August 15, 2018, 09:01:29 PM

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Messages - DaveW

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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.)

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.

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?

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.

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.

If you played a bunch in the beginning then dropped out for 2-3 years and came back recently, I wouldnt consider you to be an experienced mage wars player. There have been a LOT of big changes to the game since then.

I'm not sure why you think that I took a 2-3 year hiatus from the game. That certainly has not happened.

Regardless, thanks for helping to clarify some things for me.

The druid is currently broken....

BW warlord is good because of card support, but his abilities are next to useless and anvil throne makes him obsolete....

I know quite a few players who would disagree with both of these statements, myself included. It appears that you are stating your personal opinion as fact.

It makes absolutely no sense that you can see through steep hill from the corner of a zone but not through the side. That means that at range 1 you can't see through to the other side, but at range 2 you can!

Are you suggesting that you can see through a Steep Hill from two zones away diagonally, to the zone two more zones away diagonally? This seems to be a simple errata, and should be pretty intuitive regardless. I didn't think of this situation since I never had it come up in games. Thanks for explaining your thoughts there.

What is an ADMW tournament, and why should I care to use their rules in my Mage Wars games?

Are these rules to be used in major tournaments, like at GenCon? If not, then aren't they confusing to have?

Aside from that, I either don't understand or generally disagree with many of the things you post here:

Steep Hill revision makes no sense to me... the rules as they are now for this spell are good.

Is there a flying creature with Trample? If not, why worry about the Trample interactions?

The Druid is fine... it needs no revision. The same goes for the BW Warlord.

I may not play as much as some others, but I've been around since there was only the Core set... maybe five years or so? (Not sure when MW first came out.)

Is this the right place to put alternate / homebrew rules?

You aren't speaking for AW, in terms of an official rules revision, are you?

they can be op when strung together. most everything in the game should have a cost of some kind. mana is usually that cost. and it is self limiting.

I think that's why some conjurations were made Unique, etc. ... to keep from stringing multiple free actions together.

Spellbook Design and Construction / Re: THE Book.
« on: July 07, 2018, 08:39:51 AM »
I see another possibility:

Leave the total SBP at 120, but have a limit on the number of points that can be used for out of school spells.

If you say “no more than (eg 40/50/60) points can be out of school” then you serve both purposes of encouraging finding innovative in-school solutions to common situations, and encouraging the deeper use of traditionally ‘unviable’ spells that are rarely used, because you will have extra spellbook space for them.

Finally, the casual inclusion of triple-cost spells will stop. Using these will have to be very considered indeed, and serve very specific strategies and tactics.

The in school vs. normal cost for spells at least helps with the limit on out of school points.

What we might try also is to limit spell level out of school... instead of completely banning spells from opposed schools.

Spellbook Design and Construction / Re: THE Book.
« on: July 02, 2018, 06:17:09 PM »
You might want to put together a kind of standard swap list by mage... maybe a quicksand instead of a tanglevine for the warlord, lash of hellfire instead of magestaff for warlock, etc.

Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: June 26, 2018, 07:56:23 PM »
It was a surprise for me due to my lack of playing time/experience with the spells. I tend to learn from experiences, rather than envision what may be... it's just the way I learn.

Player Feedback and Suggestions / Re: How to make Mage Wars faster
« on: June 23, 2018, 08:46:40 PM »
Taken together Fast and Lesser Teleport can be effective. A Lesser Teleport on a buffed Cervere as a fairly early rush was something of a surprise to me one time as I was not within two zones of it, but ended up with quite a lot of damage pretty quickly.

Mages / Re: Thoughts about the Priestess
« on: June 23, 2018, 10:15:42 AM »
And then if you roll like I do, a double swell doesn't even destroy the Forge... even with a Hawkeye on.

Spells / Re: Hydra regeneration as a zombie
« on: June 15, 2018, 07:28:29 PM »
Correction. Unstable zombie is so expensive for what it does and its life total that it's very rare to see. In fact in my whole octgn career I've never seen one on.

I put three or four in my zombie book. It's my second favorite zombie after the brute. (I don't play on Octgn.)

+1 (except Venomous Zombie is my favorite)

Yeah... I'll put in one Venomous or Plague Zombie for use as my eternal servant also... don't lose too many SBP's that way in a Necro matchup, and get essentially unlimited use of the poison type against others (though just one at a time).

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