Hi Forgottenlore - the Overlord bit is in there because several people, Blackmist included
swore that this was the way the rule was meant to be played and were pretty adamant about it. I'm not too wedded to the idea, in fact I think they've read RAW wrong.... but you know me and rules interpretations
The other one I possibly should think about including is the suggestion to double the impact of fight on battle skill for Cav and monsters. A few people have been pushing for that, going right back to Glabro's posts last year. My one worry would be if this made Elves too 'hard'.
So what are people's feelings on:
1. Overlord. Just disallow the effect on EH2K or on everyone? For myself, I do not see why you get to call some heroic actions but not duels, surely you either get to call heroic actions or you don't?
2. Doubling the effect of fight on battleskill so ever 1pt of margin generates two extra dice.
Draugluin. I like the suggestion for guide arrows. I've actually seen Panic beast work really well - it sent my Ghulhavar racing back out of the fight for a turn in one game. Black Dart is, I think, ok as is and is a powerful threat used the right way. The Black Breath suggestion is good.
I think most would agree that:
1. Darkness needs a serious fix to effects and casting score. SfC affecting only your own units, black breath as Draugluin suggests and WoT as I have already done.
2. Ruin is powerful but possibly ok with just some bumps to casting score.
3. Wilderness needs one-two spells fixed but is otherwise cool.
4. Dismay is fine as-is.
5. Command might need some casting scores looked at for lowering? One thing I like about command is that the only casters who use it are all pretty wise Epics so it perhaps deserves a bump.
If most do not agree, let me know
I could see that easily fitting on another sheet (formatted like the quick ref?) with some modified fortunes/fates.
Thanks for all the feedback.