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Thread: War Cards and Provinces
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04-28-2003, 05:26 AM #1
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Guys~
Well, IMC I have a little bit of an issue and I'm wondering how to resolve it. The elven king of the Erebannien has taken over Abbatuor and has been destroying the humans' habitats and cities, lowering the province level from 3/4 to 1/4. Now, how do I reflect this in game terms? I think the province should still have the ability to get back to its original 7 rating; should I just notate it as 1/4(7)? Or is there another, better way to do it?
Also, I'm reflecting provinces' latter rating in war card terms by allowing the defending player of the province to place that many terrain cards on the field. So, as with Abbatuor being 3/4, the province's owner can place up to 4 Woods terrain cards on the map anywhere he wishes. Has anyone else tried this concept, and did it work? I've yet to see, really, though the elves received a serious benefit from it because of their terrain bonus.
Anyway, these are just random thoughts that I'm having.
Charlie
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04-28-2003, 04:07 PM #2
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IIRC, the Book of Regency covers this somewhere. Basically, if ALL human presence is removed, a province regains 1 source level each spring. If there is some human presence left (ruins, wells, etc), then the province regains 1 source level every 4th spring. Since there is still some human presence in the province (it is still 1/4), then the sources will regenerate very slowly.
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04-28-2003, 04:26 PM #3
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> Well, IMC I have a little bit of an issue and I`m wondering how to resolve it. The elven king of the Erebannien has taken over Abbatuor and has been destroying the humans` habitats and cities, lowering the province level from 3/4 to 1/4. Now, how do I reflect this in game terms? I think the province should still have the ability to get back to its original 7 rating; should I just notate it as 1/4(7)? Or is there another, better way to do it?
What about making a realm spell that could raise source levels? I know that
sounds a bit odd, considering source levels power realm spells and all, but
it could sort of be like a long-term investment in regency. And since most
wizard regency comes from other source holdings, it kinda` makes sense. It
would be expensive of course, but would be a solution that would work within
the span of a game. Plus, it could make the whole "take back the human
lands" into a viable agenda, that could be accomplished within the span of a
game.
Any ideas as to how much regency it should cost to restore a source level?
-Lord Rahvin
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04-28-2003, 05:00 PM #4
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This is the closest existing spell to what you want to achieve:
Enhance Source (9th level caster)
By mean of this realm spell, a wizard can improve one source
holding by one level. The base cost of the spell is 2 RP, plus
1 RP per new (boosted) level of the source; thus, a source (5)
increased to a source (6) would cost the wizard 8 RP (2+6).
This spell is only temporary (1 domain turn) and can only be
used once a year. If the spell you want to create is possible,
i would suggest nothing less than a 16th level caster, such as
required to cast the Poison source realm spell, and it would probably
cost an enormous quantity of RP, nothing less than 10 times the
new source rating, and possibly more. You are trying to accomplish in
a single month what would normally take years and you want the
effect to be permanent.
Azazel
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04-28-2003, 08:09 PM #5
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> Enhance Source (9th level caster)
>
> By mean of this realm spell, a wizard can improve one source
> holding by one level. The base cost of the spell is 2 RP, plus
> 1 RP per new (boosted) level of the source; thus, a source (5)
> increased to a source (6) would cost the wizard 8 RP (2+6).
>
> This spell is only temporary (1 domain turn) and can only be
> used once a year. If the spell you want to create is posible,
> i would suggest nothing less than a 16th level caster, such as
> in Poison source, and it would probably cost an enormous
> quantity of RP, nothing less than 10 times the new source
> rating, and possibly more. You are trying to accomplish in a
> single month what would normally take years.
I`m not sure if I agree with the higher caster level limit, but it should
definitely take lots of RP. Not because of the instantaneous growth rates;
even low level spells do more spectacular stuff than that -- but just
because source levels provide RP, so if RP is going to be used to
permanently expand the source levels, there needs to be some kind of
"investment" strategy to it. Short term, it just shouldn`t be worth it.
But it should be possible, and a realm spell with energy (RP) pulled from
other source holdings seems like the way it should be done. Yeah, 10 times
the new source rating should be a minimum, I think. What do the rest of you
think? Is that a good number? Instead of a month though, I`m thinking
maybe it should be something like the Build action, where you have to
progress toward it...
-Lord Rahvin
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04-28-2003, 10:19 PM #6
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I agree that 16 th level, after second thougts, might be a little high.
I had simply taken the existing realm spell with the highest req.
(Poison source) as a guideline.
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04-28-2003, 10:51 PM #7
Here is a spell I created about 5 or 6 years ago to do exactly what you require. No one really understood the need for it then, but I thought it was neat. Comments?
Note: This is still is original format, was never converted over to 3E.
Renewal
Alteration
Regency: 10
Gold: 3
Req'd Holding: 1
Character Level: 10+
Duration: Permanent
This spell regenerates the mebhaighl lost from the land when civilization expands. When cast is uses the the caster's own bloodline to power the spell, as well as the regency and gold required. For every level of holding regenerates it drains one point of bloodline strength from the caster. The spell may only be cast once a year a the strain on the wizard is too much to allow more than a single casting within 12 months.
One cast the mebhaighl in the province is completely and instantly regenerated and available once more for wizards to harness. Many wizards are willing to make the sacrifice of their bloodline as it can be restored by spending Regency Points at a latter date.
The spell can not be used to turn a 10/0 province into a 10/10 province, it can only be used to renew land that has been effected by civilization after the people are gone. For example if you have a province 3/2 and it is pillaged and the people leave it then becomes a province 0/2. If the population of a province is removed, the magic potential regenerates naturally at the rate of 1 level per year if no civilization returns to the province. So it would take 3 years to become a 0/5. This spell simply speeds up the process at the cost of 1 bloodline pt for each level renewed.Let me claim your Birthright!!
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04-28-2003, 11:45 PM #8
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> Azazel wrote:
> I agree that 16 th level, after second thougts, might be a little high.
> I had simply taken the existing realm spell with the highest req.
> (Poison source) as a guideline.
The caster level really has no bearing on the effects of the domain level,
which can already be handled with requirements at the domain level --
required source level and RP costs (which is indirectly tied to the caster`s
bloodline).
The only reason to really apply a minimum caster level to realm spells is to
influence the availability of the spell within the campaign world -- having
a realm spell with a requirement of Caster Level 16+ means that only one or
two wizard regents in all of Anuire will have this realm spell. This is
fairly good for things like Poison Source which you don`t want happening too
often, lest ye have to come up with some sort of explanation why this kind
of thing isn`t happening left and right.
But I think this method of growing a source holding back from its damaged
state once slots are freed up would probably be a fairly common occurance,
especially within the elven lands. Therefore, although the RP cost should
be high enough to make this a costly venture, the caster level should be low
enough that it`s available to most regents that want to use it.
-Lord Rahvin
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04-29-2003, 01:32 AM #9
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I apologize, but I have to make this one quick (heading out the door).
Thank you for all of the helpful information on the renewal of sources; I like the idea of the yearlong processes of renewal, and the spell information for wizard regents who wish to increase its rate of renewal. I'm definitely going to use that information IMC.
Going back to the war map and terrain card question, does anyone have an opinion on that? I haven't used it yet and don't really want to introduce it if it'll create a lot of problems, but it seems more logical to me that the higher the province's nature rating, the more a battle would take place in that type of terrain. I know I'm one of the few that actually uses the war card system, but I'm hoping there's a number-cruncher or analyst out there that knows how much of an effect this could have on potential battles.
That aside, I'm glad this post produced some useful information regarding the sources. As always, BR.net is a great information source. :)
Charlie
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04-29-2003, 09:01 AM #10
At 05:02 PM 4/28/2003 -0600, Lord Rahvin wrote:
>The only reason to really apply a minimum caster level to realm spells is to
>influence the availability of the spell within the campaign world -- having
>a realm spell with a requirement of Caster Level 16+ means that only one or
>two wizard regents in all of Anuire will have this realm spell. This is
>fairly good for things like Poison Source which you don`t want happening too
>often, lest ye have to come up with some sort of explanation why this kind
>of thing isn`t happening left and right.
Another reason to apply a minimum caster level to realm spells is to
parallel spellcasting at the character/adventure level. I think the best
method of setting caster level is to base it on the level of a comparable
"adventure" level spell. That is, the Legion of Dead realm spell should
have a caster level of 9th because the Animate Dead spell is 5th level (for
sorcerers/mages.)
Originally, they would appear to have used this method, but assumed that
access to the realm spell occurred as if the adventure level spell upon
which it were based was one or sometimes two spell levels lower than it
appears in the PHB spell descriptions. That is, if you look at some of the
realm spells regents get access to them at two or four character levels
below when they would normally get access to the adventure level
spell. Legion of Dead has a caster level of 7th rather than
9th. Stronghold (based on the 4th level Leomund`s Secure Shelter?) has a
caster level of 5th where the "base spell" (if that`s it) would require a
7th level spellcaster. Demagogue (based, perhaps, upon the 3rd level spell
Suggestion) has a caster level of 3rd rather than 5th. Monster Summoning
in 2e started off as a 3rd level spell, and the caster level of the
Summoning realm spell is 3rd. I don`t know what the thinking was that went
into making a realm level spell available to regents who were able to cast
spells a spell level below the spell upon which the realm spell is based,
but its done pretty consistently. Dispel Realm Magic is a 1st level realm
spell, though Dispel Magic is a 3rd level spell for both.
A few things to note:
1. The Rulebook actually uses the term "character level" when referring to
the level of the spellcasting regent casting the realm spell. "Character
level" in 3e, of course, means something a bit different than it did in 2e
due to the ease of multi-classing. It seems obvious that they meant
spellcaster level there, but I`m sure somewhere out in the BR community
would contend that if for no other reason than to maintain consistency with
the original text.
2. I think the spellcaster level should be the actual level at which the
character could cast the "base spell" instead of the standard set in the
Rulebook. That has mostly to do with my personal interpretation of what a
realm spell is, however, so YMMV.
3. In the case of a spell meant to rejuvenate the natural environment after
the reduction of a human population I`d suggest the "base spell" would
probably be Plant Growth. Therefore, I`d make the caster level for such a
realm spell 5th level, but if you were going with the quicker pace of
access that characters get to realm level equivalents as presented in the
RB then 3rd or even 1st would make sense.
Gary
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