Why not fight wars over possession of artifacts?


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Goblin Squad Member

Indeed Oberyn: Recall that even the Mighty Oak is just a little nut who stood his ground.

Shadow Lodge Goblin Squad Member

I would like to make clear that I do not advocate artifacts of any caliber being player craft-able. Only saying that, in PnP, a Minor Artifact is a powerful magical object, of which there can be multiple copies, and the method of creation has been lost to time.

Contrast that with Major Artifacts, of which there are is only one, still cannot be crafted, are exceptionally powerful, and have very specific methods of destruction.

I don't really care if only one Artifact is usable by the settlement at a time, that just comes down to balance. But I think a settlement should be capable of possessing more than one Artifact.

Should one group end up controlling a large number of artifacts, it just makes them a bigger target. They are more likely to be hit by a coalition of other CCs/Settlements/Kingdoms that want to spread the Artifacts around a bit.

In fact, in such a situation, I would probably be doing my darndest to make sure the Mercatorum worked hard to spread artifacts around. I personally see value in maintaining a balance of power.

Goblin Squad Member

theStormWeaver wrote:

...

In fact, in such a situation, I would probably be doing my darndest to make sure the Mercatorum worked hard to spread artifacts around. I personally see value in maintaining a balance of power.

Ah! It becomes clearer. Sacking and Pillaging multi-artifacted settlements is actually just a coordinated effort to stabilize the lands using simple redistributive methodologies.

Yes, that sounds quite businesslike. Who would ever protest?

Goblin Squad Member

Being wrote:
theStormWeaver wrote:

...

In fact, in such a situation, I would probably be doing my darndest to make sure the Mercatorum worked hard to spread artifacts around. I personally see value in maintaining a balance of power.

Ah! It becomes clearer. Sacking and Pillaging multi-artifacted settlements is actually just a coordinated effort to stabilize the lands using simple redistributive methodologies.

Yes, that sounds quite businesslike. Who would ever protest?

Indeed my good man. Shall we proceed to our afternoon sacking and pillaging? Purely for the well-being of the plebeians, of course.

Shadow Lodge Goblin Squad Member

I don't want the Johnsons to have all the cool toys, nor do I want the rest of the neighborhood to burn down my house because I have them all.

So, I wouldn't provoke the wrath of the other groups by hoarding them.

Selling them at a reasonable rate, using them as bargaining chips, and gifting them to people I want to get the boost, well, those are all just smart business moves and totally help people out ;)

Goblin Squad Member

theStormWeaver wrote:

I don't want the Johnsons to have all the cool toys, nor do I want the rest of the neighborhood to burn down my house because I have them all.

So, I wouldn't provoke the wrath of the other groups by hoarding them.

Selling them at a reasonable rate, using them as bargaining chips, and gifting them to people I want to get the boost, well, those are all just smart business moves and totally help people out ;)

StormWeaver,

I am with you on the "I earned them, I will decide" aspect. And, shraing the artys with other settlements in your player kingdom will make your overall kingdom stronger. May need to be careful which settlement you give them to as you do not want to give them to a weak settlement while also making them an enticing target for arty collectors.

I do like the idea of artifact-like devices of many sorts becoming available over a long period of time. They could be used, installed in temples and shrines, be detectable by magical means, attract all sorts of unwanted attention, a CE artifact may need to be destroyed by a LG caravan of do-gooders while blaring its impending doom to CE Clerics through their diety. Artifacts could also bring about additional perks or threats (enchanted objects with curselike counter effects).....all great opportunities for extensive roleplay, intrigue and large player battles.


I'd agree that you shouldn't get the artifact from the "boss monster", only the material/s. Otherwise, it's leaving out the other half of the playerbase. Designing an artifact to reach its full potential should require cooperation between multiple playstyles. Or war. ;)

Goblin Squad Member

I like this idea a lot. Very rare extinct random extremely hard "raid" random permadeath boss mobs drop pieces of artifact that have to be crafted by the most skilled artisans once all the pieces have been gathered from other very rare extinct random extremely hard "raid" random permadeath boss mobs or from other PC/settlements if they have already downed the boss and gained a piece to create a unique artifact. The crafted artifact gives some unique settlement ability/bonus building/bonus and could be set on a special spot in the settlement ie altar in the main temple or town square. The artifact could also be a highest quality artifact weapon/armor that couldn't be threaded with a unique ability/bonus. Nine artifacts in game, one per alignment, settlement/character has to have same alignment as artifact to gain effect.

Goblin Squad Member

Aeioun Plainsweed wrote:
... random permadeath...

Are you really saying what it sounds like you're saying?

Goblin Squad Member

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Aeioun Plainsweed wrote:
I like this idea a lot. Very rare extinct random extremely hard "raid" random permadeath boss mobs drop pieces of artifact that have to be crafted by the most skilled artisans once all the pieces have been gathered from other very rare extinct random extremely hard "raid" random permadeath boss mobs or from other PC/settlements if they have already downed the boss and gained a piece to create a unique artifact. The crafted artifact gives some unique settlement ability/bonus building/bonus and could be set on a special spot in the settlement ie altar in the main temple or town square. The artifact could also be a highest quality artifact weapon/armor that couldn't be threaded with a unique ability/bonus. Nine artifacts in game, one per alignment, settlement/character has to have same alignment as artifact to gain effect.

I am against any sort of permadeath....after all, I am playing to have fun. Not get ganked by any player or dragon, or lich king, or anything like that.

But I DO like the idea of say, one major and two or three minor artifacts per alignment at any one time. That would keep some balance (they would have to be phased in over a period of years so as to keep balance within the different player groups and communities).

But they would really add elements of flavor to the game and give even more reason(S) for sacking the folks across the River Kingdoms.

I see really cool destruction quests and wars as well. :)

Goblin Squad Member

Nihimon wrote:
Aeioun Plainsweed wrote:
... random permadeath...
Are you really saying what it sounds like you're saying?

I meant the boss is a one spawn. But I like you're thinking. :)

Edit. I just added a few extra random words to sound cooler. Heh.

Goblin Squad Member

I like how this will encourage monster escalations, and I hope that these quests involve tons of gold for everyone involved. Bandits also support redistribution of wealth, you know.

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