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Assassins cost 144 wealth, have T12 First Strike, and can choose their victim.
I kinda sorta understand what the GM was thinking when he made T10 units cost 20 wealth each, but this one eludes me.
A T10 Dinorider costs 2 Wealth per point of Toughness, which I think is very shaky.
12 Wealth per point of Toughness is insanely high.
Now, maybe, just maybe the ability to 'choose your target' could make them useful, but there are a few things that make that ability difficult to use as intended.
A.) We really don't have a list of all the units belonging to all the players. In order to effectively 'choose a target' you would need to know said target existed. Unless the Chaos Player is gonna have a constantly updated listing of the total number of units belonging to his neighbors (which is more work for GM and more possibilities for errors) then is ability really is more about 'guesswork' and not effectively choosing optimal targets.
B.) Speaking of guesswork, lets say an Assassin wants to kill King Elrond, my leader. I currently have 3 locations Elrond could defend, so the Assassin would have to 'guess' which one King Elrond is at. Not really possible to tell the Chaos Player ahead of time because even I do not know 100% where my King will be until I send in the final orders. An easy fix for this is the Assassin would be allowed to just choose a player and target 'their leader' without needing to specify a location to be attacked. If this is the GM's intent then this needs to be better explained in the rules.
C.) Okay, so lets say the Assassin somehow knows about his target, and actually finds the target (either by guessing or because he only needs to target a player's faction, not location), and he jumps in there to attack.... and kills King Elrond. Elrond is only T3, so if the Assassin can find him he can kill him. Then the Assassin dies if I have 36+ Toughness worth of regular units in the vicinity (decent chance seeing as King Elrond is part of a defending force).
So The Chaos Player loses 144 Wealth, and unless there are at least two Chaos Players, it isn't even like he can keep his involvement a secret.
Elrond is T3, so 3 Wealth worth of firepower lost.
Sure, he's a King, and if I have no 'heir' then I guess I have 'disorder and turmoil'. But unless that disorder and turmoil is so bad it costs me 141 wealth worth of assets then the Chaos Player actually loses out on the exchange. The Rules do not actually give us a mechanical formula for what happens when a ruler dies without an heir, so maybe its game-breaking-terrible-bad (in which case the Assassin is actually OP) or its barely an inconvenience and you lose a couple heroes andl someone takes the throne.
If I actually have an heir, then nothing happens except Elrond dies and the Hittites become very peeved off at the Chaos Player.
Is this the intent og the GM, and does this stack up well to another Way's ability which is not only more powerful and versatile, but also unstoppable and almost guaranteed to result in a break-even exchange (thus being cost-effective);
This Sorcerer Supreme (or Witch King or Magus or Great Wizard, or whatever title they prefer) uses his newfound wealth on components to cast great magics that can smite neighboring civilizations, destroying fortresses, laying waste to cities, and killing people. To order a spell cast, specify the means used (for example an earthquake, a rain of stones, a sending of spirits, infestation of plague rats, etc.) the target (which must be a civilization sharing a border with you), its intended effect, and how much was spent to achieve it. It costs as much to do the damage as it would take to replace the thing destroyed. Magicians can recruit subordinate T1 magic users at a cost of one wealth each.
So, the Sorc can just say; "I blast King Elrond into oblivion', it costs 3 Wealth, and thats that. Bye King Elrond, sir.
Also, unlike an Assassin, the Sorc can blast a whole bunch of stuff, depending on his needs at the time; not just one character; and his cost per Toughness is always gonna be 1:1.
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So, tl;dr, but I think these two Ways need to be thought on some more. Either Assassin is overpowered (not due to himself but because of the effects of the disorder he causes - but the disorder would have to be balanced around the 140-ish Wealth differential needed to hire and Assassin), and the Sorc is SUPER-OUT-OF-THIS-WORLD OVERPOWERED (because he can do everything an Assassin can do, plus a whole lot more, all for 1/12th the cost); OR the Sorc is possible PRECISELY balanced and the Assassin is just the games worst overall unit.....
Thoughts on this topic?
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I think you can have discussions like this with "Just suppose..."
scenarios and questions. You guys will think of things I haven't.
I'd sooner find out something is overpowered before somebody signs
up for it, and then breaks the game and then gets mad when I have
to "fix" his position. I'd prefer somebody pointing out how, say,
the wizard can pick off the enemy king for $3 making the $144
assassin pointless.
I think the wizard's fine as long as it's rewritten so that he
gets to choose the means but not the precise effect--he can burn
down a city but maybe misses the royal family (or maybe not).
But the assassin's obviously not workable. I wanted to put
something in where the Chaos guy could attack stuff and maybe do
assassinations, but not so powerful that he's unstoppable. Any
suggestions?