Salamander
airjamy
Well-Known Member
- Messages
- 824
- Likes Received
- 611
- Trophy Points
- 93
Fair enough. I work a lot with legal documents, so maybe that makes it that i am not really bothered by itYou're right, it is a more thorough and adaptable way of tracking exactly what they want rules to apply to and so forth. It just looks like an ugly legal document or something to read, and I never cared about actually playing the game enough to sit down and thoroughly cross reference everything to see how quick they are to use with unfamiliar units. I'd rather the old days when things were written out "Special Rule X: The following units must be painted pink and get a 2+ invulnerable save: Space Marine Scouts, Imperial Guard Sentinels, Penitent Engines" Instead of "Applies to <CORE> <IMPERIAL> <BOOKUSDOOKUS>" I guess it's also easier to balance with a short sentence and also takes up less print space to use <KEYWORDS>
As for "reactions" I heard that in one edition the magic phase wasn't just CAST vs DISPELL, but both players could cast magic in each others phase. That would be cool to come back and provide more player involvement during the enemy turn.
An issue with the GW keyword convention if you ask me is how they handle the CORE keyword. A lot of abilities, and i mean like maybe even 20-30 in an army book check if a unit is CORE or not. When nerfing units, GW likes to take the CORE keyword away (Ironstriders, Dragoons, Broadsides) or not give it to units that you would expect to have (Centurions) sortoff soft-ban units. I do not like that approach, but the general idea of it is fine.
Casting magic in both phases sounds like a lot of fun! Easy to implement as well. Maybe it would be necessary to take away some dice from both players to make it so the Magic phase does not last forever, but it sounds cool.