As I am not a tournament player I tend to think changing rules to enhance the experience of the game for everyone is totally cool (so long as both players agree of course).
My argument!
One thing that bugged me and 7th and REALLY bugged me in 8th is the Slann and how magic works in lizardmen army in general. Back in 6th edition Slann was really a master of magic. The best non-special character wizard by far. The 8th edition slann is a glorified level 4 with a free 4+ ward save. I think the current Slann is a solidly written character in terms of game balance.....i just don't think it represents a true Slann Mage-Priest, especially when you want to get into the 3rd and 2nd generations.
My proposal!
I propose the Slann be used in his 6th edition iteration with a few changes to make him 8th compatible. The palanquin rule is changed to the 8th version. He is left at T4 and W5. He starts at 325pts as read in 6th edition book. Fourth gen is +60 points and means miscasts are ignored but you cannot cast any spells after the miscast is made. Third gen is +105 points. Drain magic the same but the casting values are increased to 12+, 16+, 20+. Second generation is +155 points.
I don't want to put to much detail up (although it is an old book) if you want me to edit this out I can, but this means:
All generations are cumulative in abilities although not in points. The points cost is as listed, but a 2nd gen slann has all the abilities of 3rd and 4th ect.
5th gen = free = +1 cast/dispel and allows Slann to generate spells from any lore (including high magic)
4th gen = +70pts means any miscast means Slann cannot cast again but miscast is ignored. The slann may also take an additional spell (5).
3rd gen = +115 points =+1 wound and Drain magic spell (as listed in 6th book with the altered casting values). Also gives opponent extra 100 victory points.
2nd gen = +185 = +1 more wound (+2 total) and whenever a spell is a cast the player adds a free dice (same as rumination). Also gives opponent extra 100 victory points (200 total)
So the idea is Slann is much more powerful but also MUCH more expensive. The 2nd generation Slann will be 510 point base magic best. It is also worth noting that with these rules Slann powers listed in the 8th edition book can't be taken.
What do you guys think? Should loremaster be incorporated in there somewhere? I tried to keep it pretty close to 6th edition and didn't want to make him too powerful. The point is at the end of the day he is a very strong wizard but also very costly. And as with any expensive wizard the player is still vulnerable to winds of magic, you roll a 3 on winds and your 500 point investment is going to be a big overpriced paperweight for the turn (maybe he decided to look at the stars for a minute).
My argument!
One thing that bugged me and 7th and REALLY bugged me in 8th is the Slann and how magic works in lizardmen army in general. Back in 6th edition Slann was really a master of magic. The best non-special character wizard by far. The 8th edition slann is a glorified level 4 with a free 4+ ward save. I think the current Slann is a solidly written character in terms of game balance.....i just don't think it represents a true Slann Mage-Priest, especially when you want to get into the 3rd and 2nd generations.
My proposal!
I propose the Slann be used in his 6th edition iteration with a few changes to make him 8th compatible. The palanquin rule is changed to the 8th version. He is left at T4 and W5. He starts at 325pts as read in 6th edition book. Fourth gen is +60 points and means miscasts are ignored but you cannot cast any spells after the miscast is made. Third gen is +105 points. Drain magic the same but the casting values are increased to 12+, 16+, 20+. Second generation is +155 points.
I don't want to put to much detail up (although it is an old book) if you want me to edit this out I can, but this means:
All generations are cumulative in abilities although not in points. The points cost is as listed, but a 2nd gen slann has all the abilities of 3rd and 4th ect.
5th gen = free = +1 cast/dispel and allows Slann to generate spells from any lore (including high magic)
4th gen = +70pts means any miscast means Slann cannot cast again but miscast is ignored. The slann may also take an additional spell (5).
3rd gen = +115 points =+1 wound and Drain magic spell (as listed in 6th book with the altered casting values). Also gives opponent extra 100 victory points.
2nd gen = +185 = +1 more wound (+2 total) and whenever a spell is a cast the player adds a free dice (same as rumination). Also gives opponent extra 100 victory points (200 total)
So the idea is Slann is much more powerful but also MUCH more expensive. The 2nd generation Slann will be 510 point base magic best. It is also worth noting that with these rules Slann powers listed in the 8th edition book can't be taken.
What do you guys think? Should loremaster be incorporated in there somewhere? I tried to keep it pretty close to 6th edition and didn't want to make him too powerful. The point is at the end of the day he is a very strong wizard but also very costly. And as with any expensive wizard the player is still vulnerable to winds of magic, you roll a 3 on winds and your 500 point investment is going to be a big overpriced paperweight for the turn (maybe he decided to look at the stars for a minute).