


1. Movement rates do not align with the comic at all. Casters in the rules have a move of 5, whereas we know that Jack has a move of 8. Special C units have a base move of 3 with the capability to add Fast for an extra 8 move. In new Erf the Special C equivalent Gwiffons have a move around 52.
2. Some specials are placed in the wrong category. For example Gummy needs to be moved to High Level and Toxin should be moved to complex.
b. For fabrication, we have had two different formulas: This will take the unit ((0.5+(1/n+1))*x)/3 turns or ((0.5+(1/n)/3)*x3 turns per stat point increase where n is the amount of units with the fabrication spec involved and x is the stat point increase granted by the item. Correct me if I'm wrong, but don't both of those formulas allow a small team to create faqster than a large team?
3. Many, if not most, of the casters don't have any useful way to level. My thought was to give every caster some standard spells. Create Scroll, Create Magic Item and a damage-type spell.
4. Some of the spells are completely unbalanced: Chaostat: Add target unit's stats together and divide by four. Roll a die with that many sides four times. The results become the unit's stats permanently. 90 juice. That means your Ruler with Stats 10/8/8/5 on average rolls will have 16/16/16/16 after casting this spell. Cast it on him about five times and he will be a titan with stats at around 250 each. The spell Retcon Stat would allow you to make an invincible warlord in about 90 turns. Not completely overpowered, but...




Cnor wrote:(Note: I freely admit that I may have missed something in my reading.)
So, do you start with a city? I'm not seeing anything about it. If so, what level is it? If not, how do you get the shmuckers to build one?Rules wrote:Simple mancy - (6) Grants the unit the ability to cast from a discipline as a level 1 caster. Units with this special gain 5% of their expended juice as experience. These units get 30 juice per time they take the simple mancy special. This special can be taken multiple times each time allowing the unit another discipline. If the unit takes this special multiple times a random mancy will manifest at every level.
I'm guessing that this means that the first time they take it, they choose a mancy,and a discipline,and then if they take another level, they can choose another discipline, and gain a random mancy. So if a unit took Simple Mancy, and chose Spookism: Dollamancy, then took another level, they could choose, Turn or Weirdamancy, and might roll, for example, Stuffamancy, correct? Or is it that if they take it a second time they choose another discipline, and every time the unit levels after that, they gain a random Mancy?


Cnor wrote:That makes sense.
So, just to make sure that I'm not reading the clarification wrong: if the unit took Dollamancy and Thinkamancy, then it would be a 50/50 shot at which they'd get each time they leveled, and whether they began as Thinkamancers or Dollamancers?




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