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New Post 10/18/2010 3:57 AM
  Ken
21 posts
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Some MA:F rule ideas/thoughts 

I've been a wargamer for about 10+ years now and have played quite a few different games, but I always keep coming back to Mighty Armies. I enjoyed the original rules and really liked what was done for MA:A. I've been doing some thinking about MA:F and wanted to throw some thoughts out there.

I think going over to a 2d6 combat system would be great. It would allow a greater range and, though unlikely, give a small elite unit a chance to hold up a larger unit. It also brings in alittle more risk.

I've been thinking about 2d6 for movement points as well. Roll 2d6, the highest is your move points and the lowest is a number of bonus points that can be used just for spells in addition to normal move points. I think this could even out some of the highs and lows of movement points, while still maintaining the randomness of command. This could work well if the magic system is expanded so that each Spellcaster picks a set list of 3-4 spells. ie. Necromancers use the list Death Magic which has 3 spells in. These would be the only spells that caster has available to them during the game. 

Just some thoughts. 

Thanks

Ken 

 
New Post 12/14/2010 6:56 AM
  Zimzerveran
6 posts
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Re: Some MA:F rule ideas/thoughts 

Those sound like great ideas, though I'd worry that double sixes would give a lot of power to one side in one turn (6 move, 6 magic).  Still, it would be worth playtesting.

 
New Post 5/19/2011 4:34 PM
  discount_hobbies
38 posts
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Re: Some MA:F rule ideas/thoughts 

what about d10 for combat and d6 for mp i use to play chipco fantasy and they use d10 works good

 
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