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Messages - zot

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736
my air wizard at gen con only ran one creature, the gorgon archer.  and i did not run out of spells, just ran out of time.

737
Spellbook Design and Construction / Re: The wizzly Grizard
« on: August 19, 2013, 08:11:58 PM »
missed that part. was just thinking of the spell on its own and think that 2 iron golems are better than one grizzly and 2 book points to spare. it was just a raw comparison.

738
Spellbook Design and Construction / Re: The wizzly Grizard
« on: August 19, 2013, 07:48:14 PM »
i did not play against this build. my initial reaction is that it seems like the spellbook cost is too high. out of school for 8 points is a lot. why not put in two iron golems instead and have 2 more  points to spare or for one more point put in the third golem. plus they are cheaper to cast than the grizzly.

739
General Discussion / Re: GenCon 2013 - Oh, that's you?!
« on: August 19, 2013, 07:08:32 PM »
   want to take this opportunity to say that the competition at gencon was excellent. it was particularly interesting to see how pople outside our local group played.

   i expected the agression, but it was still somewhat surprising to see it up close. if you could weather the hyper agression storm, while winding up the haymaker counter punch, it could throw the agressor back quite a bit, since they do not expect the opponent to still be there after their fury. still it was very interesting to see how folks built their spellbooks for tournement play. it was also great to see a wide variety of mages fielded. i do believe that everyone had a great time.

    Thanks to the AW staff and volunteers for putting together the event for us all.

740
General Discussion / Re: GenCon 2013 - Oh, that's you?!
« on: August 19, 2013, 06:35:17 PM »
     Hello all. Tim Mccurry. It was great seeing folks who you have seen on the forum here and put a face to the names. Hope to see you all again next year.

741
   I also use the deck rather than the book. So, for me my mage has a spell deck. I find it so much better for me to search and grab what I want to play. I have the deck sorted a specific way as well which makes it even easier.

742
General Questions / Re: Equipment Control
« on: August 11, 2013, 11:03:28 AM »
   Not sure this is the case. I don't have the rulebook handy to quote it, but I believe it mentions if you cast an item and you have an item in that slot, you return the other to your book, not the owners book.

743


Does stun negate both the quick cast (QC) phase and the Action phase?


    No, the stun condition does not negate both full action and quick cast markers. It does for all nonmage creatures, but not for the mage himself. The mage is so powerful he can still function even while stunned. He is just severly restricted in what he can do. With his full round action - he cannot move or cast any full round spells. He cannot even make a melee or spell attack. He can however, cast non attack spells of any kind that are quick spells, such as enchantments, equipment or incatations. He is not restricted from revealing enchantments. Once he has used his full action marker, he is no longer stunned and can then use his quick marker to perform any quick action spells including attack spells.




744
Custom Cards / Re: The Mighty Alchemist
« on: August 11, 2013, 10:44:15 AM »
   I have been working on exactly this!  But as a witch concept. I have not had enough time to flesh it out as a full set worthy of implementation/testing but it is not far off.  She would have potions as you mentioned. Her sphere would be alchemy and any one other sphere/element except war. She would brew her potions via her cauldron spawn point in her witches hut, and hurl them at opponents. She would have a garden for components she mixes in. The more components added to a potion the stronger it would be, or the further it would work or such. She would have a familiar too. And additional things too.

   I envisioned the thematic as her in a coastal village versus a merfolk water mage, who is war/water school. While schooled in war, not a warlord per se(no siege items). He has water attacks, and would summon aquatic creatures who would come on land to do battle. There would be flood conjurations that slow all non aquatic creatures (sadly this was my idea without knowledge of the vine mechanics of the upcoming druid). The flooded zones also would remove the suffocation condition that gets applied when an aquatic creature is in a nonwater zone. And many other things too.

   When I have the set firmed up with all of the mechanics and tested some, I had intended on submitting it to the forums for in depth consideration and playtesting in a wider audience. It just is not ready as yet.


745
Rules Discussion / Re: sniper and wall question
« on: August 09, 2013, 04:15:33 AM »
   Consider the wall in your zone to be at range 0. If you could give your sniper flying, you could target the wall, but more likely would rather target something else. Or if the range attack you attempted to use worked at range 0-x then it could target the wall.

746
Rules Discussion / Re: Charm and Autonomous
« on: August 09, 2013, 04:12:51 AM »
   Yes. If I charm a creature, and then have my scimitar attack that creature it does not break the charm. The scimitar does however have to follow the rules for guards first.

747
General Questions / Re: Equipment Control
« on: August 09, 2013, 04:09:18 AM »
    My thinking is that if you put equipment on an opposing mage, familiar or not, it becomes the property of that mage. Which is different that enchantments. So if you give him a sword, and he casts a lash, he puts your sword into his spellbook(to be returned at end of game).

748
Rules Discussion / Re: Zone question
« on: August 09, 2013, 03:57:27 AM »
   We have equipment off the board next to the mana/life board and spread that out along the bottom of the arena. Leaving enchantments on the mage. That way it can be seen which were cast first as they are stacked under the card in order. It works pretty well.

749
Rules Discussion / Re: ERRATA - Temple of Light
« on: August 09, 2013, 03:53:09 AM »
    I played a full compliment of hob, and 2 tol in my forcemaster tournement build. It could deal some sick damage pretty quickly. I easilly rolled opponents at origins, as in finished game in less than 30 minutes. I had 2 bad matchups, and one was the tournement winner which was a similar hob/tol priestess build that my friend hellkite ran, and piousfleas warlock. I badly misplayed against piousflea and he played extremely well after being near dead very early. Still kicking myself for that one. Good job pious. That loss dropped me to fourth place. Anyway, the change to hob has definitely made it go from aggro to utility which can easilly go in many decks. And now since hob is unique, the tol will go back to showing up only in holy builds. 
   I really like my fm build, and did want to see how it played against a wider audience at gencon. Some other time, maybe as a casual matchup...

750
Rules Discussion / Re: Game plan and "cheat sheets"
« on: August 09, 2013, 03:18:20 AM »
   Agreed. Shadow, for the tournement play, there may be some folks who are working demos for AW that could be helping run and also playing in the tournies. I would guess that if they are helping run the event, they are not allowed to play any matches for the whole tournement. But if they help run on one day are they allowed to play on a different day? If so, they would have access to see the sheets for spell books that players have to submitted on the day they helped run. I am preguessing no they cannot help run on one day and play on another. But that could give an unfair advantage if they would be allowed.

   I also know that folks want to help with events to lend a hand, and also want to play too. It was just me wondering about the technicalities/logistics.

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