(no subject)

DScoledge@aol.com
Wed, 21 Apr 1999 15:34:16 EDT

In a message dated 4/21/99 11:53:53 AM Pacific Daylight Time,
rrodgers@unex.ucla.edu writes:

> > I found this a cool game, but now it only takes a necromancer to play it.
> > It takes much away from the original wargame.
> >
> I agree with you there. I find it difficult to roleplay a character that
> has to learn the Black Arts in order to safely lead an army. If this were
> my game I would make a couple of changes:
>
> Farcast: Make it much more expensive, remove the ability to tie it to
> something that moves (like a ship) and take away the Save Farcast State
> spell. Also, make Magical Shroud a lot tougher to dispel.
>
> Aura Blast: Allow an Absorb Aura Blast Amulet to be constructed, perhaps
> using pretus bones or some such thing. The amulet would be destroyed after
> a certain number of uses, but then other characters besides necromancers
> would be safe from the predations of necromancers. An alternative would be
> a protection from aura blast spell (or prayer?).
>
> But it's not my game.
>
> Rob
>

Good points.

Being able to Aura Blast garrisons just rubs me wrong. I suppose if there
was stone and wood in the garrison and it was destroyed that means that the
wood and stone was mind blasted out of existence.

I think you hit farcast right on the head.

As far as protection from Aura Blasts I think it should be a prayer like
you say. It just seems right having a priest defend against black magick.
Although I would make it work like Appear Common works instead of like
Immunity from Vision. Say one defense protects somewhere between half a game
year and a full game year. And it should not be cumulative either. That way
you need to plan your defense against Aura Blasts at home and when on
campaign instead of just pilling it on.

Charlotte

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