Page 1 of 1

Wizards, Alchemists, Master Chefs and Necromancers

Posted: Tue Jun 18, 2002 10:21 am
by Mestari
This is in part linked to the previous topic (Recurring team costs).

Necromancers:
The undead are now lacking a way of spending 50K every match for a wizard, even though they have cheap players. Problem: they'll probably end up with a lot of spare money.
Why not:
Let the necromancer work also as a normal wizard. Say that he needs that 50K to gather ingredients and pay for tuition to be able to cast a spell during the match.

Alchemists:
Suck. They are in essence a lottery machine where you can win extra money - contrary to what normal wizards are: a hole where you can pour money in without the hole ever being filled.
Why not:
Follow the example of Warhammer FB, and let the dwarf teams hire the services of a local runesmith. Before every match, you can hire the smith to carve runes to the armours of your players. Simple list of a few runes with costs. Examples (the prices and effects should be considered carefully, these are just rough examples):
Rune of might: +1ST 50K
Rune of speed: +1MA 50K
Master Rune of speed: +2MA, sprint,sure feet 100K
Rune of dodging: dodge & side step 50K

You could buy a certain maximum of runes so that dwarves wouldn't spare their money for the final match and then have Rune of Might on each player or something ;)
You'd have master runes and runes, and you could only buy one master rune per game, and several normal runes.

Sounds nice?

Wizards and Master Chefs:
IMO They are good the way they are now

Posted: Tue Jun 18, 2002 12:45 pm
by Thadrin
(Note: I don't like wizards...)

BUT:
The Dwarf alchemist needs to be scrapped and replaced by a Runesmith, who - once you've paid your 50k - will cast you a rune. I put rules for this somewhere on this board...
( viewtopic.php?t=420&highlight=runesmith )

The master Chef should become a free HC for Halflings.

The Necromancer is just fine.

I really don't think teams are going to have the same "money to burn" problems under 2K1. I haven't played the rules long enough to find out for sure yet, but I can't see this being the problem it used to be.

Posted: Tue Jun 18, 2002 1:35 pm
by Anthony_TBBF
Rune of might: +1ST 50K
Rune of speed: +1MA 50K
Master Rune of speed: +2MA, sprint,sure feet 100K
Rune of dodging: dodge & side step 50K
Hmm, neat idea but I would make it only last for one turn, not a whole match.

Posted: Tue Jun 18, 2002 3:13 pm
by GalakStarscraper
Halfling Chef should be free as the head coach.

Galak

Posted: Wed Jun 19, 2002 6:24 am
by Mestari

The Dwarf alchemist needs to be scrapped and replaced by a Runesmith, who - once you've paid your 50k - will cast you a rune. I put rules for this somewhere on this board...
( viewtopic.php?t=420&highlight=runesmith )
[/i}

Apparently my idea wasn't so original after all :)
But I haven't had time to review all the past topics, so there's allways the possibility of raising a dead debate from the grave...
Bit like joining the wh40k mailing list and asking about starship troopers (this info might not be up to date - I used to be on the list a long time ago, dunno if it even exists anymore)

But the alchemist should definitely be removed, and the runesmith installed as a freebooter. The rules for the runesmith have to be thought of very carefully, though.

I really don't think teams are going to have the same "money to burn" problems under 2K1. I haven't played the rules long enough to find out for sure yet, but I can't see this being the problem it used to be.

Why do you think so? I want numbers! :wink:

Halfling MC is good as he is: they should also have something to spend money constantly on.