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What's the plan for magic use?

 
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kpkenney
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Joined: 05 Feb 2005
Posts: 2

PostPosted: Sat Feb 05, 2005 2:22 pm GMT    Post subject: What's the plan for magic use? Reply with quote

Have the new rules started to reign in magic's power, so that we won't have to put up with magic-based dice staying ultra-rare in new & reprint releases? You can always lower the % of magical units allowed (from the current 50%) to facilitate this.
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chuckpint
White Dragon
SFR President
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Joined: 10 Jan 2005
Posts: 9187
Location: Evanston, IL

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PostPosted: Sat Feb 05, 2005 7:34 pm GMT    Post subject: Reply with quote

The rarity of the dice had nothing to do with the power of magic. That was a rather misguided marketing decision by TSR. As for magic, while it's still a powerful part of the game, I don't think it's overwhelming. And there are lots of ways to mess up mages.
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Netherworlder
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Joined: 25 Jan 2005
Posts: 90
Location: Central Indiana

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PostPosted: Sat Feb 12, 2005 7:33 am GMT    Post subject: Reply with quote

Magic is not overwhelming if you are using constructed armies. In a sealed-box tourney it can be devastating. I recall that I played someone at GenCon 2003. Their sealed box draw included a Dracolich, a Lich and a Rare Coral Elf mage - 3 units with cantrips! I was beaten into submission before the game even got going. Hmmm... let me remember who it was that got that draw... Oh yeah, it was Chuck. :^)
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