Topic: Magic?

So, I noticed that of the three people who have rated ARES on BoardGameGeek, two mentioned that they believed the magic system as presented to be "unbalanced".

I never thought so, in playing the game, but I was wondering if others have feelings on the matter one way or the other?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Magic?

Until I play a game I'm uneducated and loutish, but the magic system as presented seems fine to me...... now i just need more dice in the Silly Sizes!

Re: Magic?

smokingwreckage wrote:

Until I play a game I'm uneducated and loutish, but the magic system as presented seems fine to me...... now i just need more dice in the Silly Sizes!

Personally, I think the only 'silly size' is a Zochehedron.

I mean, the darn thing takes FOREVER to settle on a single divot....

4

Re: Magic?

Magic seems a bit powerful to me as well. You can't dodge it, so a combined casting has three dice while the defender only gets the two. But I honestly don't mind because I'm a cheese hound at heart and I love blasting enemies with super powered spells.  big_smile

Re: Magic?

friendlyfungus wrote:

Magic seems a bit powerful to me as well. You can't dodge it, so a combined casting has three dice while the defender only gets the two.

True. But then, I always thought of the Dodge/Parry option as a huge tradeoff... it means I sacrifice an Attack of my own later on (assuming I survive, of course smile ).

But I honestly don't mind because I'm a cheese hound at heart and I love blasting enemies with super powered spells.  big_smile

Neither do many people, I suspect.

The concern I have is if it's so unbalancing that an all-magic force will always beat a non-magic force...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

6

Re: Magic?

I don't think a game as open-ended and flexible as Ares can ever be truly balanced. You can have figures from 2 points to 1000 points in the same army in any amount or combination you like. If you really wanted to win you'd take tons of cheap wimps with the group attack ability and a few mages with a super powered strike spell. That would be very hard to deal with I think. I'm not even sure balance should be addressed any more than it already is because it would doubtless cost us a lot of flexibility. In short I think the game is very well balanced, including magic, and with a little self-policing we'll be fine. The *real* cheese people are all playing a certain other game anyway. wink

Re: Magic?

Unbalanced in the sense you mean, no.  But I do wish there was a spell effect for countering magic.  Something that could be used both as an active instantaneous counterspell, and for removing spells already in place.

Rich

Re: Magic?

Kevin Smith wrote:
hundvig wrote:

> Unbalanced in the sense you mean, no.  But I do wish there
> was a spell effect for countering magic.  Something that
> could be used both as an active instantaneous counterspell,
> and for removing spells already in place.

> The following is a new spell effect I'm recommending incuding
> in the next ARES supplement.
>
> Dispel (4)
>     There are many spell effects in ARES which last permanently.
> Successfully casting dispel on a model which has had one or
> more of its characteristics affected will reverse the effect
> of the original spell. The success level of the dispel will
> determine how many characteristics can be reversed. The
> player owning the model casting the Dispel chooses which
> spell effects are reversed. A characteristic may never exceed
> it's starting value.

As long as it is stipulated that this only counters lasting effects, and cannot be used to recover wounds suffered from spells, I'm all for it.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com