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Development / Re: Priest game
« Last post by Constantine on November 29, 2020, 01:21:36 PM »
I don't think there is much difference between priest and bishop in that regard. They're both indigenuous to western christianity. Only that we're used to calling officials of other religions "priests" but that's obviously as questionable as calling them bishops.

I don't want to see people titled as Priest of X in game anyway. Why not use the titles created by every religion itself? I'd rather prefer to see Archdruids, Augurs, Luminaries and Tidespeakers instead.
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Development / Re: Priest game
« Last post by Anaris on November 18, 2020, 02:56:52 AM »
The other thing I've often wondered about this is whether nobles being priests actually makes sense...Or rather nobles being something like Bishops and such would make more sense, having charge over NPC priests.  Bishops and such often did fight and all...

I mean, "priest" is the general term. "Bishop" is specific to Christianity, so we're not going to use that.

There very much are NPC priests of every religion—they're the ones running the temples, etc. PC priests are just much more effective, because when you've got a noble of the highest order preaching, it carries more weight than just any other random commoner.
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Development / Re: Priest game
« Last post by Matthew Runyon on November 18, 2020, 02:40:29 AM »
The other thing I've often wondered about this is whether nobles being priests actually makes sense...Or rather nobles being something like Bishops and such would make more sense, having charge over NPC priests.  Bishops and such often did fight and all...
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Development / Re: Priest game
« Last post by Matthew Gagnon on November 16, 2020, 11:30:48 PM »
Forgive my poor choice of words, Tim. I didn't mean to imply the programming change was easy. I more meant that it was "easy" in terms of not needing a fundamental reinvention of the wheel, and that it was mostly a reclassification of sorts. I understand it would probably be a pain in the ass to make happen.

Ultimately, though, I just think it would allow the religion aspect to more easily flourish. Thanks for considering it.
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Development / Re: Priest game
« Last post by Anaris on November 16, 2020, 03:39:27 PM »
The trouble is, it's not an easy change, because the character limits are quite complex, and priests are full nobles, with all the rights and privileges they enjoy—including the ability to change class.

I'm not fundamentally against the idea—the nobility sending second sons into the priesthood was definitely A Thing, and having priests be not "normal nobles" makes some sense—but "easy", it's not, I'm afraid.
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Dragon's Eye / Lockdown Edition
« Last post by Tom on November 16, 2020, 09:43:48 AM »
As we are entering the second lockdown, I have decided to release a version of Dragon Eye for free to download and play.
The game has been playtested for over a year, but it is still not entirely finished. That is the downside of this free edition, that a few edge cases in the rules are not complete and a final proof-reading has yet to be done and the entire thing is still a work in progress. Oh yes, and no artwork has been included so far, so there’s that.
However, you get a full game system to carry you and your friends through the lockdown.
The game system consists of four parts. The Core Rules book, the Magic Rules book, the character sheet and the online encyclopedia of the game world.

https://notveryprofessional.com/dragoneye/atlas/Lockdown_Edition

And if you want to support the game in any way, you can do so either by sending me feedback about the rules, which would be most appreciated, or by following the link to Patreon on the website above.

 
Vienna, Austria in November 2020
Tom Vogt ([email protected])
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Development / Priest game
« Last post by Matthew Gagnon on November 15, 2020, 03:24:50 PM »
A thought I have had, and forgive me if anyone else has ever suggested it.

Religion in BM is excruciating, and I think that one of the main reasons is that to play a priest, you essentially have to sacrifice one of your nobles, and their military capabilities and the like, and turn him into "an adventurer for religion."

While some people like that, most don't I think. While recruiting for a religion I created, that has been some of the most oft repeated reasons why people dont want to become priests: they just don't want to lose their warrior.

So here was my thought: what if priests became bonus characters, like adventureres?

In other words, you had your same number of nobles allowed as you always did, but the adventurers you are allowed to have are actually adventurers OR priests.

I have three adventurers now, and given that option I would probably maintain two priests and one adventurer if given the chance... maybe even three priests.

Ultimately it is a lack of clergy spreading the word that holds things back, and I think categorizing priests how we do now not only cannibalizes warmaking units for the priest game, it also just makes religion in general a much smaller part of a Medieval-ish life than it should be.

I think it would be an easy and productive change.
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Development / Re: Diplomat's military restrictions
« Last post by Matthew Runyon on November 15, 2020, 02:58:48 AM »
Being able to single-handedly keep sympathy/loyalty where you want it is enormously powerful mechanically.  I've had a maxed out Ambassador get 12% loyalty gains a turn for multiple turns in a row.  Diplomat also synergizes with Priest very powerfully, unlocking all the powerful Priest abilities as well.
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Development / Re: Diplomat's military restrictions
« Last post by Anaris on November 15, 2020, 01:03:53 AM »
Can you explain what you mean? Maybe I'm missing something.
The only new options I see are influencing region's sympathy to this or that realm and drafting/signing treaties.I agree with the reduced size.

Influencing sympathy is pretty much the entire key to takeovers. Do it well enough, and you can sometimes get regions to flip all on their own.

Quote
But why police designation? It's weird to take the local police on diplomatic missions.

Because the sympathy abilities are also incredibly useful within your own realm, to make sure your regions are in top shape.
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Development / Re: Diplomat's military restrictions
« Last post by Constantine on November 15, 2020, 12:57:48 AM »
Diplomats have some of the most powerful abilities in the game.
Can you explain what you mean? Maybe I'm missing something.
The only new options I see are influencing region's sympathy to this or that realm and drafting/signing treaties.
Furthermore, even if you look at it primarily as a class whose purpose is to visit other realms and interact with them, such interactions are supposed to be peaceful. A Diplomat shouldn't have more than a basic personal guard; they wouldn't be leading around a whole legion, as that would likely lead to an international incident.
I agree with the reduced size. But why police designation? It's weird to take the local police on diplomatic missions.
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