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Messages - jhaelen

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31
General Discussion / Re: Is Mage wars about to fade out?
« on: June 02, 2016, 01:13:14 AM »
2014, half a year after Mage Wars came out, we had our first official Mage Wars tournament with 6 participants.
2015 we had our first German Championship with 16 participants.
2016, with 1 month to go for the German Championship, we are already at over 30 registered participants and I keep getting asked every few days if there are still available spots for the tournament (they are!).
Well, these numbers clearly look encouraging!

I'm also from Germany, and I actually enjoy opportunities to chat in English. I think, below a certain age, everyone here can speak English, although often with a pretty bad pronounciation. I blame our TV: In contrast to e.g. Scandinavia, US/British TV shows gets dubbed, so you aren't exposed to English if you don't want to. In Scandinavia at best you get translated subtitles, so it helps to keep you 'in training'.

32
General Discussion / Re: Is Mage wars about to fade out?
« on: June 01, 2016, 03:17:28 AM »
The innate abilities of each mage means that even though some mages share a school, they generally do not want to share most of the same card pool.
That's only true up to a certain point. Unless a card is restricted so that only a particular mage can use it, players _will_ find ways for other mages to benefit more from cards that the designers intended to strengthen a particular mage. E.g. in Mage Wars, you'll often find that a Wizard can be a better choice than what superficially appears to be the 'natural' choice for a given spellbook.

The strongest decks are usually a result of using 'out-of-faction' cards in a clever way that the designer's didn't foresee.

Oh, and since someone mentioned it: of course none of this will matter to casual players!

33
General Discussion / Re: Is Mage wars about to fade out?
« on: May 31, 2016, 02:08:43 AM »
AW is going to have 4 releases this year.
You sure? Wanna take a bet?  ;D ;D

Regarding type 2:
This has nothing to do with a game being collectible or not. FFG started to cycle out older cards from their LCGs, too. It's simply a reaction to a card pool getting too large. Assuming Mage Wars will survive long enough to reach a card pool size in the thousands, you can be sure, they'll start cycling out cards, too.

34
Rules Discussion / Re: Remove Curse [Academy Priestess]
« on: May 30, 2016, 02:36:15 AM »
First destroy, then gain mana. If you don't destroy, then you do not gain mana.
If this was the Call of Cthulhu LCG, I'd agree (because the FAQ defines how to interpret 'then'). With Mage Wars, I wouldn't be so sure...

35
Alternative Play / Re: Expantion Apprentice deck
« on: May 09, 2016, 02:35:43 AM »
Octagon comes with (unofficial) Apprentice spell books for all mages. They're xml-based files with the *.o8d extension.

36
The first game didnt finish due to length.
This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.

37
And think about Sardonyx the poor dragon that never sees play.
Sardonyx is nothing but a Timmy card. For everyone else, it's completely unplayable.

38
Rules Discussion / Re: Teaching Mage Wars
« on: April 29, 2016, 01:34:23 AM »
I only explain keywords as they come up.
I wish it were that easy!
For me this has never worked when teaching the game. New players _always_ ask about keywords during their planning phases. And how could they not? How are they supposed to decide which cards to play if they don't know the exact effects?

39
Rules Discussion / Re: Teaching Mage Wars
« on: April 27, 2016, 02:13:28 AM »
In the games i run i feel like the beastmaster could be a little op, but i didnít run that many games to prove that.
What do you  think?
Don't worry, that's definitely not the case. In my Beginner games, I initially felt the Warlock was OP. Then I thought the Wizard was OP. It's really not indicative of anything.

With time, after having created a couple of your own spell books you'll realize that the Wizard is the strongest, due to its flexibility and cheap access to 'staple' spells.

40
Mages / Re: Is the arena wizard still OP?
« on: April 20, 2016, 03:27:23 AM »
Paying triple for nature and war...hmm. I think part of the thematic dillemma here is that the wizard is presented as the "science/research mage", but science includes things like biology (study of life), neuroscience/psychology (study of the brain/mind), chemistry (the study of the elements)...
To this I can only say: In game design, fluff (theme) should never take precendence over mechanics, or in this case balance.

If you create a game in which several different specialist mages are supposed to be on an equal footing, you cannot have a Mary-Sue mage, no matter how justified it may seem because of its theme. It must have a set of disadvantages to balance it with the other mages.

41
Mages / Re: Is the arena wizard still OP?
« on: April 19, 2016, 01:52:41 AM »
If we don't get enough actual, you know, evidence that can be observed rather than just theorized, then this debate will never be resolved.
Personally, I wouldn't be convinced by any kind of anecdotal evidence or 'statistics'. To convince _me_ you'd _have to_ to come up with an analytical proof of some kind.

However, I already _believe_ that the Wizard has an advantage over all other Mages. Everything that one of the other Mages can do, a Wizard can do better. The only exception are things that aren't directly relevant to win a game.

42
I think a Wizard could do this better  ;D
Doesn't that apply to every spellbook? ;)

43
1) Customizable Wizards:
Have a point-based system to add abilities to your basic mage: School Specialization, Base Mana, and a bunch of ability cards for the 'special' stuff.

2) Limited dice:
Have each spell do a guaranteed base damage and a fixed base effect. Instead of rolling many dice only ever roll  two dice to have some limited randomization.

3) Limited Spellbooks:
Basically, you can (or have to) put every spell only once into your spell book. Then add multiple ways to reuse spells that have already been cast. Extra-powerful spells would be exempt from reuse.

4) Limited game time:
Have one or several of the following:
- Limited number of game turns
- Limited number of creatures/enchantments that can be controlled at any one time
- Have different/additional victory conditions (e.g. not just 'kill the opponent mage)

44
General Discussion / Re: Barbarian vs. Sorcerer
« on: April 15, 2016, 02:49:34 AM »
But I'm not convinced a Shaman is a good idea. How would a Shaman be significantly different from a Beastmaster or Druid.
It clearly depends on what the designers believe to be a Shaman's shtick:
In the real world, Shamanism is about _spirits_. Shamans believe in a kind of spirit world that is a supernatural mirror of the mundane world. It is through their ability to preceive and enter this spirit world, and bargain with spirits that they are able to manipulate reailty.

Translated into Mage Wars I could imagine them being able to turn into an insubstancial 'spirit form' and summon and command spirit creatures to do their bidding, and banish or take control of creatures (or enchantments) summoned by their opponents.

45
Spellbook Design and Construction / Re: Telepit Earth Wizard
« on: April 14, 2016, 04:02:08 AM »
Wizard is broken, and no amount of expanding cardpool is ever going to fix it.
...

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