by wallydubbs » September 17th, 2019, 12:35 pm
I totally get where Hightech is coming from; he wants to make the mind points more interactive with the game. Respectively I also see the point mitchie's been trying to get across, but it doesn't change the fact that adding or removing mind points will have little consequence unless you're fighting a spell caster. The Dwarf will still know how to disarm traps if he loses a mind point or two.
I too have feld that the Mind Points should have some extra value, however I'm not on board with them being a currency for rerolls; that's why we have Potions of Battle. The other option of reading a spell scroll and rolling for mind points is gold, though.
The later quests, particularly Frozen Horror and Mage of the Mirror do introduction poison cards in the Treasure deck that could reduce mind points, as well as a Sky Orb artifact, which does nothing if you're not losing mind points.
Because of the added difficulties and length of these later quests the Wizard will run out of spells much more quickly, so I proposed in another thread to base spell casting abilities off of mind points. This way, by giving the Wizard the Talisman of Lore it makes him much more useful in the later quest packs once you include the Wizards of Morcar spells.
Also, if he loses a mind point he'll lose a spell set. I also thought of applying this to the Elf: 5 mind points still allows him only 1 spell set, but he may choose 6 Elf Spells instead of 3.
If the Dwarf moves up to 4 mind points he may cast Earth Spells but ONLY on himself.
This may work well enough in my groups, but others may not like it, as is their right, but I just thought I'd throw that alternative out there.