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Dragon Diceâ„¢ Remix: a sneak preview of what I'm cooking up

 
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NMcCoy
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Joined: 20 Jun 2011
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Location: Portland, OR

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PostPosted: Fri Sep 14, 2012 4:16 am GMT    Post subject: Dragon Diceâ„¢ Remix: a sneak preview of what I'm cooking up Reply with quote

I've decided that rather than trying and proposing one rule tweak at a time, I'd try a redesign starting from the ground up - a new game that looks a lot like the classic Dragon Diceâ„¢, with a bunch of ideas I want to try out all at once. I'm still hashing out a lot of the details (and not-so-details), but I thought I'd give a little peek into what I'm working on, as well as some of the design goals I'm working with.

Thoughts and plans currently in the oven:

Each army at a terrain takes a march; reserve army cannot act.

You can shoot missiles on a melee face, and cast magic at any terrain face -- but if you do any action at a melee face, your opponent gets a melee counterattack.

People use dice and cards to track spell effects in Dragon Diceâ„¢ Classic -- in Remix, tokens are an actual rules technology. Each color has a 1-point spell that puts a token on an army, which can be spent to boost a particular result type.

No magic doubling. In fact, if you're playing a single-race army you don't need to pay attention to the colors of your magic points at all. There will still be reasons to care about the color of terrain, however...

The power level of magic will be such that it will not be able to solve every problem; there should be no need for a mage limit. That's not to say that magic will be boring, though - there will be some high-end game-changing spells that can wipe out more than half of your opponent's army, or have similarly drastic effects, but there will also be ways to counteract them, and some limited situations in which they can be cast.

No spell stacking or ordering - just cast spells, one at a time, until you run out of magic points. Some spells will have a variable cost.

Victory will not be decided by (or before) the first turn of the game - small losses in the early game will be relatively easier to recover from, while it will be easier to turn a decisive advantage, once gained, into a win. (The mechanics for this are still in their early stages, so I won't share details on them at this point, but rest assured it's a design priority.)
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stormywaters
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PostPosted: Sun Sep 16, 2012 12:17 pm GMT    Post subject: Reply with quote

I dislike the strong boosts to magic already.
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NMcCoy
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PostPosted: Mon Sep 17, 2012 12:24 am GMT    Post subject: Reply with quote

What do you mean by strong boosts? My mention of powerful spells, or the fact that it will be possible to take magic actions in more situations? Overall, the intent is to weaken the supremacy of magic - it will no longer be possible to take a terrain by adding 20 maneuvers to a single unit, for example.
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stormywaters
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PostPosted: Mon Sep 17, 2012 9:39 am GMT    Post subject: Reply with quote

One-point spells, magic at any terrain face, no mage limit, spells are cast individually, etc.

Let's see what the spell list says.
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