- [+] Warrior
Best WP (Best choice for training armies): If your character concept is not training there is not much reason to recommend playing a fighter.
Consider giving Fighters the ability to buy WP with bonus NWP from int. (or ½ bonus profs)
Consider moving Leadership from General to Warrior NWP (A Reason for fighter to rule realms)
Consider granting +2 to War/Naval War Adventures from Warrior NWP at level 6
What is the value of strategy NWP in battles, anything beyond the +1 to war adventure? Is there any way to make Fighters the best class for battle matchups?
The published setting strongly favours Fighters as the realm rulers, without a mechanical reason for it. Having a fighter for a Law holder is even less incentivised then rogues for guilds before chained resources, as you only really need half law.
Consider Allowing Warriors to do Heavy Tax with full law without loyalty loss like in the published rules. Some games remove law claims in favour of law holding income, of which I can argue for either way.
Fighter had the most followers for establishing a stronghold, and as there is a Charisma limit on Lieutenants: consider a +1 Lieutentants for fighters.
- [+] Rogue
- [+] DM thoughts so far
DM Juan wrote: ↑Mon Apr 01, 2019 2:45 pmYou don't have more income with a guilder. Honestly, they have no actual functional role. You have less income, because needing a second court, and the way domain upkeep works... you are strictly better off not having them. You are even better off offering the Wizard to control all trade, because then he self-funds, and Mr Guilder doesn't need to take his 20% for personal use...
The only theoretical cost to the team is:
1) RP generation
2) Less people on your team, which means less action, but I'd trade a dedicated guilder for 2 wizards, because wizard actions are better than thief actions.
DM Juan wrote: ↑Mon Apr 01, 2019 3:59 pmBut, from a practical perspective, I think having resources encourages guilders to be important, and not be trampled all over. From a game-play perspective, this makes it reasonably compelling to play a guilder, and not just play a Wizard or Priest who happens to control guilds/trade too...
Train Chains could maybe follow the fighter specialization philosophy. Single class rogues can have the benefit, and multiclass characters (& Trade priests/rangers) could have a lesser version (expertise)
Trade specialist could receive +1 GB per link. (In birmail create a Trade Chain domain that gives tribute each season, for every trade route link created)
Being the only class that controlled ship yards was super compelling, but an undesirable change to return to class only buildings, and may not encourage Rogue only selection.
Consider a Domain Point purchase option that would allow Rogue Domains an extra Building selection.
Guilder: second best WP & Best NWP from 3rd level. (I think Guilder NWP should be cut to 3+1 per 2 levels)
Rogues are Effectively +1 ECL vs other classes on Random events from having separate experience charts. Rogues should be +1 additional level when academy trained?
Thief lost the free espionage (The main reason for playing thief over guilder). Free actions are best left out of the game, but perhaps give Thiefs an additional +1 from Rogue proficiencies on random adventures and espionage actions at 7th or 8th level)
I think that making a Guild Domains require a little more effort to maintain, will see their value as an add on to another domain become diminished. Consider adding Trade as a category that can be targeted by random events (currently: All, Prov, Law, Guild, temple, source). This also partly addresses the concern that Trade routes are 1 action investments.
Also a non-adventure event:
NB: Matter of Trade can be resolved by a choice as well; Pay off Suppliers: Lose 2d4+1 GB or Let the market pay: Lose 1 Bloodline, Loyalty Drop
Matter of Trade: Regent Action +2 OR LT Action +1 / +1 per GB / +2 Appraising nwp Check (once) Terrible (2-4) Bad (5-8) Average (9-11) Good (12+) Trade Route Contested, lose 2d4+1 GB Lose 2d4+1 GB Loyalty Drop Gain Resource or Special Resource
Resources granted need not be region specific, and quanity can be turn related if a single unit of the resource is insignificant.
- [+] Wizard
How has it worked out with the new rule: Wizards grant +1 EPL per 2 Levels (rounded UP) on War Adventures.
This buff has made me reconsider this as a playable domain. Though grovelling for funds remains a obstacle.
I would like to see wizards Alchemy spell become more viable. Remove the action tax of having to cast it as a spell, and make it more efficient 3rp to 1 GB (or even better).
Just make it a free action for the turn capped by X + Y/Caster level if it might be abused.
Consider that right now the wizard, could do a random adventure with that action and earn GB and RP. (And potentially resolves a random event)
- [+] Priest
I think most of what a Priest needs for balance comes from balancing the faith granted abilities, and the priest realm spells. Many spells are worth the action. I think its a good move to remove improved bless.
I would love to see a mechanical benefit for different priest faiths based of spheres granted, especially where there are gaps or week realm spells.
- [+] repeated from elsewhere
As the Base rules were not balanced, and battle spells are basically incorporated into war adventures. It would be fun to see the benefits assigned to schools/spheres available.
Major Spheres might only gain a benefit(or better benefit) at the appropriate character level.
Healing - Recover 1 unit /3 levels units otherwise killed during a war adventure. (Minor maybe restore hits for units fighting multiple battles a turn)
Charm (+1 to social adventure checks, free Diplomacy NWP)
Animal (Holding requirement for mounted units reduced for province with temples)
War +1 to Land War Adventures
Not every school or sphere, needs to be balanced against each other, but if they were no empty selections for a faith it would make up for losing battle magic for priests.
I feel that fleshing out religious dogma could help. Perhaps a short list like the paladin vows, things the priest is expected to promote and things it will not abide. Even better if it can inform the Temple Domains custom Major Goal.
As is religion was not a factor for any priest that I interacted with. It felt like Priests were just a realm without any special moral authority or guidance in the campaign.