Terradon
hdctambien
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SilverFaith said:I'm thinking that disppelling became a lot more risky if you roll for the amount of dice you can use.
you declare you want to dispel a spell cast with a value of 15. You roll 2. Even on a level 4, you now need double 6s to dispel, but you HAVE to dispel, which means you either waste 2 dice trying to dispel, or you just roll your 1 die, fail, and hope the spell doesn't destroy you. Since you have less dice than the opponent, you can't afford to waste dice in this way.
It's also true about the channeling. 3 channel dice at 5+ is still a weak chance at getting more dice, when you have 4d6 power dice already. You have on average 14 dice, so the average of 1 additional dice per magic phase is pretty weak.
That's not how dispelling works.
1. The caster chooses a spell
2. The caster rolls a d6 for Power Dice AND a d6 for Dispel Dice
3. The caster rolls 1 or more Power dice to cast the spell
4. If the spell is cast, the dispeller can choose to dispel or not. Unlike the power dice, you are not required to use at least 1 of your dispel dice.
I played 2 games with End Times magic last night and learned a few things:
1. Because of the random power dice and the larger amount of dispel dice, most spells are not cast successfully. (Most of our magic phases ended with 0 or 1 spells actually getting cast)
2. Because you get 4d6 Power Dice, you can attempt more spells in a turn than you used to attempt in an entire game. There are a lot more miscasts!
3. with 4d6 Power Dice the magic phase can be much longer which leads to noticeably longer games.
4. We had 8 attempts at casting an End Times Spell, and 2 of those attempts were successful (I cast the Fire End Times spell once, and one of my opponents cast the Slaneesh spell once.) Neither spell was a game ender (it did suck to lose control of my Temple Guard bunker for a turn...)
Some questions that we came up with while playing were:
1. Can you recast a successful Remains in Play spell? Or once it is cast and placed on the board do you "lose it" until it has been dispelled?
2. Same question for Vortexes, Hexes, and Augments. Can I cast Iceshard Blizzard on you until you are -8 Leadership, -8 to hit? Or spam Wildform until I'm +5 S, +5 T?
3. When dispelling a Remains in Play spell in a subsequent magic phase, how many dice can you use? As many as you want, or do you have to roll a d6?