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The Choosing Potential Changes for Jan 1
#1
I'm not wanting to stir a hornet's nest, but would invite friendly discussion on a couple proposed changes for January 1 implementation. 

Recently we made two spells, Dire Wolf Familiar and True Seeing intrinsic abilities for advanced wizardry kingdoms, getting those spells as intrinsic two power levels over when they would be able to cast them.  We simultaneously adjusted Dire Wolf Familiar so a group may have only one, intrinsic or no.  Essentially, Dire Wolf Familiar provides counter espionage like an L4 agent.  Doesn't seem unbalanced, and the two spells were not being cast as normal spells as they would only have effect in rare circumstances.  So the intrinsic nature brings them into play rather than gathering dust on the shelf, and seems to fit the narrative of what a powerful wizard might do in a fantasy novel, and plays off what had been established as the intrinsic mechanic first as Presence and later for Warlords and powerful wizards to detect "a glimmering" if there were invisible groups, without casting a spell or using an order.  These two changes clearly benefited the wizard kingdoms more than the others as they get the intrinsic ability earlier.

Two other changes that are contemplated work a bit against the wizard kingdoms.  One is changing Dome of Invulnerability so that it might behave more like Wall of Flame for PC's, and/or might be dispelled by a High Priestess of a Devout kingdom via Angel ability.  The other is limiting Summon Death to one casting from one group to a given target group. 

Also considering, probably for the next scenario but maybe a Jan 1 adjustment to The Choosing, is providing the Devout kingdoms with the ability of Fanatics to advance two levels higher than their limit for agents.
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#2
Ry Vor, I am ALL for your proposed changes above. I want to advocate the implementation of all the changes in the 4th paragraph (dome behaving like a wall of flame, devout kingdoms can use angels to dispel domes, AND limiting summon death).

I also like your idea about the +2 max level of fanatics for the devout kingdoms.

I think that these adjustments would be great for the sustainability of military kingdoms later into the game.

Cheers to these changes!
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#3
I would make all of those changes plus the following.

Make wizard summoning spells only work in locations without pop centers.

Place an 8 square max on teleportation of armies.
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#4
(11-13-2016, 03:29 AM)Hawk_ Wrote: I would make all of those changes plus the following.

Make wizard summoning spells only work in locations without pop centers.

Place an 8 square max on teleportation of armies.

Agree
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#5
Interesting, early reaction much more favorable than I anticipated.

I think looking at Valhalla kingdom rankings, we do need a couple adjustments.  These would be for The Choosing as of the New Year and carry forward into the next scenario, which may be called The Maelstrom.  There likely will be a couple more adjustments to kingdoms and on the new map I don't think the wizard kingdoms will be as well protected as they were in zones 1, 2 and 3 on Resurgent.
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#6
(11-13-2016, 03:29 AM)Hawk_ Wrote: I would make all of those changes plus the following.

Make wizard summoning spells only work in locations without pop centers.

Place an 8 square max on teleportation of armies.

I'm ok with the summoning troops restriction but not the teleport. Let's not reduce wizard kingdoms to being too mundane just because current sentiment is against them. Let wizard kingdoms teleport the entire map to aid a teammate or ally when needed. At least allow them that advantage please...
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#7
I think with dome chances wizards are already becoming more and more just military kingdoms with fireworks. They are likely stronger still but loosing more of what makes them special.
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#8
This has been constructive so far.  I'm hoping for a few more voices to chime in.  My goal as always is to make all the kingdoms play differently, all enjoyable, and none considered too strong or too weak on Turn 0.  So that's my perspective.
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#9
Hi Rick,

I think the changes sound good, you're right- intrinsic true seeing and dire wolf give yet more power to the wizard kingdoms (and advantaged) but mostly just hurt the disadvantaged magic kingdoms. Turning down the absolute nature of the dome would be a fair change to the realm.

I disagree with the 8 square max but maybe something in the middle. If the board is 26 squares in each direction, why not split the difference and make it 13? Certainly being able to move half of the board regardless of terrain is still quite powerful. The Gem of Planes is limited to 10 (but you can move before using it as well- so it's more like 14-17).
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#10
It is not just the distance that offers teleport army an advantage but also:

-you can't be intercepted
-you don't have to go around seas
-you ignore terrain.

In 2 two turns you could move 16 squares where the military kingdoms might move 7 without force march.

You can penetrate Oakendell, The Talking Mountains, attack Avalon, and  cross the sea of terror all making the carefully designed map terrains irrelevant.

The purpose of reducing emmy movement  was to make the map bigger and change the game some.  I think teleport should change also.
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