I've grown to really hate the balance of this game.
Yes, this is also the same with my friends. The lack of balance is killing the game.
And the cheesiness of some moves when the game pretends to be a tactical game.
Yes, the design decisions have been baffling. Not just the Jokhtari / Necromancer example.
With Druid and Resilience making Fire already very strong, what shall we release next...?
I wish it was Forcemaster vs. Warlord, alternates that fixes them (or makes FM less one-dimensional).
However, let's not be too negative about it.
I don't think they've made irrepairable mistakes.
Just that correcting them could be very messy.
Really valuable and valid points, Aylin. Welcome back. I've missed your acerbity.
Who needs Acid Ball when you're spitting it naturally?
Now let's be positive, folks.
Ok, obviously I'm a fan of Novice but I actually think a rule change is the most elegant solution.
So here is an off-the-wall idea. See what you think, folks.
BASE SPELLS NEW RULE
(The rules in this section are "Pro" rules, played in tournaments, as they beg the question: why 3 Teleports in Core?)
All Mages gain the following 12 "base spells" for free (on top of their 120 spell ponts)
2x Dispel
2x Dissolve
2x Teleport
2x Seeking Dispel
2x Nullify
2x Block
No Mage may have more than 80 cards that fit in their spellbook (this includes the 2 Mage cards)
That means you have 120 points to spend on maximum 66 cards (adhering to a max. 6/4 rule too)
RATIONALE
I think every book devised by an experienced player automatically lists 2+ of Dispel, Dissove and Teleport.
So if it is such a "hygiene" purchase, not in the least bit customisable, why not give it to everyone for free?
It's this spell points tax that helps Wizards so much (especially Water Wizards) who buy essentials cheap.
By giving 10 levels of Arcane for free (I'm a shareware fan), you immediately devalue the Wizard's Training!
What about the other 3 spells, you say?
The bluffing game of hidden enchants is frankly enchanting
However, we are stuck with mandatory reveal.
Quite often, non-Wizards can't afford Nullify or Seeking Dispel
So the "could it be a Nullify?" bluffing game is lost as chances are it's not
But now every mage has a couple of them!
It hugely spices up a game when you look at all hidden enchantments suspiciously!
Even when playing against the guileless Warlord.
Of course you also need to arm players with the means to remove hidden enchants.
Blocks added purely because their possibility tactically restricts attack sequencing.
You also need another triggered enchantment to bluff if your build doesn't use them.
And because nobody except Forcemaster plays it surely? Now they are a possibility.
Anything that adds exciting uncertainty to the game is benefiting the game greatly.
But this would devalue equipment and enchantments, you say?
Devaluing equipment is a good thing, they are far too good hence Forges everywhere.
As for enchantments, you can always get one use from any persistent enchantment.
You'll have to time it so it's not hit by the opponent's base 2 Seeking Dispels though...
What other benefits does this spell points inflation that helps non-Wizards far more grant?
I don't know about you but I find culling my book to 120 far more painful with non-Wizards.
Now you can attempt the ambitious spellpoints intensive ideas, increasing game diversity!
I really hate that at least 6 spells (usually 10 = 4 Dispels, 4 Dissolves. 2 Teleports) are pre-chosen in all books.
This is just a tax that benefits the Wizard - so let's remove the tax and the Wizard simply loses his advantage.
It also has the beneficial effect of spicing up the game's uncertainty and allowing for points-costly build ideas.
Whilst solutions so far have been about the coefficients (cost multipliers), I'm suggesting a constant bonus to all.
It seems to me this nerfs a Wizard's advantage, remove these spell point taxes and also helps increase diversity.
Have I finally cracked?