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tullywi
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06/26/2005 5:58 PM  
quote:
"Trained by XXXX" feat?

This sounds like a good idea. Most of the problems with promoting a Lt. is the commander effect. This would go a long way.

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06/26/2005 10:17 PM  
quote:
Originally posted by Zippy

Bertha is level +7 now, meaning 3+7=10th level, with +4 save, so +14 on a normal (non-morale) save. +3 would just protext a little better against some of the hard to save effects like LSD/LRD breath, Hexblade curse, etc.

As for the "Power Attack choose option", to simplify it could be chosen per creature turn instead of per activation (meaning you only have to remember it for any one creature's turn, then it resets to "choose" mode - so you can use power attack on an AoO, then next phase another AoO comes up you choose again, perhaps this time turn it off for a higher AC target).

A final comment on Lieutenants: I think having a non-cmdr Lt. become a warlord is a tough option for a few reasons:
1) Low Command rating - stuck with this and cannot bring in most 2nd commanders because their command rating would be too high.
2) No command Effect
How about a one-time boon when a creature moves from Lt. to Warlord? Or give the bonus only if original warlord is retiring? Perhaps +1CR or a choice of minor command effects (+1 melee attack, +1 ranged attack, or +1 AC)?



I think a list of minor commander effects that act as feats all around would be cool. For example the IM has basically two commander effects, some minor ones like his+1 to ranged attacks would be cool. Then we could add where a promoted Lt. gets one automatically. I think that is the biggest deterent for me to promoting someone is that there is no commander effect.

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06/27/2005 1:16 PM  
I agree on the issues being discussed about the Lts. I would love to take Nevan's WFF Lt and make him his own commander.

At level 2, he would still be able to advance quickly for a few more levels. However, as mentioned above, he would only be a CR 0. That means only a Coutal could command with him. On top of that, he would not add any benefit to the warband. This has caused him to stick around with the old, worn out Nevan.

A +1 or +2 bonus to CR (or maybe 1/2 or 1/4 of his old warlord's CR) would move him closer to the Warlord catagory. Even a simple commander effect (Warforged gain AC +1 or Warforged gain +1 Att) would really make me want to give it a try, even without the CR boost. Since Lts do not gain feats, I would want to have him take over before level 3 so that he can pick his warlord feat at level three (if we decide to go with that option).

I am glad we are talking about the Lt to Warlord switch. I think we can tweak a few things and soon we will see Blues, Green Dragons, Warforged Wizards, and a wide variety of other Warlords.

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06/27/2005 2:57 PM  
cool.



So the difficult thing will be to come up with a list of balanced commander effects.

Anyone want to give it a shot? =)

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06/28/2005 9:22 AM  
I saw Zippy has an Amulet of Displacement (Conceal 6). I thought Blur was 6 and Displacement was 11? I am not disputing his claim, i am just confused ... did they rename it or something?
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06/28/2005 11:08 AM  
quote:
Originally posted by galneweinhaw

cool.



So the difficult thing will be to come up with a list of balanced commander effects.

Anyone want to give it a shot? =)



We can start a thread and I can start bouncing some ideas in there.

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galneweinhaw
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06/28/2005 11:20 AM  
quote:
Originally posted by AesophDarkfable



We can start a thread and I can start bouncing some ideas in there.



That would be sweet =)

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06/28/2005 11:27 AM  
AesophDarkfable,

I had the same idea and just posted it. Hope we did not duplicate work. If we both end up with the topic, I will delete mine as you will probably have a better chance of keeping it updated.

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06/28/2005 11:29 AM  
quote:
Originally posted by jjbeezer

AesophDarkfable,

I had the same idea and just posted it. Hope we did not duplicate work. If we both end up with the topic, I will delete mine as you will probably have a better chance of keeping it updated.



Nope just saw yours. ill come up with some and post tonight. yours looks good so far.

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06/28/2005 11:32 AM  
quote:
Originally posted by jai

I saw Zippy has an Amulet of Displacement (Conceal 6). I thought Blur was 6 and Displacement was 11? I am not disputing his claim, i am just confused ... did they rename it or something?




I originally based it upon the magic item: Cloak of Concealment, which I now see there are actually two, lesser and greater, one with 25% and one with 50% miss chance... doh!

I agree we should change it just for clarity's sake, since the RPG spell Displacement is 50% (ie conceal 11) although I don't think there is any ref to Displacement in DDM yet other than discplacer beast/serpent's names.

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06/28/2005 11:46 AM  
quote:
Originally posted by galneweinhaw

... although I don't think there is any ref to Displacement in DDM yet other than discplacer beast/serpent's names.

True, i forgot about that. I am more of an RPG guy if you can't tell ...
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06/28/2005 11:55 AM  
quote:
Originally posted by jai

quote:
Originally posted by galneweinhaw

... although I don't think there is any ref to Displacement in DDM yet other than discplacer beast/serpent's names.

True, i forgot about that. I am more of an RPG guy if you can't tell ...



Me too =)

But with a more RPG feel to it ;) DDM is pretty sweet too.

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06/28/2005 2:05 PM  
So I should rename the item:

"Amulet of Concealment"

and post this nomenclature update in errata section?

Done

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06/28/2005 4:04 PM  
quote:
Originally posted by Zippy

So I should rename the item:

"Amulet of Concealment"

and post this nomenclature update in errata section?



For now just add it under the Rules Typos and Todos...to Change Displacement Power to Concealment

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06/29/2005 4:21 PM  
Currently collars are listed as animals only. Could/Should this also include Magical Beasts? It seems that all references in spells and commander effects always list both.

The medium items powers table has two entries listed as 70-72

70-72 Swift Flight, As swift fly [] (gain Flight this turn, speed F8)

70-72 the Shadow Hide

Sorry if these have already been pointed out.

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06/30/2005 9:42 AM  
Augment Summoning adds +2 attack for summoned creatures. If this is mimicking RPG, should it not be +2 attack and +5 hp? (if i missed the initial decision, ignore me).

Also, the rules state that if you are destroyed and are carrying an item, it gets dropped, but the rules for eternal battle state you get everything back. That means no item is dropped vs. spawning magic items correct?

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tullywi
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06/30/2005 1:37 PM  
I'd like to propose that when rolling for magic items, if you roll too high for a table, you get to pick an item from the table instead of rolling again.

I distinctly remember having a received a Ring of Leadership 20 weeks ago or so. I thought it was silly to have a major item that grants Commander 0. Galneweinhaw agreed and said Commander 0 or +2 to command. It was pointed out to me that there is a Charisma power that already grants +2 to command. We should probably get these combined or something.

I'm not real impressed by a major item of Spell Storing that grants 3 Magic Missiles. (Maybe, because they keep being Shields and I'm playing CG.) Could we get this bumped up to something a little more powerful or am I in left field?

Since I'm on the topic of not very good Major Items, I think the rules for being able to trade in Major items for other Major items need to be defined in the official rules.

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06/30/2005 1:39 PM  
quote:
Originally posted by tullywi



Since I'm on the topic of not very good Major Items, I think the rules for being able to trade in Major items for other Major items need to be defined in the official rules.



I agree with that, Ive been told you could and ive been told you couldnt. Eventually when Jareth gets over his losing streak that shield of arachanida is traded in for sure.

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06/30/2005 1:40 PM  
The only problem with choosing instead of reroll is how many reroll numbers exist on same tables. Some even have 51-100. Thats a 50/50 shot you get to pick your item.

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06/30/2005 1:49 PM  
quote:
Originally posted by tullywi



I distinctly remember having a received a Ring of Leadership 20 weeks ago or so. I thought it was silly to have a major item that grants Commander 0. Galneweinhaw agreed and said Commander 0 or +2 to command. It was pointed out to me that there is a Charisma power that already grants +2 to command. We should probably get these combined or something.

I'm not real impressed by a major item of Spell Storing that grants 3 Magic Missiles. (Maybe, because they keep being Shields and I'm playing CG.) Could we get this bumped up to something a little more powerful or am I in left field?




I agree on the charisma/command thing. I think 3 MM is pretty nice and sits about right (I think its just your shield luck)

List of powers I think are odd/weak/too powerful:

Blasting: should be medium
blast flesh: should be medium
arachinda: should die.. or be medium


Major Powers needed:
Pounce
Arrow Catching


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06/30/2005 1:57 PM  
I like the Spell Storing Magic Missle item. Every faction has a 3 point unit with a shield. That means for 3 points you get 15 damage at range sight from a 3 point unit.

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06/30/2005 2:15 PM  
quote:
Originally posted by jjbeezer

Currently collars are listed as animals only. Could/Should this also include Magical Beasts? It seems that all references in spells and commander effects always list both.

The medium items powers table has two entries listed as 70-72

70-72 Swift Flight, As swift fly [] (gain Flight this turn, speed F8)

70-72 the Shadow Hide

Sorry if these have already been pointed out.



Thanks, lets add this (bad numbers thing) to the typo's list. Shadow should obviously be 73-75



As for the Collars... I remember orginally deciding against it because I thought there were too many difficult magical beasts that once put under command might be too powerful for the item.

Let me know what you guys think of this one, maybe we should change it. Right now I agree collars are of quite limited use.

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06/30/2005 2:20 PM  
quote:
Originally posted by jai

Augment Summoning adds +2 attack for summoned creatures. If this is mimicking RPG, should it not be +2 attack and +5 hp? (if i missed the initial decision, ignore me).



I agree, let's add this to the updates. This will help out the nerfed summoners.

quote:
Originally posted by jai
Also, the rules state that if you are destroyed and are carrying an item, it gets dropped, but the rules for eternal battle state you get everything back. That means no item is dropped vs. spawning magic items correct?



Not quite sure what you mean by spawning magic items.

If you are destroyed and drop an item, you only lose it if your enemy picks it up before the match ends (and your enemy is capable of stealing or destorying it)

This section of the rules needs a wording overhaul. I had a real difficult time trying to make it brief but concise... and ended up with a jumble of crap IMHO.... any volunteers? [:D]

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06/30/2005 2:28 PM  
quote:
Originally posted by galneweinhaw

Not quite sure what you mean by spawning magic items.

If you are destroyed and drop an item, you only lose it if your enemy picks it up before the match ends (and your enemy is capable of stealing or destorying it)

This section of the rules needs a wording overhaul. I had a real difficult time trying to make it brief but concise... and ended up with a jumble of crap IMHO.... any volunteers? [:D]


I will give it a go if i can, but it may be a day or 5. [:)]
By spawning items, i meant in reference to this week's scenario. It is stated that in this scenario (Eternal Battle) when a creature is destroyed, it returns next round with all starting abilities and equipment. Well, say my Tordek dies and my opponent grabs his +1 Shield. Next round, Tordek reappears with his +1 Shield, thus spawning a +1 shield from nowhere. If he kept dying, the shields would multiply like rabbits!!!
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06/30/2005 2:31 PM  
quote:
Originally posted by tullywi

I'd like to propose that when rolling for magic items, if you roll too high for a table, you get to pick an item from the table instead of rolling again.


Ideally, I would like to fill up all those empty spaces with powers =)

quote:
Originally posted by tullywi

I distinctly remember having a received a Ring of Leadership 20 weeks ago or so. I thought it was silly to have a major item that grants Commander 0. Galneweinhaw agreed and said Commander 0 or +2 to command. It was pointed out to me that there is a Charisma power that already grants +2 to command. We should probably get these combined or something.


Ya, I think we should just have the Charisma power (Commander 0 or +2 command) and make Leadership ability more like the RPG Feat and have it give you minions.

quote:
Originally posted by tullywi

I'm not real impressed by a major item of Spell Storing that grants 3 Magic Missiles. (Maybe, because they keep being Shields and I'm playing CG.) Could we get this bumped up to something a little more powerful or am I in left field?.


Looks like your outvoted =D

quote:
Originally posted by tullywi

Since I'm on the topic of not very good Major Items, I think the rules for being able to trade in Major items for other Major items need to be defined in the official rules.


Agreed, lets add this. Now I can't remember what we agreed upon. After a battle you can exchange a Major for a Major istead of rolling a new one? I think it should be, if you lose the match, Major for Major, if you win, Major for Major plus you get a new Minor..... whatcha all think?

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06/30/2005 2:35 PM  
quote:
Originally posted by tullywi

I distinctly remember having a received a Ring of Leadership 20 weeks ago or so. I thought it was silly to have a major item that grants Commander 0. Galneweinhaw agreed and said Commander 0 or +2 to command. It was pointed out to me that there is a Charisma power that already grants +2 to command. We should probably get these combined or something.


Just realized this was already done in the main post FAQ and Clarifications:

"NOTE: The major magic item powers of Charisma and Leadership are now the same power and should read: +2 Commander rating (If any) or Gain Commander 0"

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06/30/2005 2:38 PM  
quote:
Originally posted by AesophDarkfable

I agree on the charisma/command thing. I think 3 MM is pretty nice and sits about right (I think its just your shield luck)

List of powers I think are odd/weak/too powerful:

Blasting: should be medium
blast flesh: should be medium
arachinda: should die.. or be medium


Major Powers needed:
Pounce
Arrow Catching






AD, would you be willing to start up a Magic Item discussion thread?

... with a goal to fill up all the magic item tables with powers, and adjust the ones that need asjusting?

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06/30/2005 2:53 PM  
quote:
Originally posted by jai

I will give it a go if i can, but it may be a day or 5. [:)]
By spawning items, i meant in reference to this week's scenario. It is stated that in this scenario (Eternal Battle) when a creature is destroyed, it returns next round with all starting abilities and equipment. Well, say my Tordek dies and my opponent grabs his +1 Shield. Next round, Tordek reappears with his +1 Shield, thus spawning a +1 shield from nowhere. If he kept dying, the shields would multiply like rabbits!!!



oh... good point. This definitely needs some clarification, can't have players discover the secret to a magic shield factory in this scenario [)]

"Tordek hands his +1 shield to my hill dwarf warrior, then performs hara-kiri."

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06/30/2005 2:57 PM  
can we wait until after my match tonight? my 5 hill dwarves are jealous of tordek's +1 shield [)]
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06/30/2005 4:55 PM  
I have an idea for a completely new rule:

Alliances

Each warlord may choose another warlord (who is not played by the same player) with a similar (both good, both evil, both chaotic, or both lawful) alignment to become Allies with.

Once a pair of Allies have been declared, the allies may, once a week, trade an equivalent magic item of any strength (less artefacts).

Allies never battle each other, and each warlord may only have one ally.

To declare an ally, both players must post their intention to become allies in the main thread of a week they are not paired to fight. To break an Alliance, one player must post that the Alliance has been broken

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06/30/2005 5:04 PM  
A few ways I think this could be fun:

You could try to swap with your ally for an item better suited to battle your opponent of the week.

You could betray your ally =), have a deal in the works with another warlord for your ally's item, swap it with him, break your alliance, start an alliance with your backroom deal guy, and swap the item again.

heh, that could be colorful seeing a LG and CG guy swap an item, then have the CG break and join with the CE and give him the item... and the LG and CE guy could even be fighting!

HA! and the CE guy could even betray the CG guy by failing to post they have become allies after the CG has posted he intends to ally with mr CE.

Not that any of us players would do anything like this simply to get our hands on a better item... right? [)]

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06/30/2005 5:50 PM  
Allies sound fun. Can we add another rule that says you can never ally with your opposite faction? For example, LG can ally with LG, LE or CG but NEVER CE. That way we always have sworn enemies.

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06/30/2005 6:24 PM  
quote:
Originally posted by Takasi

Allies sound fun. Can we add another rule that says you can never ally with your opposite faction? For example, LG can ally with LG, LE or CG but NEVER CE. That way we always have sworn enemies.



yep already covered above =) (can ally with any of similar alignment, goofd w/ good etc..)

though your phrasing is much simpler.

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06/30/2005 6:31 PM  
Yeah Im willing to start/manage magic item thread.

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06/30/2005 7:15 PM  
quote:
Originally posted by jjbeezer

I like the Spell Storing Magic Missle item. Every faction has a 3 point unit with a shield. That means for 3 points you get 15 damage at range sight from a 3 point unit.

This might be true (I didn't think the Gnome Recruit had a shield, but I'll check again), but is this a major item? It makes 3 point figures better?


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06/30/2005 7:20 PM  
quote:
Originally posted by galneweinhaw
Ideally, I would like to fill up all those empty spaces with powers =)
Exactly! Until then, I'm getting tired of rerolling and getting Shields of Spell Storing! It will give incentive to fill up the tables. Even then, if you roll 99, instead of rolling again, it would be nice to get your choice.

quote:
Originally posted by galneweinhaw
Now I can't remember what we agreed upon. After a battle you can exchange a Major for a Major istead of rolling a new one? I think it should be, if you lose the match, Major for Major, if you win, Major for Major plus you get a new Minor..... whatcha all think?

I believe it was after a Battle (win, lose, or draw), you can trade a Major for a Major. Basically, you gave up the Minor Item in a loss or a Medium Item in a win. Gaining a Minor Item to swap a Major for another Major if you win sounds like a good compromise.


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06/30/2005 7:26 PM  
quote:
Originally posted by galneweinhaw

I have an idea for a completely new rule:

Alliances

Each warlord may choose another warlord (who is not played by the same player) with a similar (both good, both evil, both chaotic, or both lawful) alignment to become Allies with.

Once a pair of Allies have been declared, the allies may, once a week, trade an equivalent magic item of any strength (less artefacts).

Allies never battle each other, and each warlord may only have one ally.

To declare an ally, both players must post their intention to become allies in the main thread of a week they are not paired to fight. To break an Alliance, one player must post that the Alliance has been broken


Wait a moment. It is hard enough to schedule matches and you want to add allies to it? I'd say something more like, you can only ally with someone 4 or more levels different than you. Maybe, that will get the older commanders talking with the newer blood. (Besides, they are the ones with all the good stuff.)


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06/30/2005 8:00 PM  
I really like the alliances idea ΖD]. I totally understand tullywi's concern, too.

Maybe if Allies are scheduled (by chance or circumstance) to combat each other in a given week it represents a forcible parting of ways, instead of making sure they do not combat each other.

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06/30/2005 8:11 PM  
Ok, then Let's make it so.

Zippy, Can you add this to the rules addendum?

"if you lose a match, you may trade a Major item for a new random Major item, instead of gaining a Minor item.

If you win a match, you may trade a Major Item for a new random Major item and a new random Minor Item, instead of gaining a new Medium Item."

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06/30/2005 8:30 PM  
quote:
Originally posted by galneweinhaw

Ok, then Let's make it so.

Zippy, Can you add this to the rules addendum?

"if you lose a match, you may trade a Major item for a new random Major item, instead of gaining a Minor item.

If you win a match, you may trade a Major Item for a new random Major item and a new random Minor Item, instead of gaining a new Medium Item."




does that start now? (like the match Im in now) or next week?

Im out- find me on Hordelings if you want to chat.
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