by SirWashington
Magic heroes have been bothering me. Melee clearly seems the dominant attribute, and most of the items are for melee. (Range is fine bec it's first and it's escape, so it should be weaker than melee.) In addition, most of the magic doesn't really feel like magic.
The fix to both problems is spells, mentioned as
#9 on the wishlist.
i always fear that adding more rules and features to a game will make it slower and more unwieldy, with more stuff to remember, and spells always seemed a prime candidate for such inelegance. But
Form of the Bear gave me some ideas. (I love
Form of the Bear. It's a simple but unique card mechanic perfectly matched with a fantasy trope.)
Remember, the trick is that you want to use existing mechanics but give a new flavor to the game.
Anyway, my idea is this, borrowed from Heroes of Might and Magic (which has a lot of similarities to Runebound, and how i sold it to my sons to get them to play) and
Sigilist's Foraging rules: spells are terrain driven. HoMM has earth, water, air, fire spell families. RB would have mtn, forest, river, swamp, plains, hills spells families. (Road seems so unthematic. "I'm a Road Wizard!"
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For roads, maybe use the underlying terrain.)
You can buy spells like any market card. Spells activate, so once per combat. Only one spell per round, like all activations. Basically, like a rune.
But, you can only use your river spells if you are on a river or maybe if you have extra river dice to "spend" on it. Or maybe both. (Would have to be play-tested to figure out what is optimal.) Some more powerful river spells might need multiple rivers. Mtn and swamp spells would also be more powerful than river and plains and hills spells.
Thus, as a magician, you need a "book" of spells (i.e., multiple spells in inventory), because you can't always use your favorite, and you need multiple for a full combat.
Spells are successful when magic roll is successful. If you miss your magic roll, your spell fizzles - like in Baldurs Gate when you damage a magician while he's casting, he'll sometimes fail his spell. Good match to rpg games!
Once you have that, which fits in with existing Runebound mechanics, you can have some fun.
* Spells could cause extra damage, limit damage, increase rolls - standard stuff. Maybe you even need a spell to do your base magic damage (like AD&D? rules, where your spells have charges, and once you run out, you can't do magic until you rest)!
* Some spells might give ability to use multiple spells or attacks in following rounds - so you have to make a decision about losing your attack in one round to gain extra attacks or abilities later.
* A confusion spell might cause the possiblity of your opponent damaging himself when he attacks (took that from Pokemon
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* A summon spell provides a temporary ally. This spell that would work well with having a spell strength vary with more dice.
* A freeze spell prevents the opponent from attacking for one round, or more with more river dice.
* etc.
There are a lot of possibilities and variations, all of which fit into existing combat rules and are easy to implement with existing mechanics.
Spells might seem overpowered - but remember that you have to get to magic phase to cast the first one, and many of them would affect subsequent rounds, so much of the benefit is delayed. Also, with the dice component, you might have some awesome spells, want to attack a red, but not get the dice required to power your spells, so you end up wasting turns. You only have access to a part of your spell book.
So, melee would still have many advantages - namely, predictability - but I think magic would become much more interesting.