*

Recent Topics

Author Topic: For a game about Wizards...  (Read 3882 times)

Offline Chris

  • Schoolboy
  • Posts: 9
For a game about Wizards...
« on: 14 October 2015, 11:28:02 PM »
...not a lot of magic happens.

After a number of games our group is really starting to feel that the casting difficulties are far to high and thus melee combat is just far more effective.

We have had a number of games where a warband was not able to cast a single spell successfully. Or if they did they had to take a lot of damage or it was repelled by a successful Will test (for those spells that allow that). Casting spells outside of your home school or aligned is a waste of time.

We see that over time your wizard will get better at casting but so slowly. We probably will not be playing a single warband for that long.

So for shorter campaigns here are our changes:

Casting modifiers: home school -2, aligned +0, neutral -2, opposed -4

Also when your wizard levels up you can give a -1 modifier to a whole school rather than just a single spell.

Any thoughts? Cheers!

Offline Black Burt

  • Scientist
  • Posts: 445
Re: For a game about Wizards...
« Reply #1 on: 14 October 2015, 11:48:29 PM »
I know the feeling, in my first game last week my wizard and apprentice failed to cast a single successful spell.

Offline djicelatte

  • Student
  • Posts: 18
Re: For a game about Wizards...
« Reply #2 on: 15 October 2015, 12:28:35 AM »
its so easy to get multiple levels per game we havnt run into this problem at all besides a player having bad dice rolls

Offline horridperson

  • Mad Scientist
  • Posts: 901
  • Doing the Will of The Horned Cat
    • Void Spaces
Re: For a game about Wizards...
« Reply #3 on: 15 October 2015, 02:42:17 AM »
It's the nature of the beast.  A system built around a d20 has a great deal of "swing".  Even high modifiers are no guarantee for success.  A high end fighter (templar, barbarian) isn't proof against the mangiest thug in spite of what seems a pronounced advantage.  Some of the easiest spells to cast still depend on the results of an unmodified d20 roll that only work 50% of the time.  That's 20 possible outcomes on the roll of a die with only half of them working.  As a wizard levels these chances can be levered with proficiency buffs but "buying" success by wounding your caster is also an option at those low levels.

Offline Pijlie

  • Mastermind
  • Posts: 1263
    • Pijlie's blog
Re: For a game about Wizards...
« Reply #4 on: 15 October 2015, 05:29:48 AM »
In my last three games at least two soldiers and one apprentice got pulverized by Elemental Balls. No complaints here (except it was my apprentice  :( )

It is wise to choose initial spells with low casting numbers and don't forget enhancement.
I wish I were a glowworm
'cause glowworms 're never glum
How can you be grumpy
When the sun shines out yer bum?

http://pijlieblog.blogspot.nl/

Offline VisOne

  • Assistant
  • Posts: 43
  • The Haqqi-salami
Re: For a game about Wizards...
« Reply #5 on: 15 October 2015, 08:33:44 AM »
I guess coming from Infinity makes it allot easier to look past the swing.

Were playing 4 round games. So a round is 2 player turns so I go then my opponent goes until all models are activated and thus round 1 ends ok?

So that gives your a best 8 possible casts in a game without using a spell like Time Walk to further get other activations. Thus far both myself and my opponent have cast 4 to 6 spells each game and our casting values on average are between 8 and 12. So 50% success rate I'm happy with that I've leveled twice in two games and he has leveled three times in the same two games.

So all in all seems pretty reasonable. If you were casting over this especially all offensive spells that was diminishing the opponent's troops count or heaven forbid there apprentice or wizard then me thinks this game wouldn't even have gotten off the ground.
What I do: Chef by trade, ass by choice; but I play the following when I'm not being either.
Infinity: Haqqislam is my main and then I own ALL THE THINGS!
Frostgrave: Nec

Offline Luddite

  • Scientist
  • Posts: 357
    • The Shire and everything after
Re: For a game about Wizards...
« Reply #6 on: 15 October 2015, 08:49:03 AM »
On a related subject,  it's also essential to take kill spells as your wizard gets double xp - for casting and killing.  You also need to use them of course!  This makes a non-combat wizard a poor option as it will level up slower.
http://luddite1811.blogspot.co.uk/

It is by tea alone I set my mind in motion.  It is by the juice of Typhoo the thoughts acquire speed, the teeth acquire stains, the stains serve as a warning.  It is by tea alone I set my mind in motion.

Offline Gunbird

  • Scatterbrained Genius
  • Posts: 2595
  • With miniatures, anything is possible!
    • 20mm and then some
Re: For a game about Wizards...
« Reply #7 on: 15 October 2015, 09:08:40 AM »
In my last three games at least two soldiers and one apprentice got pulverized by Elemental Balls. No complaints here (except it was my apprentice  :( ).

Yes, great shot that, 1 ball, 2 dead, 1 wounded in one go, but I did roll a 20.

Can't see the problem. D20 is a fickle beast, such is life. But you can always name and shame or even punish your dice into submission.
Who is Gunbird? Johan van Ooij, Dutch, Mercenary Gamer, no longer mobile and happy to live life while it lasts >> http://20mmandthensome.blogspot.com/

Offline wulfgar22

  • Mad Scientist
  • Posts: 980
    • My Blog
Re: For a game about Wizards...
« Reply #8 on: 15 October 2015, 10:56:32 AM »
It is wise to choose initial spells with low casting numbers and don't forget enhancement.

I agree. I've not had any problems because I chose low-cost spells to start with.

Offline Achilles

  • Mad Scientist
  • Posts: 763
  • Heal them, with fire from above.
    • Guerrilla Miniature Games
Re: For a game about Wizards...
« Reply #9 on: 15 October 2015, 12:05:17 PM »
Freely cutting to empower and making sure to bring potions and the Heal spell make it a lot easier too.

Doubling down with the Apprentice being around to heal the wizard while he casts can help a lot too.

I've not found magic to be particularly pillow fisted. Quite the opposite, once you have a significant health stack and some healing it's nearly automatic.

All life is an experiment.
The more experiments you make, the better.
To see more painted Toy Soldiers, check out my Blog!

Offline Fencing Frog

  • Scientist
  • Posts: 459
    • Fencing Frog
Re: For a game about Wizards...
« Reply #10 on: 15 October 2015, 12:46:36 PM »
Melee is hardly a better option, same risks and often less rewards and if you don't win you can't even break off.

If you do feel its a problem maybe 2d10 is a better option as that gives you a bell curve at least.  I do understand the frustration.. even with three spells with a casing number under 10 I struggle to get off spells some games.

Offline Achilles

  • Mad Scientist
  • Posts: 763
  • Heal them, with fire from above.
    • Guerrilla Miniature Games
Re: For a game about Wizards...
« Reply #11 on: 15 October 2015, 01:12:02 PM »
Yeah, I've found all combat in this game to be pretty 'George RR Martin'.

Don't get too attached!  :o

Offline Fencing Frog

  • Scientist
  • Posts: 459
    • Fencing Frog
Re: For a game about Wizards...
« Reply #12 on: 15 October 2015, 01:13:26 PM »
Yeah, I've found all combat in this game to be pretty 'George RR Martin'.

Don't get too attached!  :o

 lol quite true.

Offline Darkson71

  • Mad Scientist
  • Posts: 694
  • Rolling 1s so you don't have to since '95
    • Home of the ARBBL
Re: For a game about Wizards...
« Reply #13 on: 15 October 2015, 03:24:29 PM »
We play with a houserule that each games lasts 5, maybe 6 turns, and most games are getting 6+ spells per side, due to boosts and levelling up (plus OOG spells).
Fells right for me (though of course you always fail that really important casting ;) ).
Home of the ARBBL
"I survived the 525"

Offline Achilles

  • Mad Scientist
  • Posts: 763
  • Heal them, with fire from above.
    • Guerrilla Miniature Games
Re: For a game about Wizards...
« Reply #14 on: 15 October 2015, 03:32:56 PM »
Yeah, our campaign special rules include 'Endless Storms' where you're always trying to get things done before the sun sets/storms set in. 8 Turn Cap, makes for some urgency and keeps games from grinding.

We also have a rules called 'The Better Part of Valour' where your warband (in the first phase in which is is able to activate a model) my retreat from the table if you have taken 50% or more casualties. The only penalty is that any model currently on the table and carrying treasure will drop it on a D20 roll of 1-5... representing them cutting their losses as they flee. Means you can't cut and run while holding a bunch of treasure with no risk but if you're getting hammered you can get off the board without having your whole warband killed.

 

Related Topics

  Subject / Started by Replies Last post
3 Replies
3489 Views
Last post 24 June 2015, 07:59:32 PM
by Argonor
4 Replies
1687 Views
Last post 30 September 2015, 12:27:58 PM
by Coenus Scaldingus
4 Replies
2075 Views
Last post 25 January 2016, 03:12:39 PM
by wrinklestiltskin
0 Replies
1153 Views
Last post 22 January 2016, 12:37:31 PM
by Fencing Frog
3 Replies
1988 Views
Last post 19 March 2016, 01:50:30 AM
by Soss