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I've been working on extra rules for magic to make magic more meaningfull, but the result so far is quite a lot more complicated than the Original rules. Even if they are still fairly straightforward.
However, now that GW is extending magic as can be seen for example in the tzeentch tome I've had an idea that sounds quite good and is a hell of a lot simpler.
So it's the following:
I think this combined would solve the issues that wizards currently have with being overpowered without the rule of 1, without immeadiatly hamstringing them like the GW rules currently do. Especially if GW continues to give us extra spells to empower our wizards with like they did for tzeentch. In between these rules, the extra spells & a wizards base capabilities the only thing that seems to still really be lacking is spell interaction (you cast A so I counter with B) and something to distinguish magic from "normal" abilities. But it seems like a much more solid base.
Also, this has the rather large advantage of working perfectly fine with the existing spells unlike my other attempt which requires quite a lot of rewrites.
Thoughts?
However, now that GW is extending magic as can be seen for example in the tzeentch tome I've had an idea that sounds quite good and is a hell of a lot simpler.
So it's the following:
- Arcane bolt is no longer a basic spell, instead everyone that'd know the spell now has a ranged attack "arcane bolt".It has 18" range 4 attacks, hits on a 3+ wounds on a 3+ -2 rend and deals 1 damage. In the case of stuff like pink horrors that "know" arcane bolt only their leader/captain-thing would have this ranged attack.
The intend here is the following:- Remove the potential mortal wound spam that the Original arcane bolt resulted in
- Give wizards, especially the weaker ones, a viable attack so they're actually doing something. For example a starpriest right now is basicly just standing their looking pretty most of the time. He can't go in melee, he can't shoot, he just has his 1 spell & his staff buff.
- Have an attack that isn't particularly overpowering, so wizards won't outgun an archer unit, while still being fairly reliable and quite good against the heavily armoured stuff.
- Arcane bolt as a spell is fairly pointless as it generally competes with the special spell anyway. E.g. if a starpriest is facing chaosdeamons there is literally no reason to ever cast arcane bolt.
- Rule of one is changed to be "a unit can only be under the effect of 1 cast of the same spell at once". So no stacking multiple mystic shields on the same unit.
- "Arcane interference": If you try to cast a spell substract 1 from the casting roll for each time you've attempted to cast this spell in the current hero phase. This stops people from bringing several wizard and using the special spell to spam mortal wounds.
- There is one exception: spells like lord kroak's celestial deliverance whicare already designed with the intend to be used multiple times. As long as the second attempt at the spell is done by the same wizard it doesn't suffer from arcane interference. Also, you'd only get the negative effect once per wizard who has attempted to cast it in this case. Not once per casting attempt. E.g. say you've 2 lord kroaks and kroak 1 has casted celestial deliverance 3 times kroak 2 now reduces his casting rolls for celestial deliverance by 1 and not by 3. Whereas if kroak 1 had casted 3 mystic shields kroak 2 would have -3 to his casting rolls for mystic shield.
- If you're being blown to oblivion by the likes of lord kroak, nagash or kairos, suck it, they're powerfull wizards this is their thing.
- For summoning use the generating of reinforcement points like I've described in the post I mentioned earlier.
I think this combined would solve the issues that wizards currently have with being overpowered without the rule of 1, without immeadiatly hamstringing them like the GW rules currently do. Especially if GW continues to give us extra spells to empower our wizards with like they did for tzeentch. In between these rules, the extra spells & a wizards base capabilities the only thing that seems to still really be lacking is spell interaction (you cast A so I counter with B) and something to distinguish magic from "normal" abilities. But it seems like a much more solid base.
Also, this has the rather large advantage of working perfectly fine with the existing spells unlike my other attempt which requires quite a lot of rewrites.
Thoughts?