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Dispel Magic

 
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shoesan
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PostPosted: Fri Apr 15, 2011 1:02 pm GMT    Post subject: Reply with quote

Here's one... what if you got to roll a unit with Dispel Magic every time:

1) The terrain where the unit was located was targeted by magic
2) The army the unit was a member of was targeted by magic
3) ANY unit that was the member of the same army as the unit that had the Dispel Magic SAI was targeted

The change is only in line three... instead of only rolling when the unit with the Dispel Magic icon was targeted, now you would roll if any unit in that unit's army was targeted.

I think this would make Dispel Magic a much better SAI, yet I don't think it would be over-powered. It would make people re-think where they want to cast spells. Obviously, it reduces the effectiveness of magic to a degree (you have just increased the chances of magic not working overall), but it's not like it would have huge effects. Dispel magic is usually only a 10% or 20% chance to be rolled per die and is not found on many monsters. I also would guess that most dice that have it aren't used much (perhaps the Unicorn is an exception?). I think reducing magic's effectiveness a little may not be a bad thing, and it would lead to some interesting new views of the monsters that have dispel magic. Wanna protect your Troll from Lighting? Add a monster or two that has Dispel Magic to its army!

It can be justified in concept too... if the SAI can protect the army, why shouldn't it be able to protect each member of the army in the same fashion? Magic just doesn't seem to work some times in the presence of certain monsters...

Perhaps this should be a new thread, since it doesn't relate to Frostwings... but this post made me think of it.
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chuckpint
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PostPosted: Fri Apr 15, 2011 1:11 pm GMT    Post subject: Reply with quote

All the units with Dispel Magic have it on two sides, so it's always 20%. There are currently 5 units with Dispel Magic: Dwarf Gargoyle, Undead Fenhound, Feral Owl-Folk, Scalder Will o' Wisp, and Treefolk Unicorn. So only 5 out of 13 races have Dispel Magic available.
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shoesan
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PostPosted: Fri Apr 15, 2011 1:28 pm GMT    Post subject: Reply with quote

chuckpint wrote:
All the units with Dispel Magic have it on two sides, so it's always 20%. There are currently 5 units with Dispel Magic: Dwarf Gargoyle, Undead Fenhound, Feral Owl-Folk, Scalder Will o' Wisp, and Treefolk Unicorn. So only 5 out of 13 races have Dispel Magic available.


So, I wouldn't think making this change would be an overpowered decision, do you? It probably wouldn't be a bad thing to see some of those monsters actually used in a game every now and then. The change may not be enough to make some of them choices anyways. It would surely make the Unicorn a treat. But even with the other dice, it would open up some fun protect-from-magic type experimental armies. It would still take some strategy to make it work. You'd have to make sure you could keep your "Lighning Bait" targets in the same army as these other not-so-impressive monsters... I dont know that it would really be very game-changing, but it would at least make some of those other monsters a little more attractive.
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chuckpint
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PostPosted: Fri Apr 15, 2011 1:32 pm GMT    Post subject: Reply with quote

Test it out with your group and let us know. Personally, I think it may not make a big difference at all. Just remember, no matter how many spells are coming at the terrain, army, and units, it's only one roll per magic action.
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Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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eggsaladsandwich
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PostPosted: Fri Apr 15, 2011 2:01 pm GMT    Post subject: Reply with quote

I usually put a Dispell monster in my armies...just so nice when you dispell two of your opponents incomming Dragons . I see no problem with the current rules for it, does not make sense that the Dispelling unit would be able to protect each and every individual unit in his army. I would not particularly care if it were changed to make the icon more simple and universal to use though. Cool
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evylution
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PostPosted: Sat Apr 16, 2011 3:37 am GMT    Post subject: i use dispel frequently... Reply with quote

i have a scalder will-o-wisp army with four of them... it rarely wins cuz when push comes to shove they get bombed individually or hit with a lightening strike that they can never seem to dispel. having the sai changed would make that army mental.
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shoesan
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PostPosted: Sat Apr 16, 2011 6:57 am GMT    Post subject: Re: i use dispel frequently... Reply with quote

evylution wrote:
having the sai changed would make that army mental.


Umm, is does that mean you think it is a good idea or bad idea to change the SAI? Your post sounds like Dispel Magic does not help your army enough to matter, so I would assume you think the change might make it more worthwhile to have that SAI. But your last statement sounds like you think it would be to powerful. I'm not sure what you are trying to say.
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eggsaladsandwich
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PostPosted: Sat Apr 16, 2011 3:52 pm GMT    Post subject: Reply with quote

I think he likes the idea as it would give all his dispellers a chance to roll when any one of them is targeted by a lightning bolt or similar spell. Cool
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evylution
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PostPosted: Sun Apr 17, 2011 4:13 am GMT    Post subject: well im saying... Reply with quote

it would be nice if they all in a group had a chance to dispel the spells targeting individual units but i think that's too powerful. try it out... run four willows in a group with that rule and watch them knock magic down with a baseball bat. while it would be nice i just think it would be crazytown to change it.
...now about that explode stone spell.... hahaha... i keep trying...
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