Post
by YK - Yuri Khavlor » Sun Jul 12, 2020 7:16 am
To allow naval realm spells, The question I have: is a ship a unit?
Does a ship equal the time investment of training armies targeted by spells like defection?
Does losing a ship to mass destruction match the GB invested in armies.
Naval ley lines makes mechanical sense.
Rogues have trade routes to parts unknown.
Will priests include adjacent sea zones for spells like despell magic.
Juan's sea zones are big. Does that make ward too powerful at sea. Maybe consider spells that can target ships, can target crews, can target GB on a traderoute.
Base rules if a crew is lost (they fight as irregulars) they were replaceable for 1 GB.
Ships are in a province if they are on a river, or traveling the coast. These should be safe from naval magic, and vulnerable to land based.
I
YK - Yuri Khavlor
Lord Mayor of Lyssan
“Nature is not cruel, but pitilessly indifferent. The hardest lesson for one to learn, is to admit that things might be neither good nor evil, but simply callous -- indifferent to all suffering"