Page 4 of 5

Re: Stronghold

Posted: Thu Dec 24, 2020 6:14 pm
by TH - The Hunt
Right. Save casting Permanency until you've been visited by three ghosts, have a change of heart, and decide to save Little Timmy with a level 5 hospital that'll remain even after you're gone.

Re: Stronghold

Posted: Thu Dec 24, 2020 6:16 pm
by TH - The Hunt
AvD - Alisse wrote:
Thu Dec 24, 2020 6:12 pm
I tried...my opponent in the mountains wasn't up to the task ;)
The key here is the use of the singular pronoun. If you want to lose, you need to stop ganging up on lone opponents, instead you need to be ganged up on. Numbers are way more important than ability.

Re: Stronghold

Posted: Thu Dec 24, 2020 6:17 pm
by WM - The Waste Mage
I see....you can still create any level building that will last 1 + Level Turns but to make it permanent is 1 perm spell per level. The games last only around 20 Turns so still never going to cast permanency and no need to. So changing the rule seems pointless. And if you shorten the duration but keep the same cost you make it....again...a spell that will be avoided.

Re: Stronghold

Posted: Thu Dec 24, 2020 6:20 pm
by WM - The Waste Mage
And why are these random, hardly ever used spells, etc being focused on as "game breaking" when the biggest game breaking thing of all is the STUPID amount of gold from trade? That is so much worse than anything a wizard can do.

Re: Stronghold

Posted: Thu Dec 24, 2020 6:20 pm
by JB - Jana Boulderbrew
Hmmm.. why would permanency affect a building when fireball doesn’t?

I understood the ‘mundane’ spells aren’t supposed to have impact on realm/holding/building/action level? Because that is the domain of realm magic?

Re: Stronghold

Posted: Thu Dec 24, 2020 6:21 pm
by TH - The Hunt
Don't worry about Permanency as a tactical choice. The only reason to do it aside from 'I'm role-playing a regent who's going to die from old age anyway' is to make it impossible to dispel, in the rare event that you, a person who can spend the better part of a hundred RP on a single spell, find need to worry someone else might spend enough RP to undo it for you.

Re: Stronghold

Posted: Thu Dec 24, 2020 6:22 pm
by WM - The Waste Mage
HD - Halaur Duin wrote:
Thu Dec 24, 2020 6:20 pm
Hmmm.. why would permanency affect a building when fireball doesn’t?

I understood the ‘mundane’ spells aren’t supposed to have impact on realm/holding/building/action level?
Because Perm spell is listed specifically in the description of Stronghold spell as a way to make it permanent.




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.

Re: Stronghold

Posted: Fri Dec 25, 2020 2:35 am
by JB - Jana Boulderbrew
Py - Pyroneous wrote:
Thu Dec 24, 2020 6:22 pm
Because Perm spell is listed specifically in the description of Stronghold spell as a way to make it permanent.
I know it’s in the rules, and as it seemed we were discussing the rules, I added my question/opninion.. 😏

Re: Stronghold

Posted: Sat Dec 26, 2020 7:41 pm
by DD - Domitian Diem
DM Juan wrote:
Thu Dec 24, 2020 1:16 pm
Clumine Dhoesone - Turn 2 Lab 5, cornered the potion market in Taelshore.
Having a source 7 in turn 2 is quite impressive. But that game wasn't "build your own domain" either. And she did have to murder the people that lived in the province too right?

Re: Stronghold

Posted: Sat Dec 26, 2020 7:49 pm
by TH - The Hunt
Yeah, I thought about pointing that out. The reason Stronghold was used to great effect in Taelshore but has not been used much since then is because Taelshore started out with high level sources and some source-only regents, but in every game since, sources started out at level 1 or even weren't created yet, while spellcasting regents all started with lands to rule and multi-tasking to do. It's no coincidence the first wizard to have a source 7 this game (or at least, to discuss using the spell with it) is the one who gave up all their lands on turn 1.