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Old October 10th, 2004, 05:46 AM
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Wauthan Wauthan is offline
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Default Re: Scales for forced turmoil...

The pointlessness of luck is one of the reasons why the national heroes could use a bit of a boost.

The scales on the whole are a bit odd in my opinion. Order/turmoil should not influence events. Why would an well organised society get less freak accidents and beneficial coincidences than an anarchy? This scale should influence unrest and income (but since unrest already has an impact on income this might be redundant).

Heat and cold seems balanced enough. Perhaps it's because it's a loose-loose scale that you don't want to mess with.

Growth and death should influence population growth and supplies but not income, since population already provides income. Since the scale seems to reflect how pleasant your dominion is to live in, and not birthrate, a higher percentage seems appropriate. In a realm of death no sane man dwells for long eh? People should pack their things and leave for a dominion with more growth.

Luck/misfortune is a bugger since it also increases the odds for something happening. I would rather have the scale have a direct influence on income since this luck/misfortune would also have a direct effect on trade, merchandice and travel. I would not want more events, just higher odds of a more "powerful" event by tampering this scale. Heroes should reflect the investment in points and be the equivalent of atleast a 1000 gp investment.

Magic/drain should have an effect of the frequence of events since it's lacking "teeth" at the moment. Altering the balance of magic should have dire consequences in such a magical world.

It's odd no? The more you like a game the more you find to complain about. It's like finding a gem that's almost perfect and now you're looking for way to polish it the rest of the way. Trouble is that I am well aware of that the changes I want is not at all what other people want.
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