ME Second Edition Idea

That would definitely help out longer fights. But, I think combat spells
are fine in the first round, with a little tweaking. Another thought would
be to have defensive spells work only the first round, but all damage is
subtracted from defensive spells before other damage is allocated. This
would allow armies with mages to take pop centers or small armies without
taking damage.

So, if you change the following.

LC and LI move as normal even without food (but still take morale loss)

Archers do all damage first

Defensive spells would form a "buffer" constitution that damage is allocated
to first.

Offensive and Defensive spells get a bonus. Right now, several artifacts
are more powerful than spells. I would like to see combat spells move up to
3000-4000 points of damage/defense. If you do this, then mages become more
useful.

With these changes, you would see small raiding forces augmented by a mage
going out and destroying camps and villages. Players would be encouraged to
create armies with different compositions. Archers would become a good
choice. Conjure Hordes combined with a mage could create men at arms armies
that would be more effective. Mages would be a more sought after choice,
and a mage nation would be a viable choice in a military themed nation.

···

-----Original Message-----
    From: Middle Earth PBM Games
[mailto:me@MiddleEarthGames.com]
    Sent: Wednesday, June 05, 2002 10:33 AM
    To: mepbmlist@yahoogroups.com
    Subject: Re: [mepbmlist] Re: ME Second Edition Idea

    Spells thought - how about having them act each round in
combat rather than
    only the first round? That might make the usable.

    Clint

    >this would make mages more likely in battle (and more
useful) make mages
    >more useful in general and help in a small way in balancing
out the current
    >inbalance in character classes.

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That would definitely help out longer fights. But, I think combat spells
are fine in the first round, with a little tweaking. Another thought would
be to have defensive spells work only the first round, but all damage is
subtracted from defensive spells before other damage is allocated. This
would allow armies with mages to take pop centers or small armies without
taking damage.

Isn't that what defensive spells do anyway, except in a slightly different
way ? I thought they subtracted from the attack of the opposing army or Pop
Centre so it was possible to capture pop centres without losing troops.

Thomas