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Thread: New magic rules

  1. #1
    Brother Sergeant ZT Strike's Avatar
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    New magic rules

    My ideas for what they need to do to magic. Possibly for 9th ed.

    Generation: Power and Dispel dice are generated by rolling d3 dice for each power level. Dice cannot be shared.

    I Force: Occurs on the roll of double 6s.

    Miscast: Occurs on the roll of double 1s. Does not cause spell to fail. Can do on dispel.

    Spells: Standardized with small variance. No omega death spells like dwellers. If it does damage, it does so at a limited number. Ex. Fireball level 1; cast at 5+, does 6 strength 4 hits. Fireball level 2; Cast at 10+, does 12 strength 4 hits. Dwellers Below; cast 18+, front 20 models of a unit, pass a strength test or suffer a wound with no armor save.

    Current dwellers is way to power, should be cast a 30+ for what it does.

    Thoughts? Idea? Like?
    -ZT Strike

  2. #2

    Re: New magic rules

    What are your reasons for adopting this approach?
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  3. #3
    Chaplain Szalik's Avatar
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    Re: New magic rules

    Seems reasonable to me. Current magic phase and certains spells is one of the reasons I stay clear out of WFB. Your idea repairs it a bit.

  4. #4
    Chapter Master theunwantedbeing's Avatar
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    Re: New magic rules

    So much like 7th edition spellcasting?

    I'm not sure this sort of magic de-powering is really a better way than what we have at the moment.
    The main issues at the moment usually stem from certain spells being abused due to their poor design, rather than there being an innate issue with the way the magic phase works.

    A few simple changes would be
    -Dwellers allowing Look out Sir!
    -Mindrazor being a remains in play spell and being unaffected by the Generals Inspiring presence rule
    -Purple sun only moving a single artillery dice
    -erm, I forget the rest
    Last edited by theunwantedbeing; 19-04-2012 at 13:34.
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  5. #5

    Re: New magic rules

    I think that the way to fix super spells may well be to allow MR greater impact, especially against spells that don't cause wounds, specifically to deduct all MR (capped?) in the target unit(s) from the casting roll, or perhaps adding it to the dispel roll.

    Certainly, completely rewriting every spell and lots of items seems excessive and unnecessary, and the removal of super spells would remove one of the primary counters to death star units making them even more powerful than they ought.

  6. #6
    Chapter Master logan054's Avatar
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    Re: New magic rules

    Have to say I'm that keen on your changes, you are just taking magic back to a system based around spamming wizards to get the most out of it, really I don't see anything wrong with the 2D6 and channeling attempts, I think the real issues with magic right now are the spell lores in the BRB, MR needs to be made useful ( I personally think the old system would have worked perfectly in 8th), remove IF, keep miscasts.

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