Re: 2 new gods
It is easy to copy&paste, but still little extra work. That's why Turin said it to be *easier* if you released a proper mod file.
It is quite hard to achieve "realism" in a fantasy game, but I thought you tried to make a pretender from an idea you had, without considering the gameplay much.
My suggestions for what seem to be the ideas behind the pretenders:
The Warrior: he should be quite cheap, with high-ish cost for new paths (30-50) so that he can have few paths, but not many. He has low starting hits so he is fraqile, and he isn't very good fighter on his own. Maybe you should give him slight regeneration (more to keep afflictions away than to help him in fight) and take away a slot, probably misc but some other might work too. Explain it as a relic that only the leader of Amn is allowed to use.
It is hard to make a weak combat pretender that is useful, because weak combat pretender probably dies.
The Enlightened Monk:
He could have higher-than-normal (for humans) starting dominion as he embodies the perfection many Eastern religions try to achieve (although my memory is hazy on details). 3 is the highest existing one, with possible exception of 4 for Oracle. But you should make sure he can't be easily abused as a super-combatant. And he has probably too many abilities to have much magic and still be reasonably priced. He probably isn't worth it for just the abilities, so some should be taken away. You could also give him a combinations of magic paths that suit Tien Chi well, and make starting in other paths from moderately to very expensive (30 to 50 points). This way, he would be a half-rainbow who could summon any of Tien Chi's starting units and have some combinations generic mages of Tien Chi won't have (F2W2 for rune smashers etc), but not adding new paths.
And some facts: human pretenders have low magic skills, and low starting dominion but have cheap magic paths. Bigger pretenders have more dominion and higher levels of magic, but new paths become more expensive. Generally the pretenders who are closely attuned to spesific magic (Titan-Air, Medusa-Earth&Nature, Phoenix-Air&Fire) have 2 or 3 in those paths, but very high cost for new paths. Flying and Immortality is a very good combination, and should be avoided without severe penalties.
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