

Why? It's a bit of a quibble given the circumstances of our game in particular, I know, but to reference the comic we have the example of the new Faq- which built its capital from ruins and never popped a caster, but was able to hire on a caster that we know was sent into the Magic Kingdom after Unaroyal's defeat. Unless you think Vanna came out in someone else's capital and was flown in to Faq, which I'd say is possible but unlikely, it seems fairly clear that capitals have portals, no random requirements or caveats involved.Kaed wrote:Yeah you guys, I guess portals can be sort of automatic, but you still need to have a caster




Kaed wrote:Exate makes a good point. But I'm still firm on the idea that you need to want to build a portal. Without a caster or communications overlord to contact the Kingdom, it becomes rather pointless.
Maybe you could use it as a formal form of execution instead of just mentally disbanding...
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.






Lord of Monies wrote:Applying this to the scale of the world we have would make an absolutely huge grid, though could probably be made a little easier by way of many many tabs. Categorise the map into quadrants. That way, when Kaed is looking for the results of a specific relevant area, he can go to the tab in question, roll the dice, and get all the numbers he needs without being overloaded by tons of other numbers.
Playing with it briefly, is it me, or do encounters or anything else popping happen really rarely with this? That might be the way to go, but it just seems really rare is all so maybe a bit more might be the way to go. I dunno. This is brilliant Exate.
Yeah, we run into the usual standard issues here- 100x100 map means 10,000 hexes to work with even though the map doesn't seem that big when you're moving around in it, and that's a hell of a lot to handle on a turn-by-turn basis. The Erfworld concept of the battlespace may apply here to ease the workload a bit; maybe break the map into relatively small "battlespace" sectors, and only those sectors where units exist during a round actually have their pop probabilities run? Or simply lower the probabilities across the board- a hex where nothing happens is a hex with no work for the GM, after all.Lord of Monies wrote:Applying this to the scale of the world we have would make an absolutely huge grid, though could probably be made a little easier by way of many many tabs. Categorise the map into quadrants. That way, when Kaed is looking for the results of a specific relevant area, he can go to the tab in question, roll the dice, and get all the numbers he needs without being overloaded by tons of other numbers.
Lord of Monies wrote:Playing with it briefly, is it me, or do encounters or anything else popping happen really rarely with this? That might be the way to go, but it just seems really rare is all so maybe a bit more might be the way to go. I dunno. This is brilliant Exate.
In any given hex, events should occur only rarely- if they happen too often we need to tweak the probabilities downward. As you note, however, there are an absolutely huge number of hexes involved here- and when you consider that there are what, 90 hexes within a 5-hex radius of any given point on the map, then even low probabilities of events become near-certainties of something interesting happening relatively close by every single turn. It's why I said the wilds of Erfworld were highly populated upon reading the 1/200 probability for dwagon pop rates; it doesn't take a particularly high individual probability to make huge numbers of units pop when you've got a whole world to work with. Good scouting or Lookamancy could ensure that you never lack for interesting things.Lamech wrote:Actually it looks quite often. Something with 20 move would hit multiple events a turn. From a single unit. Deserts seem packed with crap. Oh and sandstorms alone will get multiple hits a turn. A good lookamancer could really exploit this.
The spice was something I pulled in from Dune as a nod to my faction's flavor, with little or no regard to balance- that's Kaed's problem. Rations are basically upkeep reducers- you can find 200 shmuckers in rations, and then your units use them and you pay 200 less upkeep on the next turn. Very handy. In the comic rations can only reduce a unit's upkeep down to a certain percentage rather than eliminating it entirely, but we've been ignoring that in the game thus far. It would be a lot of extra bookkeeping for minimal reason, in my opinion.Lamech wrote:(Especially the spice.) I think that averages 12.5 rations a hex. Although I'm not clear on how rations work.

Exate wrote:In the comic rations can only reduce a unit's upkeep down to a certain percentage rather than eliminating it entirely, but we've been ignoring that in the game thus far. It would be a lot of extra bookkeeping for minimal reason, in my opinion.


Must I? Muddling through the archives for things is annoying as hell.Kaed wrote:Cite please.Exate wrote:In the comic rations can only reduce a unit's upkeep down to a certain percentage rather than eliminating it entirely, but we've been ignoring that in the game thus far. It would be a lot of extra bookkeeping for minimal reason, in my opinion.

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.




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