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Post by danydaigle24 on Jan 5, 2011 12:14:00 GMT -5
Ok so whats that rules no number 6 only or also no 15+
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Post by stonecutter on Jan 5, 2011 12:56:51 GMT -5
Ok so whats that rules no number 6 only or also no 15+ The no number 6 means no casting of the number 6 spell in any lore. The 15+ rule means that no spell can be cast if its required casting value is 15+. The rules are an attempt to limit the excessive impact of magic in 8th since a single spell can now effectively end a game and there is very limited magic defence overall due to the reduced number of dispel dice and the fact that each army is limited to one dispel scroll.
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Post by Jack Shrapnel on Jan 5, 2011 14:56:38 GMT -5
Ok so whats that rules no number 6 only or also no 15+ We've been experimenting with both systems... trying out the no #6 sometimes, while trying the no 15+ other times (to see what works better) I'm a fan of no 15+, mainly due to the army specific lores of some armies (goblins I'm looking at you!) really not having that scary of a sixth level spell... even the vampire level six is really not at the same power level as dwellers for example... so I think no 15+ is a more accurate way to curb the really nasty stuff... of course others think that the other version is better... I'm not really sure what will be the final decision with the bigger tournies, which I think we should try to be in line with (otherwise we wouldn't be prepared to play under that system - for those of us who are willing to travel to play) So sorry I didn't have a definite answer... but it seems that we're really just trying to find out what works best....
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Post by danydaigle24 on Jan 5, 2011 15:06:40 GMT -5
Ok I just want to make sure I understand for the 15+ lets say Im lore of metal and I have a spell my unit can get +1 shooting for 9+ I think and I have bigger version for range at 48 inches for like 20+ so I cant cast that version?
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Post by Jack Shrapnel on Jan 5, 2011 15:14:54 GMT -5
yep... no 15+ would mean no boosted versions either if they had a casting value over 15....
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Post by danydaigle24 on Jan 5, 2011 16:18:25 GMT -5
Ok and what so powerful about using a better verison of that spell for example... Is it like that all around Ontario, Everyone agree that 15+ spell is too powerful?
Because what I dont understand is lets say I need a better version of that spell I have to take risk because I will probably miscast and kill my troops/mage... I understand that number 6 spell is usully very strong and can change game but I dont understand the 15+...
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Post by jamesedward on Jan 5, 2011 17:37:51 GMT -5
Because its the 15+ spells that tend to be the game breakers.
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Post by Jack Shrapnel on Jan 5, 2011 17:40:54 GMT -5
...because for armies such as high elves with Teclis or lizardmen.... miscasting is really not a disadvantage... get teclis spamming boosted pit of shades or dwellers irresistably on you for 6 turns.... (slaan can reliably do it too)
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Post by danydaigle24 on Jan 5, 2011 18:30:13 GMT -5
Ok I just want to know why doing this because sometimes I play in Mtl and I dont know if they are using those rules but if everyone around here like Ottawa and Trenton agree and we are not the only one it's probably true then... Anyways Ill be there tommorow it's been a while can't wait to play!
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Post by usscott on Jan 5, 2011 20:36:53 GMT -5
just a reminder that house rules are not laws . so make sure that anyone you are play agren on any rules chages be for you start
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Post by stonecutter on Jan 6, 2011 16:01:17 GMT -5
Just to add to what Scott has said, the House rules are just that, valid only in Kingston and only at Nexus. Apart from removing some of the game ending spells that tend to take a lot of the fun out of regular gaming, we are also providing feedback to other forums and players on our experience. At the end of the day, we may only keep the magic limits for regular game nights but only time will tell.
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Post by Jack Shrapnel on Jan 6, 2011 17:24:06 GMT -5
.... I for one, wouldn't run a tournament without them.... ...but others may disagree
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