Anderas wrote:Partial rerolls are like additional dice, so it's really a huge difference to full set rerolls.
Gold Bearer wrote:Not quite, with extra dice you can score higher, with rerolls you can't. Partial rerolls are a lot more of an upgrade than including all dice though, but I'm not sure if you're meant to be allowed partial rerolls anyway, the card it isn't clear.
That's an old beginners failure to think so.
Theoretically you could score higher if you just add dice, but in reality the result is exactly the same; apart from maybe 1% peak result - nothing you'd need to count in a gaming environment.
In my rulebook it's stated that rerolls are always the entire dice roll.
Anderas wrote:I have the option, if i miss by few points only, to pay one or two additional mind points and making the dice result better. One point dice result for one mind point extra paid.
The mind points are paid after the test.
Of course that becomes rapidly very expensive, so even in my reallife test games it happens rarely, and if it happens, the wizard is more or less knocked out for some turns afterwards.
Gold Bearer wrote:Hmm, seems a bit too far, but maybe it's because I'm not used to it yet. New stuff tends to seem more OP to start with because it's new.
It's not OP - I playtested in four games before coming to Sotiris.
The core point for me was that the Wizard shall be able to cast throughout the game, never keeping something back just in case for later - but never with the ability to overload a given situation with three, four spells at a time. For me that's one of the wizard-sicknesses: being a mp with only one magazine. Once you shoot, you're strong, but after half a second you're empty.
It leads to two player behaviors: Never cast a spell, because the next situation might be worse and more worth it; and feeling weak all the time just because they don't dare to use the spells they have.
Now i wanted a mechanism that allows to cast whenever you like without caring for later because you can keep the spells - but not allowing the wizard to become too strong.
So Spells that are useful but not OP received a recast option; bullshit spells received an upgrade, whereas potentially game-breaking spells that generate BP in any way or disabling an enemy got nothing. Or if they got something then it is an expert option with a +3 or +4 test that is "nice to have" but not OP.
Wall of stone/ice/fire generate BP because part of the damage Morcar can deal throughout the game has to be dealt on these spells. Healing Spells generate BP. Spells that bring monster under your command generate BP (effectively, the Monster's BP count to the Hero group's BP now). So these are restricted to one-time-use only; part of them have further restrictions to make them a bit situational and not an easy choice.
Stunlock spells like Chains of Darkness, Sleep and others are one-time-only to avoid the big boss enemy being locked by a single wizard while the rest of the group joyfully beats him to death. They received an expert option only; for example to enhance the effect to the entire room and such. And i tried to make the expert option situational of course, for example you would hit friendly models, too.
Buffs and debuffs are only useable one at a time, so even with reuse-courage you could never give somebody several courages; instead you can use him again only after the effect wears off. In case of Stone Skin and Courage i gave them one dice for the wizard reuseable; or two dice for somebody else but you have to discard the spell.
Finally, each and every reuse option costs mind points AND a test on mind points. So as the wizard has only 6 mind points, the first reuse-option might be easy going; the second would be difficult already as you roll against a smaller mind point value. I cast fireball now and had to roll +1 against 6 Mind Points (83% success); if i want to recast it right now i would have to roll +1 against 4 Mind points - a mere 50/50 chance for a second success - or i finally discard the card, but then it is gone. I always have to pay the full cost including the cast action, no matter if i succeed or not.
Then, don't forget that i play with my life here: if i arrive at 0 mind points at any time, Sotiris' rules come into effect full force, killing me easily.
Refilling mind points is only one at a time at the cost of an action, so in a typical densely packed dungeon, i will not have a lot of opportunities to refill. Thanks to your wall of stone, we had a little pause and i am full now; otherwise that wouldn't be the case.