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Re: [D4] Priest Spells and Balance Discussion

Posted: Mon Feb 22, 2021 2:07 pm
by WM - The Waste Mage
Attrition and Hands of Peace and wards. This enhances peoples desire to build their realms up and ignore what else is going on around them in order to afford a large army. Or to never ever play a warrior due to all the limitations to the thing a warrior should be best at but is last at. Only way you are going to be able to war is to have so many more units than anyone else that its ridiculous.

Re: [D4] Priest Spells and Balance Discussion

Posted: Mon Feb 22, 2021 2:44 pm
by TH - The Hunt
Hand of Peace (the original version) is weaker than Warding, because it only lasts one turn, can only target one province, and prohibits a much narrower range of actions (and it also prohibits these actions by the caster, as well, not just by their enemies). It can still be dispelled. I'm thinking the objection has very little to do with worry about the spell's power.

'Building your realm up and ignoring what's going on around you' is not the route to having a large army... the only route to that is the subjugation of other realms by force or diplomacy. The vast majority of players have no access to these spells, and the attrition reduction NWPs can mostly negate the risk of attrition except in the summer.

Re: [D4] Priest Spells and Balance Discussion

Posted: Mon Feb 22, 2021 2:46 pm
by WM - The Waste Mage
Wrong.

Re: [D4] Priest Spells and Balance Discussion

Posted: Mon Feb 22, 2021 2:54 pm
by TH - The Hunt
For what 'going home' means, I think the most elegant solution is that the units just retreat (toward their capital, as usual) until they're in friendly territory. I don't think they need to go 'woop woop woop' all the way back to the provinces where they were mustered to be in the spirit of it.

Re: [D4] Priest Spells and Balance Discussion

Posted: Mon Feb 22, 2021 3:10 pm
by TH - The Hunt
(I should add, I don't see undead being immune to this spell as being a flaw in the design. Undead being able to pierce defenses like attrition and Charm spells means they're more than just spooky boys.

The flip side is, Ward-type spells in general are particularly effective against magically conjured armies, but less so against the normal kind. The all-purpose Realm Magic 'Warding' is an exception to that rule.)