"Dragon Rampant Armor and Magic" Topic
7 Posts
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vlad48 | 29 Jan 2016 11:16 a.m. PST |
As we play our first games of Dragon Rampant I'm wondering about how gamers feel about all the spells and magic rules, particularly when it comes to point costs. Case in point, Magic Armour costs a pricey 2pts but only grants a saving roll for lost Strength points needing "6s". With only a 17% chance of success (or far less the way I roll dice) it seems a 5-6 might be needed to make the armor truly "magical". (or have others who have used this perk found otherwise). |
YogiBearMinis | 29 Jan 2016 4:10 p.m. PST |
Points are always the rub in these systems. Kings of War has some screwball math with some of its point costs as well, where a unit plus magic is cheaper yet better than the next step up unit. |
Tony S | 29 Jan 2016 4:33 p.m. PST |
Points systems are usually flawed. Why is a WW2 Tiger so many points more than a Pz III, if your opponent only brings half tracks. Both are just as effective against lightly armoured opponents. I know some gamers love that aspect of the game, but personally I like winning the game on the tabletop rather than analyzing points costs the night before. I'm sure Dragon Rampant has the same points weaknesses, but the designer cleverly has included a lot of different scenarios that have a variety of victory conditions and set ups, so that "one trick pony" armies are quite likely to lose most of them. That said, even if magical armour is over priced, some of us will buy it merely be cause we feel our elf hero should have magic armour. Or perhaps we've got a coupole of point left over; might as well use them. |
Ney Ney | 29 Jan 2016 5:07 p.m. PST |
Not over costed if you roll good 6s. If it's like lion rampant there are not many ways to up your armour so this is a valid option? |
Ney Ney | 29 Jan 2016 5:07 p.m. PST |
I don't think any of the osprey blue books are for power gamers. |
Dobber | 30 Jan 2016 8:17 a.m. PST |
you could always increase the die roll chance of success. it says right in there change what you want! |
Marshal Mark | 02 Feb 2016 2:16 p.m. PST |
As we play our first games of Dragon Rampant I'm wondering about how gamers feel about all the spells and magic rules, particularly when it comes to point costs.Case in point, Magic Armour costs a pricey 2pts but only grants a saving roll for lost Strength points needing "6s".
I think the author has a tendency to err on the side of overcosting special abilities like this, which is better than undercosting them. Also in a game like this, when you are only likely to activate two or three of your units each turn on average, upgrades should have a higher points cost compared to the basic cost of a unit, as otherwise there would be a tendency to upgrade everything possible in two or three super units. Having said that, some of the upgrades probably are a bit too expensive compared to others. Putting it into context, most units only cost 4 or 6 points, so 2 points is a significant points cost. The armour upgrade for Belicose Foot costs 2 points and increases the armour level by one, which does seem a much better upgrade for the points cost compared to magic armour, as it will virtually always mean less hits are suffered in combat. I'm playing my first game this week. I'm probably going to use the sharpshooter upgrade for my archers, but otherwise I think I'll just stick with the basic profiles. |
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