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Messages - bigfatchef

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Rules Discussion / Re: All kinds of maximum-rules
« on: October 04, 2015, 06:53:51 PM »
Oh, sweet!

Especially for life, vines and level1-swarm-creature-markers reaching those maximums happens sometimes. Even when trying to rush against it.

We had no problem helping out with helpers like coins, but good to know the ruling!

Rules Discussion / All kinds of maximum-rules
« on: October 04, 2015, 06:02:46 PM »
Hey guys,

For clarification I need some help with allowed maximum quantities in different ways.

On the counter:
- Maximum life is infinite (i found out in this forum via sunfire amulet).
- Maximum mana also?
- Maximum channaling also? (I will never reach that last marker anyway. More theoretic)

On gameboard:
What happens when markers and? No more expansion on board possible or switch to using helpers?
- More creatures possible? (Action markers run empty)
- More burn and other effectmarkers possible? (Playing with 2 mainsets gives more markers here)
- more vine-markers possible? (That question brought me here and i nearly forgot it)
- more mana and damage markers possible?

Cards maximums are clearly ruled.

I guess these were are all things that can get empty while playing too slow ;D.

Thanks for a summery!

General Discussion / Re: Siren & Paladin Recommendations Page
« on: September 17, 2015, 05:47:20 PM »
... reply ...

Why do you yell around in comments like this? I saw that in another thread as well. If the comment is good or interesting people will answer without being forced to ;)

Player Feedback and Suggestions / Re: New trait idea: assimilate
« on: September 16, 2015, 03:36:22 AM »
Just stacking life or whatever would be very enchantment like.
But there are way more possibilities thinking of timing and tactic. Imagine 2 or 3 bobcats with 2 life left. They join and are back to 6 life and hit with lots of melee. Regarding my last post this would be case 2. This triple bobcat would then be one target and still killed quite easy. There would be no triple defense!

If those three would stay 3 targets the question is if they act as one creature or three. Thematically I would say one. So losing 2 actions should result in a huge advance of attack or life. It would then be possible to kill one of three bobcats in that staple. Regarding the idea they could split up again they would more or less need apostate actions. But also attacking separate would break the whole idea down to something like aegis. “other swarms in your zone get melee +1. This can stack up“.
... Still not that bad. Maybe keeping in that simple is the way to go.

Player Feedback and Suggestions / Re: New trait idea: assimilate
« on: September 15, 2015, 06:21:12 PM »
It's one idea to stack only some features while connected in any way and still leave each creature play on it's own. Each creature would be a possible target for enchantment and attacks and get it's own life and damage counted.

The other idea ist to literally stack creatures. Out of 3 wormparts you would get 1 big worm with added stats plus maybe a bonus with 2 wormcards that are stacked up like enchantment.

Player Feedback and Suggestions / Re: New trait idea: assimilate
« on: September 14, 2015, 06:26:58 PM »
I like the idea. It remains me on a swarm idea where a swarm of bees could split up ...http://forum.arcanewonders.com/index.php?topic=15908.0
Maybe those two mechanics should be connected in one concept. Anyway great idea!

General Discussion / Re: Two Handed Melee Weapons.
« on: September 01, 2015, 02:23:04 PM »
All good points.
To get sweeping or even tripple strike in a quick action would make sense thematically (people can run with a stick and fight. Look at Darth maul. This thing deals melee light damage and could also push the way I think of it) and the weapon more worth.
But still I agree missing a wand is a price. Maybe making it cheaper would be a way to make the twohander more attractive?

Alternative Play / Re: Mage Wars Portability Project
« on: September 01, 2015, 01:41:10 PM »
I love the idea of card sized condition markers a lot. After reading the initial post here I created some colorful ones on my one. It took a while making those cards, so playtesting will be next week. A helping background or stuff like that would have been helpful. If anyone is interested I can upload a printable pdf. Minor optical defects included :)

For damage and mana I switched to very small red and purple dice.

What I really really still miss is a way to play outdoors. Plan is now to play around with metal tiles and small magnet balls to fix cards, because the main problem is wind.
Has anybody tried something like that? Playing in a park would definitely open up big time slots for battles while nice weather! At least in Germany...

General Discussion / Re: Two Handed Melee Weapons.
« on: September 01, 2015, 01:28:33 PM »
For the lack of strong light attacks a two handed lightsaber or sword with a heavy 4 or 5 roll attack and possible stun AND push would be awesome. This would help the priest a lot!

General Discussion / Re: I'm leaving the forums.
« on: August 31, 2015, 06:26:35 PM »
I really don't know you and a lot of other people here. I am not doing much in the forum bit reading. But I always thought you are deeply connected to arcane wonders and have some job like “creator of alternate ideas of playing“.

I can really feel your problems you are telling about the search for players. I was searching a lot, too. At the end I guess I am happy to have found some players after about two years.
I don't know your region, but people behave in 1000 different ways. Don't take tips too serious. It is always easy to say “just do that“. At the end playing groups are very different. Some are more close friends and quite internal, some more competitive and visible to public.
Mage Wars is hard to learn and the main reason I got people to play is to have a cool evening together. For some this means showing them awsome cards, to others I tell some crazy strategies and there are also those who just want a beer and the rest is kind of happening.
Anyway: maybe you are really just unlucky with your region. That is possible and was never discussed as a real option!

Coming back to the topic: I guess you have some reasons to leave this forum. But from what I was reading, nobody was confronting you or did want so. Opinions can be different. That beeing said, you will definitively leave a hole in the creative sections.

Thanks for sharing you ideas and good wishes for whatever you do with your time.  It must be quite a lot looking at your posts ;)

Maybe we meet on octgn !

Mages / Re: Alternate Necromancer
« on: August 27, 2015, 05:03:08 PM »
I completely see a voodoo-Necromancer! Why not looking more into that voodoo cult?! So many altars and conjurations waiting there!
Especially a voodoo-doll installed as Necro-only ranged-attack-"weapon" with different attack traits like cripple or slow would be cool and well themed!  ;D

By the way, am I the only person who thinks that the current Necromancer's art is inspired by a Voodoo witch-doctor or something like that?

General Discussion / Re: How to pronounce Slavörg
« on: August 25, 2015, 01:24:00 PM »
Oh, how i wish some creatures was named using my language :D

We have 42 letters in our Alphabet :)

Problem is, when you look at translated words from scifi or fantasy, they didnt sound that cool and sometimes they sound unapropriet.

Where are you from? Or what's the language?

General Discussion / Re: How to pronounce Slavörg
« on: August 24, 2015, 03:45:22 AM »
2. ö (which actually is only found in Swedish since this: "ø" is the letter in Norway and Denmark)

Ahem. There is another country with ö. And while not Scandinavian, it's certainly Nordic.
And Wikipedia informs us that there is "no English equivalent; somewhat like bird."

The Germans call them Umlauts..

As sIKE already mentioned ä ö and ü are Umlaute in Germany. Besides this, I totally agree with fas723 pronunciation. I was looking for that latters for written pronunciatio (found out its called IPA), but it seems like Slavörg is more or less written as spoken. 
I would write this that way: [sla:vørg]

Custom Cards / Re: Swarm of Wasps
« on: August 17, 2015, 04:12:45 AM »
I like that concept of splitting very much.

But I think thematically they should get regenerate1 for the swarm is growing all the time. It is a bit fast forward for reproduction, though. Thinking like that a growth maker would also be an option. Every round at the end of their action, if they have full health they earn one up to 3.

What I don't see is that defense. Well it is maybe hard to catch them... It is more a kind of etherial but also not really.

I also would definitely add rage+1.

With the splitting option and all those traits I think 11 is worth it even without hitting armored enemies. (Target can not be a confirmation I guess)

Strategy and Tactics / Opening Move Mana Calculator
« on: August 16, 2015, 09:13:34 AM »
Hi there,

after calculating through different Opening Strategies I created a lillte excel-file to help me with that.
It is nothing special, just automated Mana up and down.
I put this tool in the strategies-forum because I guess you will use it while thinking through an opening-idea.

Supported are your Mage and up to 3 Spawnpoints/Familiars. You just have to fill in standart-channeling once and manually adjust only when needed (after harmonize or mana+1 by crytal or else).

For all spells and deployments mana is calculated automatically after filling in its mana-costs. (including payment of difference after substracting mana from spawnpoint/familiar).

This sheet was made vor google drive to play around on the go. So it is a little bit ugly after converting :)

I hope I could help at least some of you a lillte bit with this. :D

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