| Mooseworks8 | 18 Nov 2009 8:15 a.m. PST |
My son and I have changed the activation rule in as much that if your model A fails to activate, play moves on to your next model B vice your opponent. Also have considered tinkering with magic, just haven't set down to hammer it out yet. Don't misunderstand me, I'm not saying SBH needs to be changed, it's an awesome system. We just tweaked it a bit towards our disposition. What changes, if any, have you made to your SBH rules? |
| doc mcb | 18 Nov 2009 9:36 a.m. PST |
With your activation rule change, doesn't everyone roll 3 dice? No real penalty for failing to activate? That's a VERY fundamental change in the game, tending to eliminate players' decision/problem both as to which model to activate first, and also how many dice to roll. If your son is relatively young, I imagine your change is helpful precisely because it does tend to simplify the players' choices. |
| wolvermonkey | 18 Nov 2009 9:41 a.m. PST |
The only thing I've done for the system is make a spell list up. Magic is a big part of fantsy games and to me it seemed to be lacking in the spell dept. I plan on trying some of them out in our next game. |
| Who asked this joker | 18 Nov 2009 10:19 a.m. PST |
My son and I have changed the activation rule in as much that if your model A fails to activate, play moves on to your next model B vice your opponent. I have to say, this kind of defeats the point of the activation system. Basically, you roll 3 dice and move with as many dice as you succeed right? No reason to "gamble" with only 1 or 2 dice. It kind of takes away a lot of the chaos of the game
which is not good. To answer the question, no. I have experimented with a few new abilities but decided that SBH and supplements seem to cover everything nicely. |
| cfielitz | 18 Nov 2009 11:30 a.m. PST |
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| Henrix | 18 Nov 2009 11:36 a.m. PST |
Song of Blades and Heroes, cfielitz. |
| Mooseworks8 | 18 Nov 2009 11:49 a.m. PST |
With your activation rule change, doesn't everyone roll 3 dice? No real penalty for failing to activate? I know. If your son is relatively young, I imagine your change is helpful precisely because it does tend to simplify the players' choices. Yes and yes. :) As I stated earlier the system is awesome. I was just curious if others had come up with new rules, abilities or an alternate magic system. wolvermonkey if you don't mind post your magic system playtest results for the rest of us to review. |
| Feet up now | 18 Nov 2009 3:17 p.m. PST |
We have introduced some warhammerquest style spells as my two age 7 and 8 love both games.First give them both a wizard character which is a sort of support so he/she is best behind the warband they have chosen. Each wiz gets to use each of the following spells ONCE only. Bloody Blades-- roll 1D6 for each monster next to the Wiz,on a 6 they take a wound (on a 5 they are pushed back 1" this bit optional) Coughing--Pick a monster upto long range.Roll 1D6 on a 5+ he coughs and rolls -1 on all his rolls for 1 turn. Fleetyfeet--Choose himself or 1 ally they can move 1d6 +2 immediately. Super Healinghands--Choose one ally who has died that turn and roll 1D6 on a 5+ (6+ on close games) he/she is revived. Ogre Strength-- Pick 1 ally within long range,they have +1 to combat and damage rolls for 2 turns. For a giggle I gave them a little extra with chain lightning.When the wizard Dies roll 1D6 on a 4+ nearest enemy (wiz choice) gets zapped for 1 wound keep going with the 4+ for each enemy within medium range of the last zapped one until you roll less than 4+ or all enemies with in range have been hit ONCE only or are dead. this is fun and on occasion they just bring in 1 wiz and 1 hero against a horde on zombies.Hope they make sense i just copied from my notes.Also used a W40K flame template for a dragon once which worked. |
| Bayonet | 18 Nov 2009 4:45 p.m. PST |
Ive been toying with using some of the spell cards from the old game: dragon strike |
| Glenn M | 19 Nov 2009 5:46 p.m. PST |
We altered the knock-back rules. 1,2,3 the model is pushed back, 4,5,6 it is knocked over. Magic works as follows, you buy the Magic User power, then you can buy special abilities at half cost, the special abilities you buy this way are your spells. Ranges work as normal for spells, so one success you can cast it at a short distance, 2 successes medium, etc. When you cast a Spell/Special, that character gains that effect until the end of it's next turn. |
| Mooseworks8 | 19 Nov 2009 8:44 p.m. PST |
Magic works as follows, you buy the Magic User power, then you can buy special abilities at half cost, the special abilities you buy this way are your spells. Ranges work as normal for spells, so one success you can cast it at a short distance, 2 successes medium, etc. When you cast a Spell/Special, that character gains that effect until the end of it's next turn. I find that to be an interesting idea. |
| hwarang | 20 Nov 2009 2:47 p.m. PST |
just in case someone does not know: there are other types of magic-users in the supplements
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| Boromirandkermit | 20 Nov 2009 3:23 p.m. PST |
Glenn, that is pretty close to an official Magic User rule called Legendary Wizard, which is is Song of Arthur and Merlin. Cheers, Ben. |
| doc mcb | 20 Nov 2009 4:13 p.m. PST |
And is extremely expensive. |
| Glenn M | 21 Nov 2009 3:59 p.m. PST |
Ah well, I don't have that expansion. |