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Dragon Health and Auto-Save

 
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diggity60503
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Joined: 09 May 2013
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Location: Aurora, Illinois

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PostPosted: Sun Oct 13, 2013 2:40 pm GMT    Post subject: Dragon Health and Auto-Save Reply with quote

I am curious if anyone can shed light on the origin/establishment of the health/save points related to a dragon.

Was the 5/5 decision based on the idea that it would take X number of units averaging X health/melee/missile to stand a chance of beating the dragon?

That is to say, when the game was play-tested was it with the hope that an 18 point army could absorb the saves necessary from the dragon attack and in turn have a chance at killing it?

Asking related to something I'm thinking about related to a "game variation".

Thanks.
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chuckpint
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Joined: 10 Jan 2005
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PostPosted: Sun Oct 13, 2013 4:19 pm GMT    Post subject: Reply with quote

We don't have any history on the original game's playtests. Sometimes reading the original rules, it's not clear it had any playtests done judging by some of the major changes that were made early on after the first release. For example, originally, all the basic spells (there were no racial spells) cost one point less. So there were one point spells. That was way unbalanced on magic (not that to it's completely balanced now).

So the idea of giving dragons 5 health was to make them "bigger" than monsters. I'm only guessing, but the 5 auto-saves would have been simpler that giving them say 4 auto-saves.
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cliffwiggs
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PostPosted: Mon Oct 14, 2013 8:36 am GMT    Post subject: Reply with quote

What would be your thoughts if the dragons were 'bigger' than that? i.e. either had more health or more autosaves or maybe less of one that the other? It would have to stay balanced with the belly.
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UltimaGabe
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Joined: 10 Mar 2011
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Location: Smyrna, TN

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PostPosted: Fri Aug 01, 2014 1:38 am GMT    Post subject: Reply with quote

chuckpint wrote:
For example, originally, all the basic spells (there were no racial spells) cost one point less. So there were one point spells. That was way unbalanced on magic (not that to it's completely balanced now).


I remember that. In fact, if I'm not mistaken, Reanimate Dead also cost one less per casting than any other spell to raise the dead- meaning, in the first iteration of rules, Reanimate Dead cost 1 point to cast. One point per health. One. Point. Just imagine how ridiculous that would be today. I remember buying a few packs back in the 90's that came with a little card with errata on it (one of the main ones being that every spell cost 1 additional point to cast- Reanimate Dead was now 2 points per casting, while every other dead-raising spell became 3 points).

I also remember that was the first time I heard about Dragonlords and Dragonslayers- I had never been to any conventions or anything (being a kid and all) so the only dice I had ever seen were the starter set and a few kickers that were in stores.
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