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Author Topic: Feudalism Rethought Redux: Step 2  (Read 13342 times)

GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #90 on: January 12, 2013, 07:55:39 pm »

Earth magic(metals) (?)
Culture military defined (valor) (?)

Would like input on ?'s
It depends.

How common is Earth Magic and what all can it do?
What are you intending to "get" from being a militarily-defined culture with valor?
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #91 on: January 12, 2013, 07:59:25 pm »

Earth magic allows mages to control the metals and rock of the earth, and will be uncommon to see

A populace more attuned to war, and more willing to become soldiers; whilst those who are soldier will fight till their last breath.
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #92 on: January 12, 2013, 08:05:01 pm »

Earth magic allows mages to control the metals and rock of the earth, and will be uncommon to see
So...pretty rare, 1-2% of people tops? How strong are they--pebbles or mountains? How precise-can they create a suit of armor or just crush it? How versatile--telekinesis, shaping, transfiguration?

Quote
A populace more attuned to war, and more willing to become soldiers; whilst those who are soldier will fight till their last breath.
Hm...probably 1-2 points. 2 makes them pretty much unaffected by most anything short of, you know, actually skewering them with various types of sharp sticks.
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #93 on: January 12, 2013, 08:13:00 pm »

Move boulders,using mind
But with metals, they can shape metals

Using their mind of course

I would say 2 points into valor
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #94 on: January 12, 2013, 08:15:08 pm »

How much control do they have over it though? Can the hurl it in a general direction of with pin point accuracy?

Can they create armor to match a smith or can they just produce a subpar set faster then a smith?
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #95 on: January 12, 2013, 08:17:47 pm »

That would depend on the skill
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #96 on: January 12, 2013, 08:21:31 pm »

Move boulders,using mind
But with metals, they can shape metals
I would say 2 points into valor
Okay, the magic would probably cost 3 points or so. Less common than scapheap's, but more versatile.
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #97 on: January 12, 2013, 09:10:31 pm »

I'll take the 1 point into valor then

Can I say that gems empower the focus of earth magic, as they contain the soul of the earth?
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #98 on: January 12, 2013, 09:14:51 pm »

I'll take the 1 point into valor then

Can I say that gems empower the focus of earth magic, as they contain the soul of the earth?
Probably fine. Just defining an undefined bit.
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10ebbor10

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Re: Feudalism Rethought Redux: Step 2
« Reply #99 on: January 13, 2013, 04:48:53 am »

DF 17

Spoiler: Cities (click to show/hide)

Spoiler: Society (click to show/hide)
« Last Edit: January 13, 2013, 05:25:21 am by 10ebbor10 »
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scapheap

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Re: Feudalism Rethought Redux: Step 2
« Reply #100 on: January 13, 2013, 05:13:09 am »

Spoiler (click to show/hide)

Also mesor, I got the names.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Dariush

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Re: Feudalism Rethought Redux: Step 2
« Reply #101 on: January 13, 2013, 09:15:04 am »

What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?

Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
« Last Edit: January 13, 2013, 09:23:39 am by Dariush »
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #102 on: January 13, 2013, 09:18:36 am »

What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?
No, it just lets you put initial, non-colony settlements outside of your starting hex.
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Dariush

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Re: Feudalism Rethought Redux: Step 2
« Reply #103 on: January 13, 2013, 09:26:19 am »

Does it give any extra settlements or do we have to put part of the starting set of three villages+stuff in another hex?

Also, how much would my race cost?

javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #104 on: January 13, 2013, 09:26:50 am »

What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?

Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
lay off mah Cd 12, I called it first!
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