Frostgrave rules discussion

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Re: Frostgrave rules discussion

Postby MoodyGit (Gary) » Thu Sep 24, 2015 4:27 am

Ooops, did eye wrong (big style). I will want to re look at my spells. They were very mis match and didn't really complement each other. Thankfully I'm not to far behind in games played. :roll:
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Re: Frostgrave rules discussion

Postby Darkson (Simon) » Thu Sep 24, 2015 8:20 am

What did you get wrong on eye? I thought we played it right?
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Re: Frostgrave rules discussion

Postby Ladril Caledor » Thu Sep 24, 2015 9:31 am

MoodyGit: Rather than re-start a warband, how about we just say it's okay to just change one or two of your starting spells? It's a minor thing and I'd rather everyone has a spell set that suits the style they want to play, rather than being stuck with spells they won't use.
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Re: Frostgrave rules discussion

Postby MoodyGit (Gary) » Thu Sep 24, 2015 5:13 pm

The eye has to be set up within 12" of caster. No using scenery twelve miles away! Sorry my bad.
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Re: Frostgrave rules discussion

Postby Tom » Mon Sep 28, 2015 2:44 pm

Interesting ruling from the Lead Adventure FAQ re voluntarily dropping down from height.

Todosi,

Sorry for missing your question first time around. Treat it like this. You can voluntarily fall. However, all distance fallen counts as movement. So a figure with 6 movement falls 3 inches it may move a further three. However, if that figure is carrying treasure, the 3 inch fall would use all his movement for that action. Either way the figure may take a second action, if it has one, to move again, but this movement will be halved.

If the distance fallen is more than the a figure can move in one action, he must spend his second action on movement as well. So a thug who voluntarily falls 7 inches, would have to spend both actions if he has them available, but could still move 2 inches after he hit the ground.

Obviously, a character who doesn't have enough actions to create enough movement to equal the distance fallen, still falls all of the way to the ground, and thus, in theory gains a bit of 'free' movement, but may do nothing after hitting the ground.
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Re: Frostgrave rules discussion

Postby Dave » Mon Sep 28, 2015 6:40 pm

We've been playing that wrong then. :?
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Re: Frostgrave rules discussion

Postby Darkson (Simon) » Fri Oct 02, 2015 7:03 pm

So, if you Decay a weapon, a soldier will just pick up a new one from his base before the next game.

However, if you Enchant his weapon, Embed Enchantment and sell it, he won't, and will run around unarmed.



Whaaaaaa???? :?: :?: :?: :?:

Didn't realise "enchant" and/or "embed" also had a "stupid pill" effect on people.


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"No, I can't do that."
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Re: Rules Discussion

Postby Darkson (Simon) » Fri Oct 02, 2015 7:59 pm

Darkson wrote:
Tom wrote:Whoops! Sorry Dave. Honest error. We'll have to give you some kind of freebie next time we play.

It's alright, Mind Control only works on Soldiers or creatures, not zombies. ;)

Though any model in the warband not a spellcaster is counted as a soldier, so they must be affected?
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Re: Frostgrave rules discussion

Postby Darkson (Simon) » Mon Oct 12, 2015 3:52 pm

Illusionary Soldier: Officially, you have to tell your opponent which model it is, but I find the reasoning the author has given for it a bit daft (he is trying to prevent any underhand gaming, even though Fools Gold allows for a written note), but he has also said that he finds the idea of which soldier it is being hidden a good idea "if you have the right type of group to do it that way".

So I'd suggest that we go that route. You roll for the spell (so your opponent knows you have one) then write a note to say which one it is, which you must show when the Illusion would be found (by taking damage etc).

I don't have this spell, so it's no advantage to me, but I think this would be better.

Yes? No?
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Re: Frostgrave rules discussion

Postby MoodyGit (Gary) » Mon Oct 12, 2015 4:04 pm

I do have this spell so I'll stay out of the vote and see where it leads.
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