Great! I look forward to similar flexibility-ising for melee and archery
Support (0.5 AP): Get Combat -2 for the round. A single adjacent ally targeting the same enemy as you gains +3 Combat for the round. Bonus cannot be applied to Multi-target spells.
Coordinate (0.5 AP): Get Defense -2 for the round. A single adjacent ally targeting the same enemy as you gains +3 Combat for the round. Bonus cannot be applied to Multi-target spells.
Surround yourself with 8 Level 2 archers w/ 2 ranks of Support and Coordinate each. Each of William's shots will now do 2d6 + 32 Combat + 48 Coordinate + 48 Support = ave. 135 - Defense. A Heavy unit that specialized in Defense like you've specialized in Offense will ONLY take 200+ points.
Compare that with a 4th level Shockamancer, who (using these draft rules) can do a max of 9d6+3xCombat against a single target (although he will also be damaging any adjacent units, if any - you don't have to be a rocket surgeon to conclude that spreading out your units when fighting a shockamancer is a good idea). Using Coil as our sample, that's 9d6 (av. 32ish) + 39 damage. = 72 damage. And Coil has now lost 2/3rds of his Juice. If he chugs Juice potions like Red Bulls, he can pull that move off once every 2 rounds.
If we let Coil use those same 8 archers, he can now do 3d6 (11ish) + 13 + Combat + 48 Coordinate + 48 Support damage = 120 damage. Not bad, only about 80 points less, each round, and he'll eventually run dry (although since single shots are cheaper, he'll at least be able to last longer). But he can't use those archers with any multi-target spells (either 'Pew' or AoE).
Military units' flexibility is in the interaction with other, specialized military units. You can custom-build military squads, which you can't do significantly with casters. Get William a level 4 mount that fills a 2x2 area and 12(!) level 3 archers, and the damage becomes EVEN MORE INSANE : + 108 Coordinate + 108 Support PER SHOT. If William is Level 8, this formation is doing about 600 damage (AFTER subtracting their defense) to a single target EVERY ROUND.
And the only time clustering 9 units in a 3x3 square is a bad idea is if the other side has a shockamancer, who in all likelihood has just become the #1 target.
BLANDCorporatio wrote:That's not more flexibility, for one. It's still just damage and stunning. And ooh boy what damage that is. Multiple attacks on the same target, damage that ignores defense, the fact that 0.5AP reliably increases damage output each level by 1d6 which is more than what ANY unit save for some Obsessive Compulsive heavy combat maniac would achieve and STILL leaves enough AP (0.5) to purchase area abilities ... was this made with balance in mind?
Yes, since one of my assumptions is that, unlike archers, Shockamancers run dry.
BLANDCorporatio wrote:EDIT: Or if you prefer this another way- why do we need combat troops again, if -that-'s what ONE shockamancer can do? You've got loads of uber strong, defense-ignoring, stunning, area effects. All the other folks can just pack their bags and go for a picnic. Or you know, act as meatshields coz' that's the only thing they're good for.
See the 'archer square' example above. Swap William out for a 2nd Level archer w/ Well-Armed, Mighty Blow x2 and Dance Fighting, and put 7 such 'middle square' archers in Tod's stack, each assisted by a stack of level 2s, and you're dishing out (2d6 + 13 Combat + 6 Mighty Blow + 4 Dance Fighting + 5 Leadership + 2 CW + 48 Coordinate + 48 Support damage) with each shot. Get a pair of paragon archer training instructor NPCs up to level 4 and you crank out 4 stacks of level 2 archers every 5 rounds, or level 3 archers every 15 rounds.
So, why do you need a shockamancer, other than to charge up your towers?
BLANDCorporatio wrote:It never struck me before that Shockamancy needed buffing UP in this campaign. It's been plenty useful so far as is.
The main objections to this rewrite vanish with a few small tweaks: don't let areas overlap and increase the cost of 'Bam' to 1 AP. But if combats last longer than a few rounds (and it is my goal to start getting individual rounds out faster, but to increase the amount of things that happen in a single turn), shockamancers are spent while archers are Energizer Bunnies.
Now granted, shockamancers can add stun; the ability to both damage and negate the attack of a unit is huge. But the more they try to do, the quicker they run dry.
And Glob forbid they waste their massive attack on a foolamancy phantom...
William, in the same situation, just shrugs and tries another target next round.
This is only the first draft, obviously - it's meant to spur discussion. Foolamancy is on it's 3rd draft now, after heated debate. I hope the debate on this is equally passionate, and that everyone feels free to have their say. I will, of course, be ignoring anything that ETheBoyce suggests, unless he suggests nerfs (or it REALLY ticks of BLAND).