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Old 10-04-2023, 09:22 PM   #11
TippetsTX
 
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Default Re: Spell Power-ups

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Originally Posted by Shostak View Post
Summoning a 7-hex dragon using RAW Creation Spell range constraints (the entire figure has to be within the range) and the standard counter can be pretty challenging, making the spell a lot less useful than one might hope when selecting the spell for a character.
Perhaps the solution to that is simply an exception for that particular spell. Given the dragon’s size as well as the spell's cost, it probably wouldn't be unreasonable to make the target radius 4 or 5 hexes from the wizard.

(Looks me and @phiwum had the same idea at the same time... heh)

How often does SUMMON DRAGON get used in actual play, i wonder? I can't recall the last time a player selected it in one of my games.
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Old 10-04-2023, 09:41 PM   #12
Drakenbow
 
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Default Re: Spell Power-ups

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Originally Posted by TippetsTX View Post
Perhaps the solution to that is simply an exception for that particular spell. Given the dragon’s size as well as the spell's cost, it probably wouldn't be unreasonable to make the target radius 4 or 5 hexes from the wizard.

(Looks me and @phiwum had the same idea at the same time... heh)

How often does SUMMON DRAGON get used in actual play, i wonder? I can't recall the last time a player selected it in one of my games.
Four hexes I think is the measurement from the center of a mega-megahex to the outer range. It does get a bit tight in there.
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Old 10-04-2023, 10:20 PM   #13
TippetsTX
 
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Default Re: Spell Power-ups

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Originally Posted by Drakenbow View Post
Four hexes I think is the measurement from the center of a mega-megahex to the outer range. It does get a bit tight in there.
Closer to 3.5 if you average it out I think (@hcobb could give us the exact measurement, I'm sure), though I tend to use actual distances over the megahex construct... a habit from a long history of gridless gameplay.

The DETECT LIFE model works too, though I think I would make the ST cost (for creation spells) increase the further out you wanted to push the radius. So 1 ST for the first (extra) MH increment, 3 ST if you extend 2 MH and a whopping 9 ST for an additional 3 MH beyond the default radius.
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Last edited by TippetsTX; 10-05-2023 at 09:33 PM.
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Old 10-04-2023, 11:40 PM   #14
timm meyers
 
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Default Re: Spell Power-ups

This is indeed a great discussion/idea.

TippetsTX use of xtra ST cost to negate range modifiers is a fantastic and balanced house rule. However, it does border on and diminish the use of the aid spell which is in essence what the wizard is doing.

Increasing creation spell range (as suggested by shostak) is also a fun idea but I shudder at the potential of having fire hexes/myrmidons/giants being created at missile weapon like ranges (4MH? 5MH? 6MH!!!!). Obviously, the cost could be exponential to try and keep the attacking wizards from flaming the top of the city wall etc.
However, I have just decided that my next wizard is going to be a stone mage and his main spell will be "crush" ie summon stone walls 1MH (12'+) in the air that will "drop" on the target hex? Does that work? Need to look up the physics on that and maybe start a new thread LOL.

Back on topic.... I think these casting modifiers could be better balanced as new "Talents" for wizards (I know this idea has been proposed/discussed before).
examples
IQ 12 "Thrown Spell" (1) Gives +1DX modifier to all (T) spells. can be taken up to 3 times (just like Missile Weapons)
or
IQ 13 "Thrown Spells" (2) +2DX modifier for all (or just 1) thrown spells

IQ 14 "Creation Range" (2) add +1 MH to creation range of spells. May be taken a second time (total 4 IQ) for +2 MH range.

All in all I like the flavor and expanded tactical choice any of these methods bring to the table.
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Old 10-05-2023, 10:46 AM   #15
Shostak
 
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Default Re: Spell Power-ups

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Originally Posted by timm meyers View Post
Increasing creation spell range (as suggested by shostak) is also a fun idea but I shudder at the potential of having fire hexes/myrmidons/giants being created at missile weapon like ranges (4MH? 5MH? 6MH!!!!). Obviously, the cost could be exponential to try and keep the attacking wizards from flaming the top of the city wall etc.
Increasing Creation range by whole megahexes is too drastic for me. Instead, 1-hex increments still make the spells more useful, but keep magic from becoming quickly overpowered.

Quote:
IQ 12 "Thrown Spell" (1) Gives +1DX modifier to all (T) spells. can be taken up to 3 times (just like Missile Weapons)
Rather than give a DX bonus (which has the added effect of influencing the order of actions) I'd advocate for giving such a talent the ability to offset range penalties, but never to give a bonus. On top of that, I'd require a ST expenditure to utilize the ability, so that there is still a tactical trade-off.
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