
June 19th, 2004, 03:34 PM
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Major
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Join Date: Sep 2003
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Re: Pretender Balance Mod
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Originally posted by Chris Byler:
Actually I *do* want that. Fat Mama has...
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Heck - 'Fat Mama' is supposed to be the very incarnation of Earth and Nature, and you want a mere human to be able to claim her throne without having to work towards it? That doesn't make any sense to me.
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If he can't be magically stronger for the same amount of points, or equally strong for less points, what's the point of taking him?
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If you, too, think human mages have to be designed like Great Mothers or other titan-size pretenders, then there's indeed absolutely no reason to choose them. But the premise remains false. Mages are all about magic versatility, while the titans are the incarnation of one or 2 facets of the world's magic essence. If you want strong bless effects human mages aren't for you. Live with it.
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The main effect of this system as you have presented it is to strengthen *non*-humanoid pretenders by cheapening the paths they start with.
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And weakening them by making extra magic paths less affordable. What if I had used 6/8/15 instead of 6/8/10?
I can see absolutely no 'logic' reason why, say, a Great Mother should pay more for Nature magic than a Master Druid. One has to achieve that knowledge thru hard study, while the other is - heck, I suppose she's the very source of that knowledge.
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The humanoids start with few or no paths and would receive little if any benefit.
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I've no problem with that. OTOH, try to compare a 'titan' and an human with 4 paths @4 - since it seems to be the kind of setup people in this thread try to shoot for - and you'll notice the human is comparatively cheaper with my system than without.
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Non-humanoids would pay a bit more to add extra paths, but I don't think that's good
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I can't see why.
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- instead of non-humanoids paying more for added paths, humanoids should pay less.
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Still can't see why, since the effect is the same with few paths (2-3 usually, up to 4 when comparing 2-path 'titans' to 0-path humans), and humans pay comparatively less when you add more. You'd better try to be a bit more argumentative when you want to support your views.
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You could make cost to increase magic paths depend on new path cost based on something like the following:
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Yep, if you read my previous post again, I suggested that too. To me the ideal solution would be to use a mix of both systems.
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Unfortunately this kind of change isn't moddable - it requires new code. So if Illwinter doesn't think there's a problem with humanoids then this kind of solution can't be done.
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Yup, but in the meantime it doesn't mean we can't discuss it. 
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