Re: Big Problem - Unbalanced random events
I think the events are ok. Another thing to keep in mind is that even if you buy high Luck and Order scales, you also have to keep those scales active over your important provinces, since the provinces scales determine what happens - not your base dominion scales.
Some possible ideas though:
* Since the random events are partly supposed to be the side-effect of a war between the gods, it would make sense, promote fairness, and reduce frustration, to limit their occurrance during the first year or so of play.
For example, two checks could be made for each potential random event:
1) If the event severity number is greater than the current turn number (or perhaps, half the current turn number), the event doesn't happen.
2) Roll 1d10 or 2d7 (or maybe 2d7 plus event severity * 2 ) against the current turn number - if the roll is higher, the event doesn't happen.
* The "rain kills 25%" event seems odd because rain isn't generally that deadly. Rain of infected blood, yes. Rain of molten lava, yes. Asteroid strike, yes. Unprecedented monsoon rains causing massive uncontrolled floods, yes. Plague of [random color] death, yes. But just rain? No. Dull but deadly? I'd suggest replacing the plain rain with a random dozen other very-deadly-sounding descriptions, for variety and so it sounds more appropriate.
* The "population are leaving the province" would be nice if some of the population would also arrive someplace else.
PvK
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