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Made in us
Ambitious Space Wolves Initiate




Simi Valley, CA

 sebster wrote:

 The Shadow wrote:
I don't exactly think that this was the fault of the magic mechanics.... Think about it. Curse of Anraheir is cast on a 10+, with your wizard's level factored in, you needed to roll a six. Based on the logic that with two dice you're most likely to roll a seven, you had a very good chance to cast that with two dice. If you wanted to make sure, you should have used a third. Not a fifth. Maybe that was a little reckless.


People frequently cast spells with enough power not just to beat the casting value, but to make a dispel unlikely. I'm not sure about the situation in HidaSeku's game, but he might have assessed Curse of Anraheir as the only spell that really needed to be cast that turn, and was happy to burn most of his dice on it.


That is exactly what happened in my game. It was 1st turn, and didn't need any of the other spells that badly, and had 7 dice to use that phase. I figured I'd draw out a dispel scroll or at least most the dice as the Curse of Anraheir, if cast, would save my cannon. I for sure was a little reckless, but I must not have prayed to Sigmar enough that day because that miscast was a doosey!

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Made in au
Nimble Mounted Yeoman




Adelaide

Why do people get so angry when these things happen? Its just a game...? What do you expect from a random chance game with a little skill thrown in.

We all know what can happen with a magic phase, becasue it's pretty much always been like this - we all know that it rarely happens, so when it does, just get over it.

If you're worried about being one spelled off the table, don't take a list where this will hurt.

Also, have a read of the fluff, its the bits that the rules designers try and bring to the table. In that, magic is quite powerful and random, and destructive, and fun, and dangerous, and crazy. That's basically one of the foundation principles the warhammer world has been built upon.

If all else fails, just remember its a game

   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

sebster wrote:

Automatically Appended Next Post:
 The Shadow wrote:
I don't exactly think that this was the fault of the magic mechanics.... Think about it. Curse of Anraheir is cast on a 10+, with your wizard's level factored in, you needed to roll a six. Based on the logic that with two dice you're most likely to roll a seven, you had a very good chance to cast that with two dice. If you wanted to make sure, you should have used a third. Not a fifth. Maybe that was a little reckless.


People frequently cast spells with enough power not just to beat the casting value, but to make a dispel unlikely. I'm not sure about the situation in HidaSeku's game, but he might have assessed Curse of Anraheir as the only spell that really needed to be cast that turn, and was happy to burn most of his dice on it.

Quite possibly, but you should know the risk of chucking that many dice into a spell and therefore should be sure that the rewards outweigh the potential risk. You can't blame magic's OP-ness because of said risk.

I still maintain that many of these situations people have posted are occasions of freak luck that just happened to occur in the Magic Phase, rather than the cases of the overpowered-ness of Magic winning you or your opponent the game.


There's a lot more scope for dice to produce crazy results in the magic phase. That's exactly how its been designed.

Personally I think it's a good thing, magic should be unpredictable.

No, no, I agree. I like the Magic system, my point is that, in this thread, we are discussing situations where Magic's overpoweredness has "broken" a game, not situations where freaky luck that just happened to occur in the magic phase have won/lost you the game. Observe:

An example of Magic being OP (what we're discussing) would be this: "I played a game against my friend. He took a large, tough as nail unit of X number of whatever, that took up most of/a great number of his points. I managed to cast [insert scary spell here] on it once/twice and the vast majority of the unit was gone, therefore he was left with a massive disadvantage and hence I easily won the game."

An advantage of freak luck costing someone the game, that just happened to occur in the Magic Phase (i.e. what most people seem to be posting), would be something like this: "I rolled two dice to cast a spell, got a double six, blew up my 350 point caster and ended up losing the game" or "Someone cast [insert not necessarily a scary spell here] at my tough, expensive unit. I had to make X number of saves on my decent saving throw but ended up failing them all! I then lost the game, thanks to the absence of that unit".

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

9th Age Fantasy Rules

 
   
 
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