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Re: Pretender Balance Mod
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When you look at it that way (Fear, 3 misc, better stats, better encumbrance) the Freak is a bargain at 10 points more than the Archmage. But you can't raise the price on the Freaklord, because already no one takes him, so .... |
Re: Pretender Balance Mod
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So by the time you have two conquering armies, you already have about 14-16 mages casting site searching spells every turn, using about 30 gems/slaves consisting of all types per turn? I'm impressed... Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">So you use the Great Mother as a stay-at-home rainbow mage, because of her improved ability to resist assassination? PvK |
Re: Pretender Balance Mod
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Another interesting case is that of the Daughter of the Land, who makes perhaps the best 'giant rainbow', because she generates her own Clams and she has a higher base Dominion. |
Re: Pretender Balance Mod
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Human pretenders really seem to be wrecked when going for fours... Maybe they should have their base magic sttarting from two, this would give them a chance to let them take four in atleast one path. |
Re: Pretender Balance Mod
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Great Mother: 75 points Master Druid: 55 points Great Enchantress: 55 points Naga: 100 points (I include the Great Enchantress even though she isn't optimal because her ability is much better than the human average.) Increasing Nature to 4 -- Great Mother: 8 + 16 + 24 = 48 points Master Druid: 8 + 16 + 24 = 48 points Great Enchantress: 10 + 16 + 24 + 32 = 82 points Naga: 8 + 16 = 24 points Increasing Earth to 4 -- Great Mother: 8 + 16 + 24 = 48 points Master Druid: 10 + 16 + 24 + 32 = 82 points Great Enchantress: 10 + 16 + 24 + 32 = 82 points Naga: 20 + 16 + 24 + 32 = 92 points Increasing Astral to 3 -- Great Mother: 80 + 16 + 24 = 120 points Master Druid: 10 + 16 + 24 = 50 points Great Enchantress: 8 + 16 = 24 points Naga: 20 + 16 + 24 = 60 points Totals: Great Mother: 75 + 48 + 48 + 120 = 291 points Master Druid: 55 + 48 + 82 + 50 = 235 points Great Enchantress: 55 + 82 + 82 + 24 = 243 points Naga: 100 + 24 + 92 + 60 = 276 points This is with the Great Mother having a Dominion 2 higher than the rest. If you give them all at least a Dominion of 3 (I hope no one has a problem with this), you get: Great Mother: 0 Master Druid: 7 + 14 = 21 points Great Enchantress: 7 + 14 = 21 points Naga: 7 + 14 = 21 points So we add 21 points to each of the other chassis, for: Great Mother: 291 points Master Druid: 235 + 21 = 256 points Great Enchantress: 243 + 21 = 264 points Naga: 276 + 21 = 297 points This is at 3 Dominion. Any increase in Dominion at this point will give the Great Mother 14 points more than the rest. Working this up a bit... at 4 Dominion: Great Mother: 298 points Master Druid: 277 points Great Enchantress: 285 points Naga: 318 points At 5 Dominion: Great Mother: 312 points Master Druid: 305 points Great Enchantress: 313 points Naga: 346 points Quote:
Hope this helps. |
Re: Pretender Balance Mod
I think these numbers demonstrate the real problem with the humanoids: low new path cost only decreases the cost to get level 1 in that path. It doesn't change the cost to get level 2, 3, 4, etc.
There was a proposal a while back to give some pretender forms a new ability: increasing the level of a magic path would cost less (or more) points. If humanoids paid only 50% of normal points to increase the level of a path, in addition to their low new path cost, they could be real magical powerhouses and have strong blessings too. (This would of course be offset by their low dominion and physical weakness, but it would make them much more interesting to play.) Or, of course, more humanoids could start with more and/or higher level paths. Frost father water 2 air 1, master druid nature 2 earth 1, crone astral 1 death 1 nature 1, great enchantress astral 2 nature 1, great warlock fire 1 astral 1 blood 1, etc. At the same costs they have now, this would make it significantly cheaper to get to higher levels of magic in those paths, while also making them more different from each other by having preferred paths. This would tend to encourage a 2-3 paths at level 4-6 humanoid rather than a 5-7 paths at level 2-3 one - although you would still be able to do either. |
Re: Pretender Balance Mod
Seems like that might be a good idea (altering the base path costs by a factor, and then giving that sort of factor as an advantage to pretenders like the humans).
I'll be interested to hear the opinions of folks who have played humanoids and rainbows successfully as to whether they think this could be unbalanced for strong RB/human players. PvK |
Re: Pretender Balance Mod
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Hey, why don't I do it? Well, let's see if I find the time to do the mod. (doesn't look good. I'm in the midst of doing a 'scenario', catched a cold lately and have some deadlines to cope with in RL) A. |
Re: Pretender Balance Mod
I think if you were to give a few of the various humanoids several natural paths and a high (60-80) path cost this could help solve the problem with lack of diversity among human pretenders.
Right now they are all used as rainbow mages, and one rainbow mage is much like another. Making some of them ineffective in that role, for instance giving the druid 2 points in all four sorcery paths and prohibitive path cost with elements (just an example) would make a powerful multi role mage with a good potential blessing (maybe even dual 9s) which is still not a rainbow mage. Such creatures would still be weak in combat and (unless used with a nation that has excellent blessability) probably worse than regular rainbow mages at more or less everything. But at least there would be some diversity. |
Re: Pretender Balance Mod
I have decided to take it upon myself to do a minor Mod (I'm still working on the Spell Ref Liga! No worries).
Look for it later tonight with Pretender modifications. |
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