts won't be vulnerable to flame damage. I'm using Galador, who additionally has that nice stun/daze attack.

Good points, Aylin.

I was going for the "Druid uses vine markers to remotely battle" concept, Thornlashers dragging enemies into Vine Pits, Flowers for extra concentrated firepower, Teleport Wand augmenting concept, the sedentary plants keeping the Druid safe in her forest. But it just seems too slow.

Evolution following feedback...

-4 Snapper (-8)

Whoa; don't lose the vine snappers. They are the Druid's most efficient attacking creatures (7 mana for an attack of 5 with piercing! 6 mana with leaf ring!). The druid absolutely does not need teleport wand to make them effective; just pair the vine snappers with thornlashers and/or restrain enemies after they are finally dragged (kicking and screaming, no doubt) into their zone. Vine snappers also make good guards for your valuable trees. I would cut down on Raptor Vines instead; it is unlikely that you will be casting 4. Also, why no stranglevines? The Druid's ability to weaponize conjurations is (in my view) one of her greatest strengths. Suppression Orb is also a good thing to include, since your opponent will almost certainly be moving more than you will.

Edit: what Wildhorn said, but with even more vine snappers. 4 is a good number.

372
Strategy and Tactics / Re: Let's talk about the Druid!
« on: December 08, 2013, 05:14:03 PM »
Another random thought about the Druid, Sunfire Amulet has good synergy with the Lifebond ability from her Treebond.

Since she's gaining 1 health every round, she has more elbow room to shoulder damage for the tree onto herself.  (not to mention both her and the tree can be regenerating too)

Yes. It is unfortunate that Sunfire Amulet conflicts with Meditation Amulet.

373
Alternative Play / Mage Wars Portability Project
« on: December 08, 2013, 04:58:26 PM »
I'm not sure if this really counts as "Alternative Play" (no rule changes), but I couldn't figure out where else to put it, so I'll put it here for now.

One of the major problems with Mage Wars is how not portable it is. The objective of this thread is to provide replacements for game components, with the ultimate objective being to fit the entire game (or a portable and playable subset of the game) into as few deck boxes as possible (small deck boxes; think UltraPro). This will be mostly accomplished by converting as many things as possible into 2.5"x3.5" cards and finding alternative ways to represent aspects of the game state. This is not intended to replace the game components, but rather to provide an alternative for players who find themselves traveling and want to bring the game along with them in as little space as possible.

Game Board
This is the easiest to replace. The mage wars board is basically a modified tic-tac-toe board. Here are ways to simulate it:

Draw a board with chalk/markers/pencil/pretty much anything else.

Say what you will, this works and is extremely easy and quick to do.

Mark zone intersections.



These cards represent zone intersections. Just place 6 of them in a grid (or 20, if you absolutely need to define the arena outer boundaries), with as much space between them as you would like. The lines between the four-pointed stars become the zone borders. Also lets you build custom or multiplayer boards. The fancy purple-starred card replaces the initiative and compass tokens - just point it at the player with initiative, and use its compass when you need to determine directions at random.

Note that you don't have to use these cards - literally anything will do for a zone intersection. I have played Mage Wars on a board made out of peanuts and tangerines (true story!). Post-its also work nicely.

Mage Status Boards

Use Status Cards



Note that this life card is scaled to 5-per-row and color coded by severity of your injuries. But where, you ask, is the place for zero on either of these cards? Simple: just don't put the marker on the track if it is at zero (put it on your mage card or something if you are worried about losing it).

Use a Status Dial

Instructions for making a basic status dial here:
How to make a status dial (easily)
Unfortunately, the current model is still about as bulky as a regular status board, though it does have fewer separate parts. I will see if I can improve upon this. I am considering 3D printing as an option.

Action and Quickcast Markers

These are unnecessary. Take a page out of Magic and turn creatures sideways after they have acted. The facing of the card can be used to keep track of who owns it (and players generally remember which ones they own anyway). You can also keep your objects closer to your side of each zone.

Similarly, the quickcast marker can be represented by turning your Mage card (not the one with your picture, but the one with your abilities) sideways.

I have tried this, and it works well. I no longer use action markers in my own games, and barely notice the difference.

Spellbooks

As many have noted, the books are not necessary; keeping the cards in a deck works fine and takes up less space (also less setup and take-down time for the game). I personally prefer to use decks as a general rule, but in terms of portability they are an obvious choice.

Dice
Not going to mess with these (yet). I can't think of any alternative that would use less space, and they aren't terribly bulky anyway.

Assorted Tokens
Still working on these. Not all should be replaced, but I think there is definitely some scope for reductions here.

Mage Ability Tokens



If your mage's ability is one use per round, you can turn this card over to indicate when the ability has been used. If its ability is a pet-type ability, slide this card underneath its target. This works because all mages have at most one ability that requires a single special token (not considering warlord's vet tokens).

Mana and Damage Markers

Miniature dials can function to display health and mana very efficiently; each creature needs only one or two such dials. Examples:



These require a bit more assembly than the other solutions here, but the materials are very cheap. This thread contains more information and resources for constructing these dials.

Imaginator proposes use of change such as pennies, dimes, etc. as damage/mana markers. He also proposes a "penny mage" optional variant for this. Depending on the type of change you use, this could potentially cut down on space a bit by reducing component sizes.

Stackable Conditions

These are replacements for stackable conditions. Print them doublesided and put them under the creature so that the desired part of the card sticks out:



Initiative and Compass Rose Markers

The following special zone intersection replaces the initiative and compass rose markers. Just point the initiative arrows at the player that currently holds the initiative.



Rulebook and Codex
The best way to carry these is in your brain. I am still thinking about a replacement codex, though.


Comments and suggestions welcome.

374
Custom Cards / Re: ACG's Custom Spells and Mages
« on: December 08, 2013, 11:45:42 AM »
With the alternate Warlock, I think Master of Pain is a cool idea but something tells me it will need tweaked a little in play testing. I'm not certain if it would fully balance out the 8 Channeling. Maybe have something she can use when not getting beat on such as during the first few rounds. Perhaps simply once per round during the upkeep phase she can take X damage and gain Y mana.

Yes, I was unsure of how to implement it without making it too powerful or weak. At first, it granted 2 mana but could only be used once per round. As it currently stands, I think the main effect is to encourage her to get into battle as soon as possible. Would it be overpowered if she had 9 channeling instead of 8?

With respect to taking damage for mana, it's a good idea, but I have already implemented it with the bloodmage (which is in need of some revision, incidentally) and feel that it fits better there. This is a slightly different flavor - rather than sacrificing health for power, the Warlock's power is amped up in the heat of battle (which fits with bloodlust).

I'm not a fan of Pyromancy on her. Binding a Flame Attack spell (to her?) is decent, but the healing from Burns is not a good idea. First off, it is useless against a great many opponents, and then when it does come into play it is overpowered. Turning a negative condition into a positive condition completely flips the power dynamic of that mechanic.

My thinking was that many of the burns might come from the warlock herself, if she uses spells that hurl fire around without much in the way of targeting (e.g. Firestorm or the salamander I am working on). Of course, she is still vulnerable to the flame damage itself, so she would want to load up on armor/aegis (since -Flame would make burns less likely). It also synergizes well with the Orb of Immolation.

Possibly overpowered; not sure. Fire is so attractive in the current meta that I don't feel too bad encouraging other strategies, and she can still be harmed by the flames. If gaining burns becomes extremely easy, it could be a problem, though. Other opinions?

For the alternate Wizard, I honestly don't like your Blink Mechanic. It just seems too random. The chance that I end up not moving at all, or in a zone I don't wish to go to, is just too great. Meanwhile, the Flexible Mind ability is not useful at all unless the Wizard is swinging a weapon or meditating because she won't have a 3rd spell to cast. If instead you change it to where she does get to prepare a 3rd spell, I would consider that benefit enough. Having 3 spells to choose from would give her increased flexibility and I see no need for her to get an extra cast each round on top of that.

I find your reaction very interesting, because I had been concerned that Alt Wizard was overpowered. Blink is random, but it means that Alt Wizard is essentially immune to being stuck or entangled by conjurations, and can easily escape from slow creatures or get to a range where minimum range>1 weapons can be used. I even nerfed it so that it can only be used once per round. As you say, though, if you are not in NC when you use it, there is a 1/4 - 1/2 chance that nothing happens, and a small chance that you might teleport back to the same zone. As for Flexible Mind, there are other ways for the Alt Wizard to get extra spells to cast, such as Mordok's tome or a wand (both of which are very affordable for her). It also gives an inferior version of Fast, since she can run two zones and then use quickcasts. Your skepticism is encouraging; if I think it is overpowered and you think it is underpowered, maybe it is just right (or maybe the sample size is too small to draw conclusions). I appreciate the feedback.

Another option that I considered for the Alt Wizard was letting her quickcast be used to cast full spells (instead of having an extra one); that might be too much though. I will probably use it for a different mage.

375
Player Feedback and Suggestions / Re: Minor Fixes to Underpowered Cards
« on: December 07, 2013, 09:36:40 PM »
Yes akiros hammer can be shut down with a fog bank. But if you put a wall in front of it yourself don't you shut down that potential fog bank?

That's like saying the cure for a broken toe is to cut off your foot.

Depends what the wall is. A wall of Pikes or a Bloodspine wall would not block LOS, and would prevent the other player from playing a wall on that border.

Pages: 1 ... 23 24 [25] 26 27 28