Page 1 of 5

Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 1:18 pm
by CI - Charrek Ironfist
I had human heirs, but once I started mating with elves, I was all set on a multiclass heir. As was everyone else except the roleplaying "we hate half elves" people.

They need a "nerf".

Suggestions:

Multiclass Nerf
1. Limiting it to 2 classes would help, as would the old rule of a fighter/thief getting 75% law RP and 50% guildRP.
2. Simply allow humans to multi-class with whatever rules apply to multi classing This makes up for the "nerf" on humans with no dual classing(thanks birmail), despite many core setting book humans being dual class.
3. Further limit xp for multiclass chars. Maybe you divide by 3 for 2 classes, and divide by 4 for 3 classes.

Demihuman nerf
1. Births are rarer for these races. Maybe let humans 18-35 have a 50% chance of a birth per year, halflings 35%, dwarves 10%, and elves 5%. This way, humans will have an easier time getting objective RP to help offset dying before turn 210.
2. Increase the racial penalties. The only significant pureblood non human holdings in Anuire is RGBA.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 1:37 pm
by BS - Torpor
I agree on removing the 3 class multi. But.. another way might be to buff levels. Say, at a certain level you get a domain advantage from high level(of the correct class). that way, single class chars will have a benefit.

The birth thing.. you will just have people setting up harems. I do think some old limits should be returned. Such as no Sidhe priests, no dwarf wizards.

You could have a slight chance of unrest. Say, a ruler marries a member of another race there could be a chance of provinces decreasing in loyality.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 1:44 pm
by DM Juan
Well, interestingly you had the opposite strategy from most of the elves - have half-elf kids, because full blooded sidhe kids are functionally unusable in a game.
There is a huge detriment to being a Sidhe/Karamhul in theory, your kids will never be playable.

The RP capped instead of 100% for each class is easy, it is the default in BirMail. I had to set everyone to being Ersheghs in order to bypass the % RP between classes. It is probably a severe enough penalty that most people won't want to be multi-class anyway, unless for good Roleplay reasons.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 2:40 pm
by JB - Jontinius Bruin
Yeah, I had no issues with races, single class characters progress faster. At this point in the game Multi two could only ever gain one more level realistically and multi 3 threes were pretty much done.

I only was concerned about what happens to buildings of the wrong class in a domain that switches the ruler's class.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 3:14 pm
by TH - The Hunt
Mutli-classing works better when the regent density is low. The higher the density, the more likely multi-class characters are to be out-competed by specialists. Diaspora has a very low regent density. Even so, humans haven't been at a disadvantage! Versatility is nice, but specialists are consistently more powerful than generalists, as-is.

Not for balance so much as for flavour and niche protection, I like having the racial limits on classes. Either the default BR ones, or the default 2e ones. (After all, if we're world-hopping, not everyone is necessarily playing the BR races.)

Lower fertility rates would make sense; the number of children in this game was unrealistic. To reduce bookkeeping it might be better to just roll secretly to determine how many children a character can ever have (or per century, for immortal races), maybe modify it by constitution and increase it for male characters, and then just let the player decide when's the right time. That way it doesn't have to be done every turn, and even doing it up front is easier than rolling every turn would have been.

It makes sense to me for regents whose race doesn't match their realm to have more of a disadvantage than they do. It's hard to be a half-elf in the lore, yet in BR games players tend to be much more pragmatic about it, which creates a lot of incongruities.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 3:59 pm
by JB - Jana Boulderbrew
I don't like how buildings are limited to specific classes. I had piles of GB, but I couldn't train my own troops. So I poured a ton into ships. It felt over powering to only be able to muster/train 2 troops per Lt action.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 5:17 pm
by KB - Kargrim Bronzebeard
I would be in favour of just lifting the restriction on humans multi-classing if only that it limits character/realm options.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 5:20 pm
by WB - Water's Blessing
NS - Nehid Sehir wrote:
Thu Mar 28, 2019 3:14 pm
It makes sense to me for regents whose race doesn't match their realm to have more of a disadvantage than they do. It's hard to be a half-elf in the lore, yet in BR games players tend to be much more pragmatic about it, which creates a lot of incongruities.
That's part of the reason why my last two characters have been kinda racist -- I wanted to make racial differences be more problematic, at least for those in my orbit. I'm in agreement that cross-cultural and cross racial penalties being a lot higher might help -- regents can keep being all pragmatic, but their people are more provincial.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 5:30 pm
by YK - Yuri Khavlor
Would changing the pace of the game, cause age and longevity to become more interesting and impactful?

Every turn we submit the regents 5 year plan, maybe 4 actions instead of 3.

Re: Topic: Demi Humans too good

Posted: Thu Mar 28, 2019 5:36 pm
by DM Juan
And then each action 4 is winter... With attrition check. Would need to figure out summer/growth etc somehow.