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Messages - Klaxas

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31
Spellbook Design and Construction / Re: The Priestess as a MELEE TANK!?!
« on: December 07, 2012, 09:21:04 PM »
you have to remember the hand of bim shalla is insanely cheap for the priestess to put in her deck.  i would put 6 in the deck just to replace some as they got destroyed.  actually i have been playing this deck for a month or so and i like it fairly well.

32
General Questions / Re: Several other question (Equipement, Magebind...)
« on: December 07, 2012, 09:15:40 PM »
you can attach enchantments to equipment, but harmonize can only add to a channeling value.  moonglow amulet (and mana floawer, mana crystal) do not have a channeling attribute.  they only add to an existing channeling attribute as well.

33
General Questions / Re: possible card errors
« on: December 07, 2012, 09:04:07 PM »
with the temple, regardless of the modifiers, there is the same chance to stun (2 out of 12 spots, or a 1 in 6 chance.)  so no matter how many temples or wether your opponent has light -2, the chance of stunning is still 1/6.  the chance of dazeing will go up or down though.

34
Rules Discussion / Re: Pet/Blood Reaper
« on: December 07, 2012, 08:42:19 PM »
i had an equipment wizard build with at least 2 of each wand and i would use the battle forges to swap the wand (and thus the spell) without using an action.

ie-
wand with healing.
cast wand, old wand (and healing spell) goes into spellbook.
place battle fury on new wand.

or whatever you get the idea.

35
Rules Discussion / Re: Ranged attack and flying
« on: December 07, 2012, 08:36:55 PM »
you are assuming that the act of flying grants the greater speed necessary, which indeed in some cases it seems too.  however since most melee actions are quick and most ranged actions are full perhaps that has something to do with it...  just speculating.

36
General Questions / Re: Dawnbreaker Ring
« on: December 06, 2012, 05:37:04 AM »
i believe it was mentioned elsewhere that healing is not considered an attack, ro ranged bonuses and the ring do not affect healing/

37
General Questions / Re: possible card errors
« on: December 06, 2012, 05:33:38 AM »
agreed flame -2 (or flame +2) do add to the D12 roll.  however Melee +1 does not add to the D12 roll.

38
World and Lore / Re: I dont know what is "deathlock"
« on: November 22, 2012, 02:19:38 AM »
if your asking about game terms, its a conjuration that gives all creatures finite life meaning nothing can heal, regenerate, or gain life.

if you mean thematicly, i believe it is some sort of twisted artifact of power that warlocks use to block out the influince of the good aligned gods thus preventing thier healing powers.

just off the top of my head, nothing official you understand.

39
General Discussion / Re: testing
« on: November 10, 2012, 01:14:58 AM »
also i had a message from someone about making custom action markers out of wood and it says thier account is deleted so i dont know who to reply too.  also its still having my do the  captcha

40
Rules Discussion / Re: Dissolving Wands
« on: November 09, 2012, 02:01:05 PM »
it is discarded along with the wand.  same happens if you have a familiar or spawnpoint with a spell on it that gets destroyed.

41
League / Tournament Play / Re: Tourniment Rules
« on: November 08, 2012, 05:13:33 PM »
lol the video tape thing would be interesting except maybe only for the last round or two of a tourny and if someone cheats they forefit.  maybe just have judges available whos job it is to verify if an enchantment is mandatory or not.  that might be the simplest without altering the rules or balance.

42
General Discussion / Re: No Lash of Hellfire in Core Spell Tome ?
« on: November 08, 2012, 05:03:11 PM »
the percentage of mage only cards is quite small compared with the total available card pool, and im sure it will remain so.

it seems to me that you are approaching this from purely a rules perspective.  while there is nothing wrong with that, the game was designed to be more than a set of rules.  arcane wonders is trying to mesh and blend the rules with the theme.  which i must add is not an easy thing to do.  by restricting some cards to certain mages they are not doing so based on a rules or even a balance issue, they are defining thier world.  in thier world, only a dark mage has the lack of compassion necessary to cast drain life.  if you take the rule out and just read it as a defining trait of thier world, is there anything wrong with that statement?  no.

when you look at a game like magic, the theme always takes a backseat to the rules.  the rules come first and then they tweek the theme to rationalise the rules they want in gameplay.  there is nothing wrong with that style and i have enjoyed magic for many years.  however mage wars is not magic.

i also do not think they are diluting the card pool.  you are assuming that if mage X cards didnt exist then the cards would just be available to everyone.  we do not know that is the case.  i think in many instances the card simply would not exist.  therefore the mage X cards enhance the card pool.

i really am not trying to change your mind here, just give you insight into what i believe is the reasoning behind the mage only cards.    like it or hate it, this is the rout they decided to go.  i believe they made the right decision, although some might not agree i think the majority of players will take it how it was intended.

so the question is, is this a deal breaker?  does this ruin the game for you to the point that it disgusts you every time the wizard plays a supression cloak?

43
Player Feedback and Suggestions / Re: Expansions
« on: November 08, 2012, 04:42:33 PM »
exactly the extra spellbooks would be better placed in the 4 player expansion.

44
Creative / Re: Custom Quickcast and Action Markers
« on: November 08, 2012, 04:42:21 PM »
the other question is how much do you charge for a set lol

45
General Discussion / Re: No Lash of Hellfire in Core Spell Tome ?
« on: November 07, 2012, 03:41:40 PM »
i would just like to chime in here.  i understand your view nihil and i respect your opinion.

however i disagree with some aspects, let me explain.

you are quite correct that the mages are unique based on life total, channeling, schools abilities, and maybe eventually spellbook points.

you are also correct that having mage X only cards does somewhat limit creativity and freedom in spellbook design.

before i go into my explination i would like to say i started gameing as a role player and have branched out into miniature games and finally board games.  i still enjoy all types of games and have quite a variety of games really love to play.

what kind of game is mage wars?  this game is trying to be immersive. one of the core concepts is "what if magic were real?"  there is a strong role playing element to the background and that infuses itself in the rules.  i myself have asked questions of the designers for things i felt were not quite thematic although perfectly legal by the rules and the responce was wow your right, we will errata that and fix the wording on the rules.  i think this is a change from what most people are use too.  the game is centered around realism and balance, and everything else is secondary.

so why do i feel mage X cards are appropriate for this type of game?  they further define each mage and thier abilities.  almost like defining a character for a role playing game.  its not just about a list of abilities its about theme.  let me give some examples.

1) Drain Life.  the spell isnt just about damaging your opponent and healing yourself.  you are sucking out the life essence of your opponent, possibly a piece of thier soul.  to most people the very thought is abhorent.   no wizard, priestess or beastmaster would ever consider such an act.  however the warlock...  and might i add, anyone trained in the dark arts has made sacrifices, both personal and of unwilling victems that the though of draining someone is mearly a means to an end.  that is why drain life is dark mage only.

2) gate to voltari.  many have tried to study and tap into the plane of Voltari, but few have spent the countless years of study that the wizards of sortilage have gone through.  they understand Voltari like no other.  forming such a portal is the crowning achievement of thier order, allowing even greater opertunity for study.

those are just 2 examples.  its not about limiting your options, although it does that somewhat.  its about further defining a mage in ways that you couldnt do on just a stat card.

sorry i have to run.  i will wait for responces and try to comment more tomorrow have to run to work!

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