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<blockquote data-quote="Archon Basileus" data-source="post: 7118210" data-attributes="member: 6855545"><p>Ok. First, I'd suggest we follow to the detail spellcasting times, maneuver time lapses, effects, etc. and if we want to adapt anything, we can discuss it together to find the best, fairest way out. I don't want to lose maleability, though, only to make things more predictable to you, guys. But you should feel free to create anything you want.</p><p></p><p>Second, as I mentioned before, characters might die on account of decisions. But since we're going co-op, I don't think this will be such a problem, since we can work the rules into a good kind of balance as we go. </p><p></p><p>Third, I took my time browsing through the books to discover how various less-mentioned effects might occur. Addictions, body and mind conditioning, distinct species of poisoning, substance-induced hallucinations, environment-caused damage, hazardous living conditions, and so on were on my mind. These I tried to tie-in as naturally and fairly as possible. Since magic is respected, but not common, it would only be natural to assume that people might attempt to obtain similar effects through natural means (probably without the same amount of success and without the efficiency of magic). It would not be uncommon to find pretenders, then. </p><p></p><p>Fourth, if such is the case, do they have to belong to a specific pretender-class, or can anyone do this, as long as they have the requisite skills? I tend to think that both situations might arise, with an alchemist passing for a mage, a thief pretending to be a sorcerer or a commoner using herbalism to pass by a curser or something like that. Obviously, each situation would lead to distinct degrees of success, and hardly any would match the power of a real magic user.</p><p></p><p>Fifth, I was thinking about how we should manage armies. First, I decided not to balance or roll for armies and power as we begin. This might lead towards another layer of our political game, since characters would have to strike alliances to ensure their military superiority in each scenario. Still, if we are to roleplay a battle, we'll need data. I've been concocting something that held the needed complexity, without detracting from the characters and their stories (that are, after all, the main focus). So far I've separated a few tables for bonuses, granted as armies get compared in numbers, experience, general composition and terrain. The ending factor would be a resisted strategy roll, with the difference determining the results for each side. I'll post details soon enough, so you guys can take a look and we can rebuild it as necessary.</p><p> </p><p>All of this might be overruled, should you guys consider it inadequate for the story we're aiming to tell!</p><p></p><p>Please remember that everything I write is based and made for your characters, as we determined before.</p><p></p><p>Did this help? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 7118210, member: 6855545"] Ok. First, I'd suggest we follow to the detail spellcasting times, maneuver time lapses, effects, etc. and if we want to adapt anything, we can discuss it together to find the best, fairest way out. I don't want to lose maleability, though, only to make things more predictable to you, guys. But you should feel free to create anything you want. Second, as I mentioned before, characters might die on account of decisions. But since we're going co-op, I don't think this will be such a problem, since we can work the rules into a good kind of balance as we go. Third, I took my time browsing through the books to discover how various less-mentioned effects might occur. Addictions, body and mind conditioning, distinct species of poisoning, substance-induced hallucinations, environment-caused damage, hazardous living conditions, and so on were on my mind. These I tried to tie-in as naturally and fairly as possible. Since magic is respected, but not common, it would only be natural to assume that people might attempt to obtain similar effects through natural means (probably without the same amount of success and without the efficiency of magic). It would not be uncommon to find pretenders, then. Fourth, if such is the case, do they have to belong to a specific pretender-class, or can anyone do this, as long as they have the requisite skills? I tend to think that both situations might arise, with an alchemist passing for a mage, a thief pretending to be a sorcerer or a commoner using herbalism to pass by a curser or something like that. Obviously, each situation would lead to distinct degrees of success, and hardly any would match the power of a real magic user. Fifth, I was thinking about how we should manage armies. First, I decided not to balance or roll for armies and power as we begin. This might lead towards another layer of our political game, since characters would have to strike alliances to ensure their military superiority in each scenario. Still, if we are to roleplay a battle, we'll need data. I've been concocting something that held the needed complexity, without detracting from the characters and their stories (that are, after all, the main focus). So far I've separated a few tables for bonuses, granted as armies get compared in numbers, experience, general composition and terrain. The ending factor would be a resisted strategy roll, with the difference determining the results for each side. I'll post details soon enough, so you guys can take a look and we can rebuild it as necessary. All of this might be overruled, should you guys consider it inadequate for the story we're aiming to tell! Please remember that everything I write is based and made for your characters, as we determined before. Did this help? :) [/QUOTE]
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