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D&D Wargaming-- Good vs Evil [Waiting List Recruitment]
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<blockquote data-quote="Wrahn" data-source="post: 1440618" data-attributes="member: 9191"><p>DC 0 spells are fine until you begin dealing with cooperative casting. get 500 1st level clerics to contribute level 1 slots, that is -500 DC there. -20 for 10 minutes and you can easily get permenant +5 inherent bonus (DC 235) I would hate to think what you could summon with that or the spells you could level countries with. For one Feat. DC 0 spells are a nice idea and I think workable without cooperative casting, but with it, it is beyond broken.</p><p></p><p>How about this, keep epic spell casting but eliminate cooperative (ritual) casting.</p><p></p><p>As far as devolving into assassinations of the leaders, perhaps we should set up rules about territory.</p><p></p><p>Each player starts with a territory, every (time period) it provides him with (an amount) of points to spend on his or her army either for replacement units or to spend on new untis. Controlling two territories garners the owner (an amount x2) each (time period). Three territories, three times the amount and so forth.</p><p></p><p>To hold a territory one must have (a Number) of units holding it and (a different number) of CR in that territory.</p><p></p><p>It will not eliminate it, it will just make it less profitable to go after a leader and not his territory. I am actually interested in seeing how this plays out.</p></blockquote><p></p>
[QUOTE="Wrahn, post: 1440618, member: 9191"] DC 0 spells are fine until you begin dealing with cooperative casting. get 500 1st level clerics to contribute level 1 slots, that is -500 DC there. -20 for 10 minutes and you can easily get permenant +5 inherent bonus (DC 235) I would hate to think what you could summon with that or the spells you could level countries with. For one Feat. DC 0 spells are a nice idea and I think workable without cooperative casting, but with it, it is beyond broken. How about this, keep epic spell casting but eliminate cooperative (ritual) casting. As far as devolving into assassinations of the leaders, perhaps we should set up rules about territory. Each player starts with a territory, every (time period) it provides him with (an amount) of points to spend on his or her army either for replacement units or to spend on new untis. Controlling two territories garners the owner (an amount x2) each (time period). Three territories, three times the amount and so forth. To hold a territory one must have (a Number) of units holding it and (a different number) of CR in that territory. It will not eliminate it, it will just make it less profitable to go after a leader and not his territory. I am actually interested in seeing how this plays out. [/QUOTE]
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