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Heroes Community > Dimension Gates > Thread: Some addition to the rules in my opinion
Thread: Some addition to the rules in my opinion
mandar
mandar


Hired Hero
posted September 20, 2005 09:07 AM

Some addition to the rules in my opinion

Hi All,

As a veteran player of HOMM, I came to find it odd the spell caster does not start with one level spell as in the game.

In my opinion, each spell caster starts with one level spell.

Also, since mana regeneration is a bit trick, I think i have a solution.

Each player turn, 2 mana points are recovered (the basic recovery rate) and 2 more mana points for each level of (Herbalism, conjuration, etc...).

However, a whole battle is only one turn made of rounds.  
Think that each battle is made from rounds, and there is no mana regeneration, Just like the game.
This can easily solve the mana regeneration problem and be true to the game.

What do you think?

Yours,
Mandar the spellcaster.

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doc8466
doc8466


Known Hero
Event Coordinator Annapolis MD
posted September 20, 2005 12:05 PM

Spellcasters start with a level one spell.  I could see that if they had to sacrifice a level one unit.  I wouldn't want to just give them one more weapon to start the game though.  
Recovering 2 mana per round is true to the game, but adds the accounting aspect again.  It's one thing to have to go back to your castle to re-charge your mana after you've used some in a battle or two, but to keep track of adding 2 every round might lean toward the creators desire to minimize pencil and paper in this version.

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mandar
mandar


Hired Hero
posted September 20, 2005 01:41 PM

I have to disagree with you. Giving a level one spell is a fundamental aspect of the game. Each spell caster starts with one spell. This is an essential part of the game.

However, the point you have raised that the mana system need to be simplistic, contrary to my proposal is indeed a factor to be considered.

Best,
Mandar the spellcaster.

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Dranuth
Dranuth

Tavern Dweller
posted September 20, 2005 02:50 PM

I have to disagree with you, while it may be a part of the computer game it is not so with the card game.  I am not sure if you have any of the cards yet but all of the hero's have the same starting ability scores, the only difference is the starting abilities.  So I belive this was done this way as part of game balance.

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thefoehammer
thefoehammer


Known Hero
posted September 20, 2005 03:00 PM

Spellcasters start with their Level 1 Spellcasting skill, and if they have level 1 spells in their hand or adventure deck they can learn it immediately at the beginning of the game when they claim their free castle. I think that mirrors the CG well enough considering this is a CCG that has to have a deck mechanic in it to limit what you have access to.

Also if a player wants more they can use the "Pre-Developed Heroes" advanced rule.

But otherwise I would think that it would be a balance issue just letting them add a spell. Every Nature player would start the game with the Pathfinding spell if that were allowed. And that would make a big difference in game play, automatically giving them no terrain costs starting on the first turn. Better that they tie up card slots to ensure they pull it in my opinion.

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doc8466
doc8466


Known Hero
Event Coordinator Annapolis MD
posted September 20, 2005 10:49 PM

Good point TFH.  While this game brings virtually every fantastic aspect of the PC game to the table top, it is after all a card & tile game.  Being such, chosing your cards wisely should set up your spell caster from the early game.  If you've designed your deck well, and get a little luck, you'll almost always havae a spell in your first turn or two which will give your spell caster his first ammo.

Great point TFH.

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