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Messages - Obsidian Soul

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Alternative Play / Re: introducing Academy mages into Arena play?!?!
« on: June 17, 2018, 11:51:00 PM »
Academy Mages should not be better than Arena Mages.  I have been contemplating the idea as well, though I think that they should be 'free' Familiars (with Epic and Legendary) that come in with an Academy Mage.  The combined spellbook for the team would be 160 SP (120 SP for the Arena Mage and 40 SP for the Academy Mage) and the survival of the Academy Mage would be worth +1 Victory Point.

I would actually have four Necropian Vampires and four Blood Demons, which would give me some numbers and some real hard hitters.  I would have four Rusts, since I can recycle them because they are curses, and limit the other enchantments to two copies each so I can add more curses.  I would also want two Mana Crystals and two Tangelvines, and a few more attack spells.

Spellbook Design and Construction / Re: Old Time Wizard
« on: June 07, 2018, 05:11:39 PM »
Hawkeye is easily added by getting rid of the Arcane Ring and Mage Staff (the Arcane Ring is not really needed in the book because of the 14 Channeling while Zap with Hawkeye does the exact some damage as the Mage Staff).  In any case, it deals a lot of damage to most mages (it is weak against Necromancers though because of the dependence on Poison and Weak).

General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 04, 2018, 05:57:48 PM »
You should also add Poison Blood.  I tend to run two Poison Bloods in every non-Holy deck just to act as Dispel bait, Nullify triggers, Regeneration prevention, etc.  While Holy can deals with them easily with Purify, it tends to be a problem for everyone else except Necromancers.

General Discussion / Re: The biggest problem MW has: rule-uncertainty
« on: June 03, 2018, 11:31:56 PM »
I have played priestess for six years, and the turtle priestess only worked for the first six months before everyone figured out how to counter it.  It is just too easy for another mage to target your creatures (or you if you have nothing facedown) and murder them with their own creatures or otherwise incapacitate them.  For example, I have had people teleport and then tanglevine my Guardian Angels to get them out of the way (a Beastmaster or a Druid with a teleport wand is a pain, as is a Warlock or a Wizard who decides to invest in a few tangelvines).

General Discussion / Re: Ideas for New Traits
« on: June 03, 2018, 11:24:20 PM »
I imagine that a Skirmish trait might give creatures improve melee attacks against minor creatures while I imagine an Underground trait might give improved defenses against ranged attacks.  A creature with Skirmisher 1 might receive +1 Charge and +1 Melee against minor creatures because they are trained to deal with weaker enemies.  A creature with Underground 1 might receive Aegis 1 and +1 Amor against ranged attacks because they are harder to target and receive protection from a protective layer of soil.

Strategy and Tactics / Re: Who do you suck against?
« on: June 03, 2018, 12:07:57 AM »
Well, I have had a Beastmaster teleport an enhanced Steelclaw Grizzly into my square on turn 3 and support it with a Hurl Boulder.  When you take 16 damage on turn 3, you tend to be a little cautious during your future games.  In any case, defenders really do not matter much when another player teleports your Mage away from his or her turtle to spend some personal time with his or her creatures.

Strategy and Tactics / Re: Who do you suck against?
« on: June 02, 2018, 08:49:11 AM »
That is generally why I prefer to play by tournament rules.  If neither player can kill the opposite get mage in 75 minutes, the game ends in a tie.  It discourages turtling beyond the first few turns of preparation, though I admit that most of the books that I play against are capable of dealing major damage by the beginning of turn 3, so turtle books are no real problem.  If the other book turtles, I will just bring out a few creatures and start stripping away their defenses one by one, until it is just their mage, alone and afraid, against some very nasty creatures.

General Discussion / Ideas for New Traits
« on: June 01, 2018, 10:15:25 PM »
I was just wondering if anyone was willing to share ideas for new traits.  I will share one of my own.


When a living creature with the Reincarnation trait suffers any form of destruction, their controlling player may immediately go through their spellbook for a new living creature with the Reincarnation trait and cast it without using an action, reducing the mana cost of the new living creature with Reincarnation by the level of the old living creature with Reincarnation.  Their controlling player may place the new living creature with Reincarnation in the same zone as their mage or in the zone of the old living creature with Reincarnation.  Finally, living creatures with Reincarnation are immune to the Devour trait and creatures with the Devour trait that destroy living creatures with Reincarnation do not gain any benefits from the Devour trait.

Strategy and Tactics / Re: Who do you suck against?
« on: May 30, 2018, 07:06:09 AM »
Force masters, I end up 50/50 against them and, even when I do win, it is always a tough fight.

I would prefer it if you could only reveal enchantments during the action phase.

I think that this is a false problem, at least when it comes to upkeep, as the rulebook has simple and straightforward rules.  First, effects always occur in Initiative Order.  Second, players always decide the order of the effects on their objects unless there is a timing conflict between the effects of objects controlled by the player with the Initiative and the effects of objects controlled by the player without the Initiative.  Third, since effects always occur in Initiative Order, the player with Initiative decides the order when a timing conflict exists.

The rulebook says that everything occurs in Initiative Order.  It says that the player with Initiative always goes first in the ordering of events and then the player without Initiative goes next.  In the case of a timing conflict in the upkeep phase, it says that the player with the Initiative decides the order of the events.

The primary reason why people stop playing in my experience is that they either get tired of the slow rate of expansions for Mage Wars or they move to an area without Mage Wars players.  In each case, it is not because of the complexity of the rules.

The rules are rather straightforward, at least compared to the majority of tabletop RPG games that I have played, so I do not see it as a problem.  When I was playing Mage Wars on a regular basis, I was playing with other tabletop RPG gamers, so they understood the rules after a couple of games (though I think that everyone likes to have a copy of the rules available).  Compared to the rules GURPS or Pathfinder, the rules of Mage Wars are simple, and I never knew of anyone who quit because they thought that Mage Wars was too complex.  When it comes to upkeep order, we always used Initiative order, with the person with Initiative deciding the effects for their objects first and then the other person deciding the effects for their objects.

Spellbook Design and Construction / Old Time Wizard
« on: May 24, 2018, 11:01:14 PM »
A native of the land of Sortilege, the Old Time Wizard is a veteran of the competitive academic environment of the ancient city of Sor Alora.  While he is more comfortable teaching apprentices about the nature of Voltari or researching the mating rituals of the sprites of the forest of Sortilege, he is an experienced combatant in the arenas of Etheria.  After defeating his opponents in the arena, he returns to the more dangerous battlefields within the academies of Sor Alora.

Attack Spells
   Arc Lighting-4
   Jet Stream-4
   Lightning Bolt-4
   Thunder Bolt-2

   Fog Bank-4
   Mana Crystal-2
   Mohktari, Great Tree of Life-1
   Wall of Poison Gas-2
   Wizard's Tower-1

   Devouring Jelly-2
   Gargoyle Sentry-4
   Gorgon Archer-2
   Whirling Spirit-2

   Arcane Ring-1
   Elemental Cloak-1
   Elemental Wand-1
   Leather Chausses-1
   Lightning Ring-1
   Mage Staff-1
   Mage Wand-1
   Moonglow Amulet-1
   Regrowth Belt-1
   Storm Drake Hide-1

   Akiro's Favor-1

   Force Push-2

   The Old Time Wizard spends his first three turns building up his channeling up to 14 and bringing out a Gargoyle Sentry and a Nullify.  Depending on the actions of his opponents, he might concentrate on frying his opponent with attack spells or he might summon his Whirlwind Spirits and use them to push his opponent, and his opponent's creatures, through the Walls of Poison Gas.  If his enemy makes the mistake of giving him enough time to prepare, he will equip Jet Stream on an Elemental Wand and Force Push on a Mage Wand, so he and his Whirlwind Spirits can push up to four creatures through Walls of Poison Gas every turn.  During an emergency, he will use Fog Banks to break his opponent's line of sight, though he often prefers to see his enemy so he can strike them down with his lightning bolts.

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