Moderators: Rev. Sylvanus, warman45

Ben-Jammin wrote:I still use the Champion stats from Brikwars 2001 every now and again. Pretty powerful too.
I do sometimes use a champion, but they are becoming more and more obsolete and unused, and I know that rules in brikwars mean nothing, but stubby has said that he wont be including champions in 2010 because it makes heros worthless, so with a above awesome unit, it is all out instead of very strong, as in these guys are on a completely different level. And on wizards, I never mess around with spells to much, because if you play with sp from the 2001 rules you need paper on the side and you need to track it and it is just a hassle.Rev. Sylvanus wrote:Ben-Jammin wrote:I still use the Champion stats from Brikwars 2001 every now and again. Pretty powerful too.
Well with three feats, it ought to be! Yeah, for me this is where I typically prefer a wizard-type character with a buttload of SD dice and the multitask specialization from the 2005 rules. Two custom spells a turn, usually without the abysmal fail-baggage of not succeeding a feat.
Warhead wrote:my head burns with War.

IVhorseman wrote:Good thing the new supernatural rules don't ask you to keep track of shit, then. Try them out! You'll like them.
Here's the other problem with champions - have you ever played a game of brikwars against someone with even one hero and a champion? That's four heroic feats, which is four rules-free attempts at massive battlefield disruptions every goddamn turn. I know that sounds like it'd be really really cool, but it's actually quite boring - feats get uninspired and lame as a result. For feats to matter, there need only be one per turn.
Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often. Even 2d6 is better than 1d12.
Now I don't think that there ISN'T room for a unit better than a hero - but they should still only be limited to a single heroic feat, and a more reliable die than a d12. 1d10 is already enough to do just about anything you want to anyways.
Tzan wrote:Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.
That's what Hitler said,
in 1938.


stubby wrote:omg noob, balrogs are maiars too, don't you know anything


Warhead wrote:my head burns with War.

IVhorseman wrote:Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often.
stubby wrote:I'm thinking of adding a rule to let high-skill units downgrade their skill for Risky Attacks - if you really need an Overskill Die to overcome Armor, there are situations where it can be better to roll Skill at 1d6 rather than 1d10.
Warhead wrote:my head burns with War.

IVhorseman wrote:don't you only crit fail if ALL the dice you rolled are 1 up? on 2d6 that's only snake eyes (1:36 odds) while crit successes are on any 6 (1:6 odds).
IVhorseman wrote:stubby wrote:I'm thinking of adding a rule to let high-skill units downgrade their skill for Risky Attacks - if you really need an Overskill Die to overcome Armor, there are situations where it can be better to roll Skill at 1d6 rather than 1d10.
This is such a good idea that I'm gonna playtest it right away. I see no reason why a unit couldn't voluntarily be less skillful - it's not like a d4 can crit anyways. Do you retain the lowered skill for a full turn, or just for the attack?
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