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Messages - metadust

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General Discussion / Re: A question about \
« on: May 06, 2013, 09:36:45 AM »
Turn to stone seems like a fine situational card, I just wished that on top of all the armor it grants a creature it would give them vulnerability to stone or ethereal attacks. Some options to combo open stone creatures would be great, any reason why this isn't the case?

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The expansion looks great, really psyched to have alternates for the classes that allow you to swap art for the hell of it and pick between different attributes/play styles for each class.

All future spell tome expansions should consider having some kind of content akin to alternate classes and adding in some new things. Would be great incentive to get additional cards to mess with.

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Rules Discussion / Re: Couple of rule questions
« on: April 07, 2013, 05:49:06 PM »
If you are running out of cards to play, both of you should stop turtling so heavily and consider actually attacking the enemy mage as that is the primary objective. I know it's real tempting to make sure you wipe the field of enemy monsters before moving in but you'd be surprised how faster a game can go if you at least harass the enemy mage with one creature out of your lot or similar, a hit is a hit.

Also nothing happens because it is impossible to be put into a situation where you can't do anything, every mage can execute a basic attack which is 3 attack dice, so if everyone literally runs out of everything (creatures, equipment) and there is nothing left on the field the game would literally devolve into a fist fight.

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Rules Discussion / Upkeep +X on mages?
« on: April 04, 2013, 03:10:59 AM »
I have just had Force Hold cast on my Warlock, and at first I was like does that really mean if I can't pay the upkeep my mage dies? So it has to be dispelled or else.

Effectively channeling takes place before upkeep, so all it really does is act as an effective -3 to Channeling. Is this really allowed completely? Even though at the moment it doesn't seem possible to not be able to pay the upkeep, there is no option to refuse upkeep without committing suicide. Thoughts?

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Rules Discussion / Re: Upkeep Phase: Order of Effects
« on: April 03, 2013, 03:21:36 AM »
That is great news although it may be a bit pointless to ever choose almost certain death over possible salvation. Bit late for my fox though.

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Rules Discussion / Upkeep Phase: Order of Effects
« on: April 03, 2013, 01:18:44 AM »
So in a game today, Beastmaster Vs. Warlock, we had ended a round with 2 Burn on a creature, while the creature also had Regen 2.

The beginning of the next round initiative had passed to the warlock, but during upkeep there was a bit of a problem with what effects would be accounted for in what order.

Would you always calculate damage before other properties during upkeep?

I couldn't find anything about it in the codex, as to whether or not damage takes priority over healing properties during upkeep. This creature had 2 Life left and would have a much better/worse chance of surviving depending on whether it could regenerate before/after taking possible burn damage.

I had ruled that the damage takes priority because it is the Warlock's priority, it would seem to make more sense to have all damage be accounted for during upkeep so as to increase their effectiveness. I'd contest Regen 2 can be a pretty big deal on a 10+ hp creature, so it only seems right that status effects aren't gimped in the only situation they can be partially effective, which is negating regenerative effects and possibly killing someone before they get a chance to recover proper.

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Rules Discussion / Re: Counter strike when dead
« on: April 03, 2013, 01:13:35 AM »
Counterstrike occurs as the cause of an attack, so it is a reaction to the attack that was made. So I'd say it is safe to say that if you die as a result you don't get to deal damage back (Damage Barriers on the other hand sound fine because the attacker was damaged in the act of attacking itself, rather suffering retaliation.)

You could argue Counterstrike is simultaneous in nature though, because you can CS flying creatures that have to 'swoop' down to attack you when you would otherwise have no shot at doing so. That is a bit of a longshot though, I'd commit to CS having to be a reaction to an attack that occured by definition, not an attack that was made when another attack occured.

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Mages / Re: Mages that you would like to see in the game
« on: March 31, 2013, 09:25:18 PM »

A logical mage, the tactician knows how to wage war like no other.
Image is concept art for Swain from league of legends, I couldn't google anything I wanted so this is what we ended up with.

The Tactician is a Mind/War mage, utilizing a wide array of abilities to set up defenses quickly while mobilizing a strike force with a lot of combat versatility, including enchantments from the tactician that allow for tactical surprises.

Flanking: The Tactician's special ability, if his creatures outnumber the creatures (only one mark per zone, maximum of 2) in a square they are marked as 'flanked'. Lowers their armor by 3 and they cannot take full actions or move while marked.

Outpost: [Structure] Prevents movement of enemy creatures into this zone while present. Can be activated (full action) by creature in zone to move up to 3 also in zone creatures to adjacent zone (over walls). Allows 0-1 line of sight over zone walls.

Ambush: [Enchantment; Friendly creature only] When an attack is made against this target, immediately move zone adjacent creature into targets zone. (Optional: Moved creature becomes target, and gains guard before attack is made.)

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Mages / Re: Mages that you would like to see in the game
« on: March 31, 2013, 01:33:41 PM »
I see how silly it is now thinking about the separate elementalists when you could just have one elementalist whom of which is trained in ALL elements, because I just noticed the wizard can use any element (it is weird to have an air symbol but have it read {choose any element}) essentially making the wizard an arcane elementalist so bleh.

I see the dragon would be interesting if it had some counterparts, the current mages are all humanoid casters that have to equip additional benefits. It would be interesting (although probably gimmicky/poorly balanced) to see creature casters that have inherent abilities/equipment based on their physiology.

Such as in the dragons case they can breathe fire and the like, but dragonscale armor exists because the hide of dragons is so resilient to damage. Mages of that make up would make FANTASTIC promotional cards though, just play as a dragon, trained in fire or whatever and just have tons of armor and built in resistances, pair them with a lair card and you are ready to just make your own spellbook of playing as a dragon.

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Mages / Re: Mages that you would like to see in the game
« on: March 30, 2013, 08:57:17 AM »
That came across as a thought too, someone that is all elements but none of the main schools of magic would be pretty snazzy.

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Mages / Re: Mages that you would like to see in the game
« on: March 29, 2013, 09:45:46 PM »
The Technomancer: A Technological mage, inventing creatures and weapons is just as good as summoning them I'd say.

Wall Mounted Turret: A Wall with a ranged attack, that is either automated making the wall a creature and giving it it's own action, or has to be used by an adjacent creature to fire to the opposite side of the wall using a full action. Firing on a target has a chance to cause suppression/stun. making an area that requires a lot of attention otherwise it is given free reign a zone. (Does not have extendable keyword like most walls)

Clockwork minions: Metal men ready to devastate those in the Technomancer's path, special ability is that they halve the cost of equipment put on them if they have the 'gadget' keyword.

Technomancer Equipment
*Jetpack: Gives unit flying, when unit takes damage d12 roll to determine if they pack detonates or not.
*Death Ray: Equips unit with a 0-1 ranged attack that doe fire damage. {has burn trait}
*Launcher pod: Equips unit with a 1-2 ranged attack that can either burn or daze all units in an area. {Costs mana to fire, burn costs more than daze.}
*Bomb Chassis: Unit has a bomb in them, upon death they detonate hurting everyone in the zone. Pay additional mana to manually detonate them and damage everyone in same zone.

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Alternative Play / Re: "Pure chess" Mage Wars
« on: March 28, 2013, 09:07:09 PM »
Would it be at all possible to convert number of attack dice strictly into damage dealt, even if you have guaranteed damage there is still random elements in doing more or less damage not allowing you the level of clairvoyance that is involved with chess.

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Mages / Re: Mages that you would like to see in the game
« on: March 28, 2013, 07:57:57 PM »
The Elementalists: Mages dedicated to controlling the very elements themselves.
Four separate mages here that all focus on using their native elements, being outcasts/nomads in a sense they all have the major school of nature.

The Cryomancer: Ice & Water magic, creatures ranging from elementals to polar bears. A passive mage that has more zone control with walling and ways to make zones uninhabitable to fliers (blizzard) and hard to fight on if you aren't made of ice (Tundra).

The Pyromancer: Fire magic, creatures being elementals and fiery familiars (fire wolves, etc), more of a direct damage nature offshoot of the warlock, more focus on support (from attacks and enchants/incants) while boasting a sizeable force of creatures.

The Aeromancer: Air magic, creatures being elementals, airborne creatures, and ents (massive tree beings). The passive support mage of the bunch, direct combat is less of an option, but high mobility spells and the ability to push around enemies shouldn't be taken lightly (I made a funny!)

The Geomancer: Earth magic, creatures being golems, and more heavier set animals (elephants are cool). Highly defensible and very hearty with enchants, resistant to being moved forcibly.

Being that the elements are minor schools so everyone has to have a slice, expanding on that card type would really open up every mages ability to perform. These mages barely even need many creatures to come with them as they could all share druid/beastmaster (assuming the druid is nature, that is the high probability though.) If anything a small spattering of non specific creatures would be better, to have on the flip side more elemental based creatures, that would translate well to all other mages as well.

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Mages / Re: Mages that you would like to see in the game
« on: March 28, 2013, 04:12:03 AM »
I enjoy doing a bit of writing as a thought experiment kind of deal, having mage wars give it context is all the better.

The Martial Artisan: An Attack/Enchantment heavy mage, Mind & Air for schools. The Artisan has established mind based hand to hand combat techniques. The Progenitor of the mind over fist philosophy that established a sacred order of monks.

Martial Techniques: Attack spells are more centric on modifying melee attacks, can be used by the mage or by creatures with the monk descriptor. Enchantments grant this mage/fellow monks fighting stances that augment their combat abilities; people can become human walls that are impassable, and they can deliver harsh blows from a distance that can send foes flying.

Meant to be a direct combat mage, In general I'd like to see more mages with viable configurations and spells for other mages that allow for less reliance on having creatures deployed. At the least conjurations and enchantments that will assist in shutting down creature rushes (structures that are linked to an enemy mage, causing them mana/channeling for having a large number of creatures summoned, some kind of draining spell that scales to number of creatures summoned.)

I think I really phoned this one in, although I do enjoy to take a bit of time just to try and come up with a mage with a bit of a theme and mechanic. Really can't wait for more news on the next expansion.

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Mages / Re: Necromancer and Druid Thoughts/Speculation
« on: March 27, 2013, 04:05:01 PM »
Necromancer: Corpse Markers
Whenever a monster is killer they leave behind a corpse (max of 1 per zone) allowing the Necromancer to manipulate said corpse with:

During upkeep, the opposing mage may pay mana to remove corpses from the field (as if they were status effects) so the necromancer doesn't have a constantly growing advantage in terms of field control.

Raise Dead: Summon creature like normal, but have the option to spawn them in place of a corpse (the corpse is "consumed" by this.)

Corpse Explosion: Detonate a corpse causing X damage to everyone in the zone, and inflicts Rot.

Death's Embrace: Target single creature in zone with corpse, creature is crippled. (presumably the corpse grabs them.)

Typical stuff but I'd just really enjoy the corpse mechanic in general, also the ability to bring it into play when you incorporate any corpse abilities into your spellbook (slight tactical disadvantage, as not being a necromancer you tip your hand slightly when you have to keep track of corpses.)

Also to aid in corpse making, the necromancer has spells that allow for ranged sacrifices, so they can set up where corpses can be, at some kind of benefit to themselves. (Sacrifice weak creatures, get mana/health/whatever in return. Some creatures return to your spellbook on sacrifice rather being discarded.)

Necromancer: Spirits & Souls
Being a necromancer isn't just about moving dead bodies around and the like, it also has a lot to do with spirits. If the corpse mechanic would be too cumbersome clogging up the board with bodies, spirits/souls could be collected from the fallen and allow for abilities to be turned out with them. Such as spectral summons can be cast cheaper using souls for mana, even creature that require souls to be summoned in addition to mana. Not to mention the possibility of equipment that is fueled by souls (Robes of the damned only protect you on rounds where 1 soul upkeep is paid.)

Seems like mages going forward should have a sort of specific reason to play them, we don't have an infinite array of magic schools. When they overlap hopefully they can be unique enough to never have "Well X dark mage is pretty much the best, any kind of mechanics existing on same schooled mages don't make up for their lack of power."

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