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...
(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.