Thread: Expert Mode
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Old 10-28-2007, 07:07 AM   #7 (permalink)
Lord Ash
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hmmm, if you set the HP to 10 or 12 say, a first turn heal would keep some of the units alive, 2 clerics and you will have a couple of decent knights back. I think it would introduce a lot of back wall sets, and more spread out distribution. if pyro or witch is a worry, then keep all units 2 spaces apart. or whatever, as players, we will adapt. what would be some good rules, they must be easy to code for sure, that would make a good expert mode. I bet if we keep it super simple, we can get SeeD to put it in. It'd be somethin'

How many start HP ?
What specials are disabled...mud and sacrifice ?
any other stipulations ?
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