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Large Game Balance

 
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Aravynn
common



Joined: 27 Apr 2015
Posts: 273
Location: Winnipeg

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PostPosted: Mon May 11, 2015 8:11 am GMT    Post subject: Large Game Balance Reply with quote

Hi everyone!

I had a question about game sizes, me and some friends who play this game, we'll play matches as low as 18 health and up to 120 sometimes, and I've noticed during play throughs that when you get beyond about 60 points, magic and dragons lose their balance.

magic, for example, becomes incredibly strong, such as in 1 turn being able to cast 5 lightning strikes, while dragons frankly become just about useless, my magic army easily killing 2 dragons at once.

any ideas on how to balance a large game like this?
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cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10794
Location: Cumming, GA - USA

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PostPosted: Mon May 11, 2015 8:22 am GMT    Post subject: Reply with quote

Some of the spells definitely don't scale that large. Anything spells that are 'per health' or 'per unit' should be fine, but something like dancing lights becomes broken because the 'relative cost' becomes cheaper, but the result you gain becomes larger as the health goes up.

So 5 lightning strikes doesn't concern me or seem that unlikely. If you double ID's and have half mages, 30 points of magic isn't unheard of at 36 health games.

and yes, a single dragon becomes weaker, but make sure you are increasing the number of dragons as you increase the health. For a 120 health game you should each be bringing 5 dragons. So for them to be dangerous, you should summon as many as 5 or even all 10! This is something that scales somewhat.

You should find that the results per health stabilize at large health games, so you end up rolling closer to the expected averages. but that attacking first is more beneficial.
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