- Aug 19, 2007
- 3,472
What is the most common complaint? The reason we're being classed as a broken army? Our magic, vanhels and IoN namely.
Invocation of Nehek; The default spell and also in a very real way our trademark. The ability to recast it over and over again is very good indeed.
Why is it so powerful? It because it heals our units, yes in a way, but hardly the biggest issue. Is it cause we reliably can cast and re-cast it with a single dice? Definitely. I've seen a number of ideas to fix this problem, a problem of which I find very real.
Fix number one; Pretty much copy and paste the old version in so far as you cast it in levels. 4+ = 1D6, 7+ = 2d6, 9+ = 3d6 or perhaps more realistically 4+/8+/10+.
Fix number two; Make it work like Gut magic. Increase the casting value for each time cast. 4+, then 8+, then 12+, then 16+ and so forth.
I favour this version.
Vanhels Danse Macabre; Another spell of which I do not feel we deserve in the same extent as before. Before we could agrue we couldnt march very well, today we dont have the same problem. Several characters, units and items can help us mitigate or ever remove this disadvantage.
The fix; Here I've come across a most effect fix, and the only one making sense. However, the above "Gut magic" version would work here as well, first being 7+ the next 14+. But the best way I believe is just making it count as a normal spell, ie, you can only cast it once.
When I am back from my vacation I will give this a try. I hope you could do the same. Ever so commonly now the players seem to be taking the game into their own hands as "the big three" armies have unhinged the game like they have.
This is not some random ideas I've just made up, as said, but a compilation of ideas from several forums and in discussions with players. Personally I think its a good thing and will get VC closer to the other armies in terms of power level.
Cheers!
Invocation of Nehek; The default spell and also in a very real way our trademark. The ability to recast it over and over again is very good indeed.
Why is it so powerful? It because it heals our units, yes in a way, but hardly the biggest issue. Is it cause we reliably can cast and re-cast it with a single dice? Definitely. I've seen a number of ideas to fix this problem, a problem of which I find very real.
Fix number one; Pretty much copy and paste the old version in so far as you cast it in levels. 4+ = 1D6, 7+ = 2d6, 9+ = 3d6 or perhaps more realistically 4+/8+/10+.
Fix number two; Make it work like Gut magic. Increase the casting value for each time cast. 4+, then 8+, then 12+, then 16+ and so forth.
I favour this version.
Vanhels Danse Macabre; Another spell of which I do not feel we deserve in the same extent as before. Before we could agrue we couldnt march very well, today we dont have the same problem. Several characters, units and items can help us mitigate or ever remove this disadvantage.
The fix; Here I've come across a most effect fix, and the only one making sense. However, the above "Gut magic" version would work here as well, first being 7+ the next 14+. But the best way I believe is just making it count as a normal spell, ie, you can only cast it once.
When I am back from my vacation I will give this a try. I hope you could do the same. Ever so commonly now the players seem to be taking the game into their own hands as "the big three" armies have unhinged the game like they have.
This is not some random ideas I've just made up, as said, but a compilation of ideas from several forums and in discussions with players. Personally I think its a good thing and will get VC closer to the other armies in terms of power level.
Cheers!