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View Poll Results: When of the following are essential when designing your pretender?
He needs to be capable of solo expansion in early game. (turns 5-15) 26 9.63%
He needs to be an overwhelming combatant in middle game (turns 15-30) 11 4.07%
He needs to be a major player even in late game. 13 4.81%
His magic paths need to expand on his nations strenghts. 18 6.67%
His magic paths need to negate his nation's weaknesses. 39 14.44%
His magic paths need to allow certain rituals. 33 12.22%
His magic paths need to allow some decent bless effects. 14 5.19%
His magic paths need to allow powerful blessing effects. 5 1.85%
He needs to be a great site searcher. 15 5.56%
He needs to be a great researcher and forger. 16 5.93%
He needs to be a flier, or able to quickly become very mobile. 11 4.07%
He needs to be immortal, or at least have recuperation. 7 2.59%
He needs to have very strong dominion. 11 4.07%
He needs to be very hard to harm or kill with a surprise attack. 19 7.04%
He needs to be cheap enough to allow great scales, a powerful theme or a nice castle. 19 7.04%
He needs to be conductive to roleplaying a Divine being. 13 4.81%
Voters: 270. You may not vote on this poll

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Old October 12th, 2004, 12:46 PM
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Default Re: A new and improved Pretender design poll.

Quote:
Vynd said:I don't much care if my Pretender is a great researcher, but I do like for
he/she to be able to forge some decent items.
Good researchers and talented smiths have one thing in common: relatively low
level, but varied paths. I thought the difference was not important enough to
merit separate entries, in the same way I united immortality/recuperation and
flying/mobility.

Quote:
It seems to me that "player skill" is necessary to design a good Pretender
in the first place.
Some people use 'out-of-the-box' builds. If you think that pretender design is
a player skill, I would have hoped that 'just as important as any other skill'
would have been your choice. It was mine :-)
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