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Topics - Moloch

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Alternative Play / Undo the undoing war
« on: January 05, 2015, 11:14:32 AM »
Some games of Magewars are more exiting than others.

For me games in which creative solutions and uncommon cards are used are better and games with both players just undo each others actions by dissolving, nullyfy, dispelling...are less so.
 
As a smaller alternative play:
- all spells that undo another directly are now epic and can not be bound to a wand.

For a more extreme variant:
-additionaly all incantations are now epic
-all enchantments are epic
-Mage wand is removed from the game

I don't belive Creatures, Attacks and Conjurations need limiting and with less destruction equipment won't need so many copys anymore.

...for what will you save your one dispell, that forcefield, the mind controll or a possible future force crush?

Would magewars still be playable with an all uniques spellbook full of suprises?


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Alternative Play / Randomness and variance
« on: December 16, 2014, 08:13:36 AM »
Mage wars is a game of strategy, taktik and luck. I love the first two and understand the need for the third

BUT...playing a match is a huge investment of time so usually I'm not playing often enough to avarage out the cases of extreme luck. And it dosn't feel good to win a game because your opponent rolled horrible and neither to loose one because a diceroll destroyed your "solid" strategy.

There have been threads about this before but they are very old and I would like to present one idea of mine and like to hear some feedback or even better ideas.

Swings of luck are most prominent when many dice are rolled. I would reduce this by giving players the option to trade dice in sets of 3. By rolling 3 dice less they automaticaly inflict 2 regular damage and 1 critical damage.
This is on avarage a tiny bit worse than rolling as you would expect 1.5 regular and 1.5 crit damage but you are save from all blanks and the enemy from all crit 2's. It also works with incorporeal objects and zombies both taking at least some damage but less than one would expect with a decent roll.

This idea could include a rule where at least one die would have to be rolled so it can ony be used with 4+ attack dice and used twice with 7+. It is meant for those heavy investments like forcehammer, drain life/mana, steelclaw attack after teleporting him...

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