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Good to know. Immunity to Kill spells would be really strong. Thanks!
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I like this concept. It is one that I thought even as far back as the early 90's that would be a step change in this game design. It allows for a unpredictable variable that you and your enemies share. Some seem stronger than others but that is why they are from 1 to 3 although Aclarity seems by far the weakest. I don't think in all my games I have ever been surprised but that also might just be luck.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
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Choosing negatives and getting more points is interesting also. Vulnerable to battle magic +1 points.... -10% to status quo and -1 emmy range +1 points etc.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
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I love the idea of Traits. This looks awesome Rick...!
Not sure if you are soliciting additional ideas, but here are a few for you to think about:
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Forethought: X additional Standing orders allowed
Siege Engineering: bonus to laying siege (For example: Less turns to execute or Group more powerful when laying siege or Better chance to capture emmies located within or Emmie movement in and out halted ….etc)
Political Intrigue: All bids for a HC seat and on HC issues are automatically increased by x%. Voting counts as 1.5 votes which is used for tie-breakers (unless an opposing player has this ability also).
Allure: Can Enamor 2 times per turn, but the 2nd one costs more or is less effective or costs influence (or all of the above)
Slander: Can Denigrate 2 times per turn, but the 2nd one costs more or is less effective or costs influence (or all of the above)
Charisma: King Raising influence adds 1.1 to 1.5 instead of the standard 1.0
Training Camp: Can hire veterans from a PC, maybe for an additional cost or limited to one or two per PC (or both)
Assassin: Agents are specialized in assassinations (+ x%)
Thievery: Agents are specialized in stealing (+ x%)
Gremlin Training: Agents are specialized in sabotage (+ x%)
Abduction: Agents are specialized in kidnapping (+ x%)
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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I actually love all of these, although Political Intrigue would probably be difficult to implement and message, and Charisma might be better ranged at 1.1 to 1.3.
Great suggestions, FL!
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I like them and I like the idea of taking a negative to give yourself a bonus.
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I like the negative as well, but it should be limited. You do not want someone gaining another 5 points from negatives so that they can spend 10 points on the positives.
The Frost Lord,
Centurion in the Military War College
Pioneer of Alamaze
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Yeah I was thinking same thing limit to like 1 point of negative call it flavor for the kingdom. May allow two 3 pointers that way which could be fun