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2014/12/02 15:13:13
Subject: New Magic System
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Killer Klaivex
Oceanside, CA
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After a whopping 4 games with the new system, I'm pitching this idea to my group.
Arcane Fulcrums only count as impassable terrain at the end of the phase. They are held aloft on a twisting nether, as long as you have enough movement to completely clear the fulcrum, you can move through it. If your movement (of any type) would leave you within 1" of it, or under it, you stop 1" short.
Since you are required to Garrison the Fulcrum (building) when you cast it, you may only cast it if you are of a unit type that is allowed to Garrison a building. Monstrous Cav (character on dark peg), Monsters (daemon prince) cannot cast the spell to make a Fulcrum.
If a spell is destroyed (spell breaking rune) or lost (miscast, or lizardman high magic attribute), it is lost to all wizards on your army. It makes book keeping a lot easier.
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2014/12/02 23:53:12
Subject: New Magic System
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Inspiring Icon Bearer
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Have you had issues with it being too good as is?
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2014/12/03 22:31:34
Subject: New Magic System
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Killer Klaivex
Oceanside, CA
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Yeah, I've had issues with Fulcrums. Gaining a free 3+ invul and immunity to multiple wounds is kind of stupid.
I ran the ethereal toad with wandering deliberations and the bonus to channel (and MR2, and healing potion).
Turn 1 he created a fulcrum (one of his 73 spells), and became unstoppable. In an un-fun sort of way.
Same issue when a necromancer lord on abyssal terror did the same.
More than anything, being able to make an impassable piece of terrain is just too good.
We're also looking at limiting all end time spells to a single attempt at any one of them.
More testing required.
-Matt
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2014/12/04 03:21:32
Subject: New Magic System
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Tzeentch Aspiring Sorcerer Riding a Disc
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HawaiiMatt wrote:
If a spell is destroyed (spell breaking rune) or lost (miscast, or lizardman high magic attribute), it is lost to all wizards on your army. It makes book keeping a lot easier.
So, because that guy over there can't keep his act together, I gotta suffer for it?
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2014/12/09 14:57:25
Subject: New Magic System
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Killer Klaivex
Oceanside, CA
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Manfred von Drakken wrote: HawaiiMatt wrote:
If a spell is destroyed (spell breaking rune) or lost (miscast, or lizardman high magic attribute), it is lost to all wizards on your army. It makes book keeping a lot easier.
So, because that guy over there can't keep his act together, I gotta suffer for it?
Old system:
So that guy over there already knows purple sun, so I can't know it too?
If you run a good number of wizards, it's a total pain in the ass to track the spells. This came up with my vampire counts, who run 3 to 6 casters. It mirrors the old method of 1 wizard blocking the spells from the rest of the casters. It also makes items that destroy spells still useful.
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2014/12/14 13:30:53
Subject: New Magic System
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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HawaiiMatt wrote: Manfred von Drakken wrote: HawaiiMatt wrote:
If a spell is destroyed (spell breaking rune) or lost (miscast, or lizardman high magic attribute), it is lost to all wizards on your army. It makes book keeping a lot easier.
So, because that guy over there can't keep his act together, I gotta suffer for it?
Old system:
So that guy over there already knows purple sun, so I can't know it too?
If you run a good number of wizards, it's a total pain in the ass to track the spells. This came up with my vampire counts, who run 3 to 6 casters. It mirrors the old method of 1 wizard blocking the spells from the rest of the casters. It also makes items that destroy spells still useful.
To be fair. The exact same thing happens with Morathi. I can get behind this. I ran Morathi and Warlocks at 1200 and got to the point where I was struggling to keep track of what I cast. That being said, I think it's a shoddy execution. Not the spell breaking part. That makes sense. Just the lizzie high attribute.
Side note. The lore attribute lets you generate from a lore, you then know a spell. That makes you know all spells from that lore. How would you rule that?
I'd also like to add that units/casters that get told what they know, I.E. 'locks, shouldn't get loremastery. That's too good. Especially when you consider the applications of soul stealer on warlocks.
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2014/12/15 00:47:09
Subject: Re:New Magic System
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Regular Dakkanaut
Nocturne
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IIRC Loremasters of Hoeth know the signature spell from each of the eight lores; according to the new rules, would that make him a loremaster in all of them?
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2014/12/15 00:54:59
Subject: Re:New Magic System
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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Pelas Mir'san wrote:IIRC Loremasters of Hoeth know the signature spell from each of the eight lores; according to the new rules, would that make him a loremaster in all of them?
Yes.
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2014/12/15 01:16:43
Subject: Re:New Magic System
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Regular Dakkanaut
Nocturne
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One Word: Sweet
Totally worth the points to take him now.
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2014/12/15 12:41:49
Subject: Re:New Magic System
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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It also effects doomfire warlocks and sisters of the thorn.
And read the two ways soul stealer applies to warlocks.
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2014/12/15 20:47:24
Subject: New Magic System
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Dakka Veteran
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Loremasters have always been really good.
I think a house rule to nerf the fulcrum is a good idea. Just making it impassable might be a bit much though. At least let it make you immune to stomps and get the channeling bonus.
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2014/12/17 00:43:56
Subject: New Magic System
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Courageous Silver Helm
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Slightly off topic, but about a house rule for the End Times magic.
The rule that I don't like is in regards to the d6 dice for power and dispel dice. I see why they did it (for multi casting the same spell, or 6 dicing the powerful spells when you want them). But the bad part is when one player manages to roll 6 dice for something like purple sun, then the dispeller only gets 1.
So what I'm thinking is that the d6 you roll for power dice is the same as the one that the dispeller gets to dispel the spell. I think this would make it so that there isn't instances where the dispeller has no chance to dispel a spell.
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40k: - Cadian 231st, Death Guard, Sisters, Dark Eldar Iyanden, Scythes of the Emperor
WHFB Armies: High Elves, Empire, WoC, Beastmen, Lizardmen, Dark Elves, Vampires
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2014/12/17 06:42:17
Subject: New Magic System
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Killer Klaivex
Oceanside, CA
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Turalon wrote:Slightly off topic, but about a house rule for the End Times magic.
The rule that I don't like is in regards to the d6 dice for power and dispel dice. I see why they did it (for multi casting the same spell, or 6 dicing the powerful spells when you want them). But the bad part is when one player manages to roll 6 dice for something like purple sun, then the dispeller only gets 1.
So what I'm thinking is that the d6 you roll for power dice is the same as the one that the dispeller gets to dispel the spell. I think this would make it so that there isn't instances where the dispeller has no chance to dispel a spell.
How we've been playing it is how it's written. A dispelling wizard is limited to D6 dice. If you attempt to dispel without using a wizard (so no bonus) you can roll as many dice as you wish.
After killing all the fun in the game with the Heavens End Time spell, we've decided to play without the end time spells, but to still use system. We're seeing less big spells go off, and more smaller ones.
Which IMO, is better balanced.
-Matt
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2014/12/21 11:50:14
Subject: New Magic System
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Regular Dakkanaut
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Magic's abusable both ways. I had an opponent almost wipe out a large unit of swordmasters, only to completely regrow it in my turn.
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