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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Sat Nov 12, 2011 2:24 pm GMT Post subject: Dominating race |
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I have not posted this in the Rules3.0 discussion because it is rather a game variant, which I have tried to invent years ago.
It's easy:
If more than half of your starting force (= 19+ health) is made out of one race, your units can use additional racespecific abilities and/or spells, even if units of your dominating race are not there any more.
All I have worked out is the Dwarves and the Undead:
Dwarves:
If more than half of your starting force are Dwarves, you can use the charge rule.
Other units have learned to charge from the dwarves and they will not forget before the game is over.
Undead:
If more than half of your starting force are the Undeads, all your armies can cause a Rout:
If your other units have lived among the Undeads they will look and behave like them.
This can be extended to spells:
If more than half of your mages (= 10+ health; = more than 18/2) are Coral Elves, all other units may cast racespecific spells of the CE (but they cannot cast their own racespecific spells). However they still need the right color.
So if you play 12H of CE-mages and 6H of Firewalker mages, your Firewalker mages can cast blue CE spells. Without Standing Stones or Attune they cannot cast green CE spells. And they cannot cast their own racespecific spells, because they are not dominating.
With the current rules you have to:
1.) Choose how to count IDs and keep track of different colors: How much red magic have you available, how much black magic, ...
2.) Additionally keep track of different races: 4 red magic from the Lava Elves is not the same as 4 red magic from the Dwarves;
3.) And you have to apply some more rules distributed over the rulebook: How to double IDs, how to apply Palsy, ...
The big advantage of this dominating race rule is, that you can strike off one of these three points:
1.) Choose how to count IDs and keep track of different colors: How much red magic have you available, how much black magic, ...
2.) Additionally keep track of different races: 4 red magic from the Lava Elves is not the same as 4 red magic from the Dwarves;
3.) And you have to apply some more rules distributed over the rulebook: How to double IDs, how to apply Palsy, ... |
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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Sat Nov 12, 2011 2:26 pm GMT Post subject: |
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I want to point out that the other approach can be found in the Rules3.0 discussion, which is in my opinion even better:
| piMaster wrote: | | Each race would then have its own list of spells (some races may have the same spells (for example, coral elves and firewalkers would have lightning strike, but frostwings and feral wouldn't)). | and: | Quote: | | Instead, the cost or effect of some spells would depend on the terrain. For example, Wall of Ice costs 3 magic normally, but costs 2 magic if the casting army is at a watery terrain. Flash Flood normally needs 8 maneuvers to avoid, but needs 10 maneuvers if the target terrain contains the water element. |
Here you can strike out the first point:
1.) Choose how to count IDs and keep track of different colors: How much red magic have you available, how much black magic, ...
2.) Keep track of different races
3.) And you have to apply some more rules How to double IDs, how to apply Palsy, ...
In this variant the color of a magic result does not exist any more. So you do not have to think how to count an ID: as red magic? or as blue magic?;
Firewalkers do not generate red or blue magic any more; Instead they generate just Firewalker results, which you can use to purchase Firewalker spells.
The colors are still there (but not in form of results which you roll). They have already been taken into respect:
1.) on the racespecific spell lists: Those spells which Firewalkers can cast are (up to now) red and blue spells.
2.) and in the spell description: The price of some spells is increased if a terrain has different colors
This is how it would be played:
• Roll your army for magic.
• Separate different races (and choose which unit is carrying which item.)
• Count the results for each race. (Do not think how to double an ID or what color it should produce; Colors do not exist here.)
• Apply modifiers: Palsy, Dancing Lights, ...
• Announce spells
EASY!
Example:
Lightning Strike:
Casting Cost: 6 + 3*
Races: Coral Elves, Firewalkers
Target any enemy unit. The target unit must immediately generate a save or be killed. Multiple castings target multiple
units. In a non-blue terrain this spell costs 3 more CE or FW magic points.
The drawback is that Standing Stones will not work any more. |
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