New Ideas for my Wizard expansion. Any help?
Posted: Monday June 21st, 2010 12:19am
Hi all! I am currently working on a wizard expansion pack! So, I'm gonna need some feedback, good or bad. Please take the time to check out my ideas. I was racking these babies up when I was waiting to get my seat at P.F. Chang's.
In the monsters department, I was thinking about adding a hobgoblin with these stats:
Attack- 3(2) Def-2 Mind-3 Body-2 Move-6
Also, they are equipped with a boomerang. Here is some back info about the boomerang:
When thrown, the thrower may choose the path of the boomerang, (Which squares it passes) as long as it is heading forwards. It may go as far as 7 squares. Anyone who is hit by it has to defend against 3 attack dice. On the thrower's next turn, the boomerang has returned to them. But, anyone in the thrower's line of sight must defend against yet another 3 attack dice, since it's still flying.
Alright. Now for the Mage's of Zargon. In most quests, there will be a an Earth Mage, Fire Mage, Water Mage, Air Mage, and Chaos Mage with these stats:
Attack-2 Def-3 Mind-6 Body-4 Move-8
The Mages of the elements will each be equipped 2 random spells of their elements (Yes, the ones that the Wizard Hero is using.) I will have a reference page in the quest book so that Zargon doesn't have to ask the wizard to see what the spell does again. For the Chaos Mages, they are equipped with these two spells:
Crumble Earth- The spell caster of this spells creates a hole in the tile right in front of them. It may not be passed for the rest of the quest.
Chaos Bolt- All creatures in the caster's line of sight must defend against 3 attack dice to their mind points.
Now, time for spells for the Wizard. I had the idea of giving the Elemental Mages (Ha, I like that name; just came up with it while typing) an additional custom made (By yours truly) from their element, and if the Wizard defeats one of those Mages, they may then have the option of using that new spell for an exchange of one of their old ones from that set. I thought adding a whole new set of spells would be way to many spells for the wizard. Maybe even making him over powered. Now, they would have to work for their reward.
Here's some ideas I had about Quest Bosses. One boss is a group of DoupleGangers. They turn into an exact copy of one of the heroes. I thought that would be awesome, since the heroes would have to rely on their wits to beat their evil twins.
Another idea I had was a magician that makes all of the heroes change roles; therefor change characters temporarily. I think that would be AWESOME, since that way they can feel how it feels to be in that player's shoes. Also, it will help refresh the minds of the players, since they ALWAYS play as their chosen hero. Maybe it can be a curse....or a new trap....
Thanks for reading! Please leave comments!
In the monsters department, I was thinking about adding a hobgoblin with these stats:
Attack- 3(2) Def-2 Mind-3 Body-2 Move-6
Also, they are equipped with a boomerang. Here is some back info about the boomerang:
When thrown, the thrower may choose the path of the boomerang, (Which squares it passes) as long as it is heading forwards. It may go as far as 7 squares. Anyone who is hit by it has to defend against 3 attack dice. On the thrower's next turn, the boomerang has returned to them. But, anyone in the thrower's line of sight must defend against yet another 3 attack dice, since it's still flying.
Alright. Now for the Mage's of Zargon. In most quests, there will be a an Earth Mage, Fire Mage, Water Mage, Air Mage, and Chaos Mage with these stats:
Attack-2 Def-3 Mind-6 Body-4 Move-8
The Mages of the elements will each be equipped 2 random spells of their elements (Yes, the ones that the Wizard Hero is using.) I will have a reference page in the quest book so that Zargon doesn't have to ask the wizard to see what the spell does again. For the Chaos Mages, they are equipped with these two spells:
Crumble Earth- The spell caster of this spells creates a hole in the tile right in front of them. It may not be passed for the rest of the quest.
Chaos Bolt- All creatures in the caster's line of sight must defend against 3 attack dice to their mind points.
Now, time for spells for the Wizard. I had the idea of giving the Elemental Mages (Ha, I like that name; just came up with it while typing) an additional custom made (By yours truly) from their element, and if the Wizard defeats one of those Mages, they may then have the option of using that new spell for an exchange of one of their old ones from that set. I thought adding a whole new set of spells would be way to many spells for the wizard. Maybe even making him over powered. Now, they would have to work for their reward.
Here's some ideas I had about Quest Bosses. One boss is a group of DoupleGangers. They turn into an exact copy of one of the heroes. I thought that would be awesome, since the heroes would have to rely on their wits to beat their evil twins.
Another idea I had was a magician that makes all of the heroes change roles; therefor change characters temporarily. I think that would be AWESOME, since that way they can feel how it feels to be in that player's shoes. Also, it will help refresh the minds of the players, since they ALWAYS play as their chosen hero. Maybe it can be a curse....or a new trap....
Thanks for reading! Please leave comments!