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Thread: Elven Forests & Source Potential
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09-26-2003, 08:09 PM #11
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On Thu, 18 Sep 2003, Athos69 wrote:
> This is where having a non-linear population to province level falls
> apart, but otherwise it is an excellent way to determine population.
I don`t so much mind the nonlinearity; what I think this shows is the
danger of the idea of splitting provinces. AFAICT, it exists only as an
attempt to explain the origin of the Imperial City province. I am not
convinced of the need for such a rule; I am fairly content to say "at the
continent-spanning height of the Anuirean empire, a one-time-only
exception was made." The biggest problem with introducing an explict rule
to explain the IC is the slippery slope to allowing players to use it
themselves in every domain, which strikes me as disastrous.
The other reason I think splitting provinces is a bad idea is that one
major function of the division of the map into provinces is the regulation
of military movement. If you cut a province in two, you also double the
amount of time it takes an army to march across the same old distance!
Even worse, the speed change happens only in some directions: e.g., E-W
but not N-S! This is a truly horrible thing to do to the military part of
the game. Ideally, all provinces would either be identically sized in all
dimensions, or have different movement costs per province per compass
direction; both of these are quite challenging. A two-scale approach,
such as Kenneth`s method of chopping provinces up into 30-50 6-mile hexes
is pretty much the only way to maintain both variation in province shape
and sanity in movement rules.
This is why, in the D&D Companion Set, all "provinces" were defined
precisely as individual hexagons on the world map.
Ryan Caveney
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09-26-2003, 09:34 PM #12
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On Thu, 18 Sep 2003, Raesene Andu wrote:
> Quite simply the question is should all elven forest province be
> changed to */9 provinces.
Absolutely yes, without any reservation. This is the very first change I
ever made to BR back when I first bought it -- the many cases in which the
source potential is listed as (9 - Province Level) are to me obviously an
error in applying the rules. All elven provinces are */9, yes definitely.
Ryan Caveney
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09-27-2003, 02:32 PM #13On Thu, 18 Sep 2003, Raesene Andu wrote:
> Quite simply the question is should all elven forest province be
> changed to */9 provinces.
Absolutely yes, without any reservation. This is the very first change I
ever made to BR back when I first bought it -- the many cases in which the
source potential is listed as (9 - Province Level) are to me obviously an
error in applying the rules. All elven provinces are */9, yes definitely.
Ryan Caveney
Yet another reason to resent the humans...they really are everywhere, aren't they?
-Osprey
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09-27-2003, 03:30 PM #14
On the whole source potential thingy, I was thinking of changing the way it is calculated (mainly to bring some order to the whole thing).
Basically my idea was that there were three underlying terrain types
5 - Plains/Hills
7 - Mountains
9 - High Mountains
And on to these basic types you applied a series of modifiers based on additional terrain features, like so.
Forest +2 (lowland, hills, mountains only)
Elven Influence +2
River +1 (if river flows through province, not just runs along its border)
Swamp +3 (lowland only)
Glacier +1 to +3
Dragon Bones +1
Coral Reef +3
And so on.Let me claim your Birthright!!
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09-28-2003, 05:22 PM #15
I'd suggest adding a set of matching guidelines for things that decrease a source potential. Province levels and deforestation are the default ways, of course, but one could imagine magic-draining events in a province's history also dropping the source potential. Extensive mining and quarrying in hills and mountains might do that, as well as rifts into the Shadow World (where the SW source is leeching off the mebhaighal) or other corrupting magics. I reckon we could come up with a good list of ideas with some collective brainstorming.
-Osprey
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