On-pitch spellcasters (BB mag 8)

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boondog
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On-pitch spellcasters (BB mag 8)

Post by boondog »

I really like the concept, but I need some clarifications...

I.) OK, so the casting level determines the number of spells that can be cast per game, am I right to assume that this adheres to the number of attempts that can be made at casting a spell? Or is it the number of spells cast successfuly?

II.) No re-rolls involved in spellcasting... This means the Casting Action cannot be re-rolled? And none of the subsequent rolls? What if one of the rolls is treated e.g. "like a pass" (fireball etc.) ? What about Leader and Pro?

III.) The free spells grimoire involves some VERY different probailities concerning the chance of learning the various spells. I have the feeling that this has been taken into account, even considering that "Weather control" and "Speed of Light" do not really rank up (and neither do "Knowledge Drain" and "Invisibility") but I don`t mean to jeopardize the amount of playtesting, I just want to hear that the different probabilities have indeed been carefully calculated (and a few explaining words regarding this would be greatly appreciated).

IV.) Suppose the "Free Leap" racial spell of a High Elf mage misses and hits a Gobbo with a Pogo Stick. Is this useless for the gobbo or is it extremely useful? It either makes no difference or he can bounce around for free. What happens?

Again, I really liked the rules. Kudos for making them up!

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Post by GalakStarscraper »

1) the number of attempts
2) No rerolling any part of magic ... magic is one tricky ... see the movie ... one misspoken word and all the talent in the world doesn't stop the demon from eating your soul. Pro and Leader cannot be used either.
3) The value of a spell was tried to be linked to its common availability and its effect on the game ... there is room to tinker if you see issues.
4) Andy Hall made up the Free Leap spell because he didn't like my spell for the High Elves ... I need to go read his wording before I comment.

Galak

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Thanks!

Post by boondog »

Thanks for the quick reply. What movie? Evil Dead III?
What's the "alternative" High Elf spell? And how to contact Mr. Hall for clarification on the Pogo/Leap Spell question? Or do you know an answer yourself? I'd let the Gobbo have his way, it would upgrade the Pogo Stick somewhat (after all, it's one of the unpopular secret weapons)...

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Re: Thanks!

Post by GalakStarscraper »

boondog wrote:Thanks for the quick reply. What movie? Evil Dead III?
What's the "alternative" High Elf spell? And how to contact Mr. Hall for clarification on the Pogo/Leap Spell question? Or do you know an answer yourself? I'd let the Gobbo have his way, it would upgrade the Pogo Stick somewhat (after all, it's one of the unpopular secret weapons)...
Army of Darkness for one possible movie reference ... I'm sure there are others.

and as for the new spell hitting a Goblin with Pogo Stick ... freaking awesome Goblin in my opinion ... :lol: :lol: :lol:

I'd rule using the Pogo Stick was automatic.

Galak

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Post by Poxous »

On a side note. My league has used OFSC for almost 2 full seasons now and the rules seem to be in order. Many players use them and many do not. I have yet to hear any grip towards the rules. Much better than magic rules in the past I must say!

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Post by boondog »

I like them too. They're well thought out and offer new strategic possibilities, both during play and team construction.
The only minor gripe I have is the open spell grimoire which combines very potent spells with some rather "fluff"y ones - sharing the same probabilities of obtaining them.

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Post by kadu-c »

GalakStarscraper wrote:magic is one tricky ... see the movie ... one misspoken word and all the talent in the world doesn't stop the demon from eating your soul.
I guess they also say that in Willow...

Apart this, I love these rules !
Mmmmh Siren Call... *shivers*
:lol:

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Post by GalakStarscraper »

boondog wrote:I like them too. They're well thought out and offer new strategic possibilities, both during play and team construction.
The only minor gripe I have is the open spell grimoire which combines very potent spells with some rather "fluff"y ones - sharing the same probabilities of obtaining them.
The one extra rule not in the article that I recommend is that all caster's start with their racial spell and the spell Conjure which on a 3+ gives the caster a card from the Magic Item cards pile and on a 1 or 2 give one to the opponent. If you still have the Magic Item cards, this is a good addition to the rules.

Galak

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Post by boondog »

The one rule I've added is the option of obtaining a spellcaster as an "upgrade" to a player already on the roster, like sending him to the "College of Magic" or whatever. Just pay 50K, chose a player on the team and, hey presto, another spellcaster is born. This makes casters more viable for all those teams who don't have cheap Linemen. Elf teams, e.g., usually start with a side of mostly Linemen, then scrounge up the GCs to get positional players. A spellcasting Lineelf is VERY expensive, so I prefer the option of "upgrading" one of the umpteen Linemen on the side

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Post by DG_Slider »

GalakStarscraper wrote:
The one extra rule not in the article that I recommend is that all caster's start with their racial spell and the spell Conjure which on a 3+ gives the caster a card from the Magic Item cards pile and on a 1 or 2 give one to the opponent. If you still have the Magic Item cards, this is a good addition to the rules.

Galak
We changed the high elf racial spell to this as we use the cards. Much nicer then always getting the winged boots.

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