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FWCain wrote:
DarkMoc wrote:

In the Player's Guide:

Page 20: only Exploration and Wilderness have Claim Hex listed as Untrained Abilities.

Page 23: the text description of Claim Hex states it can be done with an Exploration, Intrigue, Magic, or Wilderness check.

The latter probably makes more sense within the game mechanics, since it gives each of the four Key Abilities a Skill with Claim Hex. The table would limit Claim Hex to Economy and Stability.

Actually, that reads (to me) as: Untrained with either Exploration or Wilderness, or Trained with either Intrigue or Magic.

Meaning that those who are trained in Intrigue or Magic can use those "special" skills for claiming new land, but ANYONE can still claim new land by "conventional" means.

I think that just moves the problem, because Intrigue and Magic don't have it in their Trained Activities either. It's neither an Untrained nor a Trained Activity for Intrigue and Magic. I could see it being either, since Untrained for all four is more mechanically fair, while Untrained for Exploration and Wilderness but Trained for Intrigue and Magic does fit the conventional/unconventional split you suggest.


1 person marked this as a favorite.

In the Player's Guide:

Page 20: only Exploration and Wilderness have Claim Hex listed as Untrained Abilities.

Page 23: the text description of Claim Hex states it can be done with an Exploration, Intrigue, Magic, or Wilderness check.

The latter probably makes more sense within the game mechanics, since it gives each of the four Key Abilities a Skill with Claim Hex. The table would limit Claim Hex to Economy and Stability.


Regional equipment for regions that haven't been covered yet. Pathfinder (so far) has been mostly European and Far East. How about arms, armor, and equipment (mundane and/or magical) from:
Middle East (Arab, Persian)
India (Mughal, Delhi Sultanate)
The Americas (Triple Alliance, Inka, Mississippian/Cahokian, Pacific Northwest)
Oceania (Aboriginal Australian, Maori)