Hello Nihil!
I just
had to answer this post because it is a favorite subject of mine, and I am full agreement with you!
Mage Wars has been designed to play as realistically and intuitively as possible, so it feels real, and everything has rich flavor and color. It has been a struggle to achieve that while also making the game simple, easy, and not too complex.
For the longest time we had an "Archer Suppression" system. It took various forms over the years, and at some point each of these rules below was in effect:
An Archer cannot make its ranged attack if:
[ul]
[li]an enemy active creature is in its zone.[/li]
[li]if it receives a melee attack prior to its activation[/li]
[li]if there is a guard in its zone[/li]
[li]if there is a threat in its zone (at one time we had both guards and threats)[/li]
[/ul]
In the end, after much debate and discussion, we decided to pull out the archer suppression rules in order to simplify the game and make it easier and more approachable.
Some interesting design history; Along with with archer suppression, we pulled out a few other rules, such as Melee engagement. Creatures could engage each other in melee and tie each other up. That was fun and interesting, lots of great tactics. But it also greatly increased game time and complexity. In the end we pulled it out and later added in the "hindering" system which helps simulate to some degree the effect of "disengaging from melee".
We also removed LoF (line of fire). I fought tooth and nail for that one! Walls might block LoF, but not LoS (for example a Wall of clear Ice). That allows for some interesting tactics like casting a Sleep spell on an Archer on the other side of a Wall of Ice. He cannot hit you with his bow, but you can cast a spell on him.
We used to have 2 types of Defenses (Dodge and Block), and they work differently against 2 types of attacks -
wide area, and
heavy. Dodges work great against heavy attacks, like a giant's club, but can't get away from a wide area flame blast. Block defenses like a large shield work great to cover up from a wide area flame blast, but don't help avoid a giant's hammer.
We wanted Mage Wars to be approachable and simple, without overwhelming new players. I feel like we struck a good balance.
However, there is opportunity to include new rules later. For example, we were careful in what walls we chose for the first set, so that we have opportunity to introduce LoF later if we want. We can also add a rule for archer suppression. Our thought is to build the player base and then add to the game a little bit at a time, with new mechanics and rules.
We're always open to your suggestions too!