--- Gavinwj <gavinwj@compuserve.com> wrote: > Din
wrote:
> b) curses to come back.
I've never quite liked curses, even though I
obviously use them when
available. Everything else has a counter order,
curses doesn't. This makes
it way too lethal.
Curses have problems. Mainly they take so long to get
ready.
You need 3 mages at 70 natural rank each in order to
kill one person. And each of the 3 need to pass their
skill roll. If you are only 70, then your skill isn't
that good - maybe 70 or 80 % ?. The odds of succeeding
at odds of 80% three times is only a bit better than
50/50.
And getting to a natural skill of 70 (or higher) isn't
that easy to do. The higher your level, the lower the
increase you get.
The other problem is that the ability to gain curses
is given by certain items (and we all know what these
items are). Smart cookies will limit the enemy getting
these items, or will ping the item and send in agents
to stop the items being used (so people with curse
items tend move every turn).
Then when the mages are off killing people, they are
not at home doing prenmgy and getting better.
I'll hazard a guess and say that two curse squads is
the normal limit per side ?
If we said 'agents can only kill someone if you have
three of them, all with a minimum natural skill of 70,
and all have to pass their roll', I'll don't think
many people would like it (unless you hate agents).
Actually the only good thing about curses is that it
has a one hex range (but i'll admit that this is very
powerful).
I feel that if people can spend so long, on so many
characters, to kill one person per turn, then good
luck to them.
I would only dislike curse squads if they were easier
to crank out.
thanks
din
p.s the counter to curses is to limit the enemy having
access to the items that provide curses.
Gavin
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