Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Gold Bearer wrote:What happens if you fail the test?
Lose the spell without casting,
lose the spell but still cast it
or just can't cast it this turn? I take it you still lose the MP whatever?
Future sight doesn't really need an improvement (it's already been improved by allowing it be cast on a target other than the caster) if you look at it in isolation but the detection set as a whole does need the most improvement, so I think also allow partial rerolls (maybe that was the intent with the standard spell anyway) and expanding it to all dice is a good option. Most of the time it will only be used for attack, defence and movement anyway.
I take it that's your attacking/searching action gone for the turn?Anderas wrote:Gold Bearer wrote:What happens if you fail the test?
Lose the spell without casting,
lose the spell but still cast it
or just can't cast it this turn? I take it you still lose the MP whatever?
I pay the cost, but no effect comes into play.
In this case, pay 2 Mind Points and have no effect.
Hmm, seems a bit too far, but maybe it's because I'm not used to it yet. New stuff tends to seem more OP to start with because it's new.Anderas wrote:I have the option, if i miss by few points only, to pay one or two additional mind points and making the dice result better. One point dice result for one mind point extra paid.
The mind points are paid after the test.
Of course that becomes rapidly very expensive, so even in my reallife test games it happens rarely, and if it happens, the wizard is more or less knocked out for some turns afterwards.
Sotiris has already allowed that change. I don't think it takes it too far because the other two are still fairly weak and the trap spell effect rerolls have very limited usage, it's just that there's a lot of fimirs in this quest and I think Sotiris gives them all a spell as standard.Anderas wrote:yes the detection spells are weak, but i really wouldn't take future sight any step further to be honest.
Not quite, with extra dice you can score higher, with rerolls you can't. Partial rerolls are a lot more of an upgrade than including all dice though, but I'm not sure if you're meant to be allowed partial rerolls anyway, the card it isn't clear.Anderas wrote:Partial rerolls are like additional dice, so it's really a huge difference to full set rerolls.
The biggest improvement over the standard version by far is that it can now be cast on someone else.Anderas wrote:I think future sight only for attack, move, defense is already worth a lot. I think it is so strong that I attached a cost of 3 Mind Points if you want to keep the spell after casting.
Revealing traps and secret doors is a nice upgrade.Anderas wrote:
Making it reusable is somewhat offset by how dangerous it is but with the addition of discarding one card it becomes a lot safer so it would probably be too much.Anderas wrote:
The amount of gold and other stuff found in the game is a game-critical value. It wouldn't break a single quest if we find too much, but the game in total would quickly saturate if the treasure deck could be scanned fast: In worst case we arrive at that stage where the players say "oh we don't need any more gold, it's ok, i don't search". So there was no way i would make the spell reuseable.
Mine's slightly different. You always discard one instead of having the choice but you'd rarely want to keep all three anyway.Anderas wrote:Instead I added an expert option again: pay a single mind point, but make that difficult test +4 for the expert option. And as an expert, you may discard one of the three treasure cards - that means, most of the time you will be well protected against bad effects of the treasure deck. I've seen you have added that to the standard spell. I thought that would be too much... but i may rethink
Anderas wrote:Partial rerolls are like additional dice, so it's really a huge difference to full set rerolls.Gold Bearer wrote:Not quite, with extra dice you can score higher, with rerolls you can't. Partial rerolls are a lot more of an upgrade than including all dice though, but I'm not sure if you're meant to be allowed partial rerolls anyway, the card it isn't clear.
Anderas wrote:I have the option, if i miss by few points only, to pay one or two additional mind points and making the dice result better. One point dice result for one mind point extra paid.
The mind points are paid after the test.
Of course that becomes rapidly very expensive, so even in my reallife test games it happens rarely, and if it happens, the wizard is more or less knocked out for some turns afterwards.Gold Bearer wrote:Hmm, seems a bit too far, but maybe it's because I'm not used to it yet. New stuff tends to seem more OP to start with because it's new.
I said not quite, I didn't say nowhere near. Besides, it's a lot more than 1% unless you're rolling a ridiculous amount of dice. Using two dice and skulls, it's one in eight that you'll score higher with an extra dice than with just one rerolled dice allowed, more than ten times 1% and it goes up with more allowed rerolls, and down the more dice that are initially rolled.Anderas wrote:That's an old beginners failure to think so.Anderas wrote:Partial rerolls are like additional dice, so it's really a huge difference to full set rerolls.Gold Bearer wrote:Not quite, with extra dice you can score higher, with rerolls you can't. Partial rerolls are a lot more of an upgrade than including all dice though, but I'm not sure if you're meant to be allowed partial rerolls anyway, the card it isn't clear.
Theoretically you could score higher if you just add dice, but in reality the result is exactly the same; apart from maybe 1% peak result - nothing you'd need to count in a gaming environment.
Can "cast throughout the quest" with absolutely no balancing measure other than having only six spells. Yes you can't cast more than a few in short succession but you very rarely need to. That's hugely OP! It's also overly complicated. Two awkward special rules, a rewite of every spell to make it work an artifact to go with it? ReallyAnderas wrote:It's not OP - I playtested in four games before coming to Sotiris.
The core point for me was that the Wizard shall be able to cast throughout the game, never keeping something back just in case for later - but never with the ability to overload a given situation with three, four spells at a time. For me that's one of the wizard-sicknesses: being a mp with only one magazine. Once you shoot, you're strong, but after half a second you're empty
Anderas wrote:That's an old beginners failure to think so.
Sort out your attitude right the fraggle now please!Anderas wrote:So no dice rolling or hidden spells.
If three people worked on it that would explain why it's so overly complex.Anderas wrote:The system was developed in cooperation with Mohawk and Slev.
I was a response to yours. Don't try dishing it out if you can't take it yourself!Anderas wrote:I don't like your discussion style.
Careful you don't have someones eye out spitting your dummy around like that. If you want to take that chip off your shoulder I'll do the same.Anderas wrote:Discussion closed.
Return to Play-by-Post Game Room
Users browsing this forum: CommonCrawl [Bot] and 0 guests