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Messages - Arcanus

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31
Rules Discussion / Re: Mind Control and PET
« on: March 17, 2013, 11:13:18 AM »
They (pets) currently do not gain the "Mage Only" trait.  Mind Control is a bit expensive unless the creature has some enchantments on it (or a Pet marker).

We certainly can make a ruling so that Pets are an exception. However, we prefer to not make a change unless it is necessary, and we have a consensus amongst the players. Lets keep an eye on opinions coming in and revisit in a few weeks.  Thanks!

32
Rules Discussion / Re: Demons - Living?
« on: March 09, 2013, 09:50:18 AM »
Interesting idea.  In early playtesting we had considered making Light better against Dark.  Many of the playtesters were against having that because it gave the Priestess a huge advantage over the Warlock.  Of course, we could have made some counterbalances.

Instead we chose to make Light more powerful against Nonliving, which gives Light a little more flexibility and less narrow of focus.  Light can now be effectively used against all Incorporeal from all schools (Incorporeal are always Nonliving), all Golems (like the Iron Golem), and will still be deadly against Nonliving Dark creatures like the coming Necromancers Undead forces.

33
Rules Discussion / Re: 1st & 2nd Edition Rulebook Differences
« on: March 07, 2013, 11:19:38 AM »
Hello all, we are working on an exact list of changes.  Here is just a quick summary of the major differences in the game between 1st and 2nd printing:

The second printing of Mage Wars® is the same game, but we did make a few key improvements.  None of these affect current players – so no one needs to feel like they missed out on anything!

•   The wood cubes are now the correct color on the box back and in the rules now.
•   Game box back has been updated with fresh text, and internal sides now have artwork.
•   The rules got a facelift – we start the players off in Apprentice Mode, making it easier to get started right away using Apprentice spellbooks.  And we included a new Mage section at the end of the rules which explains all of their abilities in detail.  We made space for these items by cutting out the Walkthrough which is available online in a better format – as a full video!  The text and codex also received some minor tweaking and clarifications, but the rules are the same.  These new rules are available for download online.
•   We made some small adjustments in the rules here and there - cleaning up wording on guarding, codex, etc. Anything we tweaked here is also now in the new FAQ.
•   Also, we put the cards in a new order – so that they are in the exact order players need them in to immediately build their apprentice spellbooks and get started!

These new quick start rules with apprentice mode, and the cards being in the exact order, should completely alleviate initial setup time for new players and we're really happy with that.

34
Rules Discussion / Re: Charm and taunt
« on: March 06, 2013, 11:58:28 PM »
Ha! Love the writing!  Are you interested in doing some story writing?

35
Rules Discussion / Re: Charm and taunt
« on: March 06, 2013, 10:54:58 PM »
Ha!  You made me laugh out loud!  Okay, I'll be slower on the next one!   :)

36
Rules Discussion / Re: Charm and taunt
« on: March 06, 2013, 10:44:17 PM »
This would be perfect!!!  It would be a great way out of it....except...his taunt does not work on Mages.   :(

37
Rules Discussion / Re: Force Bash
« on: March 06, 2013, 09:57:35 PM »
Sorry!

This was a tough call. Here is the reasoning behind why you cannot Slam anyone if you do not Push them first:

The spell says to first Push them one zone. So you have to do that if possible. Its not optional.

So, the only reason why you would not Push them one zone is one of the following (and each of these reasons does not seem to warrant being slammed):

1)   You bash them into a wall with passage blocks trait (in which case they get a wall bashing, which is not the same thing as a knockdown to the floor slamming).
2)   You do not pay enough mana to Push them through a wall with the Passage Attacks trait (in which case they struggle against the push, resist it, and are not really pushed at all – therefore no slam).
3)   They reveal during the counterspell step that they are Unmovable (such as with a Force Hold) – and therefore they cannot really be picked up and slammed.
4)   They are unmovable form the very start - An Earth Elemental or Iron Golem is unmovable and it does not seem reasonable that they could be slammed (or even Dazed instead) if they cannot first be Pushed.

I think you could make a fair argument about #1, but we are still stuck with the other 3. So it seemed best to say "You have to move them at least one zone to have enough momentum to slam them."

Let us know what you think.

38
Rules Discussion / Re: Mind Control and Upkeep
« on: March 06, 2013, 02:41:56 PM »
Oh that's nasty!  I love it!

39
Rules Discussion / Re: Mind Control and Upkeep
« on: March 06, 2013, 02:11:51 PM »
Yes, that is correct. And yes, it is a great way to get rid of something like Whirling Spirit!  Watch out for a 2 mana Mind Shield though!

40
Rules Discussion / Re: New FAQ!
« on: March 05, 2013, 10:47:46 PM »
Ha!  Thanks Skytale.  Keep the questions coming!  :)

41
Rules Discussion / Re: New FAQ!
« on: March 05, 2013, 04:45:00 PM »
Great catches Hid, thanks!

I will add these to the FAQ, probably tonight, along with a few other player suggestions, and re-post.

42
Rules Discussion / Re: Force Bash
« on: March 05, 2013, 03:42:44 PM »
Quote from: "gos_jim" post=8679
I'm similarly disappointed with the clarification on Force Push vs a wall with Passage Attacks. If I don't pay the 3 mana the Push basically does nothing, not even Bashing. I always thought of the Bash damage as "consolation" damage for not pushing them all the way through the wall. Ahh well. Guess I'm just disappointed because I love push spells :(


This was a tough call. Here was our thoughts:  If you do not pay the 3 mana to Push them through the wall with the Passage Attacks trait then the Push did not have enough power to force them through it.  


Think about it this way: the creature is going to be kicking and screaming to resist being pushed through that wall of Fire!  You need a little more "umph" to get him through it!  If you don't pay the extra mana the creature is successful in fighting the spell (resisting the Push) and does not hit the wall nor goes though it.

Also, many walls with Passage Attacks are soft. For example, a Wall of Poison Gas (coming soon!), or a Wall of Evil Spirits (nasty to Living! - also coming!). There really is no bashing here, even if they hit the outside edge of the wall.

The concept of the Slam is that it requires a certain amount of power and momentum to effectively slam the creature, and stopping short of a wall was not enough.  If you bash them into a wall without moving them a full zone, then that's what you did (instead of a slam into the floor or another creature) and you just got your attack on them.  I will concede that we could have ruled otherwise.  It was generally thought that you need to pick them up hurl them a full zone, gaining momentum with the distance, in order to do a proper Slamming.

43
Rules Discussion / Re: Hindering, flying, and timing
« on: March 05, 2013, 03:16:46 PM »
We have decided to update hindering, and here is the official rule right out of the FAQ:

The official rule: A creature cannot take a second move action (even if it has the Fast trait), if it is in a zone where it is currently hindered, or has already moved this round out of a zone while it was hindered.

Note the keyword "while" above. If a creature can teleport away, or gain flying, BEFORE it moves, then it is essentially unhindered and can move freely. We felt this was better for the game, possibly more fair and realistic, and allowed for interesting tactics.

Here is the rest of the FAQ entry:

A creature may be able to become unhindered before its first move action. For example, the Necropian Vampiress could gain Flying before she moves. If there are no flyers in her zone before she moves, then she could exit the zone unhindered. If she is unhindered in the new zone, she can move again as a second move action. The same would apply with a creature revealing an Eagle Wings before it takes its first move action.

Movement by teleporting ignores the Hindering restriction. If a creature teleports before it takes any move actions, it can become un-hindered if it teleports into a zone without any enemy objects that can hinder it.

44
Rules Discussion / Re: do attacks using dancing scimitars
« on: March 05, 2013, 10:19:41 AM »
Yes, which makes it pretty useful for triggering Block/Reverse Attack.

In one sense that is kind of flavorful;: "Oh hell no I'm not using my Thunderbolt on that Mage! First, let me send over the Dancing Scimitar to tap him on the shoulder!".

45
Rules Discussion / Re: do attacks using dancing scimitars
« on: March 05, 2013, 09:52:21 AM »
We have to thank Drealin for this!  It was not in the FAQ, we discussed it and decided his answer was solid so we included it.

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