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Re: Humanoid Pretenders are too expensive
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- Have low inpact on the people of their lands (low dominion). - Less magical power than mythological beings attuned to one or two paths. - Have great magical versatility. - Be good researchers. The latter two comes from cheap paths. The usefulness of magical versatility is perhaps reduced by the low opportunity cost of site searching spells. Additional powers are always fun. However, if made too powerful they tend to result in less variety. |
Re: Humanoid Pretenders are too expensive
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I don't see it inconcievable for mages of the highest order are constantly studying even while on the road or forging. |
Re: Humanoid Pretenders are too expensive
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Basically imo just cut 25 points off the cost of every human pretender; i.e., the Crone should be 0. I think that would be a fine start, and other adjustments could always be made later. [ May 05, 2004, 01:55: Message edited by: SelfishGene ] |
Re: Humanoid Pretenders are too expensive
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- Have low inpact on the people of their lands (low dominion). - Less magical power than mythological beings attuned to one or two paths. - Have great magical versatility. - Be good researchers. The latter two comes from cheap paths. The usefulness of magical versatility is perhaps reduced by the low opportunity cost of site searching spells. Additional powers are always fun. However, if made too powerful they tend to result in less variety. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No problem with your design choices (you're the Boss http://forum.shrapnelgames.com/images/icons/icon10.gif !), so let the mages have low dominion and easy path access, as they are now. BUT as they are now, their cost for their magical versatility is *seriously* excessive compared to the advantages you get from it : see the point cost comparison with other pretenders (and see how noone plays them in competitive MP except by "house rules"). So let's keep them mostly as they are with their weak powers BUT make them cheap(er) : base cost 0-20, 2-3 paths-1 at start. And I really think Immortality would make them more popular, because the death penalty is really a killer on RBs, and in addition they get killed so easily.. http://forum.shrapnelgames.com/images/icons/icon9.gif Then they will be a resonable choice for a player wanting to have a cheap pretender/high scales. For the moment only the immobiles are OK for that(heck, with 31 points you get a quite useful Astral-5 Oracle or Blood-5 FoB with dom-5 - that's not even the base cost of a no-magic dom-1 mage http://forum.shrapnelgames.com/image...s/rolleyes.gif !!) |
Re: Humanoid Pretenders are too expensive
Here's a thought, probably too much work to implement, but a thought:
Suppose, instead of selecting a ready-made chasis, you bought individual pretender traits using design points: stats, size, advantages, disadvantages, multi-path penalty level, etcetera; then select a picture. Thus, if you wanted a VQ, you would buy posion immunity, a lifedrain attack, etherialness, immunity to cold, the undead disadvantage, flight, et cetera - all seperatly - then selected the VQ's picture from a list of available pictures (based on size?) and typed in a description for her. Special abilities (e.g., prince of death's auto skeleton summoning, VQ's auto vampire thrall summoning, extra supply, random good events, et cetera) could be included in the list of advantages. That way, rather than needing to balance packages, you only need to balance individual advantages and disadvantages by changing their price. |
Re: Humanoid Pretenders are too expensive
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PvK |
Re: Humanoid Pretenders are too expensive
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I assume you know that, and are saying that the points saved seem way too little compared to the practical advantages of non-humans. Particularly, for early-game expansion against strongish independents. Quote:
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Also, I think probably the points should be reviewed for balance issues, perhaps reducing some human costs, and increasing some non-human costs and/or path costs. PvK |
Re: Humanoid Pretenders are too expensive
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If others had different related abilities, you'd perhaps see more people taking them for their abilities. Given that they are fairly easily killed, and otherwise mostly useless, these abilities would have to be fairly neat anyway to compare to, say, a proper asswhailer and/or blessing effect. If the potency of the ability were then tied to the number and perhaps type of magic paths taken, you could cut down the abuse of somebody taking purely the chassis for an ability which is front-loaded into the chassis itself, and not actually building a rainbow mage out of it. |
Re: Humanoid Pretenders are too expensive
I could see the Great Sage always researching while on the go, although probably at a reduced rate. That makes more sense to me than a nationwide research bonus, which would be worth a lot (think mega-magic scale, without the MR or reduced fatigue).
If pretenders could come with certain 'favorite' spells already researched, that might also be thematic. |
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