October 15, 2018, 03:04:16 PM

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Messages - DaveW

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1
League / Tournament Play / Re: Indianapolis Mages Wanted
« on: October 07, 2018, 09:35:45 PM »
where are you going to put everyone... one board where we usually play, two in the next room, a couple more where the StL guys were concentrated the last time I was there... I guess you can fit 14-16.

Shoot... why not just have a tourney there lol

2
Spells / Re: Frost Cards!!!!!
« on: August 30, 2018, 09:30:41 PM »
Wand of ice and fire... it strikes me that this can be used to remove burns, etc since they cancel

3
Spellbook Design and Construction / Re: THE Book.
« on: August 30, 2018, 04:41:57 PM »
Beautiful idea, if the cards would be available.

1x Galvanize
Show me another non-holy card that can remove corrodes.

Rust
Potentially also a second set of Armor

4
So i was looking to reread this tournament report, cause i was looking into Straywood Beastmaster.

Is this gem lost?

Isn't it in the first post in this thread?

5
Player Feedback and Suggestions / Re: Spear girl better
« on: August 26, 2018, 06:59:35 PM »
I love Artemis... she has her flaws, but that makes it more fun and challenging to use her. She has some niche abilities that are good. To give her effectiveness at range zero also would seem to make her undercosted to me.

She's in my Priestess book for a few reasons... she complements the other spells there very well. Maybe it is that you are looking at her alone, and not considering what she can do in conjunction with the rest of a book?


She is an absolute ace when it comes to hunting Necromancers skulking about in their Cloaks of Shadows.

Yes, I like her especially against Necromancers and Forcemasters, but also against any book with small creatures that she can kill in one shot, and those with flying creatures.

6
Player Feedback and Suggestions / Re: Spear girl better
« on: August 25, 2018, 08:18:55 AM »
I love Artemis... she has her flaws, but that makes it more fun and challenging to use her. She has some niche abilities that are good. To give her effectiveness at range zero also would seem to make her undercosted to me.

She's in my Priestess book for a few reasons... she complements the other spells there very well. Maybe it is that you are looking at her alone, and not considering what she can do in conjunction with the rest of a book?

7
Rules Discussion / Re: Flying and no flying and logic
« on: August 23, 2018, 07:58:45 PM »
Just a quick thought.... This would make swarms of small flying creatures no longer viable. Imagine what would happen if there are four or five Darkfenne Bats around and Gravikor is cast. Several other creatures come to mind as well... the normally fairly-resiliant Fellela, for example, would lose half of her life, and Huginn might even die on a good roll from the unavoidable attack if they lose Flying for whatever reason; and Tataree likely would be killed outight.

If you want to try having a penalty for losing flying, I'd suggest the addition of a condition like in Force Bash, where the Creature(s) involved gain the Slammed condition. Temporary... no lose of life directly from the fall... seems to give more balance to me.

I presume that voluntary loss of Flying would not incur this penalty, such as when a Flying creature guards.

Also, my opinion would be that being grabbed by a Thornlasher would not incur this penalty... Snatch doesn't seem to allow for a bash type attack to me... just a gut feeling.

8
Events / Re: Gen Con 2018
« on: August 23, 2018, 12:29:33 AM »
Will we see at least the winning book?

9
Rules Discussion / Re: enchantments
« on: August 19, 2018, 08:37:29 PM »
i allways played it this way, but in the rules (page 18) it's written that both player could attach the same enchantment to an object (no mention of revealed or hidden)...
hence, as i read it, a player could cast the same enchantment as an opponent's revealed enchantment. the new enchantment would be destroyed when revealed, but it can be useful as a bluff.

I am guessing that you are mentioning this:

<begin quote>
Enchantments are “attached” to their targets. There is no limit to the number of different enchantments that can be attached to an object or zone. However, there can never be more than one revealed enchantment with the same name attached to the same object or zone at the same time. Also, you cannot attach a second hidden enchantment that has the same name to an object or zone that you have already attached a matching enchantment to, whether revealed or hidden. For example, there cannot be two Wolf Fury enchantments attached to your creature.
<end quote>

It appears that this takes care of the following:
Multiple enchantments of different names, either revealed or not, by either or both players
Multiple revealed enchantments of the same name by either or both players
Multiple enchantments of the same name by one player, one of which must be hidden due to the point above
  (due to the use of my bold-faced "you" words)

What it apparently does not forbid (as written) is one hidden enchantment of the same name as a revealed or hidden enchantment attached by the other player.

However, the example provided seems to exclude two of the same enchantments attached by one or both players, whether revealed or not... which would cover this apparent oversight in the detail before the example.

It could be more clearly written, but I think that the example is enough to better understand the intent.

10
Events / Re: Gen Con 2018
« on: August 19, 2018, 12:02:02 AM »
Maybe now the Priestess will get some respect.

11
Spells / Re: Introduction to Potions!!!
« on: August 11, 2018, 09:23:25 PM »
Nice seeing you again.

On thinking about this again, I wonder about all of these being Nature school based. Corrosive action seems to be Water, Healing action seems to be Light....

If the issue is that the Academy Druid is supposed to have access to all of these, I'd suggest that he be trained in (whatever he is normally... Nature, at least, presumably) PLUS all potions.

Just thinking.

(I volunteered to help playtest and filled in the paperwork, but no one ever got back with me.)

12
Spells / Re: Introduction to Potions!!!
« on: August 10, 2018, 04:28:59 PM »
i thought it was one potion period, not several at the same time. you can have one potion equipped at any one time. perhaps that got changed too.

If that is the case, then it would be almost a problem of sorts if you had equipped one type of potion but wanted another... they say that they can't be replaced, so you are "stuck" with one until it is all used up... or am I reading that wrong?

I guess you could dissolve your potion to cast the other potion that you want to use... but that seems... odd.

13
I think this is a good idea. Compiling all of the rules into a single document would be very useful, and it will be easy enough to indicate any rulings that are still pending official clarification.

Isn't that what the Codex was for? How many different locations do people have to look for rules?

14
ok: between 2 creatures the opponent can activate one of his.
but if I have many creatures, i will have many more activations than my opponent.

do these free actions have very powerful effects?
(i never had problem with them...)

We are not talking about creatures.

Certain spells say something like "before or after activating" ... and if you have a handful of these out, you can string together a number of effects before the opponent can take an action.

15
I don't see the problem with the free actions... aren't creatures objects that bring actions too?
when you cast a dwarf and a balista, you'll have two more attacks to kill your opponent... are they unbalanced?

The issue at hand is where you have multiple things that give you free actions, one right after the other, with no opportunity for the opponent it intervene.

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