In my concoction of a strategy game I've been building I've run into a
desire
for my players to have a tad more to do than push units around (well, ok,
they
do but nothing terribly special).
Basically what I'm looking for are some "General's Powers" from various
turn
based strategy games type ideas as the Xorvintaal dragon abilities that
are in
the template are all combat related (dragon emits an aura of it's element
doing 1/4 its breath weapon damage, dragon when slain gains fast healing
10
until at full health, dragon's claws drip in poison, etc).
I want to limit the power from being spells or spell-like in nature, and
more
supernatural or extrordinary (as D&D defines them, see the Rules
Compendium
for a good explanation). I don't have anything against spell-like
abilities,
I'd just prefer them not to be as most spells have a range limited to
around
1000 feet (and line of sight with few exceptions).
The kinds of things I'm thinking of are like the Domain powers from Age of
Wonders, i.e. "Haste Domain" (all units gain haste, which for AoW was
faster
moving) or the "Healing Domain" (all units healed a value of HP a turn)
but it
doesn't fit with my game, as my players aren't spell casters (AoW's avatar
unit was a wizard).
I want stuff that effects the units on a large scale, I want each of my
players to have a different special power (i.e. have a list of 6 to 10 and
they each pick one), I don't want them overpowered ("All enemy units
forced
out of the domain for n turns"), but I do want them to change the dynamics
of
the game.
Anyone out there have any suggestions?
--
Draco18s
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