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Questionable Questing

Bob is bob
Bob is bob
Not very. We are going to have stats to measure things, but a lot of the dice rolling is going to be streamlined on success ranges and feats and spells for character, as well as traits of the Realm will be narrative. Descriptive. It does what you would expect it do in a story. Someone gets hit with a fireball? They fried.
Andy333
Andy333
How about power scaling. How many people will be able to physically overpower the protagonist? Magically? Politically?
Bob is bob
Bob is bob
The idea I'm throwing to Jackal is that most characters are capped. Be they magical non casters or casters, they have a limited level and spell range, while the MC is connected to their Realm and able to reach higher levels, but they are but one person. And other places will have magic start becoming a influence, and this means that while at the start
Bob is bob
Bob is bob
They have an advantage, over time problems from rival Fisher king type magic rulers, extraplaner threats, and other issues will pop up. The player character can't take on a army, and those armies are soon going to be equipped with enchantment of their own.
Andy333
Andy333
Will you use turns? Time skips? Chapters like I'm doing? You said you wanted for the realm the character's ruling to change over time, right? How much time is it and how will you represent it in game?
Bob is bob
Bob is bob
"o I see the question. So I'd say planning. So you do a yearly plan. Then go into the narrative of dealing with events as they come up.
And the Fisher King affects Kingdom stats over time."
From Jackal
Bob is bob
Bob is bob
A mechanic that has been in my head before I read Kingmaker's section on creating kingdom but now is very solidified as something to have is Advisors. You want them very corrupted into the inner circle of debuachery, and they will help you manage the Realm and provide ideas and projects and ways of doing things with their perspective
Bob is bob
Bob is bob
Now, for non MC and Fisher King rulers, what levels should we cap their classes? Prestige classes would be used for flavor, and might steal from Pathfinder archtypes and employ them the same way, but what level should they be limited to?
And what circle of Spells should be max for normals?
Andy333
Andy333
I guess were I would start is find out what the strongest enemy in the quest is going to be, so for example how powerful will the white walkers be, and then from there figure out how much power the main character needs to kill them and how hard you want the fight to be. So I guess what I'm asking, is what are the white walkers levels?
Bob is bob
Bob is bob
Adding that to question to ask Jackal when awake, these prompts are good.
White Walkers, Doom of Valyria spawning things, Shadow by Ashia, I have options for chaos. Personal power wise, I want to limit the MC so their never the top personally. Introduce characters later who can take Epic ranks as well, making the player a agent among many
Andy333
Andy333
Alright, so you want the main character to be able to kill a white walker, but still have the potential to get hurt or die when fighting them if their not careful. Second question that is actually pretty closely tied with my first question, is what kind of power do you want the main character to focus on? Since I'm guess the Long night is the end game, how do you want the characters to fight it?
Andy333
Andy333
Do you want them to gather magic powers, swordsmen ability, political power, economic power, build a big army, a fanatic cult, All of the above? I guess what I'm asking is, what kind of power will be the most useful for killing the white walkers?
Edit' And do you want the power to come from the management and planing side or character interaction?
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