I literally can't see playing with any spell that can't be routinely cast on 3 dice or less. ![]() (And successful casts that involve miscasts reach near 50% at 5 dice for high difficulty spells, which is terrible odds). Honestly, I'd remove miscasts entirely, they're too punitive. And those guys cheat! The miscast table SHOULD represent that! Currently, I think it does, but not to its full potential. Magic is awesome, but every time you get a wizard to cast a spell you're literally gambling with the Gods. Watering it down, IMO, is a terrible step backwards and will only result in more people taking more magic because the Reward is greater than and Risk. ![]() Wizards) finally loses control of all that cosmic power and loses it in the middle of a life and death combat situation the miscast results should be spectacular. So when one of these "Capacitors of the Gods" (a.k.a. and he's not being gentle with his advances. To put it in perspective, its a lot like trying to disarm a bomb you only kinda understand, the instructions are in a language you don't speak, aliens brought it here, all of your closest friends are around you and will get killed if you screw up, there's a countdown timer that beeps every second that passes, and to make matters absolutely terrible, a Minotaur is trying to make you his mate. Wizards are tapping into a power source they have little to no REAL understanding of and are warping reality in the middle of a life and death fight. Or some kind of penalty.įrom an undefined fluff standpoint I think our Miscast chart is a little TOO forgiving. So even with just 2 PD there should be a stronger penalty. This miscast is scrambling your brains so much the wizard has forgotten how to wizard! I've seen a T3 Elf Lord get all but one wound beaten out of him by a DRAGON and he never forgot how to Warrior! I cant imagine the strength of the hit a wizard is taking to his brain that makes him forget how to cast spells. You should NEVER walk away from a miscast with no negatives. Whoop-Dee-Doo! I'm thinking the rule is changed to Wizard Levels lost = MDU-1. You get all the benefit, and none of the loss all for 2 extra PD. If you miscast with 2 dice and roll this result its literally the Happy Birth-mas result. I like it.ġ0-12? THIS is the miscast I think needs to be changed. I think of it as the failure wizard has unset the gods in some way and so they take a little retribution on the casters and his buddies. Everyone with the Wizarding touch gets a bloody nose. I like it.Ĩ-9? Every friendly wizard feels it. MI or not and you're lucky the whole unit isn't just wiped. Now at 4-5 power dice used, even with the small template, you're going to feel it. You start messing with God-power as a mortal and you botch it? Well, nukes don't have that much destructive potential. Seriously, Magic is literally DIVINE power, I don't care what your belief structure is or isn't. If you're unfortunate enough to be standing next to the Magical Grenade that is a wizard when he botches his attempt with the power of the gods, getting exploded is probably the least worst(Is that a thing?) thing that could happen to you. You'll lose that many T3 infantry to low STR shooting. (Well, not completely.) Sure, at 4-5 dice things get a lot more interesting, but its a lot more power your wizard was trying to use and he deserves it for botching his attempt. ![]() Large templet? STR 4-5? That's actually pretty good considering your wizard doesn't just explode. You roll a 2-4? Yea, you're going to take damage, and you sure as heck should because not only did your wizard just take a risk and lost, but he botched his attempt as controlling his botch a well. I think it should be Harsher than it currently is.Īs it sits now, if you roll 2-3 dice and miscast, its not a huge big deal. Personally, I don't think we need to NERF the Miscast table.
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