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Made in gb
Power-Hungry Cultist of Tzeentch




Hello had a bit of a brain lapse

are even spells with casting level 12+ still cast irrisisable roll of 2 6's??

That which does not kill us makes us stronger.
- Friedrich Nietzsche

2,000 Dark Elves
4/2/0

2,000 Mono Daemons

7/1/0

2,000 Thousand Sons WIP 
   
Made in gb
Decrepit Dakkanaut




Yes they are.
   
Made in gb
Power-Hungry Cultist of Tzeentch




Thanks

Had a total brain lapse! lol.

That which does not kill us makes us stronger.
- Friedrich Nietzsche

2,000 Dark Elves
4/2/0

2,000 Mono Daemons

7/1/0

2,000 Thousand Sons WIP 
   
Made in us
Stoic Grail Knight



Houston, Texas

Yup, lots of skaven players will throw 2-3 dice at the 13th for this reason.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in gb
Power-Hungry Cultist of Tzeentch




Yeah

Just been reading rumours for 8th ed magic rules and got all confused! lol.

That which does not kill us makes us stronger.
- Friedrich Nietzsche

2,000 Dark Elves
4/2/0

2,000 Mono Daemons

7/1/0

2,000 Thousand Sons WIP 
   
Made in us
Stoic Grail Knight



Houston, Texas

Yeah i was reading through those too, and im hoping a lot of it is just rumors....

Im fine with magic being more risk for more reward, but miscasts are already devastating. (Cost me a game friday).

Just some of it seems so un-fantasy like I just dont believe that they would change them in that regard.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Longtime Dakkanaut






Southern New Hampshire

Yeah, a lot of that seems unfounded. The game is largely fine, as-is. It's certain armies that need work (ie, Daemons).

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Stoic Grail Knight



Houston, Texas

Manfred von Drakken wrote:Yeah, a lot of that seems unfounded. The game is largely fine, as-is. It's certain armies that need work (ie, Daemons).


I agree that the game is largely fine, i would really like to get away from hero-hammer though.

When i played 6-7 years ago the table would be packed with a huge army. Now all you see is one dude on a dragon and 4-5 smaller units.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Longtime Dakkanaut






Southern New Hampshire

Hero-hammer varies from army to army. Some armies (Vampire Counts) rely on their characters in ways that other armies can't (Empire). Sometimes, there's theme to consider (Tzeentch Warriors).

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Dusty Skeleton





You must still meet the req. number for casting. rolling 2 6's doesnt mean the spell goes off.
   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

It never says that anywhere. Reread the exact words of irrisistable force.

Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.

My Blog 
   
Made in us
Stoic Grail Knight



Houston, Texas

Zenkaron wrote:You must still meet the req. number for casting. rolling 2 6's doesnt mean the spell goes off.


This is incorrect. It specifically says in the rulebook if you roll 2 or more 6's the spell is successfully cast.

It does not say you must still meet the required casting level.

Theres a reason i throw 2-3 leftover dice at the 13th every turn.

This message was edited 1 time. Last update was at 2010/04/30 16:05:29


Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in gb
Decrepit Dakkanaut




Zenkaron wrote:You must still meet the req. number for casting. rolling 2 6's doesnt mean the spell goes off.


This is entirely, 100% incorrect. Please read the rulebook before posting, especially when you are contradicting many other posters - its just common sense.
   
Made in gb
Knight Exemplar




It was in an errata. But not specifically for this question.
You still need to roll enough dice to be able to achieve the casting value anyway.

Warmachine: Menoth/Cygnar/Mercenaries
40k: Tyranids!
Fantasy: Dark elves
Wood elves!  
   
Made in ca
Been Around the Block




Yes, but if the errata you're thinking of was the dark elves power of darkness that was in the context of you cant just use one power dice to try to cast a spell you know you wont get off
   
Made in gb
Decrepit Dakkanaut




Seon wrote:It was in an errata. But not specifically for this question.
You still need to roll enough dice to be able to achieve the casting value anyway.


NO YOU DO NOT.

The dark elf PoD errata means you have to have *a chance* of casting the spell. IF IS a "chance" of casting the spell, and therefore if you throw two dice at a spell you can ALWAYS cast *any* spell.
   
Made in us
Longtime Dakkanaut






Southern New Hampshire

The Power of Darkness question was about throwing one die at a 12+ spell to avoid taking a hit from extra dice. One die will NEVER cast Black Horror.

2 dice you have a shot: Irresistable Force. I don't particularly LIKE Rules as Written, but there you have it.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
 
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