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June 23rd, 2007, 10:14 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Question: Gift of Reason to cure Feeblemind?
Astral races have far too many advantages as is, and in a perfect world, I would like to see the gem cost raised for mind hunts to at least 5 astral gems, and when the cord is severed have the "backlash" subject the caster to the soul slay.
Then the penalty for failure could be the loss of the offending mage, and any items he is using to boost the penetration bonus.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 23rd, 2007, 10:37 PM
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Corporal
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Location: Seattle WA
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Re: Question: Gift of Reason to cure Feeblemind?
Wouldn't that make your standard-issue S1 way too powerful? Maybe change to:
S-any still causes feeblemind (or maybe insanity instead), but an S2 or higher instigates a remote Magic Duel or similar, with the proviso that if the caster wins, his own mind is still toast and he will never cast again.
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It's just a dogma-eat-dogma world...
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June 24th, 2007, 12:11 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Question: Gift of Reason to cure Feeblemind?
An s1 mage has a 40 percent chance to severe the cord. I do not feel it makes the s1 mage too powerful, because the player casting mind hunt gets to select the province in which to mind hunt.
Obviously if there is no real risk attached to casting, as with chalice, gift of health, or units that heal afflictions, then you can cast mind hunt without fear.
But if having the cord severed had REAL consequences, then the nation casting mind hunt would have to use spies/scouts
or battle replays to choose wisely where to mind hunt.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 24th, 2007, 01:08 AM
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Major
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Re: Question: Gift of Reason to cure Feeblemind?
Given how easy it is to counter mind hunting with a single astral mage I don't see it as being a problem. Mind hunts are one of the main strengths of astral magic, and causing them to implode a 40-gem mage would make them completely worthless, especially considering that astral mages can teleport in to protect leaders.
Even if the caster doesn't stay feebleminded for long it's a couple of gems and at least 1 mage-turn gone if you cut their cord, and since mind hunts are best done in volleys against high-priority targets one mage can get lucky and take down 3-4 enemies in a turn if he's positioned correctly. It's a damn good spell to be sure, but Vengeance of the Dead annoys me a lot more due to there being no way to counter it outside of high MR (which isn't reliable due to the open-ended rolls, and fills up vital slots with MR gear, and works just as well against mind hunts)
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June 24th, 2007, 04:38 AM
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Lieutenant General
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Join Date: Feb 2007
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Re: Question: Gift of Reason to cure Feeblemind?
Vengeance of the dead does not kill a sc instantly with no combat. Many sc's can destroy chaff regardless of number.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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June 24th, 2007, 08:49 AM
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Major
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Re: Question: Gift of Reason to cure Feeblemind?
Til they hit turn 75 and explode. The only counter to vengeance after around 500 kills is returning, or somehow being able to pull off a damaging battlefield enchant without going unconcious from fatigue, and the gems and script to actually cast it. Neither of those options is readily available compared to having an astral mage tagging along with your army.
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June 24th, 2007, 01:50 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Thanked 28 Times in 17 Posts
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Re: Question: Gift of Reason to cure Feeblemind?
I keep thinking of my gorgon.
It is rare that it takes more than 20 turns to kill even a whole battlefield of chaff.
You have a good point, but it does not really take away from mine. At the very least, the gem cost of an instant kill mind hunt should be more than 2 gems.
And not every race has astral mages that can tag along with every army. Sure independents may be found, but not always.
I think adding a cap on the vengeance of the dead spell at 75-100 would make sense also. You should not lose a good sc to a turn limit.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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