>>This huge difference, IMHO, between DP and NG in game terms is the size >>of the support versus your own troops - the tribes are painfully small >>compared to the enourmous power of the spirits you can find.
True, but I see a huge difference when someone gets, say, the exiles. Now this is over, essentially, 4 magicians with one exotic. Those four magicians make a big difference (often). Saying that we're just adding a few magicians is, IMO, not a small change to the dynamics of the game!
>>the lack of magician units. I think that bringing such huge spirits into >>DP is a very dangerous move without some serious playtesting. I can >>understand small(er), more specific spirits, such as the spirit of >>movement, but I really worry about Oakfed, Malia et al.
I'm not saying not to bring them in, merely saying that how they're brought in (and leave!) is a serious matter which requires some playtesting to get right. Just adding them to the battalia, as summonable or whatever, is not a good plan!
> I wouldn't allow the Soul Winds in Dragon Pass, as they are Praxian in
> nature.
Agreed. There's quite a few like that and/or would be quite different in stature in dragon pass.
> Well, most spirits in NG are quite small, certainly on par with the
> Spirits/Agents of magicians. The Great Spirits are something else entirely. I
> can't see a balance problem with using the minor spirits, especially if all
> sides have fairly equal access.
Ah, but there's rarely "equal access" to independents - and that's some of the playing charm of the game. Also, adding magicians is very different to adding grunt units, or even special-effect (blank-RF) units.
> Also, casualties could be taken from anywhere within a stack - missiles can
> be fired over the heads of close units onto further units.
Hey - I like that. It makes missile units useful ;-)
Rob
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