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Messages - klaymen

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46
Spellbook Design and Construction / Re: Defensive Force!
« on: January 19, 2014, 05:27:43 AM »
Kinda related question - do the wardstones' effects stack, or only one works at a time?

47
Player Feedback and Suggestions / Re: Horde creatures
« on: January 09, 2014, 02:19:00 PM »
I'm not entirely sure what you're suggesting. Is it a creature card with more than one action phase?

A creature card representing a group. It will have just one activation phase, but it comes with an innate ability that makes it harder to cast enchantments, or maybe even incantations on it (both good and bad), due to the fact that it is not a single target - by making it more expensive.

Edit: now that I'm thinking about it, maybe adding it even some kind of damage reduction ability to prevent almost elimimating it with a single attack leaving it with a few health left and a weak attack. Let's say something like Incorporeal (only the 1s rolled on attacks against them count as damage), but without the vulnerability to Ethereal. Or some Defense, like 9+ or something.

48
Player Feedback and Suggestions / Horde creatures
« on: January 08, 2014, 06:33:39 PM »
Looking at the artwork of a wizard fighting a priestess, I've noticed a group of soldiers running from behind the priestess. That made me thinking about having some kind of creatures with a "horde" (or swarm, pack, whatever will be more suitable) trait. Those creatures should be most probably a group of weak ones, like a group of conscripts, a flock of birds, a swarm of lesser imps or anything in similar vein. That way it will keep their power in line with other creatures, because summoning a squad of elite knights of Westmarch would look stupid with a mere six attack dice (unlike a group of conscripts, who can possibly pull off six attack dice worth of damage) and also I don't intend to turn the game into Commander Wars.

I know that this alone wouldn't warrant a creation of a new trait, so I thought that they should have some kind of extra effect. Like either having enchantments (or possibly all spells targeting them increased cost to represent the difficulty of casting something on a group of creatures, instead on just one. Maybe with the exception of spells within the same schools as the creatures (as some kind of close affinity or something), maybe even requiring the mage to be trained in that school as well.

Extra options include enchantments from mind school being immune to the increased cost (representing the fact that a mob can be  manipulated easier than a single person), or having the group's attack gradually weaken as its hitpoints decrease (for example 4 attack dice and 12 health, every 3 health lost will weaken the attack by one die and increasing their health will just add extra health before the attack starts to weaken).

I know that this may not be worth much (if anything), but someone may be able to salvage something out of this mess.

49
I really like the commented matches. In fact, I'd like to see more of them. Maybe something like some people do on youtube - commenting a replay of a match played by different people.

50
Alternative Play / Re: Mage Wars Portability Project
« on: January 08, 2014, 09:39:55 AM »
For life/mana tokens, I'm thinking of just using small d6's: red for life, purple for mana.

I should have a package of small red d6s lying around somewhere. I'll try it with my friends on Saturday how it will suit them, but I like the idea in general. Should it be successful, buying a set in another color will be used for mana as well.

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