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Post by Nature Boy on Mar 16, 2019 19:08:55 GMT -5
For any suggestions for rule changes or anything for future versions of the game.
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Post by samuraigaiden on May 14, 2019 10:01:25 GMT -5
Per boss lady's request: Titania: [...]racial bonuses as well at signups (ie Orcs get bonus strength and troops, Dwarves bonus Int and Gold, Elves bonus Cha and Craft Points maybe), but decided it would be too ambitious for this version. If you guys like the idea though, we can definitely look into it more!
SG: I think the easiest way to implement that would be to make a set of base character stats. Humans are 10-10-10-10-10, Orcs are 15-20-5-5-5, Elves are 5-5-15-10-15, Dwarves are 5-10-15-15-5, or some such like that. Then cut PTD to 250 and it goes on top of that grouping. The trouble would be doing Half-Races. Like a Half-Orc would be dependant on what the other half was. A Half-Orc/Half-Human would be 11-15-7-10-7 or something. But a Half-Orc/Half-Elf would need to be more like this: 10-13-10-7-10.
Krim: Maybe give half orcs flat stat line but 10-20 more PTD to show their versatility Or any half race
SG: You could also reintroduce the second background trait and just have certain ones that automatically come with a respective race. For instance Dwarves start with Heriloom, Orcs start with Regiment, Elves start with Well-Educated, Humans start with Wealthy, etc. Then you pick your second background trait as normal. Like Krim said you could basically make any half-race just recieve the Average background trait automatically. Or even get rid of the background trait system and just have each race start with what is currently one of the backround traits. If having 2 traits is overpowering and you still wanted race-based bonuses.
Krim: That might work but you may have to scale back PTD with another background point allocated. I haven’t looked into them but I imagine it could be possible to have nearly 400 PTD allocation or something if the second option is used
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Post by samuraigaiden on Jun 1, 2019 4:30:44 GMT -5
So, given my recent chat with Krim in the discord server and how we discussed that several of the background traits are kind of...well...underwhelming. I know several of them were changed and reworked to try to make them all roughly equally powered, but I hadn't come up with this idea back then and I've got it now. So of course Follower, Average, Skilled, and Well Educated are pretty powerful. Follower gives you an extra action in the PT/KT from turn 1, average gives you +15 to your stats and saves your 3 months of study actions in PT by giving you 1 mid-tier skill or 2 low-tier skills. Skilled gives you 1 high-tier and1 low tier skill, or 2 mid-teir skills (or 4 low-tier if you really want to). And well-educated raises your stat cap and gives you buttload of PTD to work with. But heirloom gives you a +2 item with a bonus skill; Regiment gives you 100 high-level troops; Wealthy gives you 250 gold. - All fairly weak, and one could argue Skilled is pretty weak, too, what with Average being half of it plus 15 stat points.
One of the issues that makes some of these weaker is their lack of persistence. Wealthy gives you 250 gold on turn 1. That's enough to buy a mid-tier item. Heirloom gives you a mid-tier item (technically a spruced up low-tier, so we'll call it mid-tier). Regiment gives you free troops; but with 80 Charm you can get 60 troops in a single turn, and with 80 Lead you can get +10 Drill so it only buys you a few turns' worth of advancement. Taking an extra 25 stat points to boost your charge or lead can outdo Regiment, especially in the late-game stages when your regiment is probably long-since dead, but you still have 25 points of stat higher than everyone else to start. And that's the thing - stats and skills are permanent and will never really reduce in power. In the late state +25 to a stat is just as powerful as +25 to a stat is in Turn 1. But in the late game when everyone has skilled +5 items you +2 with a charge boost sword doesn't mean quite as much. As long as nobody kills your follower you've got +1 action through the whole game. It's persistence (and arguably persistence of value) that makes these traits so much more powerful. So, after all that, here's my actual proposal. Keep Follower, Skilled, and Well Educated as they are. Remove all the other traits. We replace them as follows... Average becomes Studious Heirloom becomes Crafty Regiment becomes Connected Wealthy becomes Investor
Studious: Grants +5 exp to all actions. *Most actions, with the exception of plot or quest-based actions, give 30 experience. With studious you get 35. When you study a stat you get, lets say 250 experience because it's a real low one - now you get 255. Since it's a flat rate and doesn't scale based on percentage it doesn't become overpowered with study or quest xp. It's not 5%, its just 5. Crafty: Automatically produces 25 CP each turn. *It's not much, so its not overpowering. Someone with an 80 in the respective stat would get +100 CP. So it would be 1/4 of what a Create CP action would get them - but it doesn't require an action. They will just continue to produce CP naturally as they casually tinker with stuff in their off time. Connected: Automatically produces 15 (20) soldiers each turn. *Once again, it's a low amount of troops, higher drill level than raw conscripts but still not overblown - they'll still need trained if you don't want them to rout quickly in battle. But it's free troops you don't have to use an action drawing. Investor: Automatically acquire 15 Gold each turn. *Better than just 250 gold up front and then never seeing anything else from it, this is the gift (to yourself) that keeps on giving. Not so overpowering that you'll be awash in cash, but basically the same amount as a low-gain tutor or hunt.
And really if you wanted to, you could have another one like Investor but food related.
Gardener: Automatically acquire 45 Gold each turn.
*Just like Investor it produces a small amount of food, but since 1 gold = 3 food, this makes it equal in terms of power.
That's my thought on traits for the future.
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Post by Titania on Jun 3, 2019 11:10:54 GMT -5
I do like those ideas, as that is something I've noticed as well for sure. I'll talk these over with NB and we can see what we think, I'll be sure to let you know! Thank you for the suggestion
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Post by samuraigaiden on Jun 10, 2019 18:38:19 GMT -5
Something I've vaguely thought about recently is shields versus archers. And it brought me to notice that...Heavy Infantry is kind of useless for what it sounds like it should be useful for. It has lowered mobility, but does more damage...because it has armor?
So that got me thinking about a couple of ideas: 1. What if Heavy Infantry did the same amount of damage as Spearmen, but had a damage reduction value. Kind of like how Muskets have LOS rules, what if Heavy Infantry took 20% less damage. All damage. Same could be done for Heavy Cavalry - give them d6 damage like regular cavalry but have them take 20% less damage than regular cavalry. After all, armor reduces casualties - it doesn't increase enemy casualties. 2. What if Swordsmen had a reduction in damage taken to Archery damage from their shields? Generally speaking sword users would not be without a shield; longsword users not withstanding.
Just a couple of ideas that randomly hit me.
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