An Improving Wizard (magic rules rewrite)
I mentioned this on another thread, but I'm going to flesh it out a bit more here to avoid flooding that with two different discussions. Thanks for the positive comments so far. I think this fixes all the issues there are with the wizard - being hard to use effectively throughout a quest and advancement after. Still in draft form though.
Instead of the current magic system, make magic effectiveness be based on combat dice rolls. Then the wizard can upgrade by buying items that increase the number of dice rolled, so he actually improves at magic as the game progresses exactly like the other adventurers do with combat. The elf gets to join in with the same magic system too, but he has to choose between magic and combat weapons. Since each spell is effectively weaker than before, or at least not a guarantee, multiple castings aren't a big deal. It also means that the wizard doesn't need to "save" any spells for a better moment and will never "waste" any. The healing spell is going to be hardest to balance, so that one will need a lot more thinking about. Still plenty of room for adjustment before all spells are finalized, can add spells back in that I removed. Not sure if a fully-tooled-up wizard will actually be too good. With this system you could get away with only one card for each lore, assuming you can fit all the spells on it.
Here's a rough idea for item progression:
Wand - starting weapon - 1 combat die to attack, 1 combat die for spells
Staff - 200 - 2 combat dice to attack, diagonal attacks, two handed, 1 combat die for spells
Orb - 300 - +1 combat die for spells
Battle Staff - 500 - As staff, 2 combat dice for spells. Cannot be used with other weapons.
Power Staff - 1000 - As staff, 3 combat dice for spells. Cannot be used with other weapons.
[I'm not sure what anyone is doing about equipment limitations, since the official rules don't bar a single hero from carrying everything and switching when convenient - you need to prevent the elf from flipping between battleaxe/crossbow and then getting awesome magic powers]
Rules for Casting
Roll combat dice to determine the effectiveness of the spell. Each skull rolled is a success, so if you roll two skulls then you have scored two successes for that spell. Each spell may be used as many times as you like during a quest, unless specified.
The Spells
Fire
Fire of Wrath - This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage for each success.
Courage - This spell may be cast on any one Hero, including yourself. Until the end of his turn, that Hero may roll 1 extra combat dice to attack for each success.
Air
Swift Wind - This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll an additional red die the next time he moves for each success.
Tempest - This spell creates a small whirlwind that envelops one monster of your choice. For each success, that monster loses one combat die to attack until the end of his next turn.
Water
Veil of Mist - This spell may be cast on any one Hero, including yourself. If you roll at least once success, the hero may move unseen through spaces that are occupied by monsters on his next move.
Water of Healing - This spell may be cast on any one Hero, including yourself. Roll combat dice to determine effectiveness. Contact with this revitalizing water will restore one Body Point per success, for up to 4 lost Body Points, but will not give a Hero more than his starting number. Only one use per hero per quest.
Earth
Rock Skin - This spell may be cast on any one Hero, including yourself. Until the end of his turn, that Hero may roll 1 extra combat dice to defend for each success.
Pass Through Rock - This spell may be cast on any one Hero, including yourself. If you roll at least once success, that hero may then move through walls on his next move. He may move through as many walls as his dice roll allows. Caution! If a Hero ends his move in solid rock he is trapped forever!
Instead of the current magic system, make magic effectiveness be based on combat dice rolls. Then the wizard can upgrade by buying items that increase the number of dice rolled, so he actually improves at magic as the game progresses exactly like the other adventurers do with combat. The elf gets to join in with the same magic system too, but he has to choose between magic and combat weapons. Since each spell is effectively weaker than before, or at least not a guarantee, multiple castings aren't a big deal. It also means that the wizard doesn't need to "save" any spells for a better moment and will never "waste" any. The healing spell is going to be hardest to balance, so that one will need a lot more thinking about. Still plenty of room for adjustment before all spells are finalized, can add spells back in that I removed. Not sure if a fully-tooled-up wizard will actually be too good. With this system you could get away with only one card for each lore, assuming you can fit all the spells on it.
Here's a rough idea for item progression:
Wand - starting weapon - 1 combat die to attack, 1 combat die for spells
Staff - 200 - 2 combat dice to attack, diagonal attacks, two handed, 1 combat die for spells
Orb - 300 - +1 combat die for spells
Battle Staff - 500 - As staff, 2 combat dice for spells. Cannot be used with other weapons.
Power Staff - 1000 - As staff, 3 combat dice for spells. Cannot be used with other weapons.
[I'm not sure what anyone is doing about equipment limitations, since the official rules don't bar a single hero from carrying everything and switching when convenient - you need to prevent the elf from flipping between battleaxe/crossbow and then getting awesome magic powers]
Rules for Casting
Roll combat dice to determine the effectiveness of the spell. Each skull rolled is a success, so if you roll two skulls then you have scored two successes for that spell. Each spell may be used as many times as you like during a quest, unless specified.
The Spells
Fire
Fire of Wrath - This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage for each success.
Courage - This spell may be cast on any one Hero, including yourself. Until the end of his turn, that Hero may roll 1 extra combat dice to attack for each success.
Air
Swift Wind - This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll an additional red die the next time he moves for each success.
Tempest - This spell creates a small whirlwind that envelops one monster of your choice. For each success, that monster loses one combat die to attack until the end of his next turn.
Water
Veil of Mist - This spell may be cast on any one Hero, including yourself. If you roll at least once success, the hero may move unseen through spaces that are occupied by monsters on his next move.
Water of Healing - This spell may be cast on any one Hero, including yourself. Roll combat dice to determine effectiveness. Contact with this revitalizing water will restore one Body Point per success, for up to 4 lost Body Points, but will not give a Hero more than his starting number. Only one use per hero per quest.
Earth
Rock Skin - This spell may be cast on any one Hero, including yourself. Until the end of his turn, that Hero may roll 1 extra combat dice to defend for each success.
Pass Through Rock - This spell may be cast on any one Hero, including yourself. If you roll at least once success, that hero may then move through walls on his next move. He may move through as many walls as his dice roll allows. Caution! If a Hero ends his move in solid rock he is trapped forever!