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(IRR) 1st Rokugan IR: Where should it start?
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<blockquote data-quote="Creamsteak" data-source="post: 191094" data-attributes="member: 552"><p>Well, I'll try and answer questions.</p><p></p><p>First, I think I tweaked edena's pace enough to slow down the progression to a stable rate. Remember how the Union was able to go from 200 PL to 300 to 500 by turn 3? And by turn 4 they were in the 1000's? Well I think the deminishing returns thing should fix that. It balances the basis at least.</p><p></p><p>Second, I shortened the rules list (still need to add the 11th/12th level magic duel... but maybe it won't even come up).</p><p></p><p>As far as freedom to do what you want with your armies and such, its the DM. Tokiwong has enough experience to moderate this. He should be pretty good at declaring what goes and what does not.</p><p></p><p>Thirdly, Magic progression has been devastatingly slowed. I set the start for 10th level magic at 500 points in the arms race. Square that and divide it by 100. Thats what you need for 11th. Now square that twice and divide by 100. Thats what you need for 12th. Basically... its hard to get. Maybe if three or four powers worked together they could get 11th... otherwise you are basically limited to 10th.</p><p></p><p>Fourthly, Black Omega - I am upgrading the IR of the Mantis clan. I will post it in our thread. They will "begin" the IR. They will start with a Tech rating in all schools. What that means (when I finish the rules post) is that you start with 25 points in all six types of tech. That gives you a +2/+2 modifier to Attack/Defense among other things. I would like it if you played the Mantis, as you are the one with the overwhelming knowledge of what "should" go on.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 191094, member: 552"] Well, I'll try and answer questions. First, I think I tweaked edena's pace enough to slow down the progression to a stable rate. Remember how the Union was able to go from 200 PL to 300 to 500 by turn 3? And by turn 4 they were in the 1000's? Well I think the deminishing returns thing should fix that. It balances the basis at least. Second, I shortened the rules list (still need to add the 11th/12th level magic duel... but maybe it won't even come up). As far as freedom to do what you want with your armies and such, its the DM. Tokiwong has enough experience to moderate this. He should be pretty good at declaring what goes and what does not. Thirdly, Magic progression has been devastatingly slowed. I set the start for 10th level magic at 500 points in the arms race. Square that and divide it by 100. Thats what you need for 11th. Now square that twice and divide by 100. Thats what you need for 12th. Basically... its hard to get. Maybe if three or four powers worked together they could get 11th... otherwise you are basically limited to 10th. Fourthly, Black Omega - I am upgrading the IR of the Mantis clan. I will post it in our thread. They will "begin" the IR. They will start with a Tech rating in all schools. What that means (when I finish the rules post) is that you start with 25 points in all six types of tech. That gives you a +2/+2 modifier to Attack/Defense among other things. I would like it if you played the Mantis, as you are the one with the overwhelming knowledge of what "should" go on. [/QUOTE]
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