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Stronghold

Posted: Thu Dec 24, 2020 12:50 pm
by DM Juan
I noticed that at some point when copying rules over, I must have dropped the note on Stronghold that it was limited to 1 level of Building/Fort per casting.
In theory, therefore, you could instantly construct a Mine V, or Hospital V, for example. Or Fort 10.

The spell originally was intended to do exactly that. It seemed a bit broken in a previous game...

Re: Stronghold

Posted: Thu Dec 24, 2020 1:09 pm
by TF - The Fortress
[+] Stronghold Realm Spell
Source 7 Required
Stronghold (Conjuration/Summoning)
Regency: Special
Gold: 5GB
Duration: 1 Turn, +1 Turn/level
By means of this spell, the wizard conjures up a castle, tower, fortification, or building of any kind. The RP cost is equal to the Gold Bar cost of constructing an equivalent stronghold, but difficult or remote terrain doesn't affect the magical version. For example, a castle (3) normally costs 24 Gold Bars; this realm spell can do the same for 24RP, regardless of where the castle is placed. Note that NWP that reduce the cost also apply to the spell-version.

Stronghold can be used to build a building as well. Note that it likewise lasts 1+Level Turns. Permanency Spell can make it permanent. This costs 1 CON and 1 bloodpoint.
I'm fine with it being instant. It already requires a Source VII, so not something quickly achieved. Additionally, unless a permanency spell is used it will have to be recast at some point potentially.

I would limit it to the buildings available to the caster (so if they don't take laboratory they can't Insta-Spawn one). This means non-regent/domain specific buildings can be Insta-Spawned at a significant cost (fixed cost for the Source VII, fixed 5 GBs, fixed one action, and variable cost of building type/level/NWP modifiers).

Re: Stronghold

Posted: Thu Dec 24, 2020 1:10 pm
by CSF - Flint
I missed most of the previous games, what broken things were being done with it?

Re: Stronghold

Posted: Thu Dec 24, 2020 1:16 pm
by DM Juan
Clumine Dhoesone - Turn 2 Lab 5, cornered the potion market in Taelshore.

Re: Stronghold

Posted: Thu Dec 24, 2020 1:21 pm
by WM - The Waste Mage
You can build almost as fast with GB. And GB building doesn't cost you an action every time. And by the time you get your building to Level 5 (depending on what level you are this might happen earlier...) the first level is disappearing due to duration. Or soon will and then you will have to spend 5 more actions to keep it at that level. Or somehow be level 16 despite not having enough actions to adventure or do anything else since you used them all casting stronghold every action and then you lose a con and blood point on top of it. Gotta think about these rules and whether they make whatever is being discussed completely useless.

And why punish people for being smart? If he had enough RP to do that at Turn 2 then that was a great move. Why punish people for being innovative? Why neuter everything that someone tries that is successful? What was that short story where in the future they forced everyone to be equal by making strong people carry around weights and good looking people wear ugly prosthetics etc?

Re: Stronghold

Posted: Thu Dec 24, 2020 1:24 pm
by WM - The Waste Mage
Why try to make everyone equal with the dimmest bulbs? They SHOULD be trodden under because if they are artificially kept alive they weaken the rest of the herd by being allowed to pass on their faulty genes when they should have been eaten by the better, faster, smarter members of the herd.

Re: Stronghold

Posted: Thu Dec 24, 2020 1:27 pm
by TH - The Hunt
While I like Stronghold being able to create huge, impossibly wondrous structures, they really should be magical and temporary unless the Permanency spell is cast. And a magic building should not be able to create magic items.

Re: Stronghold

Posted: Thu Dec 24, 2020 1:29 pm
by DM Juan
They are temporary sort of. I suppose could reduce their duration, but allow insta-high level buildings.

Like 1 Turn + 1 per 2 levels

Re: Stronghold

Posted: Thu Dec 24, 2020 1:31 pm
by WM - The Waste Mage
But you will also nerf xp gain.... which will keep people low level....which makes casting a stronghold spell that will last 4 turns something that will never happen.

Re: Stronghold

Posted: Thu Dec 24, 2020 1:32 pm
by RaH - Rassan al Hamam
I don't think its that overpowered. First you need a L7 Source. Second it costs a lot of RP. 80 RP for a L10 Fort, 50 RP for a L5 Mine, etc. Can only make it permanent if you have a l12 Wizard.
In past games it was much harder to get to L12 then this round, but that's a different story and can maybe be talked about after this round.