http://www.mediafire.com/download/pu5rd ... _Magic.zip
Just two to go.
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Yeap, a few of them are, two or three in every set apart from the grey spells. I'm going to reword them for the final release. I want them to look as appealing as possible.Once was Mortimer wrote:Congrats on almost finishing, they still seem very cluttered I'm afraid.
Some are powerful, but not overly, except for the ones that have some balancing effect like conflagration of doom. They're nowhere near as powerful as the original HQ translation of these that were done years ago. Some are quite deceptive. Searing doom sounds immensely powerful when you first read it - D6 combat dice that can't be defended. Averages just 1.75 BP of damage.Once was Mortimer wrote:Also incredibly powerful, I know you where going for a direct translation, but a consideration to take in is in HeroQuest your going up against individual foes, while in Warhammer these spells where for taking on entire units and massive monsters.
I'd ask that you wait for the revised version and then discuss it here so I can get some help to keep the power balance while keeping the original WH mechanics (or HQ equivalent).Once was Mortimer wrote:Would you be apposed to anyone having a crack at changing your descriptions and maybe the mechanics a bit on the cards you have done?
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Once was Mortimer wrote:Would you be apposed to anyone having a crack at changing your descriptions and maybe the mechanics a bit on the cards you have done?


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That's actually a good idea for a simplified option. This many new spells at once might put people off. I'll use that.mitchiemasha wrote:Once was Mortimer wrote:I may only pick my favourite 3 though. Keeping it more consistent with HQ.
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