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Re: War Rules

Posted: Fri Apr 12, 2019 1:44 pm
by YK - Yuri Khavlor
LA - Leira Annu wrote:
Fri Apr 12, 2019 1:15 pm
1th level wizard can just drop 5 fireballs on the fight for free?
A wizard can cast fireballs, but the balance is that the fighter or rogue now have a target.

Those fireballs also take a full battle round to cast for the battle field effect. Mass destruction occurs all at once.

Re: War Rules

Posted: Fri Apr 12, 2019 1:45 pm
by YK - Yuri Khavlor
Also cloud kill is broken per battle card rules. You have 100 units in a single fortified square? All dead now before a single arrow is fired in defence.

Re: War Rules

Posted: Fri Apr 12, 2019 1:52 pm
by TH - The Hunt
The problem with that isn't that cloudkill is that powerful, it's that the drawbacks should be considered... like, how it has a 10 yard range, and it always sinks to the lowest elevation. It can potentially kill hundreds of defenders, yes. It can also roll downhill and kill the wizard and his own unit with the slightest miscalculation. Or it could blow aside and fail to do enough damage to inflict a full hit on anything... and how is the wizard going to get within 10 yards of the top of the fortification?

Re: War Rules

Posted: Fri Apr 12, 2019 2:06 pm
by MS - Meaghan Smith
Invisibility and fly?

Expeditious Retreat afterwards?

Dimension Door?

Teleport?

There/Not There outside fortification wall and drops a cloudkill inside?

Too many ways with just a moment's thought. This is why regular spells should not be battlefield factors and should be realms spells (and battle spells if we are going that route).

Re: War Rules

Posted: Fri Apr 12, 2019 2:10 pm
by TH - The Hunt
I think (Improved) Invisibility is the only one of those that sounds more than halfway survivable, but point taken.

Re: War Rules

Posted: Fri Apr 12, 2019 2:16 pm
by TH - The Hunt
Would be fun to counter the 5th level cloudkill spell with a 3rd level gust of wind, though...

Re: War Rules

Posted: Fri Apr 12, 2019 2:23 pm
by WM - The Waste Mage
I think we need to be very basic because mages could be too powerful. Just give mages an attack like a unit. Depending on mage level they can do a certain number of hits up to 3 maybe 4. Clerics can heal hits up to 3 maybe 4. Leave it at that or we are opening a big can of worms.

Re: War Rules

Posted: Fri Apr 12, 2019 2:35 pm
by DM Juan
----Wizard-----
nm=Advanced Illusion;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Chaos;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Charm Unit;ty=a;ht=0;ef=c;gb=0;rc=0;eu=1;lp=0;rn=1;hr=n;sv=y;
nm=Cloud Kill;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Death Fog;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Death Plague;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Delayed Blast Fireball;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Enchanted Weapons;ty=b;ht=1;ef=ab;gb=0;rc=0;eu=1;lp=0;rn=1;hr=n;sv=n;
nm=Fear;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Fireball;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Ice Storm;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Improved Phantasmal Force;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Incendiary Cloud;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Lightning Bolt;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Meteor Swarm;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Permanent Illusion;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Phantasmal Force;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Power Word Kill;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Power Word Stun;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Prismatic Sphere;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Prismatic Spray;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Prismatic Wall;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Programmed Illusion;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Rain of Magic Missiles;ty=a;ht=1;ef=n;gb=0;rc=0;eu=1;lp=6;rn=0;hr=n;sv=n;
nm=Rolling Fire;ty=a;ht=1;ef=r;gb=1;rc=0;eu=a;lp=0;rn=1;hr=y;sv=n;
nm=Spectral Force;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Stoneskinned Army;ty=b;ht=1;ef=hb;gb=2;rc=0;eu=1;lp=4;rn=0;hr=y;sv=n;
nm=Symbol;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;

------------ Priest ---------------
nm=Blade Barrier;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Bless;ty=b;ht=1;ef=ab;gb=0;rc=0;eu=1;lp=0;rn=1;hr=n;sv=n;
nm=Call Lightning;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Chant;ty=b;ht=1;ef=ab;gb=0;rc=0;eu=1;lp=0;rn=1;hr=n;sv=n;
nm=Creeping Doom;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Cure Unit;ty=h;ht=1;ef=n;gb=0;rc=0;eu=1;lp=0;rn=0;hr=n;sv=n;
nm=Earthquake;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Fire Seeds;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Firestorm;ty=a;ht=0;ef=d;gb=0;rc=0;eu=1;lp=0;rn=1;hr=y;sv=n;
nm=Flame Strike;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Holy Word;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Illusionary Artillary;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Insect Plague;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Prayer;ty=b;ht=1;ef=ab;gb=0;rc=0;eu=1;lp=0;rn=1;hr=n;sv=n;
nm=Pyrotechnics;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Spike Growth;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Spike Stones;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Spiritual Hammer;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=n;sv=n;
nm=Sunray;ty=a;ht=0;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;
nm=Symbol;ty=a;ht=1;ef=r;gb=0;rc=0;eu=1;lp=0;rn=0;hr=y;sv=n;


Those are the spells inputted. And no, I am not 100% sure what the acronyms are currently.

Re: War Rules

Posted: Fri Apr 12, 2019 2:37 pm
by TH - The Hunt
I like the idea of spellcasters being extremely powerful on the battlefield, but only very unreliably and at great risk. Because their power scales rapidly with level, losing a high-level spellcasting character to violence would immediately set someone who relies on them back to square one, or worse. (Provides a nice thematically-appropriate advantage to the short-lived races, too... they can replace losses more easily, and afford to experiment more.)

The element of risk would help casting spells in combat add to the game's mystery and suspense, while the unreliability of it would ensure that anyone who used it complacently as part of their 'winning strategy' would be punished for it. Being limited by local power sources would help, since regents wouldn't be able to use the same tactics in every battle.

Re: War Rules

Posted: Fri Apr 12, 2019 2:46 pm
by YK - Yuri Khavlor
In every game, I have ever played with war card battles and war magic, has required 100% focus on the wizards unit until it is destroyed. You would lose the battle, but it was the only path for victory going forward.

How would this strategy work with this system? What risk is there for wizards walking into the battlefield throwing around destroy results w/ no save?