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Messages - JasonBourneZombie

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Custom Cards / Re: Archmage custom cards
« on: January 22, 2017, 05:09:35 PM »
In terms of balance, a 3 armor creature with access to cheap healing via reassemble seems pretty durable. I can give him the golem subtype to help justify the armor. I'll pay close attention to him during testing. If he splats too easily, I'll improve him.

Custom Cards / Re: Archmage custom cards
« on: January 22, 2017, 01:07:21 PM »
I would have most skeletons follow that format, but this card is the exception. This creature is meant to be extremely dense and hard to cut through, so armor seems appropriate.

Custom Cards / Re: Archmage custom cards
« on: January 22, 2017, 09:04:17 AM »
The idea is that he is made of solid bone, where the average animal body has gaps in certain areas, most importantly the arms, legs, and chest. Maybe 3 armor is a tad high, but 1 armor is the realm of someone wearing leather, which is too weak for what I want. 2 armor and 18 life?

I'm hoping to stay away from the Lich destroying cards in his graveyard since his ability is to resummon from the grave. I try to avoid using sardonyx as a measuring stick of how skeletons operate. He is quite the exception to a lot of rules.

I really like all these ideas. Perhaps some Balances are needed. Hopefully Arcane Wonders like them too.

Thanks, Alex. I imagine there is plenty of balancing to be done, but hopefully not too many ideas are way off target.

Custom Cards / Re: Archmage custom cards
« on: January 22, 2017, 08:42:17 AM »
The armor is actually the sticking point of the Golem. Rather than have a defense or a significant increase in attack power vs the other skeletons, he has armor.

If he did lose 2 armor, his health would be sitting around 23-24 instead. A possibility, but I'm not sure it would be fun digging for that many damage counters.

Custom Cards / Re: Archmage custom cards
« on: January 22, 2017, 08:08:58 AM »
Yeah. He should be undead. Really need to up my proof read game.

Source is largely google image search. I am just nitpicky about what I put on the card. The only image I in any way worked on was the bone golem. He was the best candidate by far, but had no background. Took him, put him in a swamp picture, adjusted tint and applied a little blur to match the impressionist background a little better.

Original parts:



Thinking the edges of the golem need a little blur or something. Largely self taught PS user, so I just try my best each time.

Custom Cards / Re: Archmage custom cards
« on: January 22, 2017, 07:38:46 AM »
Haven't gotten a chance to test just yet. Really hoping to get to it soon. In the meantime, here's some more creatures. Gonna keep working on this as if it were a set, which means there will be a ton of spells and niches to fill.

Mages / Re: Does the Paladin do everything better than the Warlord???
« on: January 19, 2017, 12:41:49 PM »
Warlord has a definite edge in destroying/taking/holding zone exclusives. Conquer and akiro's hammer would give him an edge in that area easily. Throw in tons of wall variants, cheap boulders, and standard bearer, and there are plenty of war items a paladin is missing out on.

Strategy and Tactics / Re: Armory for skeleton necromancers?
« on: January 18, 2017, 07:52:13 AM »
Our local Skelly Necromancer doesn't have much use for it. Armory is a buff that grows with the number of recipients, but she does not carry enough skeletons to make it work.

If you can swarm with enough skeletons, it might be nice, but then you have a book built around the armory and dependent on it.

Custom Cards / Re: Beast Transmutations
« on: January 18, 2017, 07:42:08 AM »
Costing for this can be kind of tricky. The most similar enchantment in the game to the werecat transmutation is Ballad of Courage at 2 down 5 reveal. It grants Charge +2, Fast, and can not be hindered. Problem is, it is not a cantrip.

Charge +2 on each is equal

May not be hindered vs elusive is kind of a wash. Elusive ignores guards, may not be hindered ignores terrain/vines

Fast seems to me to be better than being an animal/cat, but that may just be an opinion.

It comes down to cantrip being the deciding factor. It might be strong enough to outweigh the fast trait on its own. As it stands, if you want to use ballad of courage for up to 2 turns (what everyone besides the siren is getting, really) then it costs 7 mana. If you want to use the cat transmutation for 2 turns, it costs 7 mana.

Even if you are the siren, keeping the song up for additional turns would cost mana just the same as the transmutation. I say it is near appropriate cost if not necessarily at cost.

No special insights on the werewolf transmutation yet.

Custom Cards / Re: Archmage custom cards
« on: January 17, 2017, 09:38:30 AM »
Last epic going up. Also posting a couple updates to old channeling cards.

First, the epic. Isevae, Lord of the Hunt is a little different from the other epics so far. She encourages a bit of a pack mentality by giving friendly canines in her zone the bloodthirsty +1 trait. Since she can freely leave the zone, her canine friends can follow after her regardless of damaged creatures in the zone. She comes with relatively high health since she does not have the other mitigating factors like a dodge, regen, incorporeal, etc. She has lower dice than most epics, but comes in with much higher versatility.

The other two cards are just a stronger form of the moonglow amulet and the harmonize cards.

Custom Cards / Re: Beast Transmutations
« on: January 16, 2017, 05:31:36 PM »
For Werecat, instead of Charge +2, how about Piercing +2? Piercing is more of a cat trait than Charge - aside from the Feral Bobcat and Pharaoh's Cheetah. Save the Charge +2 bonus for Weregoat! ;D (along with +2 vs. corporeal conjurations?)

Or swap Elusiveness for Piercing +2, and that way Animal Kinship will give you Elusive similar to how it gives Melee +1 to the Werewolf. (Although multiple Kinships stack to give the Werewolf Melee +X, whereas Elusiveness will be either on or off, regardless of the number of Kinships you put in play)

Precedent on inherent animal traits are confusing. Lion savagery grants charge and piercing, cheetah speed grants fast, elusive is laregly represented by the cats, mongoose agility grants elusive, there are a couple charging cats, cats typically have a dodge, Makunda grants piercing, but so does wolf's fury.

I honestly say pick a trait with some justification and run with it.

Custom Cards / Re: Archmage custom cards
« on: January 16, 2017, 06:57:59 AM »
For Arcana, I used to have nonliving on him until I remembered that Incorporeal grants nonliving. Not sure why they spelled it out on the invisible stalker unless incorporeal had a codex update after FMvW was released.

In terms of spell limits, I'm not quite sure yet. I think 9/6 wouldn't be too much. Part of me wants to extend the legend rule as well, but that could cause serious issues.

At 9/6, the steelclaw matriarch would be hard to manage, but a potentially nastier attacker than I ever imagined.

Custom Cards / Re: Archmage custom cards
« on: January 15, 2017, 02:53:32 PM »
Last ones from me, for now. The Lord of Beasts' creature will be coming from Silverclaw Grizzly.

Second to last is the nymph's epic creature, Gelump. A simple name for a simple creature. He grapples enemy creatures so that he can eat them. When he does, his stomach continues the attack, dissolving the unfortunate into sustenance for him. This creature takes the power of Corrode to a new level. Level 2 creatures are very likely to die if they do not escape before the first attack of digestion and stronger creatures will come out horribly weakened by the corrode.

Last up is the Sage's epic creature. Arcana is pure force channeled by his mage and by the mage's followers. Where one cleric may only roll 2-3 dice and have difficulty punching through the armor of stronger targets, they can instead lend their strength to Arcana to create a collectively more powerful punch. I expect Arcana to have the largest dice pools of any creature in the Archmage format, easily.

I'll get the last creature up when it is ready, and then we can begin the playtesting.

Alternative Play / Re: Trainee to Archmage - An epic extended game mode
« on: January 15, 2017, 01:21:16 PM »
A cool concept, it would probably be too difficult to fully RPG-ize Mage Wars without a major overhaul. One way I think this system would shine is in long-term playgroup format. All players start at Apprentice level and gain experience that can be applied towards a level up to the next mage strength. Minor boosts between mage levels may be necessary, but the idea of mages leveling up definitely has appeal.

Custom Cards / Re: Archmage custom cards
« on: January 15, 2017, 08:41:26 AM »
Couple new critters for you. The idea behind the last one was easy. Zombie biomass evolution. I'll give these a little more introduction.

First up is Raimbaut the holy/war knight. He's reasonable for his cost against smaller creatures. Comes with high armor, health, melee, and a dodge. This alone would make him the strongest knight right out of the gate. His special attack is what actually sets him apart. This Knight is meant to be a destroyer of legends and even other epic creatures, and his Grand cleave attack reflects that. He is meant to be the strong arm of the High Marshall against extremely high threat creatures.

Second is Tahrunen. I had to kick around a few ideas for him, but I like what I ended up with. Tahrunen is designed to focus the Archdemon's hate on an enemy and reward them for it. His stats are good, of course, but it is his synergy with curses that let's him shine. Just as he makes the Archdemon focus his hate on one creature, an enemy should focus his hate on Tahrunen, or he just might stay alive for quite a while.

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