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Messages - Anaris

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Helpline / Re: Noble being declared a commoner
« on: May 03, 2019, 09:16:08 PM »
Letter from Vahanian Blint
Message sent to all nobles of Obia'Syela (35 recipients) - 4 hours, 18 minutes ago

In the eyes of the church you are a commoner. You have been stripped of all other rights, titles, and ranks per the Holy Oracle's decree.

Vahanian Blint
Duke of Amen Telum
Margrave of Grehk
Priest of Heralds of Obeah

Letter from Antonia Fitz Roberts
Message sent to all nobles of Obia'Syela (35 recipients)
It is clear to me that the Oracle's will has been misinterpreted. He has not been declared a commoner, simply demoted to a position of dishonour in the faith as a punishment for his gross and flagrant attacks on the sanctity of our Oracle.

Declaring him a commoner would be another thing entirely. He is still a noble, yet in the eyes of the faith a noble so disgraced that he should not hold positions in the faith reserved for the nobility

Antonia Fitz Roberts
Dame of Rines
Marshal of the Farseers of the Oracle

Helpline / Re: Noble being declared a commoner
« on: May 03, 2019, 09:08:23 PM »
Despana forgot the part where the commoner was declared a noble without without using the game mechanics to do so and was declared Ranias Heir.  As for accusing fornication with a commoner or Daimon, no not quite....

That's only peripherally relevant to the case at hand—which, if what D'Espana says is true, does not actually involve Zebidiah being declared a commoner in any significant sense.

Please stick to the facts of the matter currently under consideration. With that in mind, are there any substantial parts of D'Espana's explanation that you would care to concisely dispute?

Helpline / Re: Noble being declared a commoner
« on: May 03, 2019, 07:53:36 PM »
Thanks for the additional perspective, D'Espana.

Dustole, are there any substantial parts of D'Espana's explanation that you would care to dispute? Concisely, please.

Helpline / Re: Noble being declared a commoner
« on: May 03, 2019, 05:18:37 PM »
The Titans are not here to be the RP police.

That said, if an entire realm is blatantly ignoring game mechanics to that degree...I'm not entirely comfortable with that.

This situation sounds like it needs some more detail for it to be clear whether (and to what degree) the general principle of "game mechanics trump RP" is being violated. Can you expand a little?

If you're not comfortable doing so in open forum, feel free to PM me either here or on Discord.

Helpline / Re: Question about sub-classes and unit recruitment.
« on: April 23, 2019, 09:50:53 PM »
After discussion with the Titans, we have come to the following conclusions:

The IR guarantee you can choose your unit type and your class. They do not guarantee that you are free from orders to recruit a unit, whether this is an order directed at your character personally, or at all characters in the realm of a given class.

Furthermore, there is no protection against being ordered to do things that you feel conflict with your current class. Just because you want to be an infiltrator, or a diplomat, does not mean that your realm must accept you taking actions of your choice specific to that class; indeed, there may frequently be very good political reasons not to permit such things.

Personally, I would strongly encourage any realm leaders to work with realm members who wish to be in classes that do not specialize in combat to make good use of the abilities of those classes, but not doing so does not violate the Inalienable Rights.

Helpline / Re: Question about sub-classes and unit recruitment.
« on: April 23, 2019, 05:57:53 PM »
That' interesting situation. It's a bit weird with how it interacts with Inalienable Rights, and I don't believe we've ever had a precedent for that, so I'd like to discuss it with the Titans before I give a solid answer.

Then shouldn't courtiers just be banned from duels and tournaments like priests are?

Courtiers can fight, they just aren't focused on it.

And who says the skills you train in the academy have to include everything that character could possibly do at that time?

Each class can train the skills that are directly relevant to them.

Only infiltrators can train infiltration.

Only courtiers can train bureaucracy.

Only warriors can train swordfighting and jousting.

BM General Discussion / Re: Influence
« on: April 05, 2019, 02:16:29 PM »
Why would recruitment centers, scout guilds, temples, and shrines matter to determine how the nearby regions' people think of that region/realm? They aren't exactly there to serve the peasants (unless they are of the specific religion those temples and shrines belong to, in which case you can use its levels instead).

Aside from that, though, pretty much everything you mention either is the case now or has been at some time in the not-too-distant past (regions revolting to other realms from rogue is not, I think, currently possible, but it was a few years ago). It mostly frustrated players when regions would join realms apparently at random like that. I can recall hearing of maybe one or two cases where the equivalent of your Realm 3 actually tried to keep their Region D and play politics around it; mostly, they either just willingly gave it up, or got war declared on them by at least one side in the pre-existing conflict before they could even take a position.

BM General Discussion / Re: Influence
« on: April 03, 2019, 03:36:33 PM »
I have thought about ideas of culture and cultural influence in BattleMaster for a while now, but what you describe here is not something I think I would be interested in implementing. Each region already tracks how much they like every realm on the continent—it's called sympathy (or, for the realm that owns the region, loyalty). And we don't need more ways for big, strong realms to win more easily.

If I were to implement culture, it would only be on a new island or a complete reset (probably not the South Island, because the idea doesn't go too well with its War Island nature), and it would be giving culture to the peasants and minor nobility—or rather, cultures. Several distinct native cultures, with nobles created on the island having the option to come from one of them or not, shifting as populations shift, having greater or lesser affinity for the realms on the island. Ideally, it would (somewhat as Zakky suggests) go along with an overhauled idea of religion, one that is much less player-driven, such that each culture has opinions on each religion.

That would provide an organic basis for conflict between player desires and the wants and needs of the NPCs they rule, something much more interesting than just another stat to maximize by doing what they already want to do.

Development / Re: [BUG] Cannot hire healers when not enough gold
« on: March 28, 2019, 11:56:39 PM »
Please report to the bugtracker.

Approved. Should be pretty simple.

Feature Requests / Re: Training Center Militias
« on: March 26, 2019, 05:31:01 PM »
I think the problem with that idea is that in BattleMaster terms, that is what militias are. They're perfectly ordinary units, of regularly-trained soldiers, that happen to have been left in the region (or originally recruited into the region) as guards.

I'm definitely interested in the idea of having militia in the game that are more like what we would actually refer to as "militia" in the real world during the period, but I don't have anything very specific in mind yet.

Feature Requests / Re: wider spacing on menus
« on: March 26, 2019, 12:07:28 AM »
Maybe...put it in the official Feature Request format?

And be a little more descriptive? Which menus? The left navigation menu?

Yes, I did. Sorry about that. The dangers of using the same term for two distinct (but closely related) actions.

That's worth thinking about. It would go well with the revamped hunt system.

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