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Messages - Moonglow

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46
General Discussion / Re: Mind Spawnpoint
« on: December 03, 2015, 03:38:09 AM »
All still makes psylocs a spell without a book... and yes, IS can have a place, but its a lonely one in the corner....

Ladin, I do sometimes forget to pass when outnumbered, so yeah, IS could have more play.  But really, in the global meta, are we seeing the IS and FM slaying it?  When steelclaw or others are the buddy of choice... in fact people mostly debate the value of any mind school creatures, then something is wrong.  If AW playtesters were regularly romping the wins with their clever, 'stalker' school books, then I'd suck it up, but its a pipe dream that old timers tell about their time at band camp... let me tell you, there was no pipe or pussy, just smoked stalkers.

47
General Discussion / Re: Mind Spawnpoint
« on: December 02, 2015, 12:04:21 PM »
trying to keep in mind the idea that the Forcemaster is not meant to have tons of creatures and that the Mind school as a whole is not meant for that.

Laddin, do you mean the FM isn't meant to have a lot of creatures in school, or a lot of creatures in play?  i.e. you're trying to force (see what I did there) it to be more solo/big buddy builds?  I'm kind of presuming the former.

The trouble is the mind creatures we've got kinda suck.  They've all got some good coolness to them, but (and perhaps its a meta problem), they struggle to stay alive and be worth the mana and tempo cost for getting them out.  I mean the Psyloc should be awesome, but its a one swat pony.  I looove invisible stalker, but spend most of my time trying to maintain action advantage so he does't go visible and leave the mage a chance to splat him and as a result hardly attacking with IS (I've read the discussion about the advantage of having the enemy mage constantly holding back an attack to strike IS).

If AW isn't anti FM's with lots of mind creatures in play, then the cantrip 'thought spore' concept seems kinda cool.  Like FM drops a thought and it cognates over 2-3 rounds and then eureka, you've a mind creature. 

48
Rules Discussion / Re: About Immunity
« on: December 02, 2015, 11:53:34 AM »
The issue isn't really the counterstrike, its that the attacker can't target anything else in the zone.

Just made me think that with some clever play you could use Altar of the Iron Guard quite strategically to guard whole zones from particular attacks.


I didn't follow the discussion, but why don't we simply change the rule, that targeting a creature is allowed, but the attack simply fizzles, doing nothing at all?
Because of the way the system works, right now you can not declare an attack, if you could target them, then you could declare an attack, it would fizzle, and the guard marker would come off. As all it takes for a "successful attack" is to target somebody.

So? Let the initial attack fail and let the guard get in his counterstrike. Problem solved. Yes, the guard marker comes off, but the guard made a successful attack and the other creature didn't.

49
Rules Discussion / Re: About Immunity
« on: December 01, 2015, 02:22:22 AM »


Its ok, I think both are now just battling for world record longest rule discussion thread titles...

50
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: November 30, 2015, 11:40:03 AM »
If there are likely to be more 'reroll' effect cards that benefit from this step, I'd vote for adding it.  But if AF is likely the only one - keeping in mind Dawnbreaker has to be already in play to function - I'd vote for a simple clarification or wording tweak.

I do agree that if we nerf it to have to be revealed to be used, and revealed prior to the step then it seems out of step with the decisions that can be made for nearly all other cards.  However, ...... (blah blah I think we've all written enough on the variations possible, I won't repeat it/myself/others).

51
Rules Discussion / Re: About Immunity
« on: November 30, 2015, 04:18:24 AM »
I never said it was idiotic.  There are ummm 'features'  to the immunity vs guard interaction that some people find less than intuitive and that others value for their simplicity.

I still like a tweak to guarding that you can't guard against an attack you're immune to, but don't think I'd introduce it over the rules as written.  There is a lot of hidden complexity in mage wars that mostly appears as elegant simplicity.... Until you break it.

I mean despite some of the issues identified on these forums (probably some of the most detailed mage wars discussions around I'd imagine)  most of a huge number of  spells, creatures and effects can be played easily,  as they appear/you'd think they should and without argument.  That's pretty amazing.

52
Off topic / Re: Has anyone here ever heard of or tried Krosmaster Arena?
« on: November 30, 2015, 02:03:48 AM »
I played it last year, it seemed ok and I enjoyed it, but it didnt seem on the surface to have some of the same depth and strategy that I like about MW.  That might have been a little because we were playing a single game versus a campaign, which like Arcadia I'd say it benifits a lot from.  However, it felt like a fairly simple rule system and bit more akin to comparing chinese checkers to chess or go.  Chinese checkers can be a good game and there are layers to it, but compared to go and chess, there isn't the same sense of depth. I might be being too harsh of Krosmaster and chinese checkers :)

Boardgame geek has a couple of reviews - actually just looking, the game overview states that its a tactical game, which is probably a fair assessment.  Strategic decisions weren't at the forefront of our games anyway. 

It is a very very cute/pretty game though.

53
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: November 30, 2015, 01:54:58 AM »
Enchantments are suppost to be revealled and benefit you immediatly.

I thought this was an interesting point, but wasn't sure of its umm integration with the MW design ethos/intent.  The end of this 'benefit you immediately' seems more a true statement for incantations.  I mean if you cast and incantation and it did nothing, itd be a dumb card (or really poor play).  But an enchantment is played face down for tempo, bluff, hedging your bets, mana conservation etc.  Knowing/deciding when to reveal it is a big part of the ebb and flow of the game, too soon you reveal your hand (sic), too late and you miss the optimum timing. 

Like someone (Sike I think) said, AF seems like it could go either way and I can see merits to both. But it doesn't seem that big a deal for the card to get revealed before the dice roll.  You've got something you really need to make sure you kill, you reveal it then.  Having it revealed doesn't negate the card or make it useless.  In some ways saving it up until you know it must be used seems a bit stronger, for 2 mana you can guarantee one timely re-roll (still doesnt guarantee a good roll, but its a statistical improvement). 

I guess one of the problems is that the dice roll is the primary point of uncertainty.  So almost everything else you can better estimate when you should reveal for best initial/immediate benefit.  AF revealed before a dice roll doesnt give you that certainty, you might reveal it, then roll awesomely.  Does that mean it wasn't worth having revealed it?  If your creature gets killed that round, probably annoying.... otherwise its an emerging threat to be considered.

I can't think of another decision with the same uncertainty - the other main uncertainty is around opponent face down enchantments, or what they will do with their actions.  But all of these would give you opportunity to reveal your own enchantments before resolution i.e. if a creature with a large stack of hidden enchantments declared an attack on your imp with face down rhino hide or similar, you can wait right through to the end of step 5 before you reveal it, so you'll have seen whatever they've rolled and what effects they're using before you decide.  I have been caught out by surprise teleports or rouse the beast moves which have meant I thought I'd picked the right moment to reveal my protection/use my defense and something nastier came along, but that's good play (or bad on my part).

I guess Jack's comment seems as good a question of intent as any, just how good an in the pocket card was AF meant to be?

PS I don't mean to be rule lawyering the fun out of the game, I was just enjoying the curves of the discussion. There are plenty of other threads that just seem meh, this one seems interesting and has people bouncing some interesting design/intent/solution thoughts around.


 

54
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: November 29, 2015, 11:54:50 PM »
That might be my fault - I guess the step thing was about when AF can be revealed - although that also depends on whether it can affect past events (the roll happening in this attack action. 

Which is an alternate question/resolution to the same problem/issue under discussion.  I think we're all coming up with different explanations/solutions to the same problem, most all seem viable and choosing between them comes back to design intent.

Why does it have to be done within a step?

Maybe it doesn't. I don't know, because we don't have many rules for re-rolling. It's totally possible that you can re-roll any time before the roll is applied.

The old rules called rolling an event, so it was more clear that you *couldn't* re-roll during a roll, so you had to re-roll afterwards. Now? Donno.

55
Spells / Re: Auto defense enchantment (don't know the name)
« on: November 29, 2015, 11:46:40 PM »
Its always kinda cute and a little bit encouraging for the rest of us when even the playtesters (who I sort of regard as the most experienced with the game nuances) get confused.

56
Rules Discussion / Re: About Immunity
« on: November 29, 2015, 11:41:02 AM »
1) creatures immune to an attack can't be targetted by attacks of that type
2) guarding creatures in a zone must be attacked before any other creature
3) if you can't target the guard, you are not allowed to attack any other creature in the zone



Well, it seems that i am immune to this problem :-) i like it as it is. It did not break the game and smart play caan overcome this :-)

I don't even understand how it is currently... so I can't like it or not at this point.

57
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: November 29, 2015, 11:38:41 AM »
Indeed! :)

I guess I'd never thought of the dice re-roll as part of the spell effect, so kind of its own step.  So step 5 has ended, you reveal AF, and that allows you to do something.  In this case re-roll the dice. 

Ninja'ed

58
Rules Discussion / Re: Akiros Favor VS Temple of the Dawnbreaker
« on: November 28, 2015, 02:43:49 PM »
Zuberi, I think the issue around defining the roll is around when the card can be revealed.  Thats kind of what started some of this debate - if Akiro's Favour isn't revealed, and the dice roll sucks, can the owner reveal AF and re-roll. 

With your definition, the dice roll (and re-rolls) is a step - which seems clear in V4 rules.  This would mean you can only reveal AF either before the dice rolling starts, or after the step when all re-roll efforts have completed.  I say this seems clear in the V4 rules as you have to have completed one step before starting another step - the steps are mutually exclusive.  Since step 6 (applying the damage) needs the damage amount clear, then the dice rolling had to be complete in step 5.  With a couple of exceptions, spells don't change what occurred in a previous step (perhaps another question then is whether AF is meant to be one of these).

As it stands, and maybe I'm just an advocate for the opposite, but I can't see that its what the rules/or card intended for AF to be revealed after step 5 and apply to step 5.  It doesn't seem a game changer either way - I lean in favour of what I see as the cleanest, most consistent rule application.  However, if the reverse was true and AF could be played after to affect one dice roll, it wouldn't break anything. At the same time, AF isn't a one shot either, making someone reveal it before they knew they had to doesn't make it useless either.

Sike - without putting words in your mouth, your reply seems more about if AF is already revealed?  The card revealed before the step affecting the current step/roll and allowing rerolls - is that what you meant? 

I don't see the steps changing things that much - they've always been there really, they're just helping us tidy up a few anomalies that perhaps weren't as clear as they could have been.  To be honest the steps seem closer to how we play than not.





What is not the question at all. The question is, when the card is revealed, can it change the past? The rules say specifically that it can not. Thus, it can affect a roll in progress, but not one that has already been determined.
Well that is one view, I do not see this as changing the past, I see it as effect of now. Damage has not been applied (the future) I can re-roll once a round. The card does not say you may re-roll the dice during the dice roll step. This is typical of cards that change the standard rule set. It seems to me everyone is wanting to shove everything in to the steps now which I despise the thought of, unfun, but it is what it is.

59
Spells / Re: Auto defense enchantment (don't know the name)
« on: November 27, 2015, 06:52:36 PM »
I don't know what it was, but defense isnt a guaranteed save whereas a block is... but then 1 mana is pretty cheap, I'd cast it :)

60
Alternative Play / Re: Mage Wars Arena: Journeyman Mode
« on: November 26, 2015, 06:38:08 PM »
It wasn't clear that you were trying to balance with academy.  Why do you want to? Surely trying to weaken everything arena to make it fit with academy seems an over reaction to cards that are context relevant in a reduced arena format anyway? (i.e academy cards still have a place in arena, which you're designing for).


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