Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Fantastic Ideas
#31
So I tried this whole "shower" thing out. And I think i got an answer.

It seems the reason people don't use Nazgul/Wraith much is that the bonus is too small and the price is too high. Yes, your character can't be killed in battle and there are only 2 ways to kill him and he is a lot safer. But your Warlord is now a Marshal. That sucks. Or your P7 is now a P5. That really sucks. You could argue that you used your high level wizard to cast a high level spell to hurt yourself. Thankfully the shower gods gave me an answer.

1) Remove the "Level Reduction" penalty but keep the "No further Advancement" penalty
2) Keep the 2 ways to kill them. Neither are easy and you need some manner to kill these things. (I wonder if Summon Greater Demon would work?)
3) Give a tangible bonus: +5 Fear for each Nazgul / Wraith / Lich in a group.

I'd be scared. Up against an army led by some weirdo undead killing machine? That doesn't get tired? And can't be stopped without a magical weapon? And I'm holding a stupid plain old spear that my uncle lent me?

Overall fear cap still applies. And I think we have something here. Plus, I'm clean now. Feels weird.
Reply

#32
Rick had some of those changes for wraith/lich in the last update but we ran out of time.

When I first started playing Alamaze, I used to convert my wizards to pwr-5 wraiths all the time. It was a great way to protect your mages and the pwr-5 was more useful back then. There were fewer pc's on the map so there was less gold production to reach those higher wizard levels (being restricted to 5th level wasn't that big of a deal). Also, unusual encounters and group vs group battles were tougher back then and wizards would die more easily.

To make the pwr-5 wraith more useful like they were, I was thinking of asking Rick if he would be interested in having a new variant of the game where there would be fewer pc's on the map, tougher encounters, increased group leader deaths, and impose a magic research penalty.

Not only would this be nostalgic for some of us but also offer a more challenging scenario for the players. If that variant ever gets approved then you will definitely see more pwr-5 wraiths running around and they would be greatly appreciated...
Reply

#33
(05-19-2021, 11:57 AM)unclemike Wrote: Rick had some of those changes for wraith/lich in the last update but we ran out of time.

When I first started playing Alamaze, I used to convert my wizards to pwr-5 wraiths all the time. It was a great way to protect your mages and the pwr-5 was more useful back then. There were fewer pc's on the map so there was less gold production to reach those higher wizard levels (being restricted to 5th level wasn't that big of a deal). Also, unusual encounters and group vs group battles were tougher back then and wizards would die more easily.

To make the pwr-5 wraith more useful like they were, I was thinking of asking Rick if he would be interested in having a new variant of the game where there would be fewer pc's on the map, tougher encounters, increased group leader deaths, and impose a magic research penalty.

Not only would this be nostalgic for some of us but also offer a more challenging scenario for the players. If that variant ever gets approved then you will definitely see more pwr-5 wraiths running around and they would be greatly appreciated...


A variant would be interesting. But as a whole I like the current odds. I remember in the 1st age Mages died -- A lot -- and few dared use them for more than Guarded Attack.
Reply

#34
Hey, who's ready for some more Fantastic Ideas??

We'd just would like to thank all of you for the outpouring of support we have received of late.  We have been swamped with piles of letters, countless emails, likes, groupies and even a stalker.  Our hearts are warmed.  And we'd like to show our appreciation by responding to the one request we received more than any other:  "When will you guys at Fantastic Ideas make a New Kingdom?"  Well, wait no longer, friends!

Now, we have it on good authority that The Powers That Be (T.P.T.B) are considering an undead based kingdom and we couldn't just stand by without providing our assistance and extensive resources to the cause.  So we put our Think Tanks and R&D teams to work day and night to provide all of you with ....   
 
THE VAMPIRE KING                                                     
(Fantastic Idea # 7)

From your Lackey: The world has learned your secret, My Lord.  They now know you are more that merely mortal.  And they will hunt you for it.  Let them come!  We have prepared for this Sire, and amassed an array of well balanced resources to repel and conquer your enemies.  We must develop them quickly.  Our troops are formidable but too few.  We need to compliment them with recruits, companions and other summoned forces.  Our Mages are respected but must be trained.  And our political court, of course, has the potential be the greatest in all the land.  Your people serve you, Great One, but we are but flesh and blood. As is your court and your troops and your leaders.  What the world doesn't know is that you have the power to change all that.....

TRAITS
Cunning -  +15 Rebel and Stir Unrest.  +3 max agent training   Agent training reduced by -1000 gold
Feudal -   +1 Influence.  Extra Baron and Ambassador.
Ruthless -  +2 Status Quo  +10 Fear + 10 Threaten
Unholy -  Kingdom cannot build Temples/Great Temples.  If the kingdom acquires a pop center with a Temple/Great Temple it is considered desecrated and removed from the game. Another kingdom, however, may later acquire that pop and build a new Temple.  Kingdom may not hire or own a High Priestess.  If the kingdom captures a High Priestess she is considered sacrificed and removed from the game at the end of the turn.  A sacrificed High Priestess grants .5 Influence and 500 status points.  Unholy kingdoms have a -1000 magic research bonus and an extra Power 1 mage.

SPECIAL RULES
-- The Vampire King starts with a Castle at his capitol.  (of course)

-- Create Vampire.   This powerful magic can only be performed by the King/Regent of the nation.  The King may only transform Political Emissaries, Agents, Leaders and Mages of his own nation into vampires.  Vampires of Alamaze have powerful abilities detailed below.     
- Heightened Senses/Reflexes -  -15% chance to Kidnap/assassinate (as an Agent 2 Guard)  - 25% chance of capture if their base falls (instead of 50%)  - 50% less chance of death in battle   --- Applies to all vampires including King.   
- Immune to Sleep -  Applies to King, Emissaries and Agents.   
- Transform - Into bats, mist, etc.  Allowing them flight and travel 8 hexes and entry/exit to pops as if a 'gate'    - Applies to Emissaries and Agents   
- Charm - Allows Political Emissaries to operate with +5% on their king's influence so a Baron would have 55% of the king's strength  -- Applies to Emissaries.   
- Killers - +10% assassination chance (not kidnap.  People are too tasty)  - Applies to Agents   
- Bloodlust - Vampires are skilled butchers that cannot help but wade into the thick of battle.  +700 battle damage per vampire in a group.  Density rules applicable.  -- Applies to Leaders and Mages.   
- Command Undead - Vampire may demand that any undead brigades in an opposing group disperse rather than take up arms against him.  Effectively a 'Destroy Undead' spell cast at Power 4.  This ability is Intrinsic and no order need be cast.  -- Applicable to Leaders   
- Magical Binding -- Doubles the Max Per Group limitation for Undead brigades for the group this vampire is in.  -- Applies to Mages.
Create Vampire costs 30,000 gold and is the Sole Order of the King

Vampire Succession - In the event the Vampire King is killed or captured the regency will be appointed to the next highest vampire in his court even if a higher ranked human emissary is available.  If no vampire emissaries are available then the highest human emissary will assume the regency.  Human regents cannot create new vampires.

MAGIC PROWESS
Proficiency - Advantaged (3 of 7)
Gold per Research Level - 8000
Spells cast earlier than base - Cold Darkness - Dire Wolf / Dire Wolf Intrinsic - Summon ( SK/ZO/GH/WI/SP)
Spells cast later than base -- Fertile Fields
Spells not available -- Bounty - Blinding Light - Summon Kraken

KINGDOM BRIGADE DESCRIPTION
A well equipped, well trained infantry based force complimented by med/heavy cavalry and bowmen serve as a core to our military, Sire.  But our reinforcements are too few and must be supported by recruits, companions and summoned forces.

COMPANIONS
- Damned
- Great Bats
- Great Wolves  
- Knights of Styx
- Scorpions

(Great Wolves considered "Not a factor" in LRM and SRM phase.  'Good' in Charge.  'Above" in 1st Melee and 'Average" in all other areas.   Special ability --  +50% losses to enemy in retreat phase per brig.

REINFORCEMENTS
1 - 2 - 1 - 1 - 1 - 1 - 1 - 1

TERRAIN COMBAT ADJUSTMENT
Plains -   5 - 0%
Forest -  7  - 0%
Mountains - 8 - 0%
Desert - 6 - 0%
Marsh - 6 - 0%
ea - 5 -  0%
PC -  *  -  0%

The Vampire King, Everybody!  ( applause) 
Thank you.  That's all the time we have today.  Don't forget to leave a comment and click Like.  And if you enjoyed the Vampire King then you need to get ready for the Ogre Chieftain!! ... coming up next time on ... Fantastic Ideas!
Reply

#35
(06-09-2021, 08:15 PM)Lord Garth Wrote: Hey, who's ready for some more Fantastic Ideas??

We'd just would like to thank all of you for the outpouring of support we have received of late.  We have been swamped with piles of letters, countless emails, likes, groupies and even a stalker.  Our hearts are warmed.  And we'd like to show our appreciation by responding to the one request we received more than any other:  "When will you guys at Fantastic Ideas make a New Kingdom?"  Well, wait no longer, friends!

Now, we have it on good authority that The Powers That Be (T.P.T.B) are considering an undead based kingdom and we couldn't just stand by without providing our assistance and extensive resources to the cause.  So we put our Think Tanks and R&D teams to work day and night to provide all of you with ....   
 
THE VAMPIRE KING                                                                                                   
(Fantastic Idea # 7)

From your Lackey: The world has learned your secret, My Lord.  They now know you are more that merely mortal.  And they will hunt you for it.  Let them come!  We have prepared for this Sire, and amassed an array of well balanced resources to repel and conquer your enemies.  We must develop them quickly.  Our troops are formidable but too few.  We need to compliment them with recruits, companions and other summoned forces.  Our Mages are respected but must be trained.  And our political court, of course, has the potential be the greatest in all the land.  Your people serve you, Great One, but we are but flesh and blood. As is your court and your troops and your leaders.  What the world doesn't know is that you have the power to change all that.....

TRAITS
Cunning -  +15 Rebel and Stir Unrest.  +3 max agent training   Agent training reduced by -1000 gold
Feudal -   +1 Influence.  Extra Baron and Ambassador.
Ruthless -  +2 Status Quo  +10 Fear + 10 Threaten
Unholy -  Kingdom cannot build Temples/Great Temples.  If the kingdom acquires a pop center with a Temple/Great Temple it is considered desecrated and removed from the game. Another kingdom, however, may later acquire that pop and build a new Temple.  Kingdom may not hire or own a High Priestess.  If the kingdom captures a High Priestess she is considered sacrificed and removed from the game at the end of the turn.  A sacrificed High Priestess grants .5 Influence and 500 status points.  Unholy kingdoms have a -1000 magic research bonus and an extra Power 1 mage.

SPECIAL RULES
-- The Vampire King starts with a Castle at his capitol.  (of course)

-- Create Vampire.   This powerful magic can only be performed by the King/Regent of the nation.  The King may only transform Political Emissaries, Agents, Leaders and Mages of his own nation into vampires.  Vampires of Alamaze have powerful abilities detailed below.     
  - Heightened Senses/Reflexes -  -15% chance to Kidnap/assassinate (as an Agent 2 Guard)  - 25% chance of capture if their base falls (instead of 50%)  - 50% less chance of death in battle   --- Applies to all vampires including King.   
  - Immune to Sleep -  Applies to King, Emissaries and Agents.   
  - Transform - Into bats, mist, etc.  Allowing them flight and travel 8 hexes and entry/exit to pops as if a 'gate'    - Applies to Emissaries and Agents   
  - Charm - Allows Political Emissaries to operate with +5% on their king's influence so a Baron would have 55% of the king's strength  -- Applies to Emissaries.   
  - Killers - +10% assassination chance (not kidnap.  People are too tasty)  - Applies to Agents   
  - Bloodlust - Vampires are skilled butchers that cannot help but wade into the thick of battle.  +700 battle damage per vampire in a group.  Density rules applicable.  -- Applies to Leaders and Mages.   
  - Command Undead - Vampire may demand that any undead brigades in an opposing group disperse rather than take up arms against him.  Effectively a 'Destroy Undead' spell cast at Power 4.  This ability is Intrinsic and no order need be cast.  -- Applicable to Leaders   
  - Magical Binding -- Doubles the Max Per Group limitation for Undead brigades for the group this vampire is in.  -- Applies to Mages.
Create Vampire costs 30,000 gold and is the Sole Order of the King

Vampire Succession - In the event the Vampire King is killed or captured the regency will be appointed to the next highest vampire in his court even if a higher ranked human emissary is available.  If no vampire emissaries are available then the highest human emissary will assume the regency.  Human regents cannot create new vampires.

MAGIC PROWESS
Proficiency - Advantaged (3 of 7)
Gold per Research Level - 8000
Spells cast earlier than base - Cold Darkness - Dire Wolf / Dire Wolf Intrinsic - Summon ( SK/ZO/GH/WI/SP)
Spells cast later than base -- Fertile Fields
Spells not available -- Bounty - Blinding Light - Summon Kraken

KINGDOM BRIGADE DESCRIPTION
A well equipped, well trained infantry based force complimented by med/heavy cavalry and bowmen serve as a core to our military, Sire.  But our reinforcements are too few and must be supported by recruits, companions and summoned forces.

COMPANIONS
- Damned
- Great Bats
- Great Wolves  
- Knights of Styx
- Scorpions

(Great Wolves considered "Not a factor" in LRM and SRM phase.  'Good' in Charge.  'Above" in 1st Melee and 'Average" in all other areas.   Special ability --  +50% losses to enemy in retreat phase per brig.

REINFORCEMENTS
1 - 2 - 1 - 1 - 1 - 1 - 1 - 1

TERRAIN COMBAT ADJUSTMENT
Plains -   5 - 0%
Forest -  7  - 0%
Mountains - 8 - 0%
Desert - 6 - 0%
Marsh - 6 - 0%
ea - 5 -  0%
PC -  *  -  0%

The Vampire King, Everybody!  ( applause) 
Thank you.  That's all the time we have today.  Don't forget to leave a comment and click Like.  And if you enjoyed the Vampire King then you need to get ready for the Ogre Chieftain!! ... coming up next time on ... Fantastic Ideas!

Me, me! I want to be the vampire king and suck blood.
Well done.  How about advantage in mountains and swamp as they seem "vampy".
Reply

#36
I love the concept.
Starting with a castle is not a benefit, you can no longer build a fortress. Should start with a fortress. The Vampires are a bit powerful.
Reply

#37
I also like it! However, the Vampire king should be able to build an Unholy Temple and attract dark priestesses. Their cost, though, should be higher for doing their deeds IMHO.
Reply

#38
(06-09-2021, 10:39 PM)Windstar Wrote: I also like it! However, the Vampire king should be able to build an Unholy Temple and attract dark priestesses. Their cost, though, should be higher for doing their deeds IMHO.

Or maybe the only way to get a priestess is to kidnap/convert one of the 'good' ones.
Reply

#39
Thanks Wookie,

I thought about Advantage in Mountains/Swamp and couldn't decide which. Ultimately I dropped Advantage altogether because I thought they were tough enough. I also dropped Night Attack.

And thank you, Rellgar.

You're right about the Fort thing. I'm assuming that will be adjusted in the future. If it isn't then, yeah, gotta make it a fort. I just think a castle is more 'vampire'.
Reply

#40
(06-09-2021, 10:39 PM)Windstar Wrote: I also like it! However, the Vampire king should be able to build an Unholy Temple and attract dark priestesses. Their cost, though, should be higher for doing their deeds IMHO.

Glad you liked, Windstar. I didnt want to go with any unholy temple because traditionally vampires don't have any gods. They don't have an afterlife. And in most stories they really hate anything to do with religion. (ie .. holy water .. crosses .. etc) However an Unholy temple would be great for the DE !
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2026 Melroy van den Berg.