4th age and curses...

--- "Edward A. Dimmick" <dukefenton@earthlink.net>
wrote: > Din wrote:

>
> p.s the counter to curses is to limit the enemy
having
> access to the items that provide curses.
>
Or maybe introduce a 'Circle of Protection' spell?

I think that's a bloody good idea. I hope Clint is
reading this. I would have a spell to counter each of
the curse spells, but I would give them a decent
range.

An easy circle of protection might only work within
one hex, while the hard circle of protection would
have a decent range (maybe 12 hexes), and give decent
protection.

I wouldn't make it 100%, since I would like to allow
adding extra mages doing curses to overwhelm the
protection spell. But you can add more mages to cast
production to counter the extra mages doing curses,
etc, etc.

thanks
din

p.s I was talking about curses being added to FA
games. I admit that stopping 2-3 active curse squad in
1650 and 2950 is 'very hard', so the best way is to do
some action that stops the enemy getting the curse
squad up and running before the spells start falling.

-ED \1/

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I would love that - same for Toughness for some of the characters maybe as
special ability [reduce damage taken by xx% from all sources]- which reduces
damage from a character each turn, (the ego blast... :slight_smile: (Legends!) ) No
seriously I would love do do some changes like this - it would make the game
more complex I reckon as any added extras increase what you need to learn
and hence more players looking for the simpler game drop out.

Lots of things could be done with the spell list which is, frankly, boring
without changing the game too much from the feel as it stands. Same for
lots of extras.

Clint

···

--- "Edward A. Dimmick" <dukefenton@earthlink.net>
wrote: > Din wrote:
> >
> > p.s the counter to curses is to limit the enemy
> having
> > access to the items that provide curses.
> >
> Or maybe introduce a 'Circle of Protection' spell?

I think that's a bloody good idea. I hope Clint is
reading this. I would have a spell to counter each of
the curse spells, but I would give them a decent
range.

An easy circle of protection might only work within
one hex, while the hard circle of protection would
have a decent range (maybe 12 hexes), and give decent
protection.

I wouldn't make it 100%, since I would like to allow
adding extra mages doing curses to overwhelm the
protection spell. But you can add more mages to cast
production to counter the extra mages doing curses,
etc, etc.

thanks
din

p.s I was talking about curses being added to FA
games. I admit that stopping 2-3 active curse squad in
1650 and 2950 is 'very hard', so the best way is to do
some action that stops the enemy getting the curse
squad up and running before the spells start falling.

Din wrote:

--- "Edward A. Dimmick" <dukefenton@earthlink.net>
wrote: > Din wrote:
> >
> > p.s the counter to curses is to limit the enemy
> having
> > access to the items that provide curses.
> >
> Or maybe introduce a 'Circle of Protection' spell?

I think that's a bloody good idea. I hope Clint is
reading this. I would have a spell to counter each of
the curse spells, but I would give them a decent
range.

An easy circle of protection might only work within
one hex, while the hard circle of protection would
have a decent range (maybe 12 hexes), and give decent
protection.

I was thinking more of a 'range' of a single character or PC. Come to
think of it, how about:
     501 Easy protects 1 character
     503 Average protects 1 hex
     505 Hard protects 1 hex radius
The only sticking point might be that you'd either need another order
for protection spell, to make sure it's up before curses go off; or
there would always be a chance that the curse would take effect before
the protection goes up if you use the 330 for both. I can see valid
arguments for either timing option.

-ED \1/

I would love that - same for Toughness for some of the characters maybe as
special ability [reduce damage taken by xx% from all sources]- which

reduces

damage from a character each turn, (the ego blast... :slight_smile: (Legends!) ) No
seriously I would love do do some changes like this - it would make the

game

more complex I reckon as any added extras increase what you need to learn
and hence more players looking for the simpler game drop out.

Lots of things could be done with the spell list which is, frankly, boring
without changing the game too much from the feel as it stands. Same for
lots of extras.

Clint

RD: I'm a bit confused here, Clint, as it sounds like you're contradicting
yourself. Personally I don't think ME needs 'extras' which add complexity
because, as you say, players like the level of complexity as it is.

However, adding some new spells could spice the game up no end, providing
you were VERY careful not to make any of them too powerful. If you need to
keep the number of spells down to the same number, then get rid of 2/3 of
the combat spells, too many of which are too similar in effect.

What about the Mist of Galadriel which hid the ride of Eorl the Young? What
about some warding spells which could be placed on pops eg 'unknown
intruder(s) present' (easy); 'intruder named Lightfoot present' (medium);
'intruder named Lightfoot slain/captured' (hard).

The last time the subject of adding spells to the list came up, you said No.
Have you changed your mind?

Regards,

Richard.

···

----- Original Message -----
From: "Harlequin Games" <pbm@harlequingames.com>
To: <mepbmlist@egroups.com>
Sent: Tuesday, January 09, 2001 3:09 PM
Subject: Re: [mepbmlist] 4th age and curses...

While we are on the subject...there used to be rumors
(long ago) going around about certain existing spells,
that to the best of my knowledge are false. But it
might be interesting to make them true.

RUMOR#1: That if a casting of Fearful Hearts causes
the enemy army's morale to go below 1, the army disbands.

RUMOR#2: That a casting of Summon Storms at an enemy
popcenter when fighting an enemy army prevents the
enemy popcenter's fortifications from helping the
defending army's constution. (I assume you all know
that normally your fortifications help your army's
constitution a small bit, from about 10% to 20%.)

RUMOR#3: That a casting of Summon Storms in a battle
allows other armies to pass through the battle site
regardless of fortifications or hostile armies; the
storm interfering with visibility to the extent of
preventing detection.

RUMOR#4: This was a good old rumor but not about spells.
Rumor had it that at 3230 there was an army encounter,
such that the army found a trail leading into 3329.
(Clearly false, as there are no army encounters allowing
285 orders; the commander would need to 285/850 somehow.
But intriguing. Do you all know that the original map
had a road from 3329 leading inward into Moria, and somehow
during printing it got screwed up? GSI decided to live
with it rather than pay for it again.)

Jeremy Richman

I would love that - same for Toughness for some of the characters

maybe as

special ability [reduce damage taken by xx% from all sources]- which

reduces

damage from a character each turn, (the ego blast... :slight_smile: (Legends!)

) No

seriously I would love do do some changes like this - it would make

the game

more complex I reckon as any added extras increase what you need to

learn

and hence more players looking for the simpler game drop out.

Lots of things could be done with the spell list which is, frankly,

boring

without changing the game too much from the feel as it stands. Same

for

···

--- In mepbmlist@egroups.com, "Harlequin Games" <pbm@h...> wrote:

lots of extras.

Clint
>
> --- "Edward A. Dimmick" <dukefenton@e...>
> wrote: > Din wrote:
> > >
> > > p.s the counter to curses is to limit the enemy
> > having
> > > access to the items that provide curses.
> > >
> > Or maybe introduce a 'Circle of Protection' spell?
>
> I think that's a bloody good idea. I hope Clint is
> reading this. I would have a spell to counter each of
> the curse spells, but I would give them a decent
> range.
>
> An easy circle of protection might only work within
> one hex, while the hard circle of protection would
> have a decent range (maybe 12 hexes), and give decent
> protection.
>
> I wouldn't make it 100%, since I would like to allow
> adding extra mages doing curses to overwhelm the
> protection spell. But you can add more mages to cast
> production to counter the extra mages doing curses,
> etc, etc.
>
> thanks
> din
>
> p.s I was talking about curses being added to FA
> games. I admit that stopping 2-3 active curse squad in
> 1650 and 2950 is 'very hard', so the best way is to do
> some action that stops the enemy getting the curse
> squad up and running before the spells start falling.