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Frostgrave» Forums » Rules

Subject: frostgrave mind control rss

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colin ettle
United Kingdom
bath
Somerset
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is mind control to powerful as a spell,because it says you can control soldiers and creatures,we had 2 wandering wolves in the game,and the wolves were heading towards his wizard so he cast mind control on them.can he do this,if so it makes all the other control spells a waste of time you might aswell just buy this one.any help would be most appreciated thxs
 
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Evil Roy
United Kingdom
Sutton
Surrey
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bigetts24 wrote:
is mind control to powerful as a spell,because it says you can control soldiers and creatures,we had 2 wandering wolves in the game,and the wolves were heading towards his wizard so he cast mind control on them.can he do this,if so it makes all the other control spells a waste of time you might aswell just buy this one.any help would be most appreciated thxs

A wizard can only have one active Mind Control at a time so his apprentice would also have to cast it in order to control both wolves.

The other control spells have an advantage over Mind Control that they only allow one saving throw while with Mind Control the target rolls saving throws every round.

It's a powerful spell, but there are a lot of powerful spells in Frostgrave and I wouldn't say that this one stands out above all the others. I certainly wouldn't claim that the game is broken based on the ability to control one or two wolves!
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colin ettle
United Kingdom
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Somerset
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thxs evil roy,no im not saying it broken,its a great game,just as the wolves came as 2,it just seemed he could control both and move them away from his wizard thxs again for the reply
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Mattias Moberg
Sweden
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I my oppinion 'Mind control' is one of the spells that really changes the balance within the game a bit to much.

If both parties starts with 8 soldiers each, a successful mindcontrol changes the balance to 7 to 9. compared to a raise zombie or create demon etc, that only changes the balance to 8 to 9. And if both the apprentice and wizard takes control of an enemy each, the balance is suddenly 6 to 10. Added to this is that the controlled enemy usually is the strongest or best placed soldier in the gang. And getting one controled enemy for both the wizard and the apprentice is something thats not that difficult to accieve when you add wizard health to the dieroll.

The normal difficulty is 12 to succeed with the spell, but that doesn´t matter as you always adds wizard health to the roll up to at least 18. A normal soldier with +1 will, rarely succeeds to brake the spell. And if you got health enough and make a above average roll, you add wizard health up to your roll to 21 and making it impossible to brake with willpower.

 
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