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Messages - Knabbmaster

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46
General Discussion / Re: Alt necromancer and alt. Druid
« on: July 04, 2017, 09:31:46 AM »
I would like for an alternet Necromancer to be less evil to give the impression that death is sad and inevitable. It could be like a ten year old girl who is surrounded by misunderstood nonliving monsters. Here is my idea of what she could be like.

 30 life, 9 chanel and same training as the other necro.

It is hard to take farwell.
Once per round when a friendly nonliving creature is destroyed you may prevent that destruction until the next upkeep phase by paying life equal to their level. You may also use it several rounds on the same creature.

Death comes for everyone
Once during each upkeep phase you may pay mana equal to a living creatures level to place a death marker on them. When a creature has a number on death markers equal to their level + 2 you may as a quick spell destroy that creature.

basic attack: range 0-0 1 dice unavoidable, critical damage.
No. Just no. Death IS evil unless there's a good afterlife, and judging by the fact that Drain Soul basically drains life, and that ressurection spells exist but are expensive to cast and require specialized traning, I would have to assume that most people in etheria cease to exist when they die, just like in real life. Otherwise murder and genocide wouldn't be so bad. Also, once a reader becomes aware of this, having a good, inclusive afterlife in a story drains all the dramatic tension out of it. If everyone who the protagonist ever lost still lives on afterwards, what the heck was the protagonist fighting for the whole time? Why go to such great lengths to save lives if there are almost no seriously bad consequences for people who do die?

That being said, I can imagine a necromancer who only takes life in order to save life, whose great knowledge of poison and diseases helps solve crimes, as well as helping student holy mages learn to recognize symptoms of different health conditions.

I don't think you need an alternate version of the necromancer for that.

Sent from my SAMSUNG-SM-J320A using Tapatalk

Then i probably put it in a bad way because you seem to have gotten a different picture from what i wrote then i had in mind. There is no happy afterlife the necromancer is just desperatly trying to help other miserable souls who are neither dead or alive. As they are being hunted down by the dawn breaker. And she gives away some of her life to protect the only friends she has (non-living stuff) but they will all eventualy go away.

so it was being less evil not cuz its happy but cuz its sad.

47
General Discussion / Re: Alt necromancer and alt. Druid
« on: July 04, 2017, 06:57:35 AM »
I would like for an alternet Necromancer to be less evil to give the impression that death is sad and inevitable. It could be like a ten year old girl who is surrounded by misunderstood nonliving monsters. Here is my idea of what she could be like.

 30 life, 9 chanel and same training as the other necro.

It is hard to take farwell.
Once per round when a friendly nonliving creature is destroyed you may prevent that destruction until the next upkeep phase by paying life equal to their level. You may also use it several rounds on the same creature.

Death comes for everyone
Once during each upkeep phase you may pay mana equal to a living creatures level to place a death marker on them. When a creature has a number on death markers equal to their level + 2 you may as a quick spell destroy that creature.

basic attack: range 0-0 1 dice unavoidable, critical damage.

48
General Discussion / Re: Which Force Master Academy Card?
« on: June 27, 2017, 05:18:09 AM »
I think that lesser invisibility will be the strongest arena card. since if you time it with initiative you can play a second one during qc before they can nullify or kill the creature you are protecting. With six copies of it in your spellbook and each one saving the creature for two rounds you could guarantee that it lives for twelve rounds total. 
Like imagne a thoughtspore with dissolve, minor heal, sleep or teleport on it.

49
General Discussion / Re: Essential cards pack
« on: June 27, 2017, 05:08:32 AM »
I would much rather se a boring cards expansion for academy. That just has super basic cards and gives all the schools which are needed. Like burst damage, ethereal attacks, creatures that allow for synergy (like very litte damage but tons of healt or the other way around) and so on. Obviously some schools souldn't have acces to specific tools. But with the last Forcemaster expansion the other mages didn't get much. Arena would probably also benefit from this aswell.

50
Strategy and Tactics / Re: 2 battle forges. Is it viable?
« on: March 04, 2017, 01:02:28 PM »
I used to have a wizard(pre nerf) that played double forge.
If i remember correctly it played like:

Turn 1 (20 mana)
double battle forge

Turn 2 (14+1+1 mana)
enchanters ring, arcane ring, mana crystal and harmonize(on mage)

Turn 3 (15+1+1 mana)
leather armor, moonglow amulet, second crystal and rhino hide.

But idk what mage/build this would be strong with anymore.

51
Spellbook Design and Construction / Re: AT Warlord Tank
« on: February 16, 2017, 08:59:00 AM »
There are some things such as Mind's eye + teleport wand you may have overlooked.

But also i'm not really sure what the gameplan is. If you are trying to pressure the opponent you should have more attackspells and creatures that are fit for that plan. It seems as though you are playing for the long game but i think there are some problems:

There are not that many creatures in the book and slower builds might be able to take the board from you.

And you only run 1x Acid ball 2x dissolve and 1x(with ruotherne sort of 2X) Mage wand. so if mage wand gets dissolved against a tanky player they might be hard to kill after that.

52
Strategy and Tactics / Re: Modern day blasting banker
« on: February 14, 2017, 07:56:56 AM »
I don't think it is a good idea trying to run the other player out of cards as a win condition without playing alot of creatures. The reason for that is battle forge is in the game and what the card allows is to:

either wait for the opponent to spend both their actions, play mage wand, dissolve one of their equipment, during deplyment get some other wand on the same slot from the forge, returning mage wand to your spellbook and repeat.

Or have a nullify on your mage and wait for them to spend one action and do the same thing just mentioned.

Because of this battle forge needs to be destroyed in order to win the "wand game". By protecting their battle forge with maybe 3-4 guardian angels your opponents will get to much use of it before you killed all the angels. In order to keep people from doing this you need board control and thus creatures.

53
Events / Re: GEN CON 2016 CHAMPIONSHIP!!!!
« on: August 04, 2016, 08:21:11 AM »
Would be hilarious if someone managed win with the OTK priestess.

54
General Discussion / Re: Paladin vs Siren Spoilers
« on: June 29, 2016, 11:04:53 AM »
If you just make two holy attacks per round its 5 mana for 2 dice, 1/3 to daze and 1/3 to stun. And that is not very hard to do but one could also do more than just two attacks. So it seems to be ok...  ;D

55
Creative / Re: Frost
« on: June 27, 2016, 06:46:33 AM »
I was thinking something more in the lines of:

Creature is unable to attack or guard and also gains the restrained trait while having one or more frost condition markers on it. Instead of taking a move action the creature can remove a number frost condition markers from itself equal to its  level.

defrost: Reduce the amount of damage dealt by this attack by the number of frost conditions on the target then remove frost conditons equal to the amount of damage rolled.

56
General Discussion / Re: So this is a cool interview.
« on: June 27, 2016, 06:33:05 AM »
I would assume that the next two academy mages will be trained in mind and war schools. But I do not think it is going to be the forcemaster or the  warlord since the FM is movement focused and the warlord likes to conquer the arena. And Arcane Wonders did mention something about brand new mages in academy. So maybe we will se Barbarian followed by Illusionist... ::)

57
The reasons people would choose only to run 1-2 dissolves in their spellbooks are that they either have other answers to high armor (like acid ball or rust) or they don't really need an awnser.

In this case however your probably going to deal most of your damage with attackspells which means you have a limited amount of damage and therefore really high armor could be a big problem. Since this is limited to core set rust and acid ball are no longer options and that is why I think altleast 4xdipel and 4xdissolve are must haves.

58
Only two copies of dissolve makes it awkward against people with a lot of protective equipment since it will be really hard to kill them with attackspells and the gorgon is your only creature which is slow and only deals four dice. I imagine that this book will be annoying to play against but not really that dangerous in anyway.

59
Strategy and Tactics / Re: Need help for Team Up ideas.
« on: September 24, 2015, 03:01:35 PM »
Nah... Twice as many wizzards is twice as unbalanced. :P

60
Events / Re: The 2015 Gen Con World Championship Report!!!!
« on: August 03, 2015, 12:25:01 PM »
World championship???

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