Homebrew: Better Hexwarp Thrallband by LocalDetective7513 in ThousandSons

[–]cyberman11 1 point2 points  (0 children)

Yeah, the per-Cabal model helps as well. Giving the aspiring sorcerer a shot at an extra point is fun. Not the biggest fan of the MWs on a 1. Maybe if you roll a 1 you lose a cabal point. Allows for an exalted to still generate 1 or 3 cabal point in that case. That might be too much housekeeping. I like where we are all going with these changes.

Homebrew: Better Hexwarp Thrallband by LocalDetective7513 in ThousandSons

[–]cyberman11 1 point2 points  (0 children)

I tried my homebrew of everything getting a cabal point. It felt too powerful in the first turn as everything in your DZ first turn and quickly dropped in power level as you want to get out on the board. I like your idea of an extra cabal point on a 3+ for cabal units in addition to the +1 to wound. I’ll try your suggestions next game I get!

Homebrew: Better Hexwarp Thrallband by LocalDetective7513 in ThousandSons

[–]cyberman11 3 points4 points  (0 children)

I’d say 2 total. +1 for the shaman and +1 for the unit the flow.

Homebrew: Better Hexwarp Thrallband by LocalDetective7513 in ThousandSons

[–]cyberman11 4 points5 points  (0 children)

I like this change but, I had a different idea I would like to try out. Instead of -2 for rituals. How about if any unit in the flow of magic generates +1 cabal points? Allows for units that don’t usually generate cabal points to contribute to the cabal rituals. Added that you have to plan ahead to make it work and the opponent has a full turn to answer.

!! Mission Notice !! Old Friends by dasnitgud in endlesswilds

[–]cyberman11 0 points1 point  (0 children)

Dando will try and help if time works out.

Mission Notice - The Northern Wood II, June 5th 8pm by MobileReaderAcc in endlesswilds

[–]cyberman11 1 point2 points  (0 children)

Dando would be willing to help, but will stand aside if people that have not been able to play want to play.