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Goblin Squad Member. 7 posts. No reviews. No lists. 1 wishlist.


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In the past on the long bow''s it would state use your unmodified str die. I took this to mean you didn't add your skill bonus to it. The compound bow line in wotr do not which leads me to believe you get to add what ever skill bonus you have to strength to the roll. In most characters hands this is not that big of a deal but in the hands of Imrijka who uses strength ranged it appears to be added twice.
Playing third scenario with Imrijka using mythic marshal and a + strength skill marksmans bow for combat check
Ranged skill strength +1. = d10 +4
Strength die. D10 +3. just confused since in s&s and RoR clearly states unmodified
Scenario deck number 3
Mythic marshal 3

So is roll 2d10 + 13 or 2d10 + 10. It's not huge just a maximum + 4 one way or another but does make compound and marksman bow godly in her hands if double dip strength skill

Goblin Squad Member

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Consensual warfare.

Maybe set it up that you can have a one sided war. If we declare war against a target they can accept or refuse. If they accept you have consensual war if they refuse the aggressor will get reduced faction reputation and alignment shifts since they are still at war. If you refuse then your town can not use any of the warfare option and will take full alignment reputation hits if attacking the opponents settlement without accepting the war.

Was trying to figure out why you would hav position holders visible at all. How an assassin could kill the master smith if he only logs on to start up his crafting and rest of time the player is on another character.

What if the advantages were city bufs that required online time to work up.
I'm the master smith I log on and start enhancing town this requires that I be within my town hex. Once my timer reaches 30 minutes it adds 1 to the stack of smithing bonus to the town. If I'm on for another half hour in town hex I add another stack. Each time I add a stack it reset the degradation for town buff which is 24 hours. If you get assassinated all the town buffs you were providing get reset to 0. This rewards characters that are actively supporting there town and are visible targets to an assassin. Allow spies to view city buffs so as to figure out which roles they might target.

For soldier classes make a war readiness buff where the army will get the bonuses of the highest commander based similar to crafter. He must be online and in hex. He build up a counter and adds stacks to the city buff. Once assassinated the stacks reset. So a small town that prepared and has a high amount of these stacks could win a war against a medium or even large city, but if commander was assassinated they might retreat or concede depending on how long would take commander to build the stacks back up.

Goblin Squad Member

Ive seen many threads about the bounty system and had an interesting idea.
What if when you made a bounty you could set it for dead or alive.
If set for dead then it is a one shot bounty hunter kills person bounty collected debt settled.
Also maybe a time frame so maybe I want him hunted for the next month or 10 kills which ever comes first and have to set up the escrow in advance.
If set alive the player puts in a list of what was lost that he wants back. The bounty collectors job then is to attempt to hunt down the thief and collect what was taken. He may threaten the robber or even just try and find the loot himself to return to the victim. If he kills the aggressor in this bounty. The bounty is closed he may take a faction or reputation hit for not performing it correctly only collects half the bounty the other half is lost and the victim can renew it. This bounty can always be cleared by the thief by returning stolen items to set city and collecting the bounty as a random. So a bandit could exist by stealing and random stuff back to owner.

Goblin Squad Member

From what I understand the game is engaging possibly players who may not level there adventuring class at all. If a person levels up as a diplomat or someone who wants to just harvests a resource. He hires some adventurers with medium reputation to protect him and his wares as he transports them or to escort him to another town. As they get out of range of the town the temptation is to high they turn on him and take his stuff. Being a non adventurer will still require you to move from settlement to settlement hiring people to protect you lowers the risk the more willing you are to pay. If a character has made the trip multiple times with no occurrence he may choose to try the run on his own. Why not give a recourse for these players. Killing them will be no challenge since there is no lvl or system preventing a skilled adventurer from killing a non adventurer class. I would say maybe fix the bounty system to a set price. So I can not set a bounty on a group of people at 1 copper each.

Goblin Squad Member

I think they are attempting to appeal to both kinds of players. Ie if you kill someone who is into the pvp. They most likely wont put a bounty on you. If you go after that guy who doesn't like pvp and tries to run away then begs for his life and you kill him anyway his recourse is bounty. If you go after the leader of. Teamster guild or the monarch of a settlement you have gone against the mafia and will have a price on your head till you make amends.

Now speaking of bounties it is a contract open to a certain guild or charter so you will be having a group of people on your tail not sure if they get any hint of your location besides word of mouth. If you are into pvp isn't that what you are looking for anyway. Now you will have pvp with people who are also looking for pvp as opposed to targeting people who were maybe working on harvesting or moving there goods.

Goblin Squad Member

Well with corpse looting in the pvp aspect all food is going to b lost almost every time you die unless you recover your corpse. It will either be looted by your assailant or destroyed. The biggest threat to running out of food will be when your deep in the wild. I like the concept of it but unless food is stored differently or auto threaded to your character no one will want to invest in high end food if it is destroyed taken when there killed. Maybe have a rations bag threaded to you that you can set food up so when u die you still have food and water.

Goblin Squad Member

Maybe have a buff slot for food and one for drink. If you choose not to drink or eat something it is a debuf when you eat a food or drink it becomes a buff. That way you don't auto consume your expensive food and drinks during fast travel. You could then link being hungry and thirsty to skill progression as well. Ie a character who keeps there character fed and hydrated will learn skills faster.

It's not game changing if you don't have food and drink but you will be less effective in game and will learn skills slower.