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New D20 based strategy game - Worlds of Magic (MoM successor)
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<blockquote data-quote="Wastelander_WoM" data-source="post: 6096269" data-attributes="member: 6707520"><p>Thanks a million for the feedback, Jhaelen. I will tell the guys about spells with a global scope, for sure we will get some good idea.</p><p></p><p>Happy monday there! Today we have a lot of updates about Worlds of Magic (as well as lots of questions for you lol) so let's get on it. </p><p></p><p></p><p><strong>1.- Undead race and Necromancy.</strong></p><p></p><p></p><p>Here is the starting lineup for the Undead race. </p><p></p><p></p><p><strong>Settlers</strong> (They need another name, I know)</p><p><strong>Engineers</strong> (The undead race can think, remember. They can use roads.)</p><p><strong>Skeletons</strong></p><p><strong>Skeletal Archers</strong></p><p><strong>Zombies</strong></p><p><strong>Deathweb</strong> - The deathweb attacks with a poisonous bite, and can disable opponents with its web attack. </p><p><strong>Huecuva</strong> - They fill the role of clerics in the Undead empire and unleash negative energy to consume a map tile. Corrupted tiles provide a boost to Undead cities but decimate resources in living cities.</p><p><strong>Bonestorm</strong> - The Undead army's siege engine.</p><p><strong>Phantom Lancers</strong> - A full suit of armor and horse barding, animated by the vengeful spirit of a slain warrior.</p><p><strong>Arcane Wraith</strong> - Arcane Wraith are powerful sorcerers. </p><p><strong>Spectres</strong> - Spectres are agonized spirits of murdered humanoids, unable to find rest in the afterlife. Their cold touch draws life essence from the living, and </p><p></p><p></p><p>humanoids killed by this life drain may become spectres themselves. Fortunately for the living world, spectres are nearly helpless in sunlight and flee from it if possible.</p><p><strong>Death Guards</strong> - One of the ultimate evils, these undead knights are heavily armored, and powerful in both martial and arcane attacks.</p><p></p><p></p><p>Tightly related with the Undead, we have the Necromancy. There's no need to explain too far what Necromancy is, but there's an important concept: energy. Necromancy uses positive and negative energy to effect the body. It has no dealings with the “soul”. In other words:</p><p></p><p></p><p><em>"Necromancers can heal the living, just like life mages do. However, once someone is dead necromancers don't bother to bring them “back” they just reanimate them </em></p><p><em></em></p><p><em></em></p><p><em>and make them get back to work as an undead slave. While someone is living they use positive energy to keep them going and negative energy to hurt them. If they're dealing with someone who's already dead they use negative energy to heal them and positive energy to damage them."</em></p><p></p><p></p><p></p><p></p><p><strong>2.- The insectoid race.</strong></p><p></p><p></p><p>We want the insectoid race to be a really UNIQUE faction. <strong>A unique faction needs a unique name, so I want to hear your ideas <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />.</strong> Also we are discussing how to turn characterize the faction, and there are some of our considerations (in Aaron's voice).</p><p></p><p></p><p><em>"In my mind all this makes their strengths fairly obvious. There is no unrest. They pay 100% taxes minus food. (The hive mind understands that other races love useless gold.) They have high production bonuses. They attack using wave after wave of their men. They have exoskeletons so their base armor class is good."</em></p><p></p><p></p><p>And that sounds good. But...</p><p></p><p></p><p><em>"On the other hand they give the other races the creeps. It's almost impossible to effectively bring other races into their hive. So, captured cities have extreme unrest issues. However, if they complete destroy enemy cities they generate even more negative feelings."</em> </p><p></p><p></p><p><strong>3.- GOLEMS</strong></p><p></p><p></p><p>Not surprisingly this is one of our potential new races. </p><p></p><p></p><p><em>"To dive into the problems first (you guys will probably see more problems than I do, but I'll do my best) golem are just too powerful and in D20 they have no intelligence. They're so immune to everything in the universe it's ridiculous. You could throw the entire Mentalism school out of the window when facing them. Some of their lowest tier units would be top tier, so you wouldn't be able to build any units until your city was almost complete. So far it doesn't look like much of a faction option.</em></p><p><em>So what can be done? Well, I would suggest following (loosely) the example D&D set with it's “living construct” sub-type. Now, we couldn't use it exactly for two reasons: First, it belongs to Wizards of the Coast (I think). Second, their implementation isn't a perfect fit for WoM."</em> Asmodai, one of the friends in our forum adds (as always) extremely interesting points:</p><p><em>"In my mind, as in D20, Golems are powerful creatures. I like the idea they are created by dwarves, it's true to MoM and it's been cemented in my head by Dragon Age and other lore. I wouldn't mind other faction wizards being able to create them as well via finding Golem manuals (items) or possibly even a high level earth spell or similar but I don't really picture a spearman type (as far as strength) golem. I had a similar weakness with Draconians though and they are quite popular so I'll just defer to the masses. I do think of them though as fantasy robots (which is supported by many of your comparisons) and while I don't mind them as rare high level units </em></p><p><em></em></p><p><em></em></p><p><em>having an entire faction of the "robots" running around for me is something I'm not a huge fan of in the fantasy setting. While I'm not a fan of Eberron it's quite popular and players can play as warforged (basically golems) from level 1 so perhaps there is your solution for inspiration.</em></p><p><em>I definitely want to see golems in the game, I'm just not big on an entire faction of them."</em></p><p></p><p></p><p>Opinions?</p><p></p><p></p><p>Well, see you around ;D</p></blockquote><p></p>
[QUOTE="Wastelander_WoM, post: 6096269, member: 6707520"] Thanks a million for the feedback, Jhaelen. I will tell the guys about spells with a global scope, for sure we will get some good idea. Happy monday there! Today we have a lot of updates about Worlds of Magic (as well as lots of questions for you lol) so let's get on it. [b]1.- Undead race and Necromancy.[/b] Here is the starting lineup for the Undead race. [b]Settlers[/b] (They need another name, I know) [b]Engineers[/b] (The undead race can think, remember. They can use roads.) [b]Skeletons[/b] [b]Skeletal Archers[/b] [b]Zombies[/b] [b]Deathweb[/b] - The deathweb attacks with a poisonous bite, and can disable opponents with its web attack. [b]Huecuva[/b] - They fill the role of clerics in the Undead empire and unleash negative energy to consume a map tile. Corrupted tiles provide a boost to Undead cities but decimate resources in living cities. [b]Bonestorm[/b] - The Undead army's siege engine. [b]Phantom Lancers[/b] - A full suit of armor and horse barding, animated by the vengeful spirit of a slain warrior. [b]Arcane Wraith[/b] - Arcane Wraith are powerful sorcerers. [b]Spectres[/b] - Spectres are agonized spirits of murdered humanoids, unable to find rest in the afterlife. Their cold touch draws life essence from the living, and humanoids killed by this life drain may become spectres themselves. Fortunately for the living world, spectres are nearly helpless in sunlight and flee from it if possible. [b]Death Guards[/b] - One of the ultimate evils, these undead knights are heavily armored, and powerful in both martial and arcane attacks. Tightly related with the Undead, we have the Necromancy. There's no need to explain too far what Necromancy is, but there's an important concept: energy. Necromancy uses positive and negative energy to effect the body. It has no dealings with the “soul”. In other words: [i]"Necromancers can heal the living, just like life mages do. However, once someone is dead necromancers don't bother to bring them “back” they just reanimate them and make them get back to work as an undead slave. While someone is living they use positive energy to keep them going and negative energy to hurt them. If they're dealing with someone who's already dead they use negative energy to heal them and positive energy to damage them."[/i] [b]2.- The insectoid race.[/b] We want the insectoid race to be a really UNIQUE faction. [b]A unique faction needs a unique name, so I want to hear your ideas :D.[/b] Also we are discussing how to turn characterize the faction, and there are some of our considerations (in Aaron's voice). [i]"In my mind all this makes their strengths fairly obvious. There is no unrest. They pay 100% taxes minus food. (The hive mind understands that other races love useless gold.) They have high production bonuses. They attack using wave after wave of their men. They have exoskeletons so their base armor class is good."[/i] And that sounds good. But... [i]"On the other hand they give the other races the creeps. It's almost impossible to effectively bring other races into their hive. So, captured cities have extreme unrest issues. However, if they complete destroy enemy cities they generate even more negative feelings."[/i] [b]3.- GOLEMS[/b] Not surprisingly this is one of our potential new races. [i]"To dive into the problems first (you guys will probably see more problems than I do, but I'll do my best) golem are just too powerful and in D20 they have no intelligence. They're so immune to everything in the universe it's ridiculous. You could throw the entire Mentalism school out of the window when facing them. Some of their lowest tier units would be top tier, so you wouldn't be able to build any units until your city was almost complete. So far it doesn't look like much of a faction option. So what can be done? Well, I would suggest following (loosely) the example D&D set with it's “living construct” sub-type. Now, we couldn't use it exactly for two reasons: First, it belongs to Wizards of the Coast (I think). Second, their implementation isn't a perfect fit for WoM."[/i] Asmodai, one of the friends in our forum adds (as always) extremely interesting points: [i]"In my mind, as in D20, Golems are powerful creatures. I like the idea they are created by dwarves, it's true to MoM and it's been cemented in my head by Dragon Age and other lore. I wouldn't mind other faction wizards being able to create them as well via finding Golem manuals (items) or possibly even a high level earth spell or similar but I don't really picture a spearman type (as far as strength) golem. I had a similar weakness with Draconians though and they are quite popular so I'll just defer to the masses. I do think of them though as fantasy robots (which is supported by many of your comparisons) and while I don't mind them as rare high level units having an entire faction of the "robots" running around for me is something I'm not a huge fan of in the fantasy setting. While I'm not a fan of Eberron it's quite popular and players can play as warforged (basically golems) from level 1 so perhaps there is your solution for inspiration. I definitely want to see golems in the game, I'm just not big on an entire faction of them."[/i] Opinions? Well, see you around ;D [/QUOTE]
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