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

Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #109

The more this token sits with me, the happier I am.

I like that:

It has sort of a "spellbook" feel in terms of giving lots of choices.

It creates a team wide puzzle for groups if they like, as Fiddy was showing by combining Wizard, Paladin, and Cleric abilities for powerful synergy. I think other synergies exist with Boost Ally and Barbarian, Melee ranger and Monk, and Rogue due to the ability to get more than 1:1 from Boost Ally. I'm sure other things will reveal themselves as we all consider.

On a more somber note - I am bummed for the people are experiencing negative feelings due to the thematic elements, and wish I could do something to help. I hope thinking of this as "channeling" ones limited reserves of willpower is more palatable.
Last edit: by Matthew Hayward.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #110

Jeff Martin wrote: I wanted to speak about the concerns some good folks here expressed about the hp for damage mechanic. I can understand where they are coming from, but I wanted to tell you where I am coming from with this.

In D&D hit points represent only a tiny fraction of the brute force your body can withstand. It mostly represents luck, grit and skill to avoid bodily damage. A 12th level fighter can take on a dragon because of luck, grit and skill -- not because their body has become diamond hard. Hit points are used to drive this mechanic, and it will work well for our Wizard channeling idea, too.

I can think of many Jedi power scenes that left the heroes weak, shaken and unable to perform additional Jedi powers. This is best tracked in D&D with hit points. Almost every fantasy series that comes to mind has some scene where the hero has to exerted supreme effort to cause a special magical effect to happen -- and is left weak, weary and unable to defend themselves.

Thanks for listening.


This is exactly what I was envisioning
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #111

kurtreznor wrote:

Jeff Martin wrote: Thanks for all the great questions and feedback. I can see I need to sit down and write this thing up properly. I will do that tomorrow afternoon. I am going on very little sleep over this week, and I think I need a good night's sleep to do my best work. So...thanks for your patience!

BTW, here are the latest versions of the 3 tokens. More and better things tomorrow!


Now this definitely sounds like you can pay life to boost spell damage for every spell, and 1/round if you paid at least 15 you can use a Mage Power (based on availability due to items equipped).


That is definitely my reading of it as well. That means the UR allows 1 modifier per room, the Relic allows 3 per room and the Legendary allows 5 per room. UR does 1-1 one time per room and has a FA trigger. Relic does 1-2 3 times per room and allows FA trigger, SR trigger or spell slide trigger. Legendary does 1-2 conversion 5 times per room and allows Non consume trigger and spell into blade trigger.

If that's all correct I am 100% OK with this design and would be completely happy to have this design be finalized.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #112

  • Adeya
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Thank you so much for this re-design Jeff! I was so depressed earlier today seeing the previous draft, and this latest one is soooo much better!

- It changes but doesn't destroy my favorite token.

- It maintains the HP resource cost which is a great in-game mechanic.

- And it gives us versatility!!

I'll post some questions in a separate post, but overall I am very happy with it. :) :) :)
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #113

I also love the potential versatility of creating future (preferably timeless and non specific r/ur token linked) 3* and 4* replacement Mage and Arch Mage powers to cater to different Wizard preferences so that each Wizard could potentially have their own unique set of necklace Mage/Archmage powers
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #114

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My main question: Is the MEC damage increasing effect only available once per room? My read on the token is that it seems that way. I'm ok with it either way since we can still use these tokens for additional effects. But I think a clarification is needed.

And if the MEC effect is only once per room, doesn't that make it a Mage Power itself? It's just the only one that doesn't have a HP minimum? Seems like it could be worded clearer if yes.

For the UR something like: Once per room may cast the MEC Mage Power to sacrifice any number of hit points to increase spell damage by the same amount.

For the Relic: As MEC, but 2 points of damage are gained per HP sacrificed. If 15+ HP are sacrificed unlock Relic-level Mage Powers. Each Mage Power may be cast once per room.

For the Legendary: As MEC, but 2 points of damage are gained per HP sacrificed. If 15+ HP are sacrificed unlock Relic- and Legendary-level Mage Powers. Each Mage Power may be cast once per room.

I realize my wording suggestion does not include the Free Action bit, but there seems to be some confusion about that as well.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #115

Logic tells me the Relic medallion offers the HP to Damage conversion on all mage powers. The 2 new powers are just options offered instead of the MEC core mage power of converting the spell to free action

If my interpretation is correct a full explanation of the Relic would make the spell slide 18-20 crit say

As a Free Action channel any number of HP to add 2damage per HP to your next spell. Additionally if that spell is a spell slide it can critical on an 18-20.


If the Relic instead ONLY offers the 18-20 critical and not a boost in damage for the HP spent it's strictly speaking a DPS loss over Medallion of Mystic Mouth and conflicts with Ring of Spell Storing. That would make the Relic incredibly weak if that is the case.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #116

Just noticed that some of the mage powers require you to spend 15 points per spell level....that's pretty steep. How about its 15 points to unlock any ability regardless of spell level?
Fall down......Go boom!

Adam Guay
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #117

Adam Guay wrote: Just noticed that some of the mage powers require you to spend 15 points per spell level....that's pretty steep. How about its 15 points to unlock any ability regardless of spell level?


15 total may be too weak. 10 per spell level may be a better number. 5 seems to weak.

Currently I plan to trigger that one for a free level 0 spell in every room but #7 as level 0*15=0
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #118

As is to double a lightning storm you would pay 45 hp which adds
90 damage+20+spell bonus+20+ spell bonus...before the card rework. Is my math correct so far?
Fall down......Go boom!

Adam Guay
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #119

Arcanist Kolixela wrote: Logic tells me the Relic medallion offers the HP to Damage conversion on all mage powers



This has been answered, it doesn't:

Jeff Martin wrote:

Matthew Hayward wrote: Question:

When using other Mage Powers, e.g. Intensify, Arcane Slide - do I get any damage bonus from the 15 HP? Or does the 15 HP just unlock that effect without modifying the spell?


The 15 HP just unlocks the Mage or Arch-Mage power. One of those Powers is the Mad Evoker effect. Keep in mind it also takes a Free Action, too.

Last edit: by Matthew Hayward.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 7 months ago #120

Matthew Hayward wrote:

Arcanist Kolixela wrote: Logic tells me the Relic medallion offers the HP to Damage conversion on all mage powers



This has been answered, it doesn't:

Jeff Martin wrote:

Matthew Hayward wrote: Question:

When using other Mage Powers, e.g. Intensify, Arcane Slide - do I get any damage bonus from the 15 HP? Or does the 15 HP just unlock that effect without modifying the spell?


The 15 HP just unlocks the Mage or Arch-Mage power. One of those Powers is the Mad Evoker effect. Keep in mind it also takes a Free Action, too.


That doesn't mesh with the updated tokens and was posted before the tokens were updated.

If the HP cost does not increase spell damage AND costs a free action the Relic is 100% worse than Medallion of Mystic Mouth.

God I hope that's not the case.
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