- The arenas are designed for the appropriate number of players, so instead of a single fixed arena there will be different designs of arena depending on the number of players. This means that wizards will always start a reasonable distance from each other.
- The limited move-and-attack range will prevent newly summoned creatures launching a deadly strike in the first turn. I mentioned this before, but it would particularly apply to creatures like dragons which can fly and have a ranged attack. In this case their move-and-attack range might be 1, but their full movement range could be 4.
- The final idea is somewhat more more radical. Basically, wizards can use the stored energy of their unused spells to dissipate the force of a deadly attack. This means that if a wizard is successfully attacked, instead of dying he loses some of his spells from his spell list. If he doesn't have enough spells to fend off the blow he is killed. The number of spells used for saving death depends on the force of the blow, ranging from 2 for a weak creature to 5 for a powerful creature. Spells used for this are determined at random in the multiplayer game, but could be taken of the bottom of the list for the kingdom mode, where you can configure your spell list from your spell library. This system would mean that wizards do become increasingly vulnerable as they cast spells, but players may also opt for the legitimate tactic of preserving spells for an element of safety.
Wednesday, November 7, 2012
One awkward problem with Classic Chaos is that wizards are initially very vulnerable, and it is possible to lose the game in the first turn with 6 or more players. I have a few proposed solutions: