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TOPIC: Final MEC, Mage Medallion and Arch-Mage Medallion

Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #25

Multiple target spells still create a pool?

So, MEC only: Fireball and lose 40hp to do 40 to all monsters plus 40+bonus as pool as FA plus CoE Fireball SA 20 to all monsters +bonus as pool?

MM: Fireball and lose 18hp to do 40 to all monsters plus 36+bonus as pool as FA with -50% SR plus CoE Fireball SA 20 to all monsters +bonus as pool, next round Ray of Shock lose 19hp to do 36 to monster plus 38+bonus as FA w/ crit 18-20 plus Magic Missile for 22+bonus?

AA-MM: Fireball and lose 23hp ... and lose some additional hp like 30hp ... to do 40 to all monsters plus 46+bonus as pool as FA without marking off card plus CoE Fireball SA 40 to all monsters +bonus as pool, next round Fireball and lose 16hp to do 40 to all monsters plus 32+bonus as pool as FA switch to Cold plus Magic Missile for 22+bonus, and so forth ...?

In all of these cases, FA is taken up by these tokens so Ring of Spell Storing not usable on those rounds, save RoSS for a round when decide not to use Mage Power or Arch-Mage Pwr to create a FA effect.

Note that AA-MM should capitalize Pwr to be consistent with Mage Power being capitalized.

I may not be a wizard player since I have yet to play wizard in 2020, but the principle doesn't bother me. Of course, I use MEC when I'm wizarding often enough that the thought of losing HP doesn't bother me at all. The 15hp threshold for Free Action and bonus effect seems okay.
Last edit: by Ian Lee.
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #26

Regardless if the MEC effect is used, any time a sliding spell slides a "20" this will indicate a critical hit has happened. This will double the base spell damage as well as the added MEC damage (if any).


Is sliding spells critting on a "20" a new design mechanic or is it tied to wearing a MEC?
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #27

OrionW wrote: I like that the self damage remains. It has become an expected trait of TD Wizards.


Not my cup of tea but I am happy for those that enjoy that.

I will tweak my Elf Wizard to remain survival at Epic without use of this expected trait and these three tokens.
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #28

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There is a lot going on here, but I think it like it.

I like that you can choose how many HP to lose.

Love that there is a power to reduce spell resistance. Still remember critting Smoak with a Ring of Wizardry and having the spell fizzle.

Interesting to have an option of increased crit range on a sliding spell, as well being able to add damage to sboter player's melee slide (did I get that right?)
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #29

Cassie wrote:

Miathan wrote:

Natasha K. wrote: Yes, it will be baked in, as it looks like MEC will be the starting UR to craft the Relic.


The cleric ur is not baked in and the first line leaves it unclear if you need the ur also equip


how is "As MEC" (the first line) unclear?


I take that to mean if you use MEC you get the same wording “as MEC” with the one word changed
And we literally have to ask for rulings on the word “ranged” every year so I don’t think asking for clarification on this is so far fetched
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #30

Jeff Martin wrote: Spell Mastery - As a Free Action (and at cost of 15 hp) , the Wizard may change the type of any damage spell to Fire, Cold or Shock.


Any damage spell period? Or any damage spell the same Wizard is also casting this round?

Given the Boost Ally power I'm wondering if this also lets you shape other players spells.

Wait... Can I use this to change a monster spell to Fire so the Fire Elemental Polymorphed Legendary Dr. Uid (do we still have to say that?) takes -10 damage from it?
Last edit: by Matthew Hayward.
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #31

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Do the MEC and the Medallions require a 20 INT to equip?
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #32

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Dave wrote: My first reaction - Wow, there's a lot to digest here.
My second reaction - I'm going to need a lot of hp if i want to do some real damage. I really want my semi-lich hp back.
My third reaction - Man, a lot of thought and work went into this.

In summary - no complaints at this time.
Question - I assume I can only use hp that I have, but can I use all of my hp effectively going to 0 and dying? If I do that, similar to prior version of MEC, do the effects still work?


Dammit Dave, the first thing you think about includes how to die. ;)
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #33

edwin wrote:

OrionW wrote: I like that the self damage remains. It has become an expected trait of TD Wizards.


Not my cup of tea but I am happy for those that enjoy that.

I will tweak my Elf Wizard to remain survival at Epic without use of this expected trait and these three tokens.


I totally see that. Not everyone wants to use 15 HPs to use their relic/legendary power. I think the various levels of Mage Powers could be balanced for different styles (Evoker, Polymorph/Self-transmuters) and adds possibilities of enchanters / conjurers / abjurers. Too radical I bet.

But the main thing is that the powers can be tweaked/adjusted later. Do we really care at this minute something we can arguehammer out later?

For purposes of the token order Jeff has to put in, how is the wording and the steps up between the levels?
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #34

I like that 20 INT is no longer required.

Question: Mage Medallion is 1 damage + 2 damage for every hp spent, so this means spending 15 HP should deal 45 damage, correct? That is the only reasonable interpretation.

I really hate the out of game message these tokens send about encouraging self-harm and that hurting oneself even more is better, to the extreme point of death. There are few tokens that did this previously, the MEC was the big one, I don’t think “it’s the way it always has been” is a compelling argument for not taking a stance against a serious problem. There are other movements that people support today that have people pushing against them because they want to keep things the way they always have been and that does not mean we should want better and want to send positive messages. Jeff, please think about people in the community who may have battled with self harm and may be triggered by seeing their teammates or even potentially loved ones being put in a position of having to play the role of a character hurting themselves or committing in game suicide voluntarily. Think of players that may see this in an even more hurtful light as “a kamikaze bomber” or “suicide bomber”. Please don’t propagate this message.

I really hate how much HP needs to be lost, 15 HP per power used (setting an expectation of about 15 HP per round). I know I will feel terrible quarterbacking and pressuring all healing classes into getting used to keep me and my Elf Wizard partner alive “because we are going to take a ton of damage” and then pressuring those same people to burn all of the heals on us “because we’re both at 1 HP!”

The Crown/Circlet of Elemental Mastery as a free action at 15 HP cost (instead of 0 HP and instant action) seems way too expensive, especially at Legendary. Decrease the cost and change this to free action.

The Ring of Spell Storing now costing 0/15/30/45 HP for 0/1/2/3 level spell seems like a steep increase, especially at Legendary, please drop this to 0 for 0 level and 15 HP for any other spell.

This neck slot feels weak and this UR feels like a bad direction for MEC. Since this is effectively the first pass of anything along these lines, please don’t make it “one and done”.
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #35

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Is it confirmed that 20 INT is no longer required?
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Final MEC, Mage Medallion and Arch-Mage Medallion 1 month 3 weeks ago #36

Lequinian wrote:

edwin wrote:

OrionW wrote: I like that the self damage remains. It has become an expected trait of TD Wizards.


Not my cup of tea but I am happy for those that enjoy that.

I will tweak my Elf Wizard to remain survival at Epic without use of this expected trait and these three tokens.


I totally see that. Not everyone wants to use 15 HPs to use their relic/legendary power. I think the various levels of Mage Powers could be balanced for different styles (Evoker, Polymorph/Self-transmuters) and adds possibilities of enchanters / conjurers / abjurers. Too radical I bet.

But the main thing is that the powers can be tweaked/adjusted later. Do we really care at this minute something we can arguehammer out later?

For purposes of the token order Jeff has to put in, how is the wording and the steps up between the levels?


See post #22 where I asked one clarification and like the general structure.
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