09-12-2014, 12:33 AM
I want to rationalize/standardize/systematize kingdom traits so that they are more malleable when creating scenarios instead of being hard coded.
The first you will see are these three with the Final 2nd Cycle Changes:
1. Terrain Advantage:
a. Supremacy = +50% in specified terrain. Example: Dwarves have Supremacy in the mountains;
b. Mastery = +35% in a terrain;
c. Advantage = +20% in a terrain;
d. Edge = +10% in a terrain;
e. Deficiency = -10% in terrain;
f. Vulnerability = -20% in terrain.
2. Evasion:
This is the ability of Dwarves in the mountains, Elves and Dark Elves in the forest, to avoid combat, likely by using Order #119. Specifics to follow.
3. Acuity:
This is the ability of certain races to avoid ever being surprised. This will apply presently to Black Dragons, Rangers, and Red Dragons. Instead, when they would have been surprised, they would be Entrenched.
The first you will see are these three with the Final 2nd Cycle Changes:
1. Terrain Advantage:
a. Supremacy = +50% in specified terrain. Example: Dwarves have Supremacy in the mountains;
b. Mastery = +35% in a terrain;
c. Advantage = +20% in a terrain;
d. Edge = +10% in a terrain;
e. Deficiency = -10% in terrain;
f. Vulnerability = -20% in terrain.
2. Evasion:
This is the ability of Dwarves in the mountains, Elves and Dark Elves in the forest, to avoid combat, likely by using Order #119. Specifics to follow.
3. Acuity:
This is the ability of certain races to avoid ever being surprised. This will apply presently to Black Dragons, Rangers, and Red Dragons. Instead, when they would have been surprised, they would be Entrenched.