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Alternative Play / Re: Miniatures in Mage Wars
« on: September 12, 2013, 10:25:42 AM »
But then how would it be much different from regular Mage Wars (aside from how it looks?)
What makes this idea so exciting (at least for me) isn't just using the figurines. It's the greater control over movement, the increased feeling of "this is how it would work if it were real." Also, bringing size into the game adds a whole other dimension of strategy. Targeting and movement would become more interesting with area of effect, and using stamina gauges instead of action markers. Large objects could block line of sight, as they actually would if they were real. You would not be able to move most creatures through solid objects like you can and have to in the regular game, and getting rid of zones and squares is what would make it so you don't have to. (Creatures with flying could just be moved over them, of course. And elusive creatures could duck under the arms or legs of another larger object to get through, or jump over smaller ones. And then there's blue gremlin.)
So what if some idiots argue unnecessarily about distance measurements? It's extremely annoying and rude of them, but it wouldn't be the game's fault, it would be the player(s)' fault. Besides, that's what we have judges for in organized play. And if someone starts being ridiculous in casual, don't play with them.
If any real concerns come up about who's right or wrong in distance measurements, I think the rule I thought of with rounding to the nearest hash mark would fix that.
I think this version of mage wars should be different enough to be special and set itself apart from regular mage wars while still being similar enough to able to use all the same cards, spells and mages. Otherwise you might as well just play the regular game only but use a terrain variant.
What makes this idea so exciting (at least for me) isn't just using the figurines. It's the greater control over movement, the increased feeling of "this is how it would work if it were real." Also, bringing size into the game adds a whole other dimension of strategy. Targeting and movement would become more interesting with area of effect, and using stamina gauges instead of action markers. Large objects could block line of sight, as they actually would if they were real. You would not be able to move most creatures through solid objects like you can and have to in the regular game, and getting rid of zones and squares is what would make it so you don't have to. (Creatures with flying could just be moved over them, of course. And elusive creatures could duck under the arms or legs of another larger object to get through, or jump over smaller ones. And then there's blue gremlin.)
So what if some idiots argue unnecessarily about distance measurements? It's extremely annoying and rude of them, but it wouldn't be the game's fault, it would be the player(s)' fault. Besides, that's what we have judges for in organized play. And if someone starts being ridiculous in casual, don't play with them.
If any real concerns come up about who's right or wrong in distance measurements, I think the rule I thought of with rounding to the nearest hash mark would fix that.
I think this version of mage wars should be different enough to be special and set itself apart from regular mage wars while still being similar enough to able to use all the same cards, spells and mages. Otherwise you might as well just play the regular game only but use a terrain variant.