It's kind of slow round here at present so I thought I'd present some
of my whackier ideas for pepping up the 4th age scenario now that
Middle Earth Games have the code to play with. Feel free to comment
and / or add your own whacky ideas.
1. New Spell List - Personal Protection
New Mage Spells to shield a character from personal damage /
assasination.
Personal Barrier Difficulty - Easy Order - 225
This prevents 30 points of health damage to a character
for the reaminder of the turn.
Info required: Character Id
Personal Shield Difficulty - Hard Order - 255
This prevents 75 points of health damage to a character
for the reaminder of the turn.
Info required: Character Id
Invulnerability Shield Difficulty - Hard Order - 225
This spell makes the named character impossible to kill
during the remainder of the turn. If they would take any
damage, then that damage is reduced to zero. The character
cannot be assasinated whilst this spell is in effect.
Info required: Character Id
2. Lost List - Thrall
New Mage Spells to befuddle characters. Perhaps this
would be harder to cast against Commanders and Mages. Mages
cannot have more than one character in thrall under spells
from this list at a time. Should they attempt a second one
the first character will escape.
Befuddle Difficulty - Easy Order - 330
If successfully cast this causes named character in the
same hex as the mage to forget one of their two orders
determined at random.
Info required: Character Id
Dominate Difficulty - Medium Order - 330
If successfully cast this causes a named character in the
same hex as the mage to forget both their orders for the
turn.
Info required: Character Id
Mind Control Difficulty - Hard Order - 330
If successfully cast this causes a named character in the
same hex as the mage to not be able to issue any orders
for the next 2-3 turns. The character would act as if they
were kidnapped during this time.
Info required: Character Id
3. Alternative Victory Conditions
I'm not a big fan of the random victory conditions in Fourth
Age. I'd much rather see them replaced with the following.
Nation with Most Battle Victories 250
Nation with 2nd Most Battle Victories 150
Nation with 2nd Most Battle Victories 100
Nation with 4th Most Battle Victories 50
Nation with Most Prolific Spellcasters 250
Nation with 2nd Most Spells Cast 150
Nation with 2nd Most Spells Cast 100
Nation with 4th Most Spells 50
4. Upgrade Poor SNA's
Some SNA's are perceived to be poor value. Currently Middle Earth
Games has just made a number SNA's cheaper to compensate for this,
but instead they could make the SNA's better value i.e.
* Challenge rank bonus chance increased to 50%
* Army morale comes in at 70 on new armies
* Training ranks come in a 60 on new armies for HI
* Fortifications, bridges, roads and War machines at 1/2 cost
5. New SNA's
Create some new exciting SNA's to spice up the game. For example:-
* Increases mage casting chances by 25%
* New unit type - Chariots
* Irrigation - Plains hexes produce 25% extra goods
* Logging - Wood hexes produce 25% extra goods
* Cartographer - Move Map for Free
* Road builders - Access to the build road command
6. Monuments
Create new orders to create a monument. These could be used for
victory purposes at the end of the game as below. Armies of any
size could destroy monuments of another nation in a similar way
to the destroy pop centre order, but there would be no minimum
army size. Monuments could not be build in pop centre hexes and
vice versa. There would be a monument limit (like camps) and
they could only be built in the hex following a successful
battle containing at least 2000 troops.
Nation with Most Monuments 250
Nation with 2nd Most Monuments 150
Nation with 2nd Most Monuments 100
Nation with 4th Most Monuments 50
7. Rumoured Events
You could have events like a fair whereby the location of a fair
is announced in rumours to all nations and nations could send
characters to the fair to directly trade goods (perhaps using a
new order) which they could send from anywhere in their nation to
another specific location. Characters in that hex would be safe
from assasintion that turn. Another such event might be a jousting
tourney where commanders could compete on challenge rank for a
money prize. Another could be mercenaries for hire whereby the
nation bidding the highest got the troops indicated for 5 turns
in the hex of their choice in addition to any troops hired there.
8. Barricades
One of the real disadvantages of being in the plains is that
invading armies can easily walk up and smash your home. What about
allowing nations to build barricades (where there is no pop centre)
as a level 0 fortification requiring 100 timber. This would have
the effect of stopping an army, but any army size could easily
destroy it.