So now that I'm playing Dwarfs I'm thinking like one (OMG) and I'm looking and thinking back on my games with magic for both my opponent and I and I'm feeling the miscast table is too forgiving. A purple sun or dreaded 13th or dwellers, or final trans (the list goes on and on) can win you the game or at least give you an extreme edge. And both myself and my opponents often throw 6 dice at the spell we need (or sometimes just want even thought its not a game winner) and have little concern about miscasting. Most of the time we want it irresistible. Barring 2-4 nothing is really that terrible. The next worse one is 10-12, and you don't even lose power dice form the pool or take any hits! Reward isn't there and the magic is too game altering. Now I'm not saying change the spells, but rather alter the miscast. Make a miscast occur on dbl 1's and 6's, but if you roll dbl 1's it makes the spell auto-fail, even if dbl 6's were also rolled, and then also take a miscast from the table. You can also do the GW thing and 'streamline the table from 5 results to just three. Make the 2-4 go to 2-6 and the 10-12 go to 8-12, and leave 7 as is. Lastly I would make a dice cap where you cannot throw more dice than your wizard lvl plus 1 (a level 1 shouldn't be able to harness that much power from the winds of magic to roll that many dice anyway). I still feel that magic would be critical to games. That a lvl 4 and a scroll would still be essential (or a runesmith w/ spelleater in our case) But if would make the magic phase more tactical and not just a 6 dice fest. It would also help curb the stigma that fantasy is all about 6 dicing broken spells to win, as the game is far more than that. I agree with both of you. Fortunately, I don't think it's too horrendously broken, but it is broken as it now stands. While I like TSC's ideas and think they would make for a good rules pack for a tournament if I was the TO, I think I'm more in agreement with Volsh as to what should change in the actual rules and hope that something of the sort comes with the advent of 9th edition. I think double 1s should always produce a miscast and cause the spell to fail regardless of any other factors. (That might make some of the arcane items in the BRB appear in more lists across the board.) That would mean that you still couldn't miscast on a single die. On the other hand, double 6s can still cause IF in the event that you don't also roll double 1s. Few people seem to agree with me, even though the math and experience is on my side, when I say that you burn through a Dwarf's magic defense by good dice management rather than by IF-casting spells. I really think that's how the magic phase should work, anyway. It means you actually have to do a good amount of analysis, assessing the importance of your spells in turn and the risk-to-reward of the spells you choose to attempt to cast, ultimately making the magic phase much more of a tactical exercise and experience for players on both sides of the board. A purple sun or dreaded 13th or dwellers, or final trans (the list goes on and on) can win you the game or at least give you an extreme edge. ![]() And both myself and my opponents often throw 6 dice at the spell we need (or sometimes just want even thought its not a game winner) and have little concern about miscasting. Most of the time we want it irresistible. I know what you mean. I have a regular empire oppentent. His 1st and 2nd magic phase he throws everything at his big hitting spells hopeing for IF careing little for the side effects. In his mind and on the board the pros of annilating a chunk of my forces far outweigh the cons of losing 1 low point wizard. (Mind you I play lower point games 1500 & less where such big loss from 1 spell are noticeable). Well Miscaste has seen a constant change over the years, or it has changed each edition since I have been playing. IR used to only happen on double 6s, where miscaste happened on double 1s, where miscaste was what happened if two 6s and two 1s were rolled together. But the way dice were generated was different too, and who could use those dice were different. Tyranids vs Iron Warriors 1750 8th Edition Warhammer 40K Battle Report. - Warhammer Quest: Blackstone Fortress by Games Workshop. Old Chapel - Miscast Terrain - S01E03. Blue Table Painting. Hope and Death 6 months ago Burned Brush. Something, something. Oct 10, 2014 - posted in The Dwarf Tavern (9th Age + 8th Ed Warhammer): So now that Im. My opponent and I and Im feeling the miscast table is too forgiving. Warhammer 40,000 Battle Report: Death Guard vs Imperium 2000pts Warhammer 40,000 List Tactica: S.A.C.R.E.D Lesson 3 – Composition The team sit down together to discuss the 8th Edition Rules excerpts that Games Workshop released this past week. Warhammer 40k 8th EditionFurther back the table seemed kind of OK to me. Had some bad things had some not so bad things, but was playing dwarfs so don't really remember them so. The came the miscastes of doom. One edition miscasting was considered down right bad, you didn't want to but you wanted a wizard so it was iffy. Then this edition they pushed 'TAKE A WIZARD' so people do and the miscaste reflects it. My opinion has been to think more of a sliding scale depending on the number of dice rolled. If you get double 6 on 2 dice then you can add +2 to the miscast result roll, then it increases so 3 dice is +1, 4 dice is +0, 5 dice is -1 and 6 dice is -2. Therefore the more dice you use the greater the chance of a miscast and a greater chance of a serious result. As an addition the idea of a double 1 overiding any other roll and automatically casting the spell on the wizard (and his unit if appropriate) or buffing the opponent in combat, is also something that may add a bit of fun to the magic phase (great for a dwarf player). 8th ed reminds me of 5th ed. Where magic and heroes dominated the game. It wasn't so fun. Warhammer 8th Edition Army BookIn 6th ed GW listened and toned down heros and magic. It really allowed the game to be more competitive. The better general could win and not rely so much on luck. When the rumors for 8th came around i cringed and saw 5th manifest itself all over again. But GW swore up and down that miscast would be devastating. At that point I thought Okay sounds fair. Needless to say I was very disappointed when 8th came out with how little the effects of miscat is. Agree completely. In many of my games. My opponent cares little about miscasting. And by that, I mean not at all. ![]() ![]() For any unit delete spell and the effect that can have on a expensive dwarf unit. It will always be worth risking the slim chance of a 2-4. I have gone many games with my opponent rolling 3+ miscasts many times not even taking a wound (weather it be Ward, or failed wound or Miscast7/10+). Even when he takes a wound, he has enough Ws too take multiple mascast hits (Skaven Skalm. 'Single wound. Warhammer 8th Edition FaqEh who cares'). I'm sure their are many different apporaches into how this may be a bigger factor. My own honest oponion, any W cuased from the miscast table has no saves of any kind and multiple D2 wounds cuased. Oct 30, 2017 - Google's reCaptcha service has been cracked by researchers who. To abuse the audio challenge option of Google's reCaptcha V2 service. How to crack google captcha 2017. If you actually feared loosing your caster from the miscast then it would help. I'm mean really, with such intense and raw power from the winds of magic bieng mishandled, any effect should have a chance of severely wounding the caster. Again, I'm sure their are many ways that this could be altered. And in the end it's all just griping, as the only way this may change is if for some reason GW decided to drop the hammer on casting in the next Ed. I only recently looked at the 8th edition rules at all, and was incredibly surprised to see that miscasting and irresistible force are now the same thing. I'm used to the idea that double 6 makes your spell undispellable and double 1 makes your spell automatically fail, no matter what the total is. Combining miscasting and irresistible force together just feels weird. I don't think I'd say it's too forgiving, because you don't want people to be too afraid to use magic or especially the harder spells. I just don't get why they're the same thing. Personally, I think the miscast chart is too random. It can punish a small casting harshly, and inflict no real trouble during a big one. The size of the casting should have a BIG impact on how bad the miscast winds up being. I definitely think the miscast table should depend on number of power dice used: either subtract 1 from the roll for each dice used to cast the spell, or roll on a much larger chart with a number of D6 equal to the number of power dice, and miscast results of 25+ start to become truly catastrophic. Edited by Salgar, 11 October 2014 - 04:23 AM. The only problem I have with a graduated scale is that it takes lots of dice to cast some of the larger and more powerful spells. Often, your best chance is to hope for IF. With a graduated scale, it would could potentially mean people would be too afraid to even use such spells at all, and I wouldn't want folks to just stop using the 5th and 6th spells or the empowered versions of other spells altogether. Consequences should exist, but then, they don't have to be crippling. In fact, even just a simple revamp of the miscast table to make it a little more severe would be enough to make 8th edition magic an actually really good system overall. The only problem I have with a graduated scale is that it takes lots of dice to cast some of the larger and more powerful spells. Often, your best chance is to hope for IF. With a graduated scale, it would could potentially mean people would be too afraid to even use such spells at all, and I wouldn't want folks to just stop using the 5th and 6th spells or the empowered versions of other spells altogether. Consequences should exist, but then, they don't have to be crippling. In fact, even just a simple revamp of the miscast table to make it a little more severe would be enough to make 8th edition magic an actually really good system overall. I think the idea that casting the really powerful spells is inherently risky is a great idea, personally. If there were some system whereby using 1 die was no risk, 2 dice was low risk, 3 dice was about where it is now (where you don't want to roll on the miscast chart, but it's rare that doing so messes you up too much), and then 4+ dice got more and more risky, you'd push players a bit more towards prudent dice management, and genuinely weighing up the pros and cons of 6-dicing spells.
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