Zerloon wrote:And now, time is come for the spell factor :twisted:
Good! I never get enough discussion on this topic to make me happy.
Zerloon wrote:Animate (3 – Qu): I suggest to make a "standard" skeleton/zombies stats, and apply them for all animated troop. Is simpler, avoid confusione between piece, and give a precise effect.
Feel free to do so for your group. But the desired power of my skeletons may not match yours, so we were loathe to dictate. The strength of the system is flexibility, and I would hate to undercut that.
Zerloon wrote:Apply Special (Varies – As, Ca, Cy, Qu): I don't understand this passage:
"The cost for this factor is the same as the cost for the special being applied. Round up in the event that a special has a fractional cost. No special may cost less than one full point."
The cost of the special as listed in the table on page 28. At one time it was meant to work as if paying for the special ability while building a unit, but that was too unwieldy. It appears that we didn't get the text cleaned up enough... nice catch.
Zerloon wrote:Change Terrain (3 – Cy) : I think that should be forbidden "change terrain" in the middle of a unit. This phrases "Element that finds itself in Impassable terrain is unable to move." mean that with only 3 ME I can effectly block a unit for the game... not fair I think.
ah, but it would be for the game... the spell has to expire unless the Mage spend the same spell over and over...
Plus the easiest way to make it impassable is to raise/lower the hex 2 levels which guarantees a 6 ME cost. pricey.
Zerloon wrote:Despair (4 – Ca, Qu): I think this should be a 5 point effect.
I often wish it were cheaper. But, it certainly isn't the factor I choose to use the most, so I think after some play you will find that it is probably about right. Since the beneficial effect is random, and no effect in the case of a bad die roll. Could be wrong, but it has worked out reliably at this cost for us so far. If you find it too cheap in play, let me know, we can always discuss good tweaks.
Zerloon wrote:Drain (4 – Ca): 4 Me for draining 1 me? And 2 more for 1? IMHO is too costly, maybe 4 for 1d4 is more in line.
Hhmmm, it has not come up in play enough for me to have a good answer to this one. Thoughts Jim?
Zerloon wrote:Holy Fire (4 – As): should cost less or be more effective. For the same point you get Rancor, that have the same effect but on all target...
Holy Fire and Rancor are the exact opposite of each other - same die shift affect. I do not see the issue you are indicating.
Zerloon wrote:Protect (3 – Cy): I think the target hex should become also impassable, or maybe you can't shoot througt it. Otherwise Shield is much way better.
You may have something there. Shield protects against all damage and Protect only works against ranged attacks, yet the latter is cheaper.
* Either the prices should be reversed,
* It is easier for Assurance mages to provide protection
* Noel just plain missed this.
* Or I am forgetting something.
* A combination of all this.
Zerloon wrote:Wasting (4 – Qu): I think this should be a 5 point effect.
Now this is, my favorite factor. OTOH, I rarely cast it by itself, so its cost never feels low to me. Now, it isn't permanent, so the cost seems right on the surface. It is all about timing and having your mage near combat.