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Ahh Restore takes up the attack slot but not Repel. How about Potion Crafting?

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Bottom line for my thinking here.... Repel wins the game on turn 1. All you need to do is have it to have won. So does Restore with the unlimited range of arc, or the extended range of missile. Now if you got both these in the game, then there is a contest. But you take one of them out, and the game is won before its played. Thats how I see it.
Post edited June 13, 2011 by WhiteElk
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WhiteElk: Ahh Restore takes up the attack slot but not Repel. How about Potion Crafting?
No. It doesn't unless it says to skip your attack.

Repel certainly SHOULD if it stays this way, but I'm more inclined to make other tweaks to tone it down. 2 boxes instead of 3 is a start.
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WhiteElk: Ahh Restore takes up the attack slot but not Repel. How about Potion Crafting?

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Bottom line for my thinking here.... Repel wins the game on turn 1. All you need to do is have it to have won. So does Restore with the unlimited range of arc, or the extended range of missile. Now if you got both these in the game, then there is a contest. But you take one of them out, and the game is won before its played. Thats how I see it.
They give a distinct advantage...

I wouldn't worry too much about Arc, again...trust me. As HPs go up next round it will become less effective.

As maps are balanced more, Repel will be less effective too. So we'll see.
Post edited June 13, 2011 by stoicsentry
Its Restore has me concerned not Arc. Arc on its own if fine. I see balance with it. Though its probably weak if your going to increase HP again. Restore is the problem I see. It doubles a mages spells. From 6 spells to 12. ANY spell. Only downside is you get only one spell type. But thats not enough of a downside to prevent the cheese combo. Cheese promotes flarb dancing ;~)


Gawd its tough to balance a game. Even tougher when there is disagreement. Lets play this out. Blue team with the uber repel. Wanderers with the uber combo Restore plus Arc lightening. Everything the same, but perhaps a shortened board.
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WhiteElk: Its Restore has me concerned not Arc. Arc on its own if fine. I see balance with it. Though its probably weak if your going to increase HP again. Restore is the problem I see. It doubles a mages spells. From 6 spells to 12. ANY spell. Only downside is you get only one spell type. But thats not enough of a downside to prevent the cheese combo. Cheese promotes flarb dancing ;~)


Gawd its tough to balance a game. Even tougher when there is disagreement. Lets play this out. Blue team with the uber repel. Wanderers with the uber combo Restore plus Arc lightening. Everything the same, but perhaps a shortened board.
LOL no way!!!

I'm putting them both down a notch. One thing that could be done with restore is to bring the attack phase back into it, but make it so that it only restores 1 use at a time.
Post edited June 13, 2011 by stoicsentry
Minor restoration restoring 1 use is a wise idea, but I think it should have like 4 uses from the start and it should allow attacking while using the spell.
I can't see why seize would be overpowered, it has only 1 use, maybe it should be permitted to one use then? (like it would be impossible to choose it twice or to add more points)
Nerfing repel? Come on, it is usable only in two direction, if from now on there are going to be hex maps, maybe it should knock back 2 spaces but then should be allowed to use into any direction, maybe only restricted in the way it couldn't be used to move enemy closer to the caster.
Drat! I had had a feeling that Blue would choose Repel. I very nearly choose Restore and Arc to counter it. I thought it would be an interesting match. When we began this match my heart sunk. We were to just go through the motions or hope for a mistake.

And there was one! When Blue advanced on us when we had out backs against one tile from the wall, we had them! Repel was nulled there. And we had first attack. We would have seized the mage and then killed him next round. Easy peasy. But we flarbed it. Oy. The game winning advantage went back to Blue.



Good job with your weapon and skill picks Blueteam! There is good synergy there. When i saw your character sheets I knew the game was yours to lose!


LoL should I bring up my thoughts about an overpowered Rogue? [(1d6+6) +25%] = 9-16 points damage.

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Repel as it is written now, takes one opponent out of the game for up to 9 turns. That is much too much. Pre-repel spell, and the attack/retreat expolit, we shouldn't see 9 rounds of combat.
Post edited June 13, 2011 by WhiteElk
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fexen: Minor restoration restoring 1 use is a wise idea, but I think it should have like 4 uses from the start and it should allow attacking while using the spell.
I can't see why seize would be overpowered, it has only 1 use, maybe it should be permitted to one use then? (like it would be impossible to choose it twice or to add more points)
Nerfing repel? Come on, it is usable only in two direction, if from now on there are going to be hex maps, maybe it should knock back 2 spaces but then should be allowed to use into any direction, maybe only restricted in the way it couldn't be used to move enemy closer to the caster.
Yep. 2 spaces, that was the idea.
Repel of 2 spaces is better than 3. Just as being bitten by a rattlesnake is better than being bitten by a cottonmouth. lol

There comes a point where repel is useless. Shorten the distance, make smaller the board... But as it is now, it is pointless to play against it. I favor it acting as so many spells of it's type usually do. Mage uses it to repel an attacker. An attacker who is in his face. He blasts them with a wave of compressed air such that they are blown back a short distance. Being forceably moved in this way is gonna do some damage. Target receives x damage. Now the spell is not about board placement. No flarb dancing. Just movement tactics.
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WhiteElk: Repel of 2 spaces is better than 3. Just as being bitten by a rattlesnake is better than being bitten by a cottonmouth. lol

There comes a point where repel is useless. Shorten the distance, make smaller the board... But as it is now, it is pointless to play against it. I favor it acting as so many spells of it's type usually do. Mage uses it to repel an attacker. An attacker who is in his face. He blasts them with a wave of compressed air such that they are blown back a short distance. Being forceably moved in this way is gonna do some damage. Target receives x damage. Now the spell is not about board placement. No flarb dancing. Just movement tactics.
Though, I should say, the entire purpose of introducing repel was to prevent the kind of craziness and Exile and Hero pulled in round 1 against the Blues. Had it not been for that.... ;)
LoL what was that craziness they pulled?

I know these games are tough to balance. For short periods of time across about 3O years I have created, modified, and expanded games. Not alot really, and nothing major. Just fun with friends. Sometimes I enjoy the creation process more than the playing. From D&D spinoffs. To house rules for board games like Axis and Allies, Shogun, Risk, Monopoly and more. Balance is a process and I've never seen it completed (including the work of the pros). So I hope my wording and input here comes off the way I feel it. My intent is to participate in a creation process, not criticize one.
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WhiteElk: LoL what was that craziness they pulled?
The gang up moves. I mean, it's my fault as far as the map goes, but still you acknowledge that it is a worthy thing to try to prevent.

I know these games are tough to balance. For short periods of time across about 3O years I have created, modified, and expanded games. Not alot really, and nothing major. Just fun with friends. Sometimes I enjoy the creation process more than the playing. From D&D spinoffs. To house rules for board games like Axis and Allies, Shogun, Risk, Monopoly and more. Balance is a process and I've never seen it completed (including the work of the pros). So I hope my wording and input here comes off the way I feel it. My intent is to participate in a creation process, not criticize one.
Not at all, as always, I welcome the feedback.

Unrelated note, my thoughts right now are actually to get back to the point where it's EITHER spell/skill or attack. I'll admit, I like the flexibility that attack/non-attack special abilities provide. However, it makes the game so much more confusing. "Can I use this with an attack? Can't I? How much damage would it deal if I used this skill and then attacked this way, etc."
Post edited June 13, 2011 by stoicsentry
By default, I am in favor of fostering decision making.... do I step back to guaff that potion, or do I take a chance and press this attack instead. Do I cast a defensive enchantment for my allies, or do I use my staff to slap that joker upside his head

I find these either/or restrictions to be interesting. Choices. Tactics. Risk vs Reward. Roll the Dice or Be Assured. Decisions.

It'll depend on the game. But I tend to favor an action phase following the move phase. You can take only ONE action. No routing through your pack for a potion, then carefully aiming and loosing your bow. No concentrating on releasing a spell, then turning around and slinging a stone.

For simplicity sake I prefer a move phase, then an attack phase. Once you've attacked you cannot move. You've engaged an opponent! Archers have taken their aim and loosed their bolts. Infantry have engaged in melee. Does it make sense that a warrior should close with another warrior and then retreats out of range before his opponent gets a stab at his flesh?

Though perhaps mounted units might be able to attack then still move. As perhaps would a quick footed rogue. Or ranger in woods. etc. But for the most part I think once you've attacked, your turn is done!
Maybe using a potion wouldn't allow to use any other ability? I still preffer move then attack + ability. This way abilities actually do something.
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fexen: Maybe using a potion wouldn't allow to use any other ability? I still preffer move then attack + ability. This way abilities actually do something.
All good thoughts.... will think over
Since the game has slowed to a standstill, I'm calling this one.

We can settle this in game 3!

Here's what I'm going to do:

1. fexen, swizzle66, rodzaju and dr. zli: I owe you each a 5.99 GOG. Let me know which you would like.

2. All mentioned changes will be made, including: maps that minimize "dancing" and standstills, terrain, level ups (you each will be level 3 and thus get to pick new skills/spells and a subclass if you desire), the "store" to buy items and more.

3. Skills and spells will be modified to ensure further balance. If I modify a skill or spell you possess, then you may change it, as if you were picking all over again.

4. When I've finished changing the skills/spells, I will let you know. Then, there will be a review period for feedback. While the quality of skills/spells must NECESSARILY vary, f you think something is way TOO overpowered or way TOO underpowered, you'll again have a chance to let me know... encourage suggestions.

5. Feel free to check out the blog at adventuresinvue.blogspot.com as I begin making changes. Though all the level 3 subclasses may be changed, feel free to begin looking at them and thinking about what kind of character you would like.

6. I will guide you through the level up process when we're ready, but I encourage you to have your character sheet ready to go and then you can just modify it.

7. Where the heck is Landeril?

8. Since the battle ended this way, I've chosen one character at random to receive a new passive ability based on his personal style. I excluded Heroditus, since he got one last battle. I excluded Exile, since I don't know where the heck he is. The new passive ability goes to Arc'Nak'Kar

Arc'Nak'Kar has gained passive ability:

Arc'Nak'Kar's Preparation: You may cast 1 potion spell of any kind before each battle begins. (You enter the battlefield have already cast 1 potion spell that you possess, if you so choose. This includes anything that creates, modifies or duplicates potions. The use is still deducted from your overall uses.)

9. See you all soon!

10. If we can find a time when at least one representative of each team will be online, we can make "rapid moves" in a chat room to increase speed, when necessary. An idea.
Post edited June 15, 2011 by stoicsentry