Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Oh, neglected to mention, but under my revised versions, wizards would start at strength 0. Any revision to the dice odds would also require reworking defense to compensate, but the math is pretty simple, and I'm pretty sure the Dev has a good grip on it, looking at the general numbers used in the system.

There's definitely something in your idea. But melee will always hit and do damage while a spell has a chance to fail. You could do 2 guaranteed hits per turn with melee but the spell may miscast and result in taking 2 actions for 1 hit. 

The Wizard melee is for killing off the little minions. If they get surrounded.

I wanted the players to have options for different tactics. So a Wizard could move and hit a critter, freeing a space for their hound to charge the enemy Wizard. That sort of thing.

Melee isn't guaranteed damage against minions though? Wizards don't have defense values, but the minions all do. Also at a coin flip, your odds of getting only one success as opposed to the two you would need for the most basic attack spells is 6.25%, with the Aetheric Winds at their lowest, so not really going to factor into most people's calculations.

Yes you're right, not guaranteed damage, but you don't have to first cast melee to cause damage.

I think your maths on that might be a bit off, as the minimum Aether level is 5, so it would be 2 successes with 5 dice, followed by a STR 2 hit. So striking a Critter at DEF 1 with that spell would result in a critter death 60.75% of the time.

Pretty good odds

I agree, that was the chance of a strength 2 spell failing to cast in one action in the worst possible case, which works out to about 6.25% chance. I think you'll agree that isn't enough of a downside compared to infinite range as opposed to direct adjacency.

Can I ask where you're getting 6.25% from? My calcs is 18.75% failure to cast in one action. Feel like I'm missing something.

If the game was just about killing critters, then sure, might have to make it harder. Critters are dangerous in numbers and Conjurers can make more of them. Striking in combat let's you take a couple out each turn without worrying about AI.

But saying all this, what critters are good for is killing enemy minions. Not surrounding the Wizard. Critters are there to get your big minions down the board. 

Tbh I think Death Wizards are over tuned as they can raise more zombies from the bodies of the tavern clientele.

I made this game in about 20 hours. So tuning and testing is still needed. I think I've done pretty well considering. 😁