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Made in us
Fresh-Faced New User




San Diego

Ok, I am currently playing/assistant GM in a mighty empires campaign. We are about to introduce another aspect to the game. Long-and-short of it, there appears to be the need for a way to perform a 3-way battle in Storm of Magic. I am trying to figure out how to create rules for this. One thing to note is that the only time a 3 way battle could occur it would be to "Player Empires" and one "Neutral Kingdom", meaning the loss by the neutrals wouldn't actually affect any individual players empire. The second is, due to the nature of the area of the world that this will occur in, at the start of every game turn sight is limited to 5D6, you can do nothing beyond that range(charge, shoot, cast, etc).

Rules:
Play Lengthwise(Deploying from the 4' side)
Neutral army deployes within 6" from the centerline
The two players roll off to determine which side just as normal
3-Way dice off for who picks side and deploys first
Players deploy within 12" of their chosen side
*[i]this will put an 18" space between the armies...it's a bit short, but the vision rules of 5D6 should mitigate this a bit, i think*
Continue Game as normal

Here's the hard part
Magic:
Storm of magic is 4D6 for the player turn, but there are two opponents so how should the dispel be handled?

Outflank:
My current idea is for the players to divide each of the 6' sides into 2 equal length segments with the far 4' edge being the 5th segment...roll a D6 to see which one. A "6" means you get to pick. For the neutral army(in the center), each 6' board edge would be a 1/2, or 3/4, a 5 and 6 are the 4' edges....OR each board edge would be 2-5, 6 you pick, reroll a 1. Need some help here.

The arcane fulcrums would be placed as normal between the armies. This would mean both player armies have easy access to 2 fulcrums each, and the neutral army has access to all 4 easy. This does give something of an advantage to the neutral army, but then again, he IS between both armies and has to fight them both off.

For who takes the first turn:
Turn 1: each player rolls a D6, go in order of dice rolls
Following Turns: the second and last player from the previous turns roll off to see who goes first or second

This system doesn't NECESSARILY need to be perfectly balanced as no one really cares about the neutral army...but it does need to be playable and fun for all parties(the neutral guy gets to have fun because he can fight with abandon with no regards to losses affecting his empire)

Ok, commence FLAME-SPRAY!

...no for real...need some help on a couple points here guys, any ideas welcome(especially how to handle the dispel phase

"Even in a game involving Gods, magic, dragons, and walking dead we still assume the basic laws of physics apply..." 
   
Made in gb
Drone without a Controller




England

The dispell should be handled by who it's affecting
But if its a boosting spell then by the other empire player


Automatically Appended Next Post:
The dice roll idea is good and I like it
However I think the neutral player should go first because he's the first to get hit AND its from both sides

This message was edited 1 time. Last update was at 2013/08/03 06:53:48










 
   
Made in au
Hacking Proxy Mk.1





Australia

In the back of the big red book there are scenario rules, one of them is for a battle between 3 and 5 players (rules are on page 406).

Turn sequence is done more in line with the LotR game (ie I move, you move, I shoot, you shoot).
A turn sequence is established and the first player moves, then the next etc. For magic 1 person rolls 2d6, this result gives the power and dispel in the same was as usual but everyone gets a power pool and a dispell pool. You cast in order, 1 spell at a time. The person being targeted gets the first chance to dispell then it goes to turn order.
Each player then does all of their shooting before the next.
Close combat happens as normal but with there only being 1 round of it per game phase as opposed to 1 each player phase.

I've played this with me and my VCs in the middle, standing on top of a temple that doubled the number of models I raise each cast then dwarves on one side and ogres on the other. It was quite possibly the funnest game I have ever played

 Fafnir wrote:
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Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

For the Magic Phase, the casting player should roll 4D6 (those are his power dice) and each opposing player is given a number of dispel dice equal to the highest D6 roll.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
 
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