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"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary
Mage the Ascension tempered insanely powerful magic with the nasty downside of Paradox in the WoD as Magic does tend to have the potential for dominating.
Could go for a simple but random way to represent feedback.
If a spell fails to cast, roll a third dice, if this creates a double, the caster takes a feedback hit that can cause a wound, str equal to own toughness. Doesn't garuntee a wound, but it makes it slightly more hazardous if they fail a cast roll.
If the spell fails on a double six, roll the dice, if a third six comes up takes a auto wound, no saves allowed.
Just an idea.
"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.
Two White Horses (Ipswich Town and Denver Broncos Supporter)
ineptus astartes wrote:not really getting the joke...
goin' to bed now.
The joke is, GW always produces armies that are overpowered, the necrons were one of the first and Blood Angels are one of the newer OP armies. Its like an arms race in the 40k codices, first necrons, then orks, then IG, then tyranids, then space wolves, then Dark Eldar.... each army just tries to bend the previous army over a table and have at them.
Berserksteve wrote:Hay Fitzz there is just ONE thing I want to change for the mages and that's the faction's spell bonus things, looking back their not very balance.
Yeah, during some of the battle sims the mages did very well...almost to well at times...especialy in combinations with other Hunter elements.
I see, usually in settings the magic people usually more powerful than the rest but that may not be right for Bloodmoon. What do you think should happen, tone down the spells, increase spell failure chances or make them more sensitive to damage? I can see the most trouble with the Archmages because they can use all the spells in the school of their chose, while Battle Mages are only going to get by with 2-3 spells or is that mix of minor spells bonuses and good combat skills making them too good?
Most of the " holy gak" occurred with the Archmage in combination with other various Hunters types...Tank and dervish for example, with a solid shooting force...though some wargear was involved as well...the Hunter "team" did an inordinate amount of damage against a pack of Grubrah...
Now, of course I don't wish to nerf any chances the Hunters have in a fight...nor do I want to serverly limit the mage types, as I really like the concept...but we need to figure out a way of making them dynamic and powerful with out having them just blast the feth out of everything...
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary
Morathi's Darkest Sin wrote:Mage the Ascension tempered insanely powerful magic with the nasty downside of Paradox in the WoD as Magic does tend to have the potential for dominating.
Could go for a simple but random way to represent feedback.
If a spell fails to cast, roll a third dice, if this creates a double, the caster takes a feedback hit that can cause a wound, str equal to own toughness. Doesn't garuntee a wound, but it makes it slightly more hazardous if they fail a cast roll.
If the spell fails on a double six, roll the dice, if a third six comes up takes a auto wound, no saves allowed.
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Berserksteve wrote:Hay Fitzz there is just ONE thing I want to change for the mages and that's the faction's spell bonus things, looking back their not very balance.
Yeah, during some of the battle sims the mages did very well...almost to well at times...especialy in combinations with other Hunter elements.
I see, usually in settings the magic people usually more powerful than the rest but that may not be right for Bloodmoon. What do you think should happen, tone down the spells, increase spell failure chances or make them more sensitive to damage? I can see the most trouble with the Archmages because they can use all the spells in the school of their chose, while Battle Mages are only going to get by with 2-3 spells or is that mix of minor spells bonuses and good combat skills making them too good?
Most of the " holy gak" occurred with the Archmage in combination with other various Hunters types...Tank and dervish for example, with a solid shooting force...though some wargear was involved as well...the Hunter "team" did an inordinate amount of damage against a pack of Grubrah...
Now, of course I don't wish to nerf any chances the Hunters have in a fight...nor do I want to serverly limit the mage types, as I really like the concept...but we need to figure out a way of making them dynamic and powerful with out having them just blast the feth out of everything...
Power limits? For example, the deathstrike missile launcher is a giant feth off bomb, but can only be used once and after a certain roll is made. Maybe the mage has to charge his attack similar to Final Fantasy's Flare vs Meteo. Meteo was a huge attack that took forever to actually cast, and flare did less damage but could be cast multiple times in the time it took to cast one meteo.
Berserksteve wrote:Hay Fitzz there is just ONE thing I want to change for the mages and that's the faction's spell bonus things, looking back their not very balance.
Yeah, during some of the battle sims the mages did very well...almost to well at times...especialy in combinations with other Hunter elements.
I see, usually in settings the magic people usually more powerful than the rest but that may not be right for Bloodmoon. What do you think should happen, tone down the spells, increase spell failure chances or make them more sensitive to damage? I can see the most trouble with the Archmages because they can use all the spells in the school of their chose, while Battle Mages are only going to get by with 2-3 spells or is that mix of minor spells bonuses and good combat skills making them too good?
Most of the " holy gak" occurred with the Archmage in combination with other various Hunters types...Tank and dervish for example, with a solid shooting force...though some wargear was involved as well...the Hunter "team" did an inordinate amount of damage against a pack of Grubrah...
Now, of course I don't wish to nerf any chances the Hunters have in a fight...nor do I want to serverly limit the mage types, as I really like the concept...but we need to figure out a way of making them dynamic and powerful with out having them just blast the feth out of everything...
Power limits? For example, the deathstrike missile launcher is a giant feth off bomb, but can only be used once and after a certain roll is made. Maybe the mage has to charge his attack similar to Final Fantasy's Flare vs Meteo. Meteo was a huge attack that took forever to actually cast, and flare did less damage but could be cast multiple times in the time it took to cast one meteo.
See, I was considering making the more devestating spells a one go per total combat sort of thing..
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Berserksteve wrote:Hay Fitzz there is just ONE thing I want to change for the mages and that's the faction's spell bonus things, looking back their not very balance.
Yeah, during some of the battle sims the mages did very well...almost to well at times...especialy in combinations with other Hunter elements.
I see, usually in settings the magic people usually more powerful than the rest but that may not be right for Bloodmoon. What do you think should happen, tone down the spells, increase spell failure chances or make them more sensitive to damage? I can see the most trouble with the Archmages because they can use all the spells in the school of their chose, while Battle Mages are only going to get by with 2-3 spells or is that mix of minor spells bonuses and good combat skills making them too good?
Most of the " holy gak" occurred with the Archmage in combination with other various Hunters types...Tank and dervish for example, with a solid shooting force...though some wargear was involved as well...the Hunter "team" did an inordinate amount of damage against a pack of Grubrah...
Now, of course I don't wish to nerf any chances the Hunters have in a fight...nor do I want to serverly limit the mage types, as I really like the concept...but we need to figure out a way of making them dynamic and powerful with out having them just blast the feth out of everything...
Power limits? For example, the deathstrike missile launcher is a giant feth off bomb, but can only be used once and after a certain roll is made. Maybe the mage has to charge his attack similar to Final Fantasy's Flare vs Meteo. Meteo was a huge attack that took forever to actually cast, and flare did less damage but could be cast multiple times in the time it took to cast one meteo.
We can also make some of the tops spells like Power Master, Army of Darkness and Weaver of Fate only be used once a fight or something like that. Also adding a time to cast and a spell failure will still let the mages keep their kickass spells and give them limits!
Yep, that seems to be the way to go for the most part. Its a devastating weapon, but can only be used once so if you screw it up, you screwed it up for the rest of the combat. It also prevents people from constantly bringing meteors out of orbit and onto a target in a single combat event.
*That's why I included the Deathstrike as an example, the weapon is awesome (s-10, Ap-1 and always is at s-10 against armor even if it isn't centered on it) but you can't use it on the first turn, on the second turn you need a 5+, on the third you need a 4+, on the fourth you need a 3+ and if it takes a shaken or weapon destroyed result it sets it back. So it can be turn three, but if it took a weapon destroyed result it fires on a 5+ instead of a 4+. It can also only be used once per game, good example of limiting power.
This message was edited 1 time. Last update was at 2011/10/03 20:23:54
halonachos wrote:Yep, that seems to be the way to go for the most part. Its a devastating weapon, but can only be used once so if you screw it up, you screwed it up for the rest of the combat. It also prevents people from constantly bringing meteors out of orbit and onto a target in a single combat event.
Exactly...limits on use seems to be the way to handle things...
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
I'd combine the two myself, make there a possible backlash for magic, but also limit any insane big hitters.
I doubt we are going as far as using a magic/mana pool, but a restriction on the big ones could represent the power needed to cast, need time to recharge before they can cast again.
This message was edited 1 time. Last update was at 2011/10/03 20:25:47
"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.
Two White Horses (Ipswich Town and Denver Broncos Supporter)
Morathi's Darkest Sin wrote:I'd combine the two myself, make there a possible backlash for magic, but also limit any insane big hitters.
I doubt we are going as far as using a magic/mana pool, but a restriction on the big ones could represent the power needed to cast, need time to recharge before they can cast again.
Bah, all you need is a Paladin with prayer maxed out all the way and a nice mace or sword that steals a gak-load of mana from target and you can live forever. Blessed Hammer pally's can bite me, sorry correct term is "hammerdins".
This message was edited 1 time. Last update was at 2011/10/03 20:27:14
halonachos wrote:
Bah, all you need is a Paladin with prayer maxed out all the way and a nice mace or sword that steals a gak-load of mana from target and you can live forever. Blessed Hammer pally's can bite me, sorry correct term is "hammerdins".
"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.
Two White Horses (Ipswich Town and Denver Broncos Supporter)
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Berserksteve wrote:
Holy crap I got the avatar from something completely different and now did I just see it looked like a Pokemon.
You mean that's not a pokemon? I thought it was a new pokemon, I mean I thought that it resembled something that a 9 year old described as being a pokemon, why would I know what a pokemon looks like? I'm a grown man, of course I didn't know that was a pokemon... er, I mean how could I know whether or not it was a pokemon?
I am going to go drink a beer, pay some bills, and grow facial hair now because I am a grown man and that's what we do.
Also, Swinub is a 2nd edition (Gold and Silver) Pokemon, that evolves into Piloswine and them Mamoswine. He is not, in fact, a pig. Just a tiny elephant.
This message was edited 1 time. Last update was at 2011/10/03 20:38:29
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats.
Not a brony, I was doing pony jokes before they were cool. In fact I'm sure the makers of that pony show stole my rainbow ideas from the Zombie RP and then some from the Blood Moon series.
Berserksteve wrote:
Holy crap I got the avatar from something completely different and now did I just see it looked like a Pokemon.
You mean that's not a pokemon? I thought it was a new pokemon, I mean I thought that it resembled something that a 9 year old described as being a pokemon, why would I know what a pokemon looks like? I'm a grown man, of course I didn't know that was a pokemon... er, I mean how could I know whether or not it was a pokemon?
I am going to go drink a beer, pay some bills, and grow facial hair now because I am a grown man and that's what we do.
I think Pokemon is a bit better because I got it from a girly anime....
Isn't that a Bruce Campbell movie?
Oh crap, I've been found out!!!
This message was edited 2 times. Last update was at 2011/10/03 20:43:12
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
FITZZ wrote: @ Everyone...Lets leave the ponies and bronies and what not in the OT thread...as..quite honestly they make me sick.
In other words they make Fitzz spew liquids on his keyboard, but not in the good way.
Although I agree, "bronies" are a waste of time which is why I make jokes centered on rainbows and candied zombie innards. For example there was this rather large OP character this guy made in the zombie RP and I had his death result in him having his arms turned to red licorice(he was Russian), and then a guy speared himself through the Russian and the Russian collapsed and turned into a bunch of tiny bunnies and stuff.
This message was edited 1 time. Last update was at 2011/10/03 20:48:11