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Re: War Rules

Posted: Fri Apr 12, 2019 4:21 pm
by CBC - Garand
I have no intention of running out in the middle of combat even if I have good combat stats with my main. That's what Lts are for, even if they can't cast Fireball.

Re: War Rules

Posted: Fri Apr 12, 2019 4:26 pm
by DM Juan
I could add units, relatively easily, it seems.

Also - wizards don't indiscriminately toss around explosions in the program. All casters cast 1 spell per combat round.

Re: War Rules

Posted: Fri Apr 12, 2019 4:30 pm
by MS - Meaghan Smith
Let's not distract Juan on war rules yet...let's finish placing people on the map :)

Re: War Rules

Posted: Fri Apr 12, 2019 4:31 pm
by TH - The Hunt
Yeah, if we distract him too much some of us might end up starting in the ocean, or even inside a glacier.

Re: War Rules

Posted: Fri Apr 12, 2019 4:34 pm
by AaH - Avicerra al Hamam
Then you are lucky some of us others he might forget to place at all 🤣

Re: War Rules

Posted: Fri Apr 12, 2019 5:24 pm
by WB - Water's Blessing
RS - Rogr Smith wrote: ↑
Fri Apr 12, 2019 4:14 pm
Most of the religions can turn undead. At least one commands them. Very few have no influence (can't turn or command) them.

If it's about the war units, they're not cheap and require corpse units to be on hand/stored. Summoning provides similar strength units without the whole 'negative' connotation.
In this iteration, power over the undead is not that common. Of the posted faiths, only followers of the Architect or Nesirie can turn, and only followers of Corbin can command (assuming the rule that "only evil priests can command uncontrolled undead" is in play). Moradin and/or Spirited Way might be able to as well, but even if both that's still only about half of the faiths.

Re: War Rules

Posted: Fri Apr 12, 2019 5:26 pm
by CBC - Garand
HK - Hamzaa al-Kalari wrote: ↑
Fri Apr 12, 2019 5:24 pm
RS - Rogr Smith wrote: ↑
Fri Apr 12, 2019 4:14 pm
Most of the religions can turn undead. At least one commands them. Very few have no influence (can't turn or command) them.

If it's about the war units, they're not cheap and require corpse units to be on hand/stored. Summoning provides similar strength units without the whole 'negative' connotation.
In this iteration, power over the undead is not that common. Of the posted faiths, only followers of the Architect or Nesirie can turn, and only followers of Corbin can command (assuming the rule that "only evil priests can command uncontrolled undead" is in play). Moradin and/or Spirited Way might be able to as well, but even if both that's still only about half of the faiths.
Actually, Priests of the Neserie, if I read correctly, can both Turn and Command the Undead.

Re: War Rules

Posted: Fri Apr 12, 2019 5:27 pm
by DM Juan
Technically, the Architect COULD have allowed LE priests to command. But, for religious reasons, obviously doesn't. :)

Re: War Rules

Posted: Fri Apr 12, 2019 5:32 pm
by JB - Jana Boulderbrew
The point I failed to make clearly was that I feel that undead are over powered because the balancing vulnerability of turn unit is not in place.

Re: War Rules

Posted: Fri Apr 12, 2019 5:34 pm
by WM - The Waste Mage
That’s why they burn witches and the oaths Khinadi wizards take.